Hey pbhead, wait a day or so before you start streaming the next one. I am changing Sam at the moment to make her more friendly. Ok, Sam has been changed. He now gets 80% Cheaper Hacks, and loses his Faster Hacks perk. I suppose this will do.
Jaiwera
Sabotage resistance is disabled when the owner of a building is hidden.
I added all my design docs to the zip file. Some of them are interesting and worth reading.
[quote quoting="post"]geothermal vents also tend to get swallowed by nearby iron deposits when you scroll around the map. [/quote] The geothermal could cast a baked (or non-baked) glow on nearby terrain to stand out more.
It's already implemented in next_version. There are some detail problems with the UI and replays, but it's mostly functional.
Enough people have expressed concerns about the "unrealism" of the market that one of the tutorials should have some exposition about it. Players should be informed that they are trading with a Nonprofit Market Maker, who has been commissioned to keep the economy smoothly running. This reinforces a sense of cooperation and integrity: even though all your corporations are competing to buy each other out, they still banded together to set up this market maker for the common good. The "Nonp
This mod improves the default campaign. The executives and perks have many problems corrected. Instructions: Be on next_version . Download https://cdn.discordapp.com/attachments/158042656587382784/164486603513921538/campaign-rebalance.zip , extract the contents into \Documents\My Games\Offworld\Mods, then
V12: https://www.sendspace.com/file/mksef1 All AIs, and the player, now lose a basic production engineer per round, as long as they have at least 2 engineers. Dry Ice and Ice don't count for this because they're not worthy. Dry Ice and Ice also removed from the engineer-for-hire pool. As an incidental effect, Sam's theme works better now, because she can let all her engineers expire except for two. It used to be that the player and each AI would receive two
[quote who="blackmagic1" reply="3" id="3624835"]I'm a very frequent black market user (maybe too frequent sometimes). I would hate to see more defensive stuff. Defense is BORING.[/quote] I agree. Players reaching out to attack other players is better than players passively defending themselves. I also don't think the counter-attacking nature of the goon is a bad thing in terms of perpetuating leads. It's basically a comeback mechanic if someone gets lucky, but the
Idea: Defensive BM doesn't have to be permanent. It could expire, after 120 seconds, the time of a Mutiny. Let's refer to it as DEF for now. DEF is placed on a tile, just like a Goon Squad. A DEF that expires prevents any further DEF being placed on that tile. So an expired DEF on an Offworld opens that Offworld up to pain. On the other hand, anything which reveals a DEF (such as PS or EMP AOE) triggers the DEF's catch ability. This returns the DEF to your inventory, so you can re
I am going to buff most of the special perks. The reason: they aren't powerful enough. Here's why. Take a look at that perk list. What's the problem here? The problem is not that the box clips off the screen. The real problem is that the perk list is able to get long enough to clip off the screen. Who could possibly read such a long list? Who would want to read such a list
The player cares about: his owned engineers (water pump, solar panel, etc). perks for hire, available cash, and per-round income. Hireable building engineers can be superimposed on the existing building engineers, transforming flat non-clickable pictures into clickable "hire-me" buttons his owned non-engineer perks. this perk list can grow very, very long and needs a lot of space. 16+ items is normal in later rounds. Now that players can hire more than one p
The version counter goes up by one in reaction to each of your videos! No videos means no version counter bumps [e digicons]:D[/e] (Thanks for the feedback!) Getting next_version is a real pain for me, because of some isolation requirements. I don't think it will happen. However, I will change things according to your playthrough in next_version, and not according to my outdated Beta 10. I agree, you should play on next_version and not on Beta 10.
V10: https://www.sendspace.com/file/kd4zar Removed colony bonuses. They were gimmicky enough that pbhead thought they were caused by the mod, but they're actually part of the default campaign. There isn't a good reason to tie colony types to specific bonuses given. Further rationale in the changelist. Kamat gets a spy. Unfortunately, this does leave out the scanning bonus perk. Perhaps it could be a perk to hire, +3 scanning bonus, bUnique 1, 100k. Although tha
[quote who="Zultar327" reply="4" id="3623902"] Quoting , quoting post I'm not pushing either for or against autosell. But if the autosell feature is implemented, it can be fully accomplished without any extra UI. To switch on autosell, the user sells 100 units when he has 9 or less units in his inventory. This matches the exi
Here's what Soren said: "Based on my experience, I kind of knew up-front there's no way to make the A.I. use that appropriately," Johnson said. "When a human player looks at another human player's HQ, there's something they'll notice that's a little off. I see a steel mill, but they're not arranged in a super-optimal way. So it makes me suspect that one of those is a hologram. For an A.I. to know that, it almost has to be pattern-recognition, visual image
To get started, see Winokur's modding tutorials, the intro and xml at http://www.mohawkgames.com/2016/02/03/modding-tutorials/ . The file is perk.xml. The executives are in executive.xml. b = bool. i = integer. what you name the perk. you use this name in executives.xml what it's called in-game. color of the square. B for building. <zCo
All the text is in "text-*.xml" in the Documents\My Games\Offworld\Mods\Hidden\Reference\Data directory. If you make the relevant changes and then submit a diff file, I'm sure they would appreciate it.
I'm afraid that other than the first post's design rationale, the answer is "not really". All the interesting decisions are covered in the design rationale though. Perks now rebalanced! They aren't yet any more interesting than the defaults, but the interesting ones should appear at better times and be more worthwhile.
I didn't care if it was added or not, I just wanted any potential implementation to work well. If it's toggled by shift-sell and buy, it automatically deduces the user's wishes, instead of being an extra attention requirement. You didn't use autosell in the last stream. When you were both consuming and using life support, it would have sped up your upgrades a great deal by turning debt into cash.
[quote who="duelking2000" reply="8" id="3623622"] well yeah if they're off they arn't consuming power [e digicons]:P[/e] [/quote] But they're eating some delicious food water oxygen. Rubini might say, "People really want oxygen, so they have to pay a little more. I'm not price gouging at all"
[quote who="duelking2000" reply="6" id="3623617"] yeha those numebrs woudl have to be adjusted, not even I have reached a million debt [e digicons]:P[/e] [/quote] Raising prices to 999 and forcing all opponent's buildings to be permanently off in campaign, I am still not able to give someone 1m debt.
I'm not pushing either for or against autosell. But if the autosell feature is implemented, it can be fully accomplished without any extra UI. To switch on autosell, the user sells 100 units when he has 9 or less units in his inventory. This matches the existing behavior of players - players already do this precisely when they want autosell on. It is triggered voluntarily, and can be avoided voluntarily. Autosell is turned off by buying any quantity of that resource. This handles all case
Unusual: Making steel as a Scavenger.
Updated. Many thanks to pbhead for uploading his playthrough to youtube! Many of the big changes were based on his experiences. If you're already in a campaign and update, then the only thing that may change is that the Offworld Engineer will become guaranteed every turn. (I'm not sure if this will happen or not.) Other than that, the changes will only apply if you start a new campaign.