Just did another one, enjoy! https://youtu.be/NQs4GuXWnX4
popsursocks
Cheers Zultar, see you Thursday ;)
Bit of a double post for those of you on Discord but.. Just finished a replay commentary of a ranked 4man I played recently, sorry my mic isn't the greatest but its not terrible either.. Enjoy! https://youtu.be/rSr9DE74rEY
2nd game in a row today where I connect with 3 other players (4pFFA), and the game doesnt tick at all, starting debt stuck at 300k and other players say the same. Hard enough getting games to launch without this, not to mention the lost ranking points.. :((
Thanks Zultar, cheers!
Hey everyone, its been a while, like, since Season 1 while, and I'm pretty excited to learn some of the new maps/bases/mechanics. One question I have is if Pleasure Domes have been changed. The income from Pleasure Domes used to just Auto-Pay your Debt, but it seems like this may no longer be the case, and instead generate actual cash income, is this true?
Hello everyone, I've decided to try to do some OTC Replay Commentaries, the first videos are a little rough but hopefully I can get the quality up with time, here\s the link to the first video, cheers! https://www.youtube.com/watch?v=BblE_cUsoMM
Well you made a lot of points, Im not going to address all of them, but lets see.. [quote quoting="post"] Build 12745 As I understand it, commodities need cash. Credit is just used for indispensable HQ life support, energy and transporter fuel. But UI doesn't show cash needs for auto-supply! There are 2 unexpected consequences: #1 is to lose cash when I'm saving up. Remedy: I can't "trade" but must dump my wares fast an
I believe there is a small bug with the Auto-Sell Hotkey option. I changed mine manually, but it doesn't seem to work, the only thing that works is Ctrl+Shift+ click on the sell button for a specific resource, If I use my custom hotkey and click, nothing happens.
Been playin some of these lately, and a very big issue has come to my attention. The debt timer is starting without me actually being loaded into the game I.E. when I can finally see the map, debt is at like AAA and people have already founded. Please fix, thanks :)
"Buildings receive adjacency bonus for being next to buildings that supply an input resource" I know this includes power, but how? What buildings will give my solar/wind tiles a bonus?
Had my first game of DB today, was interesting but one feature that I disliked was not getting the conquered players HQ bonus. I got a scientific player, but the buildings I built with his claims were not scientific buildings. Fairly certain in regular mode this doesnt happen.
Starbase spamming in GC3 is pretty out of control imo, and without Logistics being a limiting factor (ala GC2), there's nothing to stop a player from just dropping infinte Starbases. This is made even more possible by the fact that the AI doesn't even think about getting aggressive until like turn 100, so once the colonization phase is over there is basically nothing else you need to build at Shipyards other than constructors.
My goto race is Scavenger. Getting early notifications of shortages/surpluses is really powerful, letting you either buy up a bunch of whatever is about to be short, or sell down your stockpile of whatever is going to get surplused, and then buying it back for super cheap after the price crashes. If you can get away with not going aluminum they are even better, allowing earlier production of the $$ stuff like glass and food. More frequent access to the Black Market is quite
I do agree with your point on Underground Nukes. They're either devastating to use (and awful to get hit with), or kind of worthless. Tough to balance this I imagine. I disagree with your point on the AI, but Ive only ever gone up to Executive (my usual level for SP games). They play very smartly, scrapping facilities well, turning off mines when power is expensive etc, also they play a much more reserved game as far as expansion goes, its slower b
Ive tried a few random team games, and yea its really hard to coordinate, especially because as far as we can tell, there is no Team Chat option, chat always goes to all players. So yea, Id be down for some team games, Skype is preferred, lmk :)
Also equally as irksome was what happened to me in a recent game: My opponent got an early Patent Lab. I mutinied it, took about 4 seconds to look over my list of options, than chose the "Units are Powered with Water" tech, as the bigger techs would have taken too long. Unfortunately with about .5 seconds left to research the tech, I lost the Mutiny, and my opponent got the tech! That is really ridiculous, I had basically no time to choose from the lis
So I'm really enjoying the new meta as it develops, people are going for earlier tech buildings and experimenting with stuff that isnt just rush Offworld ASAP. One thing that has really frustrated me however is the way research works in the game. Specifically, when you target either a Lab or an Engineering Facility with dynamite, the structure is destroyed BUT none of the research time is lost, and neither are the chemicals invested into that research. Y
Is it just me or are games lagging much more than previously? I have a 4MB connection which, while not the best, has let me play competitive games like LOL and Starcraft 2 just fine in the past. There have been a number of unplayable games for me, not being able to scan at the start, or lagging hard towards the end when everyone is shipping offworld and purchasing stocks. Other games have worked just fine, so I really don't know what to think at this point.
Ignoring the math side of things, I would say scientists are quite strong, but they do have significant weaknesses as well which Im not sure Ive seen mentioned here. Yes they save claims by building production on top of raw resources, but often those resoures will come back and cripple them. The best example of this is water, scientists often dont pick up any sources of this, and while usually cheap early game, its one of those resources that really starts creepin
I really like the offworld changes proposed, seems like it will make the game more strategic! Thanks again for your continued support, cheers :)
[quote who="DeftMunky" reply="1" id="3523770"] We have are planning to have a new version to go into testing tonight and it will go through testing tomorrow. I don't want to commit to a date on when it'll be ready, but the team is very anxious to get it into your hands. The reason we're not releasing it now is that we always want the stability of the game to improve throughout the lifetime of the product, and the best way to ensure improved stability is to do an internal pass
As I understand it, this issue is a known issue and the problem has been identified, but I haven't heard anything about when this fix might take place. Any ETA on a hotfix for this issue?
Loving the game so far, I've never played anything like this game before, and it's been a total blast learning this game! Here is my 2 cents as far as UI stuff goes The biggest weakness in the UI is imo the event popup area. Right now, all of the text is quite small and white, you cannot simply glance at it and know whats going on. What I'd like to see are some visual queues for the different events, and have them be basically the same size
As soon as I build the building that lets you sell you stuff offworld, the game's UI and interface all start massively lagging. Cargo ships still run smoothly, but anytime I click anything or hover for a mousetip, there is a big delay between the click and the actual displaying/changing of info.