When you get the first menu in a campaign, the orange glow hover animation doesn't appear. https://youtu.be/JnAXwLSd1KM?t=92 Furthermore, the same no-hover problem happens if you enter the menu by clicking the menu button in the top right. Charts and Graphs is also not greyed out if it should be, such as when the round is not over. If you enter the menu by pressing the Esc button, then these problems d
Jaiwera
You forgot to turn on transparency for the building flyouts, so they have black corners now. It also applies to the Claim Tile button, the Module buttons, the speed-up/pause/slow-down buttons, auction minimization button, queued Hacker Array orders, hovered Hacker Array orders, etc.
The smoke is tilted and comes out of the side of the bottom of the rocket.
It used to be that the + and - buttons to buy and sell resources were next to each other. But now we have to move our mouse back and forth across the number display to adjust our resources. I think the price display should be clickable as well. Buying and selling can meet in the middle of the resource display. I made a picture to explain myself. I can't guarantee that I spent a lot of time making it, but I can guarantee that I used one of the most famous image-editing soft
In fact, you don't even need to do either FP operations or loops. There are only about a thousand or so possible total resource supplies. You can precompute the prices for all one thousand of them, then store them in a 4KB array. The CPU cost of this is less than computing the resource value for a single game tick, and only needs to be done once per game. Finding the value of 59 units is two lookups: one lookup at 600, one lookup at 541, and then a subtraction. What's more, yo
Furthermore, suppose we have 3 players selling all their resources: 100, 50, 15, such as the AI at the end of a campaign round. Then this is also easy to split. Simply calculate the total market change from selling 165 resources, and then split the profits proportionally. No need to worry about selling order, and nobody gets an unfair advantage from selling more units or selling less units.
Prices become much easier and faster for the program to calculate using the single-line formula. The current algorithm sells units one at a time. But we can sell whole batches with no problem, because the ODE is solvable, and piecewise functions aren't. http://www.wolframalpha.com/input/?i=d%2Fdx+%28y%29+%3D+5+y^%28log+2+%2F+log+10%29 We can integrate this, we get <a href="http://www.w
[quote who="Soren_Johnson" reply="1" id="3622990"] thanks for pointing this out - " iValue = (iValue / 100) + 10;" was supposed to be " iValue = (iValue / 10) + 10;" [/quote] In that case, price changes are no longer constants anywhere, so why not use [quote]iValue = (int)(4 * Math.Pow(iWholePrice, 0.30103));[/quote] This formula has no arbitrary thresholds, and is completely smooth. This plot shows how piecewise functions are just approximations to b
In market.cs, the important function is supplyDemand(). It's used in changeSupply(), as changePrice(eIndex, supplyDemand(getWholePrice(eIndex))). eIndex is the resource index. changePrice() calls setPrice(), setPrice() sets the price, clamping between 1-1000. [quote]if (iWholePrice > 100) { iValue = (iValue / 100) + 20; } else if (iWholePrice > 10) { iValue = (iValue / 100) + 10; }[/quote] Letti
Shipments should say how many resources they give, so "20 Glass Shipment" instead of "Glass Shipment". The round shipment bonuses are inscrutable for someone who hasn't seen and memorized each type. There is, however, the worry that double glass shipments will then say "2 20 Glass Shipment", there are some ways to solve this, like "40 Glass Shipment", or other methods. Also, I saw pbhead stream the campaign, uncertain as to whether "2 Chemicals Shipment", described as "20 Chemical
I think these changes would make the default campaign better. 1. Patents grabbed between rounds should not prevent other players from getting those patents in-round. The Patent Lab becomes a very unfortunate building after any round that offers free patents. 2. In the Elimination rounds, you should be allowed to choose which opponent gets knocked out, selecting from the oppon
Thanks for playing! Remember that Habitats cost 100 aluminum. 23 Habitats means 2300 extra aluminum consumed globally, which is where their money is coming from. By the time you became curious and looked at Reni's base, Alu prices had gone down. Spacebar is the pause key, and also the unpause key, it's pretty useful. Pause-on-build is a choice in the global options.
This mod is for Beta 10. You should really head over to the other thread for the next_version mod: https://forums.stardock.com/476070/ Instructions for outdated mod: download from https://www.sendspace.com/file/mk542q , extract it in \Documents\My Games\Offworld\Mods, then start Offworld, go to Options->Gameplay and select the mod. If you're new, you should start with the more standard characters (Maisie, Raskolnikov). I
[quote who="Zultar327" reply="16" id="3620077"] Quoting Cubit32, reply 10 Personally I'd rather that the game gradually trade resources over time, at a rate up to 10 units/s. For example, when a player sells 100 units, the game will automatically slow-sell that resource until 100 units are sold and vica versa. It seems
[quote who="Soren_Johnson" reply="1" id="3619839"] Thanks, I'll half the fuel cost of MULEs. [/quote] Why not make them cost zero fuel, like everyone intuitively expects...
It seems you don't understand some of the mechanics. For example, power and fuel go into debt. Debt is not negative money. You also seem to be unfamiliar with some events, such as surpluses and shortages. Shortages indeed do raise the price of a good.
It's been three months since Soren was last able to keep his Steel Mills online for an entire match. No wonder he likes Scavenger and Science [e digicons]:D[/e]
Judging from the carefully designed control scheme, I think Mohawk has been thinking about mobile platforms for a long time now. Mobile OTC will work, as long as OTC runs well on mobile systems, which has two major obstacles - the graphics, and the screen size. OTC can tolerate Intel HD-series cards with occasional frame drops, but even the HD3000 is significantly more powerful than most smartphone graphics cards. Running at an acceptable frame rate will be a big challenge. The map ge
Whatever it is will have to fit the existing Pleasure Dome animation, because it's too awesome to throw away...
Every number must be memorized. More numbers means more obstacles before a newbie can start playing the game at a reasonable level. These barriers to entry discourage people from trying the game. Let's see what a player would need to memorize: Iron, Alu, Silicon, Carbon, Glass (4 minable and glass) 50 units to produce 40 seconds for first 10 second addition $50 base production $100 base production for glass 0.8 pen
Good thing finals were best of 5 instead of best of 3!
[quote who="theSpinCycle" reply="2" id="3617890"]3 is a weird one. Has anyone managed to do this successfully? [/quote] I remember one game in the tournament where there were two water patches, and one player was a scientist. The non-scientist player tried to block adjacency in one patch, then unclaimed, then reclaimed, etc. It was an attempt, but the attempt was so poorly executed that I paid it no real attention. It would have worked in the hands of a better player.
[quote who="Soren_Johnson" reply="60" id="3617841"] There is a new next_version up with a few minor but notable changes: - Players in 1v1 start with 2 shares of stock. - Buildings auctions now happen next to the colony (so, for example, a brand new Patent Lab might be auctions next to a bunch of Lab Modules) - Power Surges, Circuit Overloads, etc. will not hit Goon Squads until they have no other option. [/quote] Will not hit visible Goon Squ
Here's my prediction: pbhead will lose one game just to give everyone heart attacks, and then win the next two.
Ok, DT thinks he founded too late. I have other perspectives, derived after many minutes of analysis. First, I think pb should have founded on the aluminum and ganked all of it except one or two. DT's possible counterplay to pb's carbon found would have been to gank all the aluminum in response, by preparing an expansive over the alu patch and waiting for pb's carbon found. This would have been devastating to pb. DT failed to expect this, and pb grabbed an alu claim first,