Jaiwera

Jaiwera

Joined Member # 6423863
30 Posts 126 Replies 1,173 Reputation

[quote who="Zultar327" reply="4" id="3629084"] To handle the argument itself, I'd say that the assertion that the point of life-support is that it is consumed. It is one of the things that differentiates it from other resources, and these differences are important for keeping decisions within Offworld interesting. If these resources could be treated almost exactly like any other, just costing you debt, players would not have as much to consider. It's also important to note that t

12 Replies 41,063 Views

[quote who="Duban" reply="2" id="3629067"] Edit: All I'm saying is that if you want to allow players to trade cash for debt through life support there's no reason not to go all the way with it. Not unless you're intentionally trying to encourage players to sell down the price of life support, which I guess would be a valid reason to do so. [/quote] Who knows. Before autosell, life support and debt interacted in a dumb way, and Soren thought it was ok. People coul

12 Replies 41,063 Views

Sorry, I didn't read your first post carefully enough. Soren knows autosupply off by default very well, since his client updates so often, and he forgets to change the option. Maybe he's just used to having his buildings off. But given his experience with the pain, he surely has some counter-reason to keep it off by default most likely nonsense Many players have complained about this to no avail, so you'll need some novel argument to con

12 Replies 41,063 Views

kingmaker: suppose you're going to lose in a 3-way. With you are Cubit and NewbieOTCPlayer. You don't want Cubit to win, or he's going to run away with the tournament. So you make NewbieOTCPlayer win: you choose the king.

10 Replies 36,056 Views

This mod swaps the aluminum and steel UI rows. Consequences: This moves the 4 quarry/mine resources together, which is good for Random Prices because all the 20-dollar price resources are next to each other. This makes any deviations quicker to understand. Iron and steel are still next to each other. Carbon becomes next to aluminum, which is useful for scavengers. And steel consistently appears as the first item in the building resource costs instead of jumping to second when aluminum

0 Replies 13,426 Views

pbhead, if you're still up for a next video after those frustrating changes, test something first just to make sure it's working, no need to record the test. Start a campaign and then concede the first round. If the UI completely fails to appear in the hiring screen after the first round, then upload Offworld_Data\output_log.txt. Otherwise, if it doesn't completely disappear, then things are probably fine and the test succeeded. This is just in case, since I don't know

15 Replies 90,932 Views

Hey users, Soren Johnson said: I'm adding a Sim AI Mission game option to the campaign. Takes a loooong time, but if you want it, it's there. Soren Johnson said: if you want to turn it on, you have to mod game-option.xml for now This isn't a default or in the mod, but if you want your AI to play rounds instead of gain magical bonuses, it's a choice you have. This option took 20 seconds on Blues's computer.

15 Replies 90,932 Views

Right now, I'm trying to diagnose 2 things: 1. In pbhead's Sam playthrough, no engineers were murdered on the second round, but it should happen every round in my mod. I know, thanks to Blues, that the xml structure of event-turn.xml changed, so I changed my mod to match the new xml structure. Blues also showed me the C# code dealing with it, so I am reasonably confident that it matches. But the murders are not showing up, so there's an incompatibility somewhere, maybe

15 Replies 90,932 Views

When a campaign map lets you in as the only player, the round doesn't end on the end of the 7th Sol, instead going into eternal overtime. Also, conceding in this 1-player mission doesn't advance the round count like it normally does. This is next_version. This bug should happen with the default campaign as well, since I haven't touched any of the AI colony selection logic.

15 Replies 90,932 Views

This is something Soren fixes. I'd prefer player-only matches to happen, but only rarely. Conceding advances you as long as your stock price is not the lowest. Here, your stock price was the highest, yet you were booted back anyway. That's another bug on top of the overtime no-winner bug.

15 Replies 90,932 Views

A flying to-be-constructed building can show the wireframe of the finished structure. It is as if sending a blueprint over. The wireframe will be in the player's own color. Rationale: those initial construction steps look pretty terrible floating through the air, and they don't have much correlation to the final structure, and they are sometimes hard to spot. A player seeing flying player-colored blueprints will have a better understanding of what is happening.

0 Replies 11,893 Views

No, they're just incomplete. If you look through the xml, there's already a Tutorial 3 about the black market, complete with the usual broken English and spelling mistakes.

2 Replies 12,108 Views

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.

15 Replies 90,932 Views

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

15 Replies 90,932 Views

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

9 Replies 36,386 Views

[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

4 Replies 21,458 Views

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

4 Replies 21,458 Views