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
Jaiwera
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 However, I will change things according to your playthrough in next_version, and not according to my outdated Beta 10.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
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.
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
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