Offworld Trading Company Seeds

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Offworld Trading Company. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews Offworld Trading Company General Discussions Topic Details. May 1, 2016 @ 9:28am Daily Seed? It's in the settings for the campaign. What does it do?

What is the point of a fantasy strategy game with a heavy portion of exploring and adventuring when there are evidently no random maps?It took me only 4 tries to get a duplicate map. Same shape, same position of the woods, the mountains and even the starting locations (these were shuffled around, though). Even if the resources are randomized, this is definitely not what I call a randomized map!I have to admit, I am a very astonished. The most important thing you need for a replayable strategy game. And you leave it out. If I had known this, I never, ever would have bought the game.

It may not be easy to implement, but other companies did it succesfully, so please change it to truly random maps. After all, you said that you wanted people to play this game in 10 years from now, and this is not going to happen without them. You can cross mountains and bridges, yes. Plus there's also spells for raising and lowering the land so you can even make a mountain disappear if you need to. I think I'll be deleting the 'seeds' as well (though I'll save them in another folder).I'd say Stardock will fix this issue given enough time.

If there's one thing they know it's Strategy Games and any Strategy Gamer knows how incredibly important it is to have random maps. At the very least they'll give us a shit ton of maps in a 'Map Pack', and if not, there are plenty of 'Good' modders out there ready and willing to make Epic Maps.coughMecough.+1Overall, randomness balance.Or better put, map randomness is essential, balance is not (MoM wasn't very balanced, but this didn't hurt its replayability factor - actually it may have augmented it). For the same reason I'd like to have a random choice for the opponents (I like to discover them as I play!!). But maybe it's in and I just missed it.Looks like I will be deleting those seeds too, but not until I'm more familiar with the game mechanics (I'm still going through the very basics ). Ok, so to get back on topic for a minute, for now we CAN get random maps??

(by moving the seeds folder?)By the way, Yes they should have put fully random map options into the initial release (if you don't like them or complain of unbalancing, don't use the option. But don't take away the option from the rest of us that do) but for now, is it really that hard for people to move a directory?!So, in short, correct me if I am wrong:YES there are fully random maps IF you go through 10 secs worth of effort to move the SEEDS folder. Correct?(And to repeat, yes I know we shouldn't have to do this, but don't get up in arms about the complete inability to get random maps because it is there)I'm sure they will patch with a 'semi-balanced random map generator' at some point. Quoting Raven X,reply 34You can cross mountains and bridges, yes. Plus there's also spells for raising and lowering the land so you can even make a mountain disappear if you need to. I think I'll be deleting the 'seeds' as well (though I'll save them in another folder).I'd say Stardock will fix this issue given enough time. If there's one thing they know it's Strategy Games and any Strategy Gamer knows how incredibly important it is to have random maps.

At the very least they'll give us a shit ton of maps in a 'Map Pack', and if not, there are plenty of 'Good' modders out there ready and willing to make Epic Maps.coughMecough.+1Overall, randomness balance.Or better put, map randomness is essential, balance is not (MoM wasn't very balanced, but this didn't hurt its replayability factor).Looks like I will be deleting those seeds too, but not until I'm more familiar with the game mechanics (I'm still going through the very basics)Agreed, Brad always stated the focus for the game is on singleplayer. In singleplayer balance isn't such a great issue.

So give us the random maps for singleplayer and if need be use the current system only for multiplayer. Agreed, Brad always stated the focus for the game is on singleplayer. In singleplayer balance isn't such a great issue. So give us the random maps for singleplayer and if need be use the current system only for multiplayer.There's balance, and then there's balance. Having resources be a bit imbalanced is one thing. Having to wander 50 turns before finding a place suitable for a first city is another, and the second one is simply not going to make for a fun game.The second case is the one that the map scripts need to be able to prevent.

I am missing something.why do you keep regenerating the map? Have you finished a game already that you need to start again?Most of these 4x games take a while to complete, usually days. This looks like a major complaint so stardock will atleast release a bunch of seeded maps and that should be available in the next update. That will keep most people busy until the they get to looking a random map generator. I agree that a random map generator is require as exploration is part of game and a major component to the game.However, my point is you should still be playing the first map you generated and not regenerating the maps. Try different size maps until there are new seeded maps.Yes, you are missing something. A lot of people are learning this game from the ground up.

It is highly unlikely that a game with this big of a learning curve will reward new players with a 2 day game out of the gate. Slow starts, incorrect build order, learning new things. And so on and so on. People will be be starting new games very frequently. Quoting LordTheRon, reply 55Agreed, Brad always stated the focus for the game is on singleplayer.

In singleplayer balance isn't such a great issue. So give us the random maps for singleplayer and if need be use the current system only for multiplayer.There's balance, and then there's balance.

Having resources be a bit imbalanced is one thing. Having to wander 50 turns before finding a place suitable for a first city is another, and the second one is simply not going to make for a fun game.The second case is the one that the map scripts need to be able to prevent.Well, I didn't say, make the maps imbalanced. I just said for multiplayer I understand the need for truly balanced maps but for singleplayer there is a certain need for balance but surely a need for randomness too. Civ IV is an excellent example of how this can be done.

I'll rant a little too.Stardock should open the map generation to modders. Firaxis did it with Civ IV. Hell, they even hired someone (Sirian) who knew what map generation ment to get it right.Apparently, the map generation has been 'toned down' because it was slow, and because the random fractal maps are not balanced.Creating a map isn't slow if you do it right. Sorry Stardock, but your maps don't have more on them than those of CivIV so if generating them is slow, it's a problem with your generation algorithm, and you should open it so people who know better can do it. When Brad keeps talking about fractal maps, it shows he doesn't realise that there are fast ways to make random non fractal maps which, by construction, are more balanced than a pure random stuff. Beautifying the area next to the players' start location is something that's perfectly workable and fixes the worst (but not all) baalance problems.One thing I started doing during the beta was post a small summary of the map format. Unfortunately we don't know it fully, and the beta forum is closed so my work is lost, but if the specifications of the map files were given, or if we retro-engineer them, it would be possible to make an external random map generator.

In python, lua, C, java, or whatever. Just port your favorite Civ IV map script into Elemental. You'd have to skip the rivers or alter them because Elemental seems to do them 'in square' while Civ has them 'in between'. But then I haven't seen a river on an Elemental random map for a while. The back of the box literally says 'Randomly generated world, rich in history and ripe for conquest, make each game a new experience.' How can it say that and not have random maps?Because the maps and starting locations are randomized to some extent, just not to an extent that some people prefer.Although I do hope that Stardock releases a few dozen new map seeds over the coming months. I don't much care for the earlier 'Fix it with the mod tools' response.Edit: Frogboy has said that 'Lots of new Seed maps' will be included in the Day 0 patch (announcement ).

The balance isn't even very good even with the current state of it not being random at all. Starting positions have wildly different quality in terms of resources, which the game was designed to have be as important as possible.

Most games I start out next to a field and one or two other things. Recently I had a game where I started out within close proximity to a field, two lost libraries, an earth shard, a fire shard, a gold mine, an iron mine, a stone quarry, and an old growth forest. I would also prioritize balance over randomization, but this way has neither thanks to the single most important aspect of the game being randomized.

Quoting Tridus,reply 58Quoting LordTheRon, reply 55Agreed, Brad always stated the focus for the game is on singleplayer. In singleplayer balance isn't such a great issue. So give us the random maps for singleplayer and if need be use the current system only for multiplayer.There's balance, and then there's balance. Having resources be a bit imbalanced is one thing.

Offworld Trading Company Seeds

Having to wander 50 turns before finding a place suitable for a first city is another, and the second one is simply not going to make for a fun game.The second case is the one that the map scripts need to be able to prevent.Well, I didn't say, make the maps imbalanced. I just said for multiplayer I understand the need for truly balanced maps but for singleplayer there is a certain need for balance but surely a need for randomness too. Civ IV is an excellent example of how this can be done.Civ IV has a way to allow you to have random maps AND it works in multiplayer. Never played a single game where any player couldn't find a suitable place to drop a city within 1-2 turns. LordTheRon, you are just completely wrong on MP.

There is no reason why MP should be shafted with the current system being described here.

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