Campaign overhaul mod v13

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Instructions for outdated mod: download from https://www.sendspace.com/file/mk542q, extract it in \Documents\My Games\Offworld\Mods, then start Offworld, go to Options-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). If you're feeling really clever, you can try the more complex ones (Sam, Rubini). In order of increasing ingenuity required, they are Raskolnikov, Maisie, Crichton, Reni, Kamat, Joji, Dawson, Rubini, Sam.

36,374 views 9 replies
Reply #1 Top

This is very cool! I am glad to see mods starting to be a thing! (I think this is basically the first 'real' mod?)

 

I decided to give it a go.  Playing with the Upgrade Lab Expansive guy.  Here's the first 'episode':

 

 

 

Reply #2 Top

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.

Reply #3 Top

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.

Reply #4 Top

Are you keeping the current changelist updated somewhere?

Reply #5 Top

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.

Reply #6 Top

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 that is still underpowered enough to not be worth it.

Reply #7 Top

Are you at a happy version? I want to start another series, but every day the version counter goes up by one.

 

well. given that i am going away Monday for spring break, means I have to record Sunday, means, you have about 20 hours from this post to be satisfied with your build for 5 seconds.

 

(i am playin with ya.  very good stuff so far. I think i am going to try out the launch guy next.  Have you tested it on next_version, cause if at all possible, id like to play on that, such that I dont have to ctrl_shift_down every 2 seconds, which really annoys cubit.)

Reply #8 Top

The version counter goes up by one in reaction to each of your videos! No videos means no version counter bumps :D

(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.

Reply #9 Top

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 perks to choose from. This was a major factor in the bloating of perk lists. And sometimes you would receive something useless like engineer sell-off while your opponents received nanotech and free buildings. It's gone now. Now everyone suffers equally.

EDIT V13: https://www.sendspace.com/file/mk542q

The Offworld perk change I made, to restrict it to one-per-round, is now reverted. I messed up and forgot its interaction with existing, previously-hired Offworld engineers. There's no way to restrict Offworlds to one-per-round yet.