Jimmy James Oct 2, 2012 @ 5:04pm
Digging gold isn't really fun
I'm struggling to see how this mechanic helps the game. I recently fired up the game after many (many) years and it just serves as a sort of slowdown mechanic for spawning units. This is the one and only game I can think of where cheating actually enhances gameplay.
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Dashy Oct 2, 2012 @ 5:48pm 
It is just a method of resource management, to avoid people from spawning an army of white bots with rocket launchers and so on. I dont think its so bad unless you are just trying to create silly explosions, it balances out other game modes.
Jimmy James Oct 2, 2012 @ 7:00pm 
I understand why it's there, I just think that particular mechanic could be done in a way that doesn't bring the gameplay to a grinding halt while players are forced to hop off and mindlessly dig for a bit.

Even if the gold dig AI was working, what would that add to gameplay that a fixed burst of gold wouldn't solve? Or capturable points that provided periodic resource boosts? I guess you could theoretically have to worry about your digger getting shot but the AI is too poor to hunt them down. Your gold harvesters are quite safe.
the Hon. Clive Palmer MP Oct 3, 2012 @ 4:53am 
The most basic game theory and game design has not been implemented in this vapourware. My condolences that you have paid money for it.
binkyberkowitz Oct 3, 2012 @ 5:03pm 
There is another way: Get a dropship loaded with absolutely nothing. Get to the surface and open the cargo doors, abduct enemy units, and fly it back into orbit. You will gain gold.
Have fun with your slave trade for gold business.
Jimmy James Oct 3, 2012 @ 5:23pm 
That is pretty cool Binky.

Digging still sucks though.
binkyberkowitz Oct 3, 2012 @ 6:54pm 
Type this in to the command line:
ActivityMan:GetActivity():SetTeamFunds(1000000,0)
To open the command line, use the "/" key, or the tilde key. Then copy/paste the command, which allows you to set your gold. This only works for player 1 though. You have to pick the red colored player, the one with the red Roman numeral "1" in a red square for it to work though. So whether its mining, slavery, or command console, you can get money.
t o r o i d Oct 3, 2012 @ 7:27pm 
There's another cheaty way: Change the buy value of an item to a negative number.
For example, go to ...\Steam\steamapps\common\CortexCommand\Base.rte\Devices\Explosives\Explosives.ini
Find this part:
AddDevice = TDExplosive
PresetName = Blue Bomb
AddToGroup = Grenades
...
...
...
...
GoldValue = 5
...

Change GoldValue = 5 to a large negative number, like -5000.
When you need money just buy some blue bombs.
binkyberkowitz Oct 3, 2012 @ 8:52pm 
All these methods would work very well. Although you'd probably need to reset them when going into campaign mode so if the AIs buy things in bulk they don't gain ridiculous amounts of money.
t o r o i d Oct 3, 2012 @ 9:04pm 
Pfft! Who plays campaign mode?
Jimmy James Oct 3, 2012 @ 9:14pm 
I've used both and agree that it goes a long way to keep the pace of the game interesting. I'm just trying to highlight a pretty fundamental design issue, in my opinion.

You're doing the same, Toroid—sitting down and deciding "is this fun?" would go a long way in furthering development of the game. I don't like the campaign either. I think when people are talking about Cortex Command positively they are usually recalling some crazy moment where bits of something are flying all over the place, using a mountain of bodies to scale a wall, etc.

The fun and genius of this game is the action and the way the battlefield changes throughout the battle gameplay. The campaign and everything surrounding the battles feels tacked on and just pulls me away from the good bits.
t o r o i d Oct 3, 2012 @ 9:51pm 
Mods are where it's at. Defending a brain in some of Gotcha's "Map Pack 3" maps using Shook's and whitty's ridiculously modded weapons and actors was some of the most fun I've had with this game - to give specific examples.
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Date Posted: Oct 2, 2012 @ 5:04pm
Posts: 11