Showing 1-19 of 19 entries
Jun 11, 2017 @ 3:02am
In topic MP options
Hi Prodigy,

Last Friday, I wrote a blog post with more information about the difficulties in adding AI to games with 3+ players. You can read it here[www.powargrid.com]. Perhaps that answers your question more fully :).
Jun 4, 2017 @ 1:10pm
In topic MP options
Hi Prodigy, Great to read you're enjoying Powargrid.

When hosting a multiplayer game, you first get a menu that allows you to set the maximum number of players, as well as a password if you want to. There are two different follow-up menus; one for two players, where you can choose to either take the first turn or receive a perk, and one for more players.
In this second menu, you can pick a colour, pick a team and move your position up and down. The top player gets to start and after that, the players are put on the map clockwise at regular intervals. Where exactly depends on the map.

However, pictures say more than words :). Since Steam doesn't allow direct posting of images, I tweeted some pictures of the multipayer menu: link.

Specifically about teams: everyone can select which team they're in. We didn't build an automatic balancing feature for that, since we figured that people can decide for themselves what they want. Who are we to say that you shouldn't play 7 against 1? :)

As for the AI question: unfortunately, it's not yet possible to play a game with multiple people against one or more AIs. Making sure our AI is fun to play against with multiple players requires some non-trivial additions to the code. We do want to create a co-op mode in the future though. I can't give you a timeline for when we'll add that to the game.

I hope that answers your questions. And don't hesitate to ask if you want to know more.
Good to read you're enjoying the update :). And yes, we also found that with more than two players (or more than two teams) the game changes a lot. Suddenly it can make sense to weaken but not kill an opponent, to prevent your other opponent from gaining the advantage.
May 31, 2017 @ 5:51am
In topic Demo
Well, we've decided. And released the demo earlier today. It contains the first five campaign missions, and we have indeed included up the possibility to connect to multiplayer games.
May 31, 2017 @ 5:49am
In topic Multiplayer longevity; game modes and playerlimit
In case you haven't yet seen our announcement: we've put the update live. There is a new skrimish map available, you can play multiplayer games with more than two people and there is a demo available now (which can also connect to multiplayer games, so you can also play with friends who don't own the full game). Enjoy :).
May 18, 2017 @ 1:45pm
In topic Multiplayer longevity; game modes and playerlimit
A quick update: we've decided to pull multiplayer for 3+ players forward. The next update (in a couple of weeks) will add both team multiplayer as well as free for all :).

For a bit more info: see our new blog post here[www.powargrid.com].
Hi Markus,

We'll release a small update for Powargrid in May, which will at least contain one new skirmish map. We'll add 2v2 and ffa in a later update, but we don't have a date for that yet.
Dec 19, 2016 @ 12:21pm
In topic Skirmish Mode needs multiple difficulty levels.
Hi valefor_sdad, thank you for your post. Great to read that you like our game. We agree that Powargrid needs a wider audience :).

Powargrid does have multiple difficulty levels in Skirmish. There is a slider in the skrimish menu that gives the AI more power plants to start with. Games become a lot more difficult then.

There is a second AI available, Daft Wullie, but that AI is actually less advanced than the regular skirmish AI. It's primary purpose is to serve as an example for people who want to write their own AI. If you'd like to play against it, you can go to settings --> add-ons and toggle "enable add-ons". You can then choose which AI to play against in skirmish (or you can have two AIs play against each other).

To be honest, I wouldn't know where to start if we were to rate moves in Powargrid. During development I got quite good at playing it, but determining how good a move is with any amount of certainty is beyond me :).
Oct 20, 2016 @ 1:28pm
In topic Twitch Streaming
GiantBomb has added a page about Powargrid here[www.giantbomb.com]. So in theory, this should enable you to tag your Twitch stream correctly :).
Oct 18, 2016 @ 2:01pm
In topic Green Holy Ground
Hi Phin,

As said above, we've made a new build of Powargrid with a couple of tweaks to the easy difficulty setting. The changes should go live shortly (version 1.2.6). We'd love to hear what you think of the mission now.
Oct 17, 2016 @ 7:24am
In topic Twitch Streaming
Hi Sparks,

Great to hear that you're enjoying Powarrgid so much and that you'd like to stream it on Twitch. I must admit I'm unfamiliar with how the Twitch list works, but I have indeed contacted Twitch and requested they add Powargrid to the list of games. I'll get back to you when I get a reply form them.
Oct 16, 2016 @ 9:54am
In topic Green Holy Ground
Hi Phin,

Please don't worry about getting flamed! Your point is a valid one. If (even) easy is too hard to beat, this detracts from your game experience. And while we've aimed at making a challenging game, we do want people to have a good time when playing.


Edit:
I just spoke to Kaboom about this. In the past few days, we've heard from a few others that easy difficulty doesn't live up to its name. So we'll be taking a good critical look at easy difficulty for all the missions in the campaign and I think we'll adjust this setting for multiple missions (including Holy Ground).
It will take some time to make and test any adjustments. I think we'll be able to upload an updated version tomorrow or the day after.

Thank you for your feedback!
Oct 9, 2016 @ 5:30am
In topic Volcano
Hi Phin Dorsal, I just tested this mission on easy difficulty. Seems the difficulty setting is working properly (the AI gets a maximum of 40 power per turn from each power plant). So the faster rush on easy was probably bad luck; easy should really be easier :).

And BarxBaron is right that the better strategy is actually to not block the power plant on the beach (it is possible though). Building that power plant costs the AI a lot of power and really slows down its initial rush.

One of the key concepts in this mission is that you can use territory as a resource. Giving ground slowly costs you much less power that you opponent uses to claim it. That allows you to either build more power plants or to push the attack on another front. That's why we've added the achievement 'line in the sand', which you get if you don't let Chab pass the third row of beach tiles. That makes the mission quite a bit more difficult.

(I'm one of the devs for Powargrid by the way, in case that wasn't clear from my comment :)
Hi TheTopMostDog, neutral buildings that go to the first player to connect to them are actually on the list for the Challenge missions mentioned above :). I've also thought about them for spicing up a skirmish map like you suggest, but the trouble is that they tend to increase the starting player advantage (which makes multiplayer less fun). If we find a way to balance that, we'll create a new skirmish map with neutral buildings.
Oct 6, 2016 @ 6:24am
In topic Feedback and Issues
Hi Laurent,

Thank you for your feedback. Powargrid uses a fixed camera standpoint (or multiple in a couple of missions). Both zooming out and horizontal camera movement would require a complete reworking of the campaign missions and the skirmish maps.

To make the restarting of missions quicker, you can always choose the dialogue option marked with an 'X' in stead of with '...' That will end the dialogue with Quod immediately. The time warp animation can be sped up by hitting space bar or by clicking anywhere on the screen.
Hope that helps :)
Oct 5, 2016 @ 4:03am
In topic This game looks very interesting but...
Hi tokyodan, the early missions of the campaign act as a tutorial. We don't have a manual, but I did record a 'superquick Powargrid tutorial' a while back. That should give you a feel for the game mechanics :)
Sep 6, 2016 @ 2:00pm
In topic Release Date: 5th October
We have a release date! Powargrid will be available on Steam on the 5th of October.

So, be sure to add Powargrid to your wishlist and mark October 5th on your calendar. Your commander needs you[www.powargrid.com] :).
Sep 3, 2016 @ 6:31am
In topic Feedback and Issues
If you run into problems in Powargrid, find a bug or if you have other feedback for us, please don't hesitate to let us know!
Sep 3, 2016 @ 6:25am
In topic Introducing Wee Free Studio
Hi, I'm Willem, one of the creators of Powargrid at Wee Free Studio. To kick off the Steam community hub for Powargrid, I thought I'd introduce myself. So here goes :).

I've been designing games and creating game concepts for as long as I can remember: board games, card games, story games and now video games. Powargrid started about fifteen years ago as one of these concepts. After that, it lay dormant for years. I envisioned it as a board game, but too much bookkeeping was needed to make it work. Turns out that computers are quite good at that though, so five years ago, Michiel and I set out to make it into a small video game.

We kept improving the game, and we got more and more serious about it. At one point we realized that Powargrid would become a release-worthy game. so we founded Wee Free Studio and kept on working.

For both of us, Wee Free Studio is something we do next to our dayjobs (I work as an energy specialist at an environmental protection agency). With limited time to invest development is slow, but we've also found this to be an advantage, since this gives us the time to really think about the game and then to rethink it some more. I think this has helped tremendously, especially in fine tuning the core game mechanics.

In all, I'm very happy with how Powargrid turned out. All the way through development, we've aimed to keep the game rules to a minimum while maximizing the emergent complexity. And I think we've succeeded quite well at that. Or to put it in other words: I think Powargrid is a game that is easy to learn but hard to master. I'd love to hear whether you agree with that :).

So that's a bit about me. I hope you'll have lots of fun playing Powargrid!

Showing 1-19 of 19 entries