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Cogmind => Strategies => Topic started by: zill on October 13, 2015, 12:56:52 AM

Title: Basic Question and Answer thread
Post by: zill on October 13, 2015, 12:56:52 AM
This is a thread where simple questions can be asked if you feel the question doesn't require a thread of its own.

I have some questions of my own:

What is the relationship between me and my allies?  I have gathered a group of non-controllable allies and they don't block my movement, they seem to be able to fire their weapons without hitting one another or me, yet my own volleys will hit them. 

Sometimes when I am not flying and I am in a 1-wide corridor, non-flying worker bots seem to travel past me.  Sometimes they will turn back the way they came, however.  What is happening here?

I hacked the location of the exit, but the stairs weren't shown on the edge of the screen like other hacks, such as machine locations or worker bot locations.  Is there a particular device I need equipped to enable this, or do exits not show up like that?
Title: Re: Basic Question and Answer thread (alpha 3c)
Post by: zxc on October 13, 2015, 01:40:33 AM
Stairs should always be shown on the edge of the screen if they are outside your view, if you press 4. There are no relevant devices.

Not sure on your other questions.
Title: Re: Basic Question and Answer thread (alpha 3c)
Post by: Kyzrati on October 13, 2015, 05:25:05 AM
I hacked the location of the exit, but the stairs weren't shown on the edge of the screen like other hacks, such as machine locations or worker bot locations.  Is there a particular device I need equipped to enable this, or do exits not show up like that?
They should appear for a short time at the edge of the screen, or wherever they are, after you're done hacking, but as zxc says after that you'll have to press '4' to get them back, yes. (Or hover over the Scan window if you're using the mouse.)

What is the relationship between me and my allies?  I have gathered a group of non-controllable allies and they don't block my movement, they seem to be able to fire their weapons without hitting one another or me, yet my own volleys will hit them.
No they'll "gladly" accidentally hit you or each other ;). You just got lucky or didn't see it yet. Non-controllable allied bots are full allies in every sense except that you cannot give them orders. They'll even follow you into new areas via stairs if close enough to your point of exit (the auto-highlighted area). Depending on the circumstances under which you meet them they may or may not follow you across a map, though--that's handled on a case-by-case basis.

Sometimes when I am not flying and I am in a 1-wide corridor, non-flying worker bots seem to travel past me.  Sometimes they will turn back the way they came, however.  What is happening here?
There's a chance they were wandering in one direction and reached their destination (which may very well be in the middle of a corridor), then decide on a new destination that was back the other way. Non-combat bots are just wandering around looking for stuff to do, so if there's no task that fits their role they may appear to be doing nothing meaningful. Because they aren't :P. The change in their direction doesn't have anything to do with you, unless you were shooting at them. (And non-combat bots are allowed to pass you to avoid creating annoying bottlenecks.)
Title: Re: Basic Question and Answer thread (alpha 3c)
Post by: zill on October 14, 2015, 01:14:09 AM
No they'll "gladly" accidentally hit you or each other ;). You just got lucky or didn't see it yet.
Are they as trigger happy as me, or will they prefer line-of-sight?  With so many rockets flying around, I assumed they were firing through each other.

(And non-combat bots are allowed to pass you to avoid creating annoying bottlenecks.)
Thanks for the explanation.

Another question:  when using manual input at a terminal, I can scroll through every command I have ever input.  Is there a way to delete these commands?  Some commands are not so useful, and I have also some typos. 
Title: Re: Basic Question and Answer thread (alpha 3c)
Post by: Kyzrati on October 14, 2015, 01:39:16 AM
Are they as trigger happy as me, or will they prefer line-of-sight?  With so many rockets flying around, I assumed they were firing through each other.
Haha, they'll only ever take a shot when they have LOS, but just like you and everyone else they may not have the greatest chance to hit depending on the circumstances! So stray shots are equally blind in this case. In fact, in my opinion taking stray shots (from all sides) into account is a pretty important part of strategy regarding tactical positioning when its time to line up to attack, or defend.

However, you'll notice that projectiles do sometimes appear to pass through robots--that's possible with smaller chassis since they don't occupy the entire space at their position. The projectile just managed to squeeze past them.

Another question:  when using manual input at a terminal, I can scroll through every command I have ever input.  Is there a way to delete these commands?  Some commands are not so useful, and I have also some typos. 
Hm, not currently, no. It wouldn't be impossible to add a special command for that. I've already used up a lot of the special keys for that mode, actually. Like you'd think the Delete key would be appropriate and intuitive, but both that and Ctrl-Delete already do something while typing, as do Escape/Enter/Backspace/Ctrl-Backspace/Arrows/Ctrl-Arrows/Home/End... You can see I'm a fan of hotkey-based text editing :P
Title: Re: Basic Question and Answer thread (alpha 3c)
Post by: zxc on October 14, 2015, 01:41:21 AM
Really minor request: manual commands to ignore capitalisation (if it doesn't already work like this).
Title: Re: Basic Question and Answer thread (alpha 3c)
Post by: Kyzrati on October 14, 2015, 02:19:52 AM
I wanted hacking input to originally be case insensitive, but it was inconvenient for certain reasons I can't recall at the moment (both regarding usability and implementation). I'll look at it again, because I can imagine this eventually being an annoyance for some players. Right now it is case sensitive.

I have some other cool usability tweaks I want to make to manual hacking this time around, too.
Title: Re: Basic Question and Answer thread (alpha 3c)
Post by: Draco18s on October 14, 2015, 06:08:23 PM
If the data file with the manual command list was exposed on the drive in an easily editable fashion that would be nice.
Title: Re: Basic Question and Answer thread (alpha 3c)
Post by: Kyzrati on October 14, 2015, 06:32:50 PM
Oh wow that's a neat idea. You guys don't want me to finish this game, do you? ;)

I've noted it down, though I can see how implementing it would take a chunk of time what with having to extract it from its current meta data location, set up a new system for storing it, parsing the contents to make sure there's no garbage, and so on... All easy, but easy stuff still adds up! Will look at it again when I do some updates to the manual hacking system.
Title: Re: Basic Question and Answer thread (alpha 3c)
Post by: Happy Hedonist on February 05, 2016, 05:16:00 PM
This is probably a silly question, but is there an in game way to discover the manual hacking commands?  I'd like to discover them on my own instead of using a wiki or cheat sheet.
Title: Re: Basic Question and Answer thread (alpha 3c)
Post by: Kyzrati on February 05, 2016, 06:37:47 PM
If by "manual" you mean any old hacking command, you'll notice each is shown in the results window when you choose an existing direct hack from the list, so you can learn them that way.

But this doesn't extend to the Trojans and brute Force hacks, which will be learnable in the game world later on, but not just yet. (Should be coming up over the next few versions.)
Title: Re: Basic Question and Answer thread
Post by: mindreader on June 16, 2016, 09:13:07 AM
I have some questions about item stats.

What does "delay" mean on some guns.  Does that add to total length of time a volley takes?

On power sources, what does cooldown period mean?  I see shorter is better, but why?

Probably related, why do light engines produce more power than not light engines?  Why would I ever not use light engines unless I was absolutely loaded down with lasers?

What is burnout on flight units?
Title: Re: Basic Question and Answer thread
Post by: Happylisk on June 16, 2016, 09:18:24 AM
I have some questions about item stats.

What does "delay" mean on some guns.  Does that add to total length of time a volley takes?

On power sources, what does cooldown period mean?  I see shorter is better, but why?

Probably related, why do light engines produce more power than not light engines?  Why would I ever not use light engines unless I was absolutely loaded down with lasers?

What is burnout on flight units?

Delay: Some guns take longer to get a single shot off than others.  The weapons swarmers use have low delays, so they tend to get lots of shots off at you and will sometimes fire twice when you take one action.

Cool down: Someone correct me if I'm wrong, but overheating can make engines temporarily shut down.  I believe cooldown indicates how long it takes to get it back online.

light engines:  I've never looked closely, but do light engines have the same integrity as heavier ones?  I can imagine a combat robot priotizing integrity over energy output. 

Burnout: Like cooled weapons, you can overcharge flight units for a burst of speed.  You can't do this forever though and they eventually burn out. 
Title: Re: Basic Question and Answer thread
Post by: mindreader on June 16, 2016, 09:28:34 AM
I thought volley time was related to how many guns you were firing, not what type of gun.  Are you saying that the actual firing of the weapon is delayed until later in your turn?
Title: Re: Basic Question and Answer thread
Post by: Shobalk on June 16, 2016, 10:10:03 AM

Probably related, why do light engines produce more power than not light engines?  Why would I ever not use light engines unless I was absolutely loaded down with lasers?


This isn't entirely accurate.  Have a look at the power source table on the wiki:

http://gridsagegames.com/wiki/Power_Source (http://gridsagegames.com/wiki/Power_Source)

Outside of Lgt Ion Engines, the other Lgt versions are inferior in both integrity and storage.  Having a reserve of 200 power vs 50 power is a big deal for combat builds.  Speed runners are usually more concerned about the extra weight.  Supply is equivalent when comparing identical classes of engines.

Ex)

Light Angular Momentum Engine (http://gridsagegames.com/wiki/Light_Angular_Momentum_Engine) vs. Angular Momentum Engine (http://gridsagegames.com/wiki/Angular_Momentum_Engine)
Light Deuterium Engine (http://gridsagegames.com/wiki/Light_Deuterium_Engine) vs. Deuterium Engine (http://gridsagegames.com/wiki/Deuterium_Engine)
Title: Re: Basic Question and Answer thread
Post by: Happylisk on June 16, 2016, 03:23:34 PM
I thought volley time was related to how many guns you were firing, not what type of gun.  Are you saying that the actual firing of the weapon is delayed until later in your turn?

I believe two factors influence your firing time - volley size, the delay for each gun in the volley.  I'm just saying firing two guns with a high delay will take longer than firing two guns with a lower delay. 
Title: Re: Basic Question and Answer thread
Post by: Decker on June 16, 2016, 07:07:08 PM
Quote
I believe two factors influence your firing time - volley size, the delay for each gun in the volley.  I'm just saying firing two guns with a high delay will take longer than firing two guns with a lower delay. 

Correct. You have the base volley time as 200, 300, 325, 350, 375, 400, depending on the number of weapons in the volley. The delay modifier of each weapon is added up to the base volley time. The volley time cannot be brought under 100 (if equipping weapons with negative delay modifiers).
Title: Re: Basic Question and Answer thread
Post by: Kyzrati on June 17, 2016, 01:32:40 AM
@mindreader: Note that you can click on any item stat for a description of what it means :)
Title: Re: Basic Question and Answer thread
Post by: mindreader on July 18, 2016, 11:24:26 AM
> @mindreader: Note that you can click on any item stat for a description of what it means :)

I always used keyboard mode, but I did eventually stumble into the item stats.  However that did not clear up everything for me.

I'm not sure what "light" is supposed to mean when used with a reactor, but in my mind a light reactor would just weigh less, provide less, store less, and that is not the case on the most common and first reactor type you meet (ion)?  And then is inconsistently applied on later ones.  Like a micro nuclear produces more energy than a light nuclear.  Both angular momentum and deuterium produce same, but one weighs less and stores less.  Fusion stores more, but produces less than mini fusion.  It is just that every time I run into a reactor I'm never sure if it is better for my current role than what I already have.

As for the fire delay, the tooltip is something like, 'delay on firing weapon' but that didn't tell me what it actually did.  I don't think there was anything about that in the manual.  I suppose I could've checked the volley description on the right,  had I thought to do so before I posted.
Title: Re: Basic Question and Answer thread
Post by: Kyzrati on July 18, 2016, 07:58:50 PM
The name modifiers are only relative to others of the same type, in which case Light/Micro/Etc. mean less storage, less mass, and significantly inferior integrity, which are all guaranteed differences from the base part. (Basically, light versions minimize the built-in battery space to lighten the power source--batteries are heavy!--without changing the energy generation functionality. Actually, now that I think of it there's a piece of lore you can find which explains this and more :P)

But part-to-part comparisons are different: Rating is the most important at-a-glance value there (and prototypes are better than common parts). If you want to do a quick comparison between the most important attributes of a given set of parts, you don't usually need to open the stats window, just press 'q' (info mode) and compare the numbers in the parts list (on the right). For power sources, energy storage isn't so important unless you're running shields.

I don't remember all (any of... :P) the values myself (way too many items!)--when playing I just use whatever power is rated highest and/or gives the most energy for its mass. Although since the introduction of Reinforced power sources, I do like to prefer those when running a super heavy combat build, since they are guaranteed to have massive integrity.

As for the fire delay, the tooltip is something like, 'delay on firing weapon' but that didn't tell me what it actually did.
Hm, the popup text I see is "This is a direct modifier to the time it takes to fire the weapon. Some weapons are inherently faster or slower to fire." And it's shown as a positive or negative number, so I thought it would be pretty understandable as is, but maybe not if you're coming at it from a position of not yet knowing about volley/firing times? You think the description should be somehow more explicit? I'd like to leave the long explanations to the manual.

I don't think there was anything about that in the manual.
It's described in the "Combat" section of the manual, under "Volley" (the first subsection), and also gets a mention in the previous section on "Time."
Title: Re: Basic Question and Answer thread
Post by: mindreader on August 09, 2016, 12:37:20 PM
I have a question about thermal generators.  It says generates energy from surplus heat at a ratio of 30:1 every turn.

a) Is it 30 energy for every 1 heat?  Or 30 heat for one energy?
b) does the heat go down as a result of the gain in energy?  Is it basically a heat sink with benefits?
c) or is it like, I have 300 heat, it will generate 15 energy that turn (per 100?).

I guess I'd like to know if it is something worth using and what type of build it is useful for.
Title: Re: Basic Question and Answer thread
Post by: Kyzrati on August 09, 2016, 08:02:53 PM
a) 1:20, yes. I keep the terms in respective order where ratios are concerned. So when you have 200 heat, you're producing an extra 10 energy per turn, which is like having an extra average power source.

b) While not entirely realistic from a thermodynamics perspective, no it does not actually "use up" any heat itself :P

c) All utilities with a time-based effect operate on a per-turn basis (so yes, 100 time), unless the description states otherwise.

Also, Thermal Converters and Generators are two separate things, the latter generating based on your total residual heat (the value shown in the HUD), while a converter acts on thermal-based damage as you're struck.

Neither is especially useful, in my opinion. There might be some unique build that could do something cool with it, but they're a bit overspecialized compared to many other parts. There are a number of parts like this in the game, things that other robots might use which aren't always equally valuable to you. However, once we get really close to 1.0, one of the things I want to do is go back and see about adjusting a few of said items to perhaps make them more useful to even you. (But there will always be parts that are simply inferior, things you might only attach because you don't have a lot of options at a given point.)

An example of a similarly situational would be the Field Recycling Units, but I've had one save me before, and another player was recently telling me about how they were using them effectively with a specific build...
Title: Re: Basic Question and Answer thread
Post by: mindreader on August 10, 2016, 04:30:45 PM
Sorry I updated my post to correct my descriptions without reloading the page, only to see you'd answered already.

Sounds to me like operating as a heat sink that removes x heat where x is your current heat divided by 30 would be an interesting modification.  Does barely anything at low heat, but at 500 heat it would be a 16 heat reduction.  The description would be: converts 1/30 of your current heat into energy per turn.
Title: Re: Basic Question and Answer thread
Post by: Kyzrati on August 10, 2016, 08:56:27 PM
Hm, that's interesting. Sounds like maybe that could be a different (better) part as well. I'll note it down for the future Mediocre Utilities Update!
Title: Re: Basic Question and Answer thread
Post by: Decker on August 12, 2016, 07:45:54 AM
Quote
Mediocre Utilities Update

My wish list.

Thermal converter/generator => needs massive boost in usefulness.

Power from matter (matter filter?) => impractical, boost or remove entirely...

Quarantine tested => make that work faster/instant. It needs to be practical to analyze the stockpile you just found. Otherwise it's better to take a chance and equip. Inventory space is precious no matter how many storage units you have.

Particle charger => the coverage is way too high, the item is typically gone after 3 fights.

Cloaking generator / manoeuvering thrusters => decent for a stealth build, but almost useless for a combat build due to the bad integrity/coverage ratio. Doesn't need fixing if it's intended only for use by stealth builds or to boost hunters.

Shield => needs more integrity to be worthwhile.

Armor => it'd be nice to have some with higher integrity and lower coverage.

Force field => that one has serious balance issues. I plan on writing an analysis on combat sometimes in the future. I'll address the shortcomings in details there. In a nutshell, there is usually no reason to equip 3 reactors unless you plan on using force fields, and force fields are rare enough that on average you lose in evolving a third power slot.

Melee analysis suite => melee is underpowered (intentionally, from what you've said). This thing doesn't quite close the gap. Useful in enemy hands, but not to the player.
Title: Re: Basic Question and Answer thread
Post by: Kyzrati on August 12, 2016, 08:06:35 AM
Thermal converter/generator => needs massive boost in usefulness.
Yep, this and others, like Quarantine tested.

Power from matter (matter filter?) => impractical, boost or remove entirely...
Situational. It's saved me before, and just recently another player shared a similar story. That's a hell of a lot of power for a small mass.

Particle charger => the coverage is way too high, the item is typically gone after 3 fights.
These are way too effective to allow them to also have low coverage, at least when combined with a large array of energy weapons.

Cloaking generator / manoeuvering thrusters => decent for a stealth build, but almost useless for a combat build due to the bad integrity/coverage ratio. Doesn't need fixing if it's intended only for use by stealth builds or to boost hunters.
Right, intended that way.

Shield => needs more integrity to be worthwhile.
Not sure which item you're referring to. There are many types of shields.

Armor => it'd be nice to have some with higher integrity and lower coverage.
That's an interesting idea... though I can see stacking them with certain builds being extremely effective. Could be tough to balance in.

Force field => that one has serious balance issues. I plan on writing an analysis on combat sometimes in the future. I'll address the shortcomings in details there. In a nutshell, there is usually no reason to equip 3 reactors unless you plan on using force fields, and force fields are rare enough that on average you lose in evolving a third power slot.
I think they're okay because shields are massively effective parts. They protect everything extremely well, and some even protect your allies as well as allow your allies to protect you. The alternative which may be more effective from a numbers standpoint is your go-to strategy of stacking inventory filled with parts and/or huge-integrity items. But sometimes it's a case of finding X and using X to survive (even if it's not as effective as Y), not "I'm going to build this perfect death machine every time I play." A good number of winning combat builds use better force fields combined with extremely large batteries.

Melee analysis suite => melee is underpowered (intentionally, from what you've said). This thing doesn't quite close the gap. Useful in enemy hands, but not to the player.
Disagree. Melee is going to generally be underpowered for heavy combat builds compared to what you can do with a sizeable array of good weapons (intentionally, to differentiate the combat style), but it serves its own niche, and having a better chance of hitting with your one really powerful weapon (which can generally core robots of the same rating in a single hit) is quite effective.

Thanks for the wish list. I'll certainly be coming back to these posts in the future.

Also, some of these effects you find less attractive could perhaps be made worthy if we add some rarer super-advanced versions of them :D
Title: Re: Basic Question and Answer thread
Post by: zxc on August 12, 2016, 11:48:01 AM
That matter -> energy converter might be sweet toggled on with force fields perhaps...
Title: Re: Basic Question and Answer thread
Post by: mindreader on August 12, 2016, 01:26:38 PM
I agree with most of decker's criticisms.

I also dont' use particle chargers, despite my initial enthusiasm.  It just never really works out.

I've never managed to use shields or force fields effectively, although I admit I've only ever really tried using batteries with them.  I might try to get an extra power slot next time I find some.  I will probably regret it, but if I don't that'll be a lot of fun.

While I've have saved my life with melee weapons in desperate situations, there's no way to direct their damage to the core, so most hits appear to do nothing while I'm busy being shot up.

As for armor, I'm not the most advanced player, so maybe this is off base, but plating doesn't seem to be as good as just getting extra movement slots.  Plating has more coverage generally, but it also generates heat, weighs a ton, and often takes multiple slots.  Whereas, like an armored leg or some treads turned off take no energy, produce no heat, have no weight, even if you are flying around, have surprisingly high integrity, are extremely common, and will often save your life if your other means of travel get shot off.  I feel like either movement parts need to have a weight value assigned when they are turned off or armour needs more integrity then it has.

And I'll add one item to the list.  The remote datajack seems to take a stupendous amount of matter to function.  I'm sure this must be from some previous balance change, but every time I seek to use it I run out of matter within a couple fights, having maybe hacked a robot or two.  If I'm specifically going a hacking route I won't even have enough matter to risk switching it out for a real weapon when I've rebooted a robot.
Title: Re: Basic Question and Answer thread
Post by: Decker on August 12, 2016, 04:59:27 PM
Quote
Not sure which item you're referring to. There are many types of shields.

I mean the EM-like shields. They get shot up too fast due to high coverage. Shielding that absorbs hits to propulsion&co is fine, for speed builds.

Quote
That matter -> energy converter might be sweet toggled on with force fields perhaps...

I'll test that out when I get the chance. Wasting 1-2 inventory slots until you find both the FF and the power generator from matter is much more acceptable than wasting a power slot. It'd be annoying as hell from a UI perspective though. Turn on/off every fight.

Quote
I feel like either movement parts need to have a weight value assigned when they are turned off or armour needs more integrity then it has.

Heh. This was discussed already. Kyzrati almost nerfed propulsion armor that way but he didn't do it because then you'd be limited to one propulsion type (probably legs due to higher availability). Anyway, I think propulsion armor is fine as a mechanic. If it disappeared, it'd just mean that kinetic weapons and stuff like heat sinks would become even more makeshift armor than they already are.

As for armor needing more integrity, I fully agree. Or perhaps a new mechanic. As it gets damaged, it aborbs less and less damage, but overall, it lasts a lot longer so that it feels like it's actually armor.
Title: Re: Basic Question and Answer thread
Post by: Decker on August 12, 2016, 08:00:15 PM
Quote
That matter -> energy converter might be sweet toggled on with force fields perhaps...

Nope...still got drained with that fusion compressor turned on against a single sentry. 20 energy/turn isn't enough.

Spoiler (click to show/hide)
Title: Re: Basic Question and Answer thread
Post by: Kyzrati on August 12, 2016, 11:03:23 PM
While I've have saved my life with melee weapons in desperate situations, there's no way to direct their damage to the core, so most hits appear to do nothing while I'm busy being shot up.
Piercing weapons treat target cores as having 33% higher coverage than usual. Other than that, it's true that you have to get to the target's core for the nice damage to really have an impact, which is why you want as high of an initial hit chance as possible.

As for armor, I'm not the most advanced player, so maybe this is off base, but plating doesn't seem to be as good as just getting extra movement slots.  Plating has more coverage generally, but it also generates heat, weighs a ton, and often takes multiple slots.  Whereas, like an armored leg or some treads turned off take no energy, produce no heat, have no weight, even if you are flying around, have surprisingly high integrity, are extremely common, and will often save your life if your other means of travel get shot off.  I feel like either movement parts need to have a weight value assigned when they are turned off or armour needs more integrity then it has.
Yep, this has changed significantly since the early game, when armor had much more integrity compared to propulsion. The heavier forms of propulsion got a massive integrity boost, but that was without concern for how players might stack them as an alternative form of protection. Part of the reason they are somewhat less effective in that role, at least in terms of protecting parts, is that armor still has higher coverage. Some further tweaking is probably important here to keep this from being abused (yes, I do it a bit, too :P), but forcing propulsion mass to kick in when inactive, while perfectly logical, removes a lot of potential strategies and will also end up wasting a lot more slots for part of the game.

And I'll add one item to the list.  The remote datajack seems to take a stupendous amount of matter to function.  I'm sure this must be from some previous balance change, but every time I seek to use it I run out of matter within a couple fights, having maybe hacked a robot or two.
It's been that way from the beginning, because a really good hacker could (theoretically) practically own a floor via remote robot hacks. That number could still very well be tweaked, though, and likely will be. The reason it hasn't yet is because robot hacking is still only gradually becoming a viable strategy, due to other changes that have been occurring over previous versions.

I'll actually look at changing this one in particular for Alpha 11!

Quote
That matter -> energy converter might be sweet toggled on with force fields perhaps...
Nope...still got drained with that fusion compressor turned on against a single sentry. 20 energy/turn isn't enough.
Yep, It won't be enough to run a shield for very long on its own, just a more efficient power source. But I'll definitely be examining those numbers and how they relate to shields. It would be nice if you could willingly use a huge matter stash to produce a ton of power in short order to support a shield very well.

I'll be looking at this one for Alpha 11, too. (As you say, though, having to actively toggle it all the time to avoid matter waste could be fairly annoying. Matter-draining parts are somewhat dangerous to use :P)
Title: Re: Basic Question and Answer thread
Post by: zxc on August 13, 2016, 01:13:16 AM
What if the matter -> energy converters converted mass whenever energy was needed. So if you have 10 energy, and want to fire a volley that requires 20, it converts enough matter to cover that cost. That way it doesn't need to be toggled (unless you decide that running out of energy is better than spending matter right now) and also it will be more effective with force-fields. You'll just have to watch that conversion ratio and manage your matter.
Title: Re: Basic Question and Answer thread
Post by: Kyzrati on August 13, 2016, 01:28:09 AM
That's a great idea in theory, but I'd have to look into how complicate that is for the code--essentially a certain portion of the many energy checks throughout the game may also be required to convert energy when required and possible.

Explaining it out makes it not seem too hard, though :). I'll look into it. It would definitely require a lot more code, and new types of checks, compared to what exist already, though.

There are likely also some problematic special cases I haven't though of yet...

Hm, like when you want to fire a volley but don't have enough energy. Sure the game could then deduct your matter (and of course have to check whether that deduction means you no longer have enough matter to fire said volley), but it would also require additional separate checks before firing that allow you to do that in the first place, and ideally a new way to display that in the Volley UI, which would also have to be aware of this condition... Oh man, just that bit is a lot of work xD

That said, note that the utility already doesn't work to produce energy if you're already at full storage, and that effect is checked after all of your other power generation kicks in.
Title: Re: Basic Question and Answer thread
Post by: Decker on August 13, 2016, 08:56:44 AM
Quote
That said, note that the utility already doesn't work to produce energy if you're already at full storage, and that effect is checked after all of your other power generation kicks in.

It's probably fine as it is then. Mostly static ordering + on-demand is the way to go IMO. I'm happy to hear that you're thinking along those lines though.

The two relevant threads on that topic that I know of are
http://www.gridsagegames.com/forums/index.php?topic=403.msg3540#msg3540
http://www.gridsagegames.com/forums/index.php?topic=242.0

Putting my programmer hat on, the way you describe the potential interactions wrt to the volley (drain matter only if you need the energy) scare me though. Things can turn hugely complex if you want to achieve an optimal global solution. Item activation priorities (every turn on upkeep and/or on demand like for targetting computers) and purely local (i.e. per item) checks to achieve locally optimal decisions are probably good enough.

Good luck! It's a tough but fun programming problem! :D



Title: Re: Basic Question and Answer thread
Post by: Kyzrati on August 13, 2016, 09:27:41 AM
Haha, yeah, my first instinct on coming up with the volley problem was "I probably don't want to do this." Then I felt relieved when I realized it might not matter too much due to the way it's already applied. The one situation that makes it less than ideal is if you have a large storage and drain it all during combat, and some matter will be used to refill it along with other power sources, but that might not usually be a big deal either since post-combat there is usually matter lying around anyway...

Regarding the linked issues, yes one of those happens to be the oldest email still in my inbox which is marked "important," which I do for things that need to be addressed/considered/whatever, and normally take care of then remove the marker, but that's one of the few that still lives on :/. As with all things with potentially far-reaching consequences, it would've been easier if I'd considered that like... three years ago, but no suck luck :P
Title: Re: Basic Question and Answer thread
Post by: mindreader on August 13, 2016, 03:01:46 PM
I just played through a game and I tried to use as few propulsion slots as possible and try to dedicate 2-4 slots to armour, and it wasn't that bad.  I made it to -4 before the strategy fell apart.  And when it did, boy did it ever.

I think the problem mostly lies on the higher level armours not being anywhere near up to the task of the amount of combat that happens higher up.  A lot of the medium and heavy armours have much higher coverage and much higher costs, but their integrity is only a little bit better than predecessors.  The values in the wiki right now look really wrong to me, but things in the 150 range should probably have around 250 and things with 200, maybe 400.

I wish I could give more specific suggestions, but armour values are in the executable.
Title: Re: Basic Question and Answer thread
Post by: Kyzrati on August 13, 2016, 08:27:02 PM
With armor, balance-wise one has to consider that you can also carry spares in your inventory and swap them in easily to continue absorbing damage. And later in the game you can easily have a larger inventory if desired (just need to have enough armor to spare :D).

Mid-game medium armor integrity is 220, and late-game (medium) armor comes with 400 integrity. Per-slot integrity is even higher if using heavy armors. The problem is you might be using older/outdated armor with a lower rating (increasingly likely once you reach -4 unless you seek out some of the sources for better armors), in which case it will be less effective.

Specialized armors which protect all of your slots from certain damage types (even if the damage is actually taken by another part), have a lower integrity for that reason. If pure damage absorption is preferred, stick to non-special armors. I like combining the two, which is quite effective.
Title: Re: Basic Question and Answer thread
Post by: mindreader on August 17, 2016, 07:54:08 PM
Back to the initial topic.  Is there a rule of thumb to tell if a non explosive, non special weapon can blast through doors / walls?  I find it extremely useful late game to find shortcuts through a level but it is a tossup whether one of the weapons I happen to have will serve this purpose.
Title: Re: Basic Question and Answer thread
Post by: Kyzrati on August 17, 2016, 08:07:22 PM
Rule of thumb would be cannons can do it, guns can't. Also pretty much all melee weapons can smash/slice through walls, too.

Though remember that in terms of cannons, if you have a weak cannon on a floor closer to the surface, it won't necessarily be able to take it down since walls up higher are also tougher.

Also, EM is always an exception because it does little outright damage--so no EM cannons (or even AOE EM, really) are good at taking out walls.
Title: Re: Basic Question and Answer thread
Post by: mindreader on August 18, 2016, 01:54:55 PM
It never even occurred to me to try a melee weapon.  That will make things a lot easier.
Title: Re: Basic Question and Answer thread
Post by: DDarkray on November 29, 2016, 01:28:17 PM
Is there a quick way to reorganize equipped items? I don't feel like dragging stuff all the time. :(

If there is, I think it should be included somewhere in the advance control menu.
Title: Re: Basic Question and Answer thread
Post by: Kyzrati on November 29, 2016, 06:21:27 PM
Yup, there is, and it is already in the advanced control menu :P

(https://i.imgur.com/cbNNmA0.png)

(https://i.imgur.com/yMszqcU.gif)

This was added back in Alpha 9.
Title: Re: Basic Question and Answer thread
Post by: DDarkray on November 29, 2016, 06:49:59 PM
Yup, there is, and it is already in the advanced control menu :P

Oh, whoops!  :-[

Edit: That has to be one of the coolest animations. :D
Title: Re: Basic Question and Answer thread
Post by: Kyzrati on December 02, 2016, 07:00:53 AM
Thanks and yes, as you saw earlier today I added the option to do it automatically with every part change, no keypress required! (For the above recording I was intermittently pressing the ':' key.)
(https://i.imgur.com/mnvjPjl.gif)

This particular animation was so fun to make that I wrote a whole blog post about it (http://www.gridsagegames.com/blog/2016/06/iterative-ui-design/) :P
Title: Re: Basic Question and Answer thread
Post by: Kyzrati on March 02, 2017, 06:36:43 PM
Hehe, yes, it's the programmers. You can learn more about the squad types if you visit... a certain place in the cave system.
Title: Re: Basic Question and Answer thread
Post by: DDarkray on March 03, 2017, 07:13:36 AM
Man, I need to stop spoiling myself. :P

BTW, sometimes I see extermination commands in the Materials terminals. Might be a good idea to eliminate them. I also some security level 2 terminal as well, on -10 Material! Is that even possible?

Edit: I've deleted my last post in case it's a little too spoil-ey for anyone.
Title: Re: Basic Question and Answer thread
Post by: Kyzrati on March 03, 2017, 07:20:48 AM
Hm, yeah, I've been gradually removing certain commands from Materials terminals that have no real use down there. That seems like another one that can go :)

They can't even show up until Factory.