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Messages - Kyzrati

Pages: [1] 2 3 ... 113
1
Confirmed Bugs / Re: [Beta 5] DC does not reveal W depth.
« on: Today at 01:54:58 AM »
Sure might as well attach the save here and I can check it later along with the other. That said, I'm mostly interested in W not appearing on the map at all. I don't believe there are confirmations in log for learning about duplicate maps through special means like that--that's only a derelict log thing.

2
Ideas / Re: We make bad suggestions and come up with horrible ideas
« on: February 24, 2018, 06:39:19 PM »
Haha that would be a great surprise xD

Actually...

There are certainly a lot of fun ways to think about how Cogmind could continue after winning/escaping. Whole other games or mechanics :)

3
Got it, thanks!

4
Confirmed Bugs / Re: [Beta 5] DC does not reveal W depth.
« on: February 24, 2018, 06:30:02 PM »
Hm, that would seem to be somewhat different, since the original issue is talking about using DC as a source specifically, which I've heard a few times, not elsewhere. Maybe related but hard to say since I haven't looked into this one yet.

The question in your case would be whether W or not was actually on the map immediately after the Zion reveal, or you didn't notice this until after DM. (Also you didn't mention DC--so you're not referring to that method of learning W's location, right?)

5
Stories / Re: Sometimes you get lucky
« on: February 23, 2018, 08:50:20 PM »
Combat has its perks in terms of fun :). Regarding your score, it's lower because you didn't destroy that many robots compared to a normal full-combat win, less than 200 as opposed to the usual 400~800. That and you can also really rack up bonus points by doing a lot of the destruction at higher alert levels, but you got less than 1k bonus points there.

Quote
decided to fool around a bit with the Bs (following Kyzrati's example) and left.
I love doing that, since you're already relatively safe and get to play with them when in general they're usually best avoided :)

Regarding your special weapon finds, while P is good and I agree the OC is not great, once you learn how to use PotCan they are easily one of the best weapons in the game, preferable over even P.

6
Competitions / Re: Weekly Seed #113 [Beta 5] [Seed: AlienHammerFactory]
« on: February 23, 2018, 03:46:14 AM »
Welcome, joka_LA!

Alert is tough to deal with at the higher levels, especially if imprinted and shooting up the place :P

It's easier if you can hack the alert down (imprinting makes that impossible...), or use some kind of infowar parts like sensors or terrain scanners to better plan your moves, exploration, and encounters. Otherwise you're playing blind and that can work, but is kinda dangerous. (I enjoy playing that way, and must accept the occasional consequences...)

Faster propulsion definitely helps a lot, because otherwise it's harder to reposition and just moving around wastes a lot of turns. For that reason combat players in the late game have been using Cmb. hover or even wheels. Legs are okay too if you've got at least five slots, since there will be lots of spares and they're decently fast. Treads are still fine, you just need a really solidly optimized combat build!

And definitely don't fight near garrisons :)

Regarding the weapon you found, it's not really a noob trap, just a random fun part that's not technically great but you can still build around it with certain parts to make it pretty effective.

I also moved too quickly through Materials and didn't end up finding any Large Storage, so had some inventory space issues.
Yeah I've done that before and ended up playing through the end game with just 1~2 Medium Storage taken from other bots. That's another approach, since it's great to have that lower mass and free active utility slots, just less flexible overall and combat generally needs the flexibility and spares unless you can kill stuff really really fast.

7
Competitions / Re: Weekly Seed #113 [Beta 5] [Seed: AlienHammerFactory]
« on: February 23, 2018, 03:36:40 AM »
I was aiming to both win and get a higher score, so I wanted to visit as many branches as reasonable, and keep the alert under control while still causing plenty of destruction :D

Started on wheels for the first half, mainly because I found good wheels, but built up the slots for my target propulsion: legs. Also decided to go with only 4 weapon slots, a bit lower than my usual build.

I decided to get imprinted, and because I don't think I've ever won while imprinted (still!), I thought it best to avoid my usual strategy of just endlessly summoning allies and crushing everything. It works fine until the very late-game, where the alert starts getting out of control and I die after losing my allies and have the wrong build for lone survival. So maybe this time I should use some more resupplies instead, which I almost never use.

While I did order some resupplies on the way up, I didn't actually use any of them... simply didn't need them since they couldn't offer me anything better than what I had. The occasional ally was more useful, and other than that I did make use of a fair bit of Zionite intel.

I hit high security in -3, just too much carnage while I hung out in a thoroughfare. Got smarter and spent a lot of time taking more secluded routes, but still ended up in high security before I found an exit. Still got out, though, and gamma bombed all the Sentries guarding the way out. Dual Gamma Bombs Arrays basically plowed through a dozen hostiles at a time. It was great.

Then of course that means the alert is high in -2 and I expected high security there. Sure enough, once again hit it xD. This time I basically said screw it and gone for an Experimental ally, who really saved my butt. Took out pretty much everyone along the way, including a Behemoth, as we made a mad dash across the floor to reach an exit. (Well, as "mad dash" as you can get on treads :P)

Things got really bad in -2... I made a huge mistake in not realizing an Investigator showed up, when I clearly could have dealt with that in the turn I had to react. Got scanned xD

Things went pretty downhill as I didn't deal with the subsequent situation very well, either. Oh well, was fun though and I still beat my Beta 5 high score, even though I didn't win. I took a pretty long route and had a very successful first 75%, though my peak state and late-game build were quite mediocre...

It mostly started going downhill once I switched from wheels, which I actually used for almost the entire run (yeah... never really did get around to using legs for more than a moment xD), until I found a Hauler full of Hvy. Centrium Treads and that was really too hard to pass up.

I guess I still have the goal of winning an imprinted game then!

Here I am crashing a garrison party (through the wrong wall...), while still wheeling it in the late game:
Spoiler (click to show/hide)

And this is the absolute mess I got myself into at the end of -2:
Spoiler (click to show/hide)
I ended up self-destructing because I couldn't really do anything to them but it was taking them forever to whittle me down. Wish I had some huge weapon to say goodbye with :P

Spoiler: Score: 35,119 (click to show/hide)

8
Announcements / Re: SITREP Saturday #13: 6.81 Seconds
« on: February 22, 2018, 10:03:22 PM »
There is, but it's only used for testing.

9
General Discussion / Re: Calculation log question
« on: February 22, 2018, 07:43:09 PM »
Heh yeah I call it the calc log myself (since the original purpose behind adding it was to show how hit chance was calculated), but most people call it the combat log now.

10
Announcements / Re: SITREP Saturday #13: 6.81 Seconds
« on: February 22, 2018, 07:30:34 PM »
Well, sort of but probably not unless I add that as a specific option. Technically the plan is to sync achievements in both directions, so that players who have a local achievement but it's not yet on Steam will have it uploaded, and those who have it on Steam but not recorded locally will have their Steam achievements downloaded and unlocked automatically... (for example if they stopped playing for a long time then reinstalled again later)

11
General Discussion / Re: Calculation log question
« on: February 22, 2018, 05:50:56 PM »
The calc log is admittedly not always 100% accurate or clear--we've had this come up before in a number of forum threads (things like showing wall hits are in the Ideas board, for example, and multishot weapon hit display values were reported as a bug). That log's contents have never been worked on since the 7DRL version (when it was first added by request), mainly because the truly important combat info is present on the map. I've wanted to revisit it and it's been on the list for years now, but it's been low priority because it's a rather large project compared to the small gains in usability--adding certain features would require a redesign.

Actually, more or less your same question was posed in 2015 :P

I currently have a lot of notes gathered for a potential future calculations log update, but it's currently held in the "bigger features" category, which is stuff that has no timeline but I really would like to get to some day. It's become a fairly large pool of semi-important features...

12
General Discussion / Re: Chance to rewire traps
« on: February 22, 2018, 06:01:17 AM »
Same for all. Datajacks differ in their ability to penetrate, but not rewire, as you can also see with their robot rewiring stats. Modifying chances of success at hacking is hackware territory.

13
General Discussion / Re: Chance to rewire traps
« on: February 22, 2018, 05:15:14 AM »
The base chance to rewire a trap is 10%. Additional bonuses come from hackware (which specify how much of a benefit they confer in their effect description).

I'll add the base rewire chance to the Datajack description.

14
Confirmed Bugs / Re: Indirect hacking analyses
« on: February 22, 2018, 04:46:42 AM »
Oh interesting still didn't give it in your lore? Probably because of the difference in naming. In any case, that'll fix itself when I address the original issue.

15
Ideas / Re: We make bad suggestions and come up with horrible ideas
« on: February 21, 2018, 06:45:56 PM »
I can't stop laughing.

16
General Discussion / Re: [SPOILER] Questions about story progression
« on: February 21, 2018, 06:42:16 PM »
There is a way to do all three of these in one run, but it's seed-dependent. If you want to be certain, find out which seed allows you to do all these 3 quests and then record them.
Though note you don't have to do all three in one run, which is probably the more important point there.

Blowing up certain machines do trigger certain stuff. Usually they are colored cyan. I don't think blowing up cooling machines have any effect.
Of course they do, otherwise they wouldn't be cyan ;). But you probably meant in terms of what randyt was asking, with regard to story, which is true there is no effect. (Also I'm assuming randyt is referring to Cryocooling Ducts in particular.) Cyan machines are more about mechanics than plot. There are technically some machines which affect or are involved in the latter that are not colored.

17
Everything REXPaint / Re: Show off your REXPAINT creations
« on: February 21, 2018, 05:01:05 AM »
Very clear, and a very nice job, love it! Will have to share this around in the next SITREP :D

18
General & Off-Topic / Re: Moral dilemma of the C-30 ARC's freedom
« on: February 20, 2018, 06:30:14 PM »
Hahaha, interesting thoughts xD

Something that isn't explicitly mentioned in the lore is that even Unaware aren't created equal (nor technically are all the Derelicts). Some are deemed even more lifelessly machine-like, which is why, for example, you never see certain types of robots talk. In fact everyone was surprised to recently discover that there is one situation under which it's possible to actually see an ARC deliver a line of dialogue. Shocking, yes, and it really stands out :P. That was an oversight on my part and something I want to fix. ARCs should never talk!

19
Stories / Re: First victory :) (some spoilers)
« on: February 20, 2018, 06:22:25 PM »
Nice job, that's another first win for this week :)

Too bad about the derelicts!

Spoiler: About the ending... (click to show/hide)

20
Ideas / Re: We make bad suggestions and come up with horrible ideas
« on: February 20, 2018, 06:02:35 PM »
Now that is an epic idea! It could lead into the one we were talking about not too long ago, where Cogmind is basically a DF game depicted in MojoPoop's mashups:
Spoiler (click to show/hide)

(And welcome to what has become the most popular thread of late :P)

21
Fixed Bugs & Non-Bugs / Re: [beta 5] Beast suffers critical hit
« on: February 19, 2018, 07:17:36 PM »
Oh, on revisiting this and inspecting it more closely, this is because the Behemoth still takes extra damage from critical hits if you hit its armor, the effect simply can't outright destroy parts. This is why the critical immunity trait context help says only "Immune to instant part and core destruction from critical strikes." (The immunity doesn't extend to the extra-damage-vs-armor rule.)

I'll change it so that the message only shows for crit-"immune" bots if their armor is hit.

22
Stories / Re: A Surprise Victory! (first win)
« on: February 19, 2018, 05:44:04 PM »
P.S. I also wondering, is Access every time has launchers powerful enough to destroy the barriers (or, maybe, even the main door) of exit?
That's what I was referring to in my reply there--there's always a way to reach the exit.

23
General Discussion / Re: The absurdly powerful launcher (spoilers)
« on: February 19, 2018, 05:42:35 PM »
It can definitely be useful, just hard to use properly as you've discovered. Increasing your sight range would definitely increase your survival, since firing it into the unknown is pretty dangerous!

We know one player (Sherlockkat) who was about to win but fired it off into the darkness only to have it hit a wall that engineers had already rebuilt (out of sight). ...Kaboom :)

24
Stories / Re: A Surprise Victory! (first win)
« on: February 19, 2018, 12:03:38 AM »
An epic first win, b_sen! (for flight... ;))

Closer examination revealed that it had been shot up repeatedly by pursuing Hunters, and was now in a "breached" state. I still don't know what that state means, but it didn't seem good for getting that barrier open.
That just means the door has holes in it, the one's you'd chopped out :P (normally it would mean there's already a full path through the doorway, but that particular door is extra thick...)

And about your other comment regarding the exit area, don't worry there's always a way out.

Was a fun read, thanks for sharing!

25
Confirmed Bugs / Re: Indirect hacking analyses
« on: February 18, 2018, 05:58:58 AM »
Okay yeah there's definitely some area for improvement here. I can see that the indirect analysis hacking system isn't fully compatible with all Derelicts--it was designed mostly before some of them came into existence and didn't take into account the way some of their robot classes work.

I'll have to look into how to best approach this later, and technically this could be considered a bug so I'll move it over to that board.

(That said, Commanders don't have an analysis at all.)

Note: I discovered that you can get an Assembled analysis if you use their internal tag, by hacking "Analysis(Assembled_4)" :P (Probably works with Bouncer_7, too, though I didn't try that one yet.)

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