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Messages - Kyzrati

Pages: 1 ... 105 106 [107] 108 109 ... 171
2651
General & Off-Topic / Re: Introduce Yourself!
« on: June 10, 2016, 01:58:22 AM »
我去年曾看到有人在貼吧那裏提到Cogmind,但也沒有趁機參加討論。目前我推廣的工作根本還沒上軌道,原因是價格偏貴,又不在Steam上。其實還不想吸引太多玩家,有礙開發遊戲的工作 :P

等你的瞭解達到相當程度後再幫幫忙我也很感激 ;D

2652
General & Off-Topic / Re: Introduce Yourself!
« on: June 10, 2016, 12:49:46 AM »
Haha, I am the only developer :P

Ah, Hebei, I've been around there a bunch. Lived in Beijing for a while, too. 沒錯!

2653
General & Off-Topic / Re: Introduce Yourself!
« on: June 10, 2016, 12:27:27 AM »
I'm in Taipei. Where you at in China? (I saw your IRC post.)

Yeah, the number of players will certainly go up once it reaches Steam, and while it's certainly not a tiny group right now, not everyone plays every version, and even some others bought to support the game but aren't actually playing, opting to wait for 1.0 instead. That and a lot of players will stop by here to get news and read other posts but aren't actually active in discussions. It is a single-player roguelike, after all :P

2654
General & Off-Topic / Re: Introduce Yourself!
« on: June 09, 2016, 08:48:30 PM »
You and I are in the same time zone ;)

I only report times in EST because the majority of players are in the US, or at least familiar with EST so it's a good reference point. The stream time is around 10:00 AM for us here on Saturday (tomorrow).

Chatting in game (like you see in ToME4) wouldn't really be feasible. Not impossible, I guess, but the architecture isn't really set up for it so it would be a massive undertaking (completely outside me realm of expertise, at that :P). In terms of the design it would also ruin the atmosphere I'm trying to create. In any case, I think later on it'll be easier to find other players in real time via other methods outside the game, once there are even more people playing.

2655
General & Off-Topic / Re: Introduce Yourself!
« on: June 09, 2016, 07:40:34 PM »
Hi sandersan! Thanks ;D

There were only a few interested in IRC, which was somewhat alive for a time last year, so chat-wise there aren't a lot of options right now. (I don't have time to keep the IRC channel alive myself since it's very distracting :P) The best way to get feedback is to post any specific questions on the forums, and there are of course lots of other resources out there already, including videos and text posts.

Another possibility is to stop by my stream, which is not very frequent or regular, but I'll be streaming this Friday EST, probably by 9:30 PM, for at least several hours. There will often be other players around who would be happy to answer your questions in chat (and I answer questions, too :) ), plus you can watch in real time to see how things work and ask any questions related to that.

2656
Support / Re: [Windows10] Cogmind wont launch
« on: June 09, 2016, 06:51:45 PM »
Huh! Alpha 6 works on your Win 10? Well, not a single thing changed since then that would have any impact on this, so it's definitely something unique going on at your end. Knowing that REXPaint works, my latest guess is you have something active which has decided to prevent Cogmind from running without telling you.

One new possibility to explore: Download a fresh Alpha 9 to some new directory (basically start over the process), and use this new .cfg I've attached here. It both starts up in windowed mode and also turns off the version number check at the beginning, which attempts to use the internet to do so. (The only difference at all between REXPaint and Cogmind from an OS/security point of view is that the latter tries to connect to the internet for a moment.)

I'm not sure what your resolution is, so I've set it to create a 768p window.

(Good to know you've at least got that laptop for now :)))

2657
Yay, Alpha 9 is here! I'll be streaming this seed Friday evening probably earlier than usual, maybe start by 9:30 PM EST.

2658
Support / Re: [Windows10] Cogmind wont launch
« on: June 09, 2016, 07:03:44 AM »
It's important to me to solve any support problems, so I'm definitely paying close attention to this! Having confirmed with Win 10 users that this is apparently an isolated issue, my hands might be tied with it for now without more information given that it's apparently on Microsoft's end :(. (Or maybe some third-party software interference--that SmartScreen is still a suspect here.) I'm curious if at some point it will just start working again on these two machines after some Windows update, but that's a long shot.

Another related thing I thought of to check: Download REXPaint and see if you can run that. It uses the same engine as Cogmind, so I would expect the same results (it won't start up in fullscreen mode, but then neither does Cogmind as long as you're using the cfg file attached earlier). If it does work, that could provide some more evidence one way or another. (I do have one idea...)

Sorry for the inconvenience!

2659
Competitions / Re: High Scores
« on: June 09, 2016, 04:24:22 AM »
The Great Reset has occurred once again, this time for Alpha 9!

The final numbers for Alpha 8 stats show that in 258 reported runs, 17,165 robots were destroyed, among them 5,374 Grunts and 69 Behemoths.

In all, 22,238 parts were attached--3,421 power; 5,380 propulsion; 5,574 utilities; 7,863 weapons.

42,224 volleys were fired, averaging a maximum size of 2.74 weapons each. Out of 96,012 individual shots, 60,043 hit a target. 3.7% of shots were from a launcher.

1,546,152 points of damage was inflicted on targets, 47,748 (3.09%) of it self-inflicted via explosions.

1,357 targets were rammed, dealing 0.27% of all damage.

440 Haulers were intercepted (121 by Decker alone), 236 robots corrupted, and only 4 melted outright.

Target communications were jammed 9,839 times, 2,040 of those in a single run by Adraius.

261 Drones were launched, but only 7 ever recovered.

Average movement speed was 120%.

The average run visited 7 maps, while the single most expansive run, by Sherlockkat, saw 22.

An average 5 items were carried in inventory at any given time, with average inventory size peaking at 8.78.

2,679 machines were hacked an average 2.72 times each, with 44.2% of hacking attempts successful. 25.36% of hacks were entered manually; 27.44% of those were Trojans and brute force hacks. The most common hack was terminal records (lore).

21.28% of hacked machines were fully traced.

103 garrisons were disabled.

The most effective force of allies, led by Sherlockkat, inflicted 1,105 damage and made 14 kills.

Most dangerous ascension goes to Decker, who spent a quarter of an entire run at maximum alert (5).

Fastest win goes to zxc, who surfaced in only 1,108 turns, without destroying a single robot.

Only 11 pieces of alien tech were identified.

2660
Support / Re: [Windows10] Cogmind wont launch
« on: June 08, 2016, 08:32:45 PM »
Agree on the frustrating :(

To my knowledge the majority of Win 10 users can run it just fine, and there's no reason it shouldn't work since internally Cogmind is an incredibly simple program that only uses native Windows drawing calls.

You have the latest Win 10 updates? I have confirmation from many players that it works for them on the current Insider Preview Builds of Win 10, as well as the latest slow-and-stable public Win 10.

(To anyone else who reads this thread: Are you having, or have you had, any troubles at all that you resolved yourself? Or does it work fine as reported elsewhere?)

It could have something to do with specific settings somewhere which I'm unaware of, or more likely the fact that as a new OS Win 10 still has issues that affect a minority of users of various software, completely at random (there are many such reports on the web, which is one reason I stick with Win 7 myself, but I can understand that some want/have to "upgrade" :P).

Certainly the security warning is going to happen (that can even occur on Win 7 depending on your security settings), but that's because Cogmind is a standalone portable program that will try to edit its own file directory (rather than save things to your User directory), and Windows doesn't like that. (Although I hear future Windows might move towards supporting local directory edits as the default, which would be nice.) In any case, this is why I have to indicate in the install guide that Cogmind generally needs to be run as an administrator program with full privileges.

So with regard to your situation here, even with the solution Cogwheel used it's not working for you in any way? (E.g. windowed mode.) That would be even worse :/

Under Win 10 have you tried any previous versions of Cogmind? I don't imagine the results would be any different since nothing relevant has changed on that end, just curious.

2661
General Discussion / Re: Alpha 9 Discussion/Feedback (spoiler-free)
« on: June 07, 2016, 10:22:10 PM »
I can not wait to get started on this.  I'm still working through weekly seed #42 Shotty Mayhem.  It's been going on for a while....  four separate trips to the caves!
Ha, it's finally possible for a single run to go on for quite some time now that there are so many branch routes ;D

I'm planning to go back and further increase the variety of cave content later on, too, so there's still a chance to occasionally have some more unexpected types of encounters. Also for some of the other maps.

2662
General Discussion / Re: Alpha 9 Discussion/Feedback (spoiler-free)
« on: June 07, 2016, 09:53:19 PM »
I'm curious, too! More fun would be good :D

I'd say go ahead with a new seed whenever. I'm going to stream this one on Friday night EST now that I'm no longer crunching away on it--have yet to get in a full Alpha 9 run myself.

By the way, you reference a specific trojan in the changenotes which could be spoilery, maybe?
I considered that, but decided it needed to be in the public changelog as a rather significant change, so I at least didn't mention where you use it... (It's also only one of now 22 different unauthorized hacks!)

Nerf to core-analyzers vs behemoths/marauders seems weird. Were people even stacking them?
Certain robots now have more protected cores that are immune to critical destruction (mostly NPCs), and at the same time it felt like Core Analyzers would be a way to somewhat circumvent that core protection and become an optimal way to deal with high-integrity boss-like robots we're starting to see. And shortly before release I wanted to do a little something to make Behemoths more deadly, so in addition to boosting their integrity, I gave them that new protected core characteristic. I still want to revisit Behemoths in more detail depending on how they play now--this time was a quick change in that direction.

2663
General Discussion / Re: Alpha 9 Discussions [SPOILER VERSION]
« on: June 07, 2016, 09:39:51 PM »
Just finished my first alpha 9 run. No crashes this time  ;D.
For a moment I always fear reading your first post, which is always quick to come after a new release and tends to force me to spring into action with some hotfix for an oversight :P. Whew (so far).

That's quite a long exploration route you took already!

Thought I would hang around and watch and that got me killed :p.
It's safest to watch/help from the main entrance where they have more defenses, but I wouldn't recommend sticking around for too long either way ;)

It's very worth visiting Warlord's base for a number of reasons you'll eventually discover.

I probably should've mentioned in the notes that the Data Miner gives you a second code as well now, over at his terminals which you're probably mostly ignoring now because half of them were just lore before. There's a new entry.

Fabrication changes: They feel good. I didn't get to play with them that much, but did fabricate a 2 sets of flight units in -7. They came in handy as I had all my flight propulsion blown off in storage and before the fabrication changes, that's usually when the game ends. Finding flight propulsion in a reliable confrontation-free manner early on is a matter of luck. Need to do more experiments with fabrication, but it acted as a nice curve filler in this game.
That was my feeling so far, too. I've only done a couple real playtests so far, but while it didn't feel so reliable that it was OP, it could provide some occasional assistance to fill those holes, as intended. Many more games will be needed to see if further balance changes are necessary.

Edit: Ooh. I did a trojan(broadcast) hack in a garrison this time. It was kinda cool getting locekd out of a terminal and seeing the investigation squad dispatched from a nearby location. Handy for identifying garrisons. It is pretty easy to pull that hack off too. Must have a high chance of success.
70%!

2664
Everything REXPaint / Re: Show off your REXPAINT creations
« on: June 07, 2016, 07:26:30 PM »
Oh man this thing is awesome--too bad the gallery doesn't do gifs :P

Great job on that spiral binder, definitely going to show this around!

2665
General Discussion / Alpha 9 Discussions [SPOILER VERSION]
« on: June 07, 2016, 07:00:12 PM »
Use this thread for general feedback and discussion about the most recent release, if you want to talk about something that you don't feel warrants a dedicated thread.

This is the open spoiler version, for discussions where you plan to talk about spoilery content and don't want to bother with spoiler tagging. Do not read this thread if you want to avoid spoilers! For non-spoiler discussion, feel free to use the non-spoiler discussion thread here.

Alpha 9 release notes and changelog.

2666
General Discussion / Alpha 9 Discussion/Feedback (spoiler-free)
« on: June 07, 2016, 07:00:08 PM »
Here's the place for general spoiler-free feedback and discussion about the most recent releases, if you want to talk about something that you don't feel warrants a dedicated thread.

Alpha 9 release notes and changelog.

If you want to freely talk about spoiler content without the annoyance of spoiler tags, there's a thread for that :D. Note that it's fine to talk about spoilers here as well (if perhaps they're only a small part of what you have to say), just tag them appropriately.

2667
Announcements / Released: Alpha 9 - "Epic Showdown"
« on: June 07, 2016, 06:33:35 PM »
Alpha 9 is ready! If I was naming our releases, "Epic Showdown" would be a contender for this one :)

We have quite a bit of new content: Like 8, Alpha 9 is another lore-heavy release, and you'll be able to learn even more about the world and its inhabitants, in many cases straight from those inhabitants themselves. At the same time you'll have the option to be a part of some big events. (Actually, there has been one similarly major event accessible for many versions now, but still no one has discovered it :P)

While much of the new content is found in a particular part of the game, Alpha 9 includes something for everyone (even those who can't yet find or reach that area ;) ) in the form of yet more UI enhancements, some significant improvements to machine usability, and changes to hover/flight propulsion stats.

Scroll down for the full changelog, or read on for the release notes.

For a visual sampling of some of what comes with Alpha 9, see the preview gifs and images posted yesterday.

New Map

Much of the new content is centered around "Warlord," a new branch map deep in the caves where you can meet, um, yes, that one. Stop by and give my regards.

For those of you who've already done plenty of spelunking:
Spoiler (click to show/hide)

With this release, all the primary cave content is complete, and going forward development will continue moving upward into the late-game branches.

Machines

Mechanics-wise, the main focus of Alpha 9 is to streamline the use of interactive machines. Aside from the standard Terminal, most machines have only sometimes been useful, generally more trouble than they were worth except under special circumstances. All machines are now better balanced with more desirable and accessible features that will keep you from so readily passing them up :D

Fabrication is the big one. I wrote a blog post explaining it in detail (no spoilers). In short, you don't need to worry about the matter, all you really need is a schematic and a little bit of time. You'll still have to hack it to start the process, but even with minimal to no hackware it's not that difficult at low-tier Fabricators.

Repair is even faster than it used to be (especially at higher-tier stations), so it's a good idea to take advantage of those when possible.

You can see other machine-related details listed in the changelog. Notice that item ratings no longer determine what can and can't be done with regard to item-related machines, an opaque system that was annoying at best. You'll now be able to scan anything anywhere, repair anything anywhere, build anything anywhere... basically do Anything Anywhere :P

Propulsion Stats

Flight component stats have changed significantly, with all prototype flight units supporting less mass than they could before, and all flight speed mods dropping from 5 to 3. This means you'll need to stack more flight units to reach the same old speeds, and can no longer rely on early-game prototypes to carry you through the game.

Note that this also means all flying robots in the world are now a bit slower, but not hugely so because they didn't generally have much propulsion to begin with, not like you can (thus the percentage decrease in speed will be less noticeable for them).

To help round out that balance, every single flight component now has the same hit on resources when mobile: 1 energy and 1 heat per move.

We'll see what kind of effect these changes have on speed runs, if any...

Hover has been changed to a lesser extent, getting a little slower (speed mod reduced from 5 to 4) with more advanced units providing somewhat better support to account for the increased heat/energy movement costs. Essentially hover is now a little tankier, so even more worth considering as the basis for a highly mobile combat build.

Miscellaneous Notes
  • You'll find that neutral robots in the main complex will be more proactive about responding to being under fire. Any damage taken is considered an attack, even if it doesn't specifically target them, so watch the collateral damage. Incidentally, this will make it a lot easier to scare away annoying robots when you need to (you know which ones they are). Even indirect explosions from machines, for example, will spook them.
  • Say goodbye to accidental removal/replacement of processors and hackware! Confirmation is now required for any inventory action that will have that result. Internally this was rather complex to figure out given the many different methods one can use to remove an item, but fortunately it turns out I'd written most of the code a couple months ago, it just couldn't yet take into account a couple of edge cases, so I resolved that last night and put it to work for us :D

The full Alpha 9 (0.10.160608) changelog:

* NEW: Branch map "Warlord"
* NEW: 9 special-purpose robot classes (8 with new art)
* NEW: 2 new NPCs (unique robot classes)
* NEW: 2 major plot events
* NEW: A central matter distribution network (allocated per map) supplies matter to Fabricators (no Matter Storage Units required)
* NEW: All Fabricators have a Network(Report) function to hack
* NEW: Disabling matter-related machines (those that spill matter on destruction) reduces local matter stores
* NEW: 3 more Trojan hacks (secret)
* NEW: 8 new non-interactive machines (2 explosive)
* NEW: Fabricators are also used by 0b10 robots for several purposes
* NEW: Fabricators and Repair Stations display on-map timer while processing
* NEW: Score sheet lists everything fabricated, and where
* NEW: Eighth damage type (secret), with new unstable weapon mechanic
* NEW: 10 new items
* NEW: More lore to uncover in dozens of terminal records
* NEW: Hundreds of lines of minor NPC dialogue covering lore, plot, and in-theme tips
* NEW: All unauthorized hacks (Trojans/brute force) can be learned/discovered in game
* NEW: +10% to hit immobile targets (includes disabled robots, as well as stationary non-robot targets)
* NEW: -20% to hit per "dynamic obstruction" (e.g. robot) between self and target
* NEW: Extension transfer network will respond to a persistent threat (e.g. those of you repeatedly intercepting Haulers)
* NEW: Investigation dispatches now reported to the log, as are reinforcements dispatched to aid busy engineers that come under attack
* NEW: Score sheet records exits discovered in each area (those with unknown destination appear in brackets; those approached marked with *)
* NEW: Explosions cause UI instability effect, varying by power and distance (optional, controlled by existing screenshake setting)
* NEW: Autosort parts list by subtype with a single command ( : )
* NEW: Deactivate part-sorting for weapons with new cogmind.cfg entry: partSortIgnoresWeapons
* NEW: Removal/replacement of processors and hackware (destroy-on-remove) parts requires confirmation
* NEW: Self-destruct by keyboard (Alt-F10) requires confirmation
* NEW: Resource (energy/matter) insufficiency messages for any action indicate the required amount
* NEW: Active Order/Intel modes have on-map reminder at top while using keyboard-based interface
* NEW: Inventory contents factor into score sheet "peak state" at a reduced value (10%); are also listed
* NEW: All supporter names registered since Alpha 8 added to in-game list (see Credits menu)
* NEW: All item-attribution names registered since Alpha 8 added to the item collection gallery
* MOD: Schematics enable construction at any Fabricator, regardless of tier (schematic info window displays time cost for each tier)
* MOD: All fabrication matter/time costs adjusted (Fabricator tier now a factor in the latter)
* MOD: Base chance of successful schematic loading at a Fabricator raised from 70% to 90%
* MOD: Removed Repair Station restrictions on part rating
* MOD: All repair time costs adjusted (repair station tier now a factor)
* MOD: Removed Scanalyzer restrictions on part rating
* MOD: High-tier Scanalyzers less likely to break parts or require repeat scans
* MOD: Reduced chance of investigation squads composed of Hunters, especially in late game
* MOD: Broadcast Trojan only needs to be installed once to take effect on all matching machines across floor
* MOD: Zhirov artifact analysis terminals moved into the rooms for their respective artifacts
* MOD: Manual and terminal record text updated to reflect new systems
* MOD: Robots less likely to immediately finish off disarmed hostiles instead of attacking more dangerous targets
* MOD: Reduced Mni. Drone Bay drone count to 3, changed art
* MOD: Removed matter cost (1) from Impact Mace/Kinetic Spear/Plasma Lance attacks
* MOD: Effect of mass support utilities reduced
* MOD: Stats for all flight and hover propulsion adjusted (see release notes)
* MOD: Doubled effect of Hub Network destruction
* MOD: All Behemoth/Marauder variants immune to critical hits, and the effects of Core Analyzers
* MOD: Neutral robots local to Caves now in various states of disrepair
* MOD: Neutral 0b10 robots more reponsive to being under fire, consider any damage an attack, even if not the intended target
* MOD: All Recycling Unit hacks are easier
* MOD: Renamed "Index(Repair Units)" hack command to "Index(Repair Stations)" for consistency
* MOD: Nearby Compactor attacks cause console window vibrations rather than screenshake
* MOD: ECM effect values in parts list info mode match those used in item description
* MOD: Swapped weapons and utilities inventory type-sorting order for consistency with parts list categories
* MOD: Motion Trail Duration option defaults to 2000ms rather than 0 (off)
* MOD: Better differentiated 'A'/'R' and 'H'/'K' pairs in all 17 variants of Smallcaps typeface
* MOD: Non-flying robots trying to get at player through a door less likely to be able to squeeze/jump past
* MOD: Seeds are no longer case sensitive
* MOD: Reformatted "weaknesses identified" text following analysis appended to robot info
* MOD: Score sheet Inventory list merged with Parts list, includes slot count
* MOD: Score sheet Parts/Inventory lists sorted
* FIX: Crash on accessing a rare category of Zion dialogue (fixed in earlier stealth update, credited here: [Sherlockkat])
* FIX: Continuous UI border effects like glow for critical core could prevent inventory drag-drop interaction [seafrank]
* FIX: Typos in "Epsilon Eridani System" and "Dirty Bomb Trap" terminal records [biomatter]
* FIX: One cave cache not fully embedded into walls [biomatter]
* FIX: Hunter analysis text referred to older variant loadouts [biomatter]
* FIX: EM disruption effect against robot cores (temporary deactivation) lasting far longer than intended
* FIX: Robot analysis hit/evasion bonuses didn't match stated 5% value (were significantly higher)
* FIX: Maneuvering Thruster and Reaction Control System effects not factored into melee defense calculations (regression)
* FIX: Prototype ID hack results not properly limited to standard Complex 0b10 prototypes
* FIX: Self-destructing part sfx could be heard anywhere on the map, regardless of player location
* FIX: Explosions completely out of view could not be heard, even if still within audible range
* FIX: Theoretical crash when displaying multiple simultaneously active Stasis Beam effects (not possible under normal play yet)
* FIX: Theoretical crash when accessing previous manual hacking buffer entry under a specific situation
* FIX: Manually changing .cfg-listed font to a non-existent typeface would reset it to another outdated now-invalid typeface
* FIX: "Power Chain Reactions" weren't tallied for score sheet, despite being listed

(As usual, if you haven't already, Prime Tier supporters and above remember to use the form linked in your original download email to provide the name you want to use in game. Attribution/names are added with each major release.)

2668
Announcements / Upcoming Features (Alpha 9)
« on: June 06, 2016, 08:52:22 PM »
Alpha 9 is around the corner! No plot spoilers from me, but some epic times are upon us...
[Update: Released! Changelog and notes here.]

Today I'll just be sharing the usual pre-release summary of what features I can screenshot/record for you:

Autosort your entire parts list by subtype at the press of a button.


A new class of special weapons to discover, with a new damage type. Samples:


New fabrication mechanics, with a schematic here showing the new build requirements at the bottom, and an increasing build speed for higher-tier Fabricators. (Also, the required matter comes from the system now, not you.)


Fabricators and Repair Stations display an on-map countdown timer while processing.


Building friends at a Fabricator is much easier.


The "route" section of the score sheet now also records exits discovered in each area. Those that lead to an unknown destination appear in brackets, and those you approached are marked with *


Insufficient resources (matter/energy) for any action will now include exactly how much you need directly in the message itself.


When accessed via keyboard, Intel and Order modes now show they are active with an indicator at the top of the map (otherwise you might've accidentally tapped a z/o key and aren't sure why you can't enter commands elsewhere).


Nearby explosions shake windows individually, with the effect varying by power and distance. (The true appearance I haven't been able to capture in a gif--recording FPS not high enough, so you can see it in game :P)


Bump into disrupted or rebooting allies to instantly reactivate them.


Lots more info to come with the release notes!

2669
Everything REXPaint / Re: mini-REXSpeeder for C++
« on: June 04, 2016, 08:09:33 PM »
Ouch, can't use zlib? Everybody uses zlib ;)

Funny that you can use 7zip to extract an .xp file; never thought of that :P

Thanks and I've added this to the resources page!

2670
Support / Re: [Windows10] Cogmind wont launch
« on: June 03, 2016, 07:21:30 PM »
Woohoo! Glad that was it :P

And actually, only now do I realize that was my fault, since I gave you my config file, which I did edit, but forgot to turn on the cursor for you *facepalm* (I play without the mouse myself). Check the options menu (F1 > 4) and see if there are any others you might want to change.

My monitor isn't DPI, no.
Thanks for letting me know.

2671
Everything REXPaint / Re: Show off your REXPAINT creations
« on: June 03, 2016, 07:13:45 PM »
derelict
ˈdɛrəlɪkt/

Ahh I love my new attribution!
Hehe, it's one of the forms of "life" in Cogmind, which I ended up using as ranks here on the forums :)

Ooh, too bad you lost it--looks like you had gotten quite a lot done there!

Those receivers looks great, too! You've really got the spirit of the style down :D

Snow? Heh, we're burning up here in the subtropics. Your English is fine--my Russian can't compare :P (it's nonexistent) Come to think of it, "Subspace Receiver" could be a pretty cool name I haven't used yet for a machine... maybe I'll add that to the game.

2672
Stories / Re: The First Pacifist Win
« on: June 02, 2016, 07:23:54 PM »
Matter is probably the biggest. There is very little matter to be found lying around without destroying robots for it. This limits part swapping, firing to open walls, etc.
Have you noticed that a few releases ago matter-related machines can be shot to let their matter spill out? This has saved me on a couple occasions :)

But, such machines are only found in Materials and Factory, so that won't help with the late-game. At that point, I wonder if it would be worth using an inventory slot for a backup Field Recycling Unit. They're quite easy to use now with the new mechanics, a mobile source of matter that doesn't require destroying anything except the items you don't need, of which I'm sure you found many!

I'm just used to instant turns, is all.
Gotcha, certainly a staple of traditional text-based roguelikes.

2673
Everything REXPaint / Re: Show off your REXPAINT creations
« on: June 02, 2016, 07:01:59 PM »
Awesome Dima3z! I especially like the activation sequence.

Very much the style overall :)

And your artwork is way bigger than Cogmind's.  ;D
Hahaha, I always post my art at the native size I draw it, 12x12, but the size is just dependent on what font the player is using ;) (but I imagine you know this)
The most common players, 1080p, get this,

and it goes much bigger than that

Edit: Added one to the gallery 8)

2674
Stories / Re: The First Pacifist Win
« on: June 02, 2016, 09:03:08 AM »
Awesome job, zxc! Was barely a couple days between when you said you'd do it and actually doing it 8)

edit: BTW when playing fast, the wait for enemy firing animations is pretty long.
In most cases it's the powerful weapons that might take a little longer, but overall the average is around 150-300 milliseconds. From the beginning I've felt this is a better approach because otherwise you have to make sense of the log, and the same information would be very difficult to understand given the sometimes large number of similar participants in Cogmind battles, and the fact that almost all battles are at range. The goal of the UI is to keep players looking at the map, so the information needs to be there just long enough to be parseable as it happens.

(Of course, if your movement speed is really slow that's a different story since they can get multiple turns to yours, but when you're flying around you get a ton of moves for each of their volleys...)

I do make changes if a particularly common weapon is too slow, though (on its own). For example, once the caves were opened up I halved the speed of the Derelicts' Beamcaster animation, since it's increasingly common and was quite slow before.
[/diversion]

Back to the celebration!

2675
Confirmed Bugs / Re: Incorrect Mass Displayed Briefly
« on: June 02, 2016, 08:31:23 AM »
Huh, oops. Haven't seen that one before, but from checking your video I can see what must have happened:
Not long before you must've opened the window when you had a mass like
Code: [Select]
73 / 104then lost some propulsion and opened it again, at which point everything was shifted over since your propulsion dropped to two digits and it's right adjusted
Code: [Select]
763 / 84leaving a 7 out front which wasn't erased from the window for some reason. (Note the value went from 763 to 63--not a coincidence ;) ) That's my theory anyway, I'll have to investigate and solve.

Thanks :)

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