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Messages - Arseface

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26
Ideas / Re: Real-Time Motion Trails
« on: June 06, 2015, 12:19:32 AM »
That's a good point about pure mouse users not always knowing what they last fired at in a group. I could add an option to warp the cursor to your last target, regardless of what robot you click on, but that feature would have to be off by default and likely get really annoying when don't want to fire at the same target again, no?
That would annoy the hell out of me. I can't stand when my mouse is moved period, let alone when it's possibly moving somewhere I don't want it to.

Would a little target frame be possible? One that's just over the corners, like a selection box in programs I've used before that I can't think of right now. Funny how that always happens.

27
Ideas / Re: Real-Time Motion Trails
« on: June 05, 2015, 09:55:37 PM »
'F' always autolocks onto the last target you were shooting on, so I don't see why that'd be a problem vOv
Mouse user remember?

28
Stories / Re: I feel hollow
« on: June 05, 2015, 08:50:32 PM »
I tend to care a lot less about ladders than seed contests. Seed contests are where the men are separated from the lucky people.

Replays, if you ever get them working, would be a foolproof means of hack-checking. I know you said it wasn't reliable, but I'll just hope for the future. Or Cogmind 2: The Complete Engine Rewrite.

29
Ideas / Re: Real-Time Motion Trails
« on: June 05, 2015, 08:37:24 PM »
I don't think this will help much with the situation I personally have the most issues with, which is where units in a blob move.

If I'm fighting a set of 4 g's and they move, knowing which one I've been firing at is helpful.

This will certainly help with those corner of vision movements though, so that is cool.

30
Stories / Re: I feel hollow
« on: June 05, 2015, 07:28:02 AM »

31
Stories / Re: I feel hollow
« on: June 05, 2015, 03:35:22 AM »
Welp, you know what they say

32
General Discussion / Re: Tiles Version Color
« on: June 04, 2015, 11:34:29 PM »
Tiles provide more visual information than It seems. Adding more colors to them would add a lot to the noise - distracting more than doing any good.
I made a simple mockup of what it'd look like if you had somebody terrible who doesn't know how to shade in GIMP in charge of the tiling colors.

It's no more noisy than anything else, and I left the off shades for that sickly pale green in the normal tile version.

33
General Discussion / Re: Call for wiki contributors
« on: June 04, 2015, 04:39:00 PM »
...That is the complete opposite of what you said on IRC yesterday, Arseface. Are we being cheeky? ;)
I said it has uses. Not that it's generally useful.

I'll take it if I've got an empty slot.

34
Ideas / Re: Large inventories
« on: June 04, 2015, 04:26:26 PM »
1234567890!@#$%^&*()

There, 20 inventory slots.

35
General Discussion / Re: Call for wiki contributors
« on: June 04, 2015, 03:13:02 PM »
Right now there is only one such item in the game, the so-called "Signal Generator," the function of which no one seems to have figured out yet ;). There will be more items like that in the future.
We just don't talk about it. You don't always find it and when you do you can't always get to it before it blows.

That and it's usefulness thus far is kind of meh. Not useless, but not entirely worth an inventory slot generally.

36
Strategies / Re: Inventory
« on: June 03, 2015, 07:47:50 PM »
It depends entirely on the kind of run I'm doing.

Generally speaking, always match your storage unit to your propulsion. They're all rank 1 so they're easy to hack and cheap to fabricate.

Code: [Select]
Size  Mass  Storage Integrity
Sml.   4      2        150
Med.   7      4        250
Lrg.   10     6        350
Hcp.   12     8        400
If you can afford to, always go up. They're more efficient and they last longer before needing replaced. That said, never go above what you need for your intended speed.

Combat heavy runs I never give up my Hcp. Storage unit. I need those 6 spare miniguns.
Flight heavy runs I typically prefer Med Storage Units or nothing. Small isn't worth a slot.
Buildy runs I go with Hcp. just so I an hold all my matter storage units. 4 Hcp. Matter Storage units make mass production so much easier, though when travelling I only usually bring along 2.

Items in your inventory don't add to weigh so I pick up everything I see. I drop when I need to based on my build and ignore things that would be dropped anyways. Backtracking is death, let them recycle the parts.

If it's time to run I'll drop everything I'm carrying and pocket my power supply and propulsion. It'll keep them from harm and speed me up enough for an escape.

37
General Discussion / Tiles Version Color
« on: June 03, 2015, 05:27:27 PM »
Why on earth does the tiles version not share approximate color usage with the ascii version?

I tried booting up the tiles since I've heard good things about it. I was immediately visually assaulted by really hard to parse item piles.

I'm really confused by this. I don't think there's anything you give up by making the item groups the proper colors. Especially since the blog shows extensive thought behind how to make good tiles.

38
Ideas / Re: Explicit game resolution
« on: June 02, 2015, 09:23:51 PM »
Most every other game allows you to specify an explicit resolution because they use scaling, or can at least show an arbitrary amount of view space, but Cogmind has to both show a multiple of the base font dimension and also offers many font sizes so the player can choose what suits them best (though the largest is chosen by default).
Is it possible to have a "buffer area" around the tiles in order to enable it to match exactly the resolution you want for things like streaming?

39
General Discussion / Re: Memory backup modules
« on: June 01, 2015, 10:14:16 PM »
Yes, they should. They don't "stack" per se, but those and a few other types of part abilities work in parallel rather than stacking directly.

You will benefit from having more than one active at the same time.
Do cloaking devices work like that?

40
General & Off-Topic / Re: IRC?
« on: June 01, 2015, 01:35:09 PM »
I think I'm asking rhetorically, but are there any IRC channels we can use? I really like loitering in chat rooms and just chit-chatting with people as they come through. Also, refreshing the subreddit and forums every five minutes just isn't really the same, and I've been trying to reign in how much I post...
If you join a nonexisting channel it'll make one.

I just joined #cogmind on quakenet.

41
Strategies / Re: Allies
« on: May 31, 2015, 09:47:50 PM »
I literally spawned next to a fabricator and terminal in my current run. First try I got a slayer schematic xD Have not had a chance to build because I don't have enough matter, and I'm currently in the mines fighting for my life... But none the less, I'm looking forward to my OP allies.
Trust me, alert level 5 is more OP than slayers.

42
Strategies / Re: Armies for the Aspiring General
« on: May 30, 2015, 07:54:11 PM »
Woah fascinating strategy, was wondering the viability of a minion army, curious to see how far you can get.
Not very. Alert 5 is rough and tiny mistakes can screw you over pretty easily. I have no idea how it builds so damn fast. One minor skirmish and you're at alert 3 from 0.

Until I know what to make at a level 2 Fabricator this won't get you past the Factory. You WILL however get insane scores. 2500 easily before you exit Materials.

Once you've established a position you're nigh-untouchable. It's moving that's hard. Finding the first terminal and getting an index is essential to your survival. Capturing a fabricator with an army in tow is the hard part. You need to make sure your army doesn't destroy it, your enemies don't destroy it, you don't get locked out, and you have safe access to enough matter.

43
Strategies / Armies for the Aspiring General
« on: May 30, 2015, 04:42:20 PM »
I seem to have sparked some interest in the army strategy. And I'm not going to lie, it can be boring at times. Building an army is a frustrating resetfest before you have 4 hacking suites and cleaning up after them(purging) can be an annoying endeavor as they kill the squads sent to kill you raising the alert level. It's not uncommon to hit alert 5 before the factory.

BUT, raising an army is cool and worth doing at least once so you can enjoy the fireworks. 10 weapon slots? Pfft. Try 10 H-66 Slayers each with 2 KE Penetrators.

Preparing for the Army

You'll need
2 Hacking Suites.
2 Hcp. Matter Storage Units.

Get yourself a hacking suite off an o or through unenhanced hacks.
Get Hcp. Matter Storage units the same way.

Hack Schematic(Imp. Hacking units)
Hack Schematic(H-66 Slayer)


Find a fabricator through hacking or exploration.

Establishing a Perimeter

Your soldiers WILL blow up your production facilities if you let them near them. Keeping them away and keeping you safe is a priority. Establishing perimeters around key points is essential to the function of a military.

Use the GUARD command to form squads. Assign 1-3 units as squad members to officer units. Command the officers to GOTO positions that block off access to the key structure.

As you produce, you'll need to make matter runs. Chances are your soldiers will be killing things and dropping matter like mad, use it to fuel your army.

Optional: If you can contain a terminal within your perimiter do so. This isn't mandatory, but it helps a boatload with the next step.

Maintaining Your Army

Aries make a lot of noise. I hit alert level 4 in pretty much every run by the second evolution. This is why you have your hacking suites.

Use Alert(Purge) until you get the message "No threats on record".

Mobilizing Your Army

Moving from point to point can be difficult. Important assets can be easily blown up on accident if you don't take the necessary steps.

Finding a Terminal is your first priority on every floor.

Use Index(Machines) if you have hacking suites. Index(Fabricators) and Index(Terminals) if not.
Use this to plot a path to the Fabricator to resupply. If you have hacking suites also use Access(Main) to plan an exit strategy.

DO NOT allow your units near Fabricators. Ideally you don't want them near Terminals either, but there are always spares.

Bait enemies surrounding key points to your army. Being able to fly is handy since it makes it easier to get behind your army when the fighting starts. Crossfire is scary as hell.

Once a point has been flushed go move on to Establishing a Perimeter and either build up or flush the alert.

Continue ad infinitum.

The only things that should change are what you build. Better flying units are nice if you want to carry a boatload as are defenses for safer baiting. Robots are the biggie though as everything else is up to taste.

The things you want to build at each fabber level are
Level 1
H-66 Slayer
Level 2
Unknown
Level 3
Unknown

Ideally you want units that don't have explosives with decent dodge chances or a boatload of health. Think of dodge modifiers as health multipliers.

I don't know what those are at the high end because I'd been mucking about on the easy floors gathering data. When I get far I start running away a lot more so I'm not sure what relative strengths are up there(yet). Any help would be appreciated.

44
Ideas / Log Timestamps and Long Wait
« on: May 30, 2015, 02:50:15 PM »
I'd like to know what turn things happened for reference. Showing the turn count in the log would be handy.

I'd also like a long wait command of some sort. 50 turns is perfect, 100 turns could work. Holding down . or flicking the wheel is so imprecise when you're trying to wait out a terminal reboot or hide till your terrain scanner gives you proper readings.

45
General Discussion / Mandatory Music Thread
« on: May 30, 2015, 01:53:10 PM »
Every forum needs one. Or three.

I haven't found an unofficial theme for Cogmind yet, so I'll just link my standard roguelike track. Originally I paired it with Spelunky, but pretty much any dungeon delvey roguelike. Brogue and Sil especially.



Any good tracks for Cogmind?

46
Strategies / Re: Allies
« on: May 30, 2015, 01:39:29 PM »
I actually think they're intended to be buildable at a level 1 fabricator. The fabricators have working rank locks. It's the terminals that are bugged, but even then since it's under the rank requirements it should work after the terminal thing is fixed.

Whether or not they SHOULD be is up for debate, but as far as I can tell that's working as intended.

47
General Discussion / Re: How much does Purge Purge?
« on: May 30, 2015, 12:34:18 PM »
It was my 9 slayer babies. Those naughty children.
Jesus. You disgust and arouse me.
They can be printed at a level 1 fabricator for 200 matter. And you get 2 per batch. Have fun.

48
General Discussion / Re: How much does Purge Purge?
« on: May 30, 2015, 12:13:23 PM »
Thanks for the run down. Once the system is finalized it'll probably be in the manual. I can understand not putting it there beforehand.

Alert level 4 is pretty damn high. You must have been one bad robot.
It was my 9 slayer babies. Those naughty children.

49
General Discussion / Re: Early Alpha Impressions!
« on: May 30, 2015, 03:26:41 AM »
Oh interesting, so you can get the schematic! Well, I'm still going to remove that because yeah you're not supposed to be able to build them. Before release I did lower all the matter costs of fabrication because it was too hard before (also time costs were higher)--needed to make it a little more accessible. Will continue to tweak. Next I'd like to make parts fabricate in caches, in the same way you can produce multiple robots at once.
I actually thought it was kind of neat having the schematic. It lets you look at the parts log whenever. I'd rather the impossible schematics just have some sort of disclaimer. Possibly make them buildable in specific branches that cater to their uses without letting them escape.

Oh, and it was a basic single tile level 1 terminal I got it from  8)

50
Ideas / Re: Streamlining Schematic Downloads.
« on: May 30, 2015, 03:19:46 AM »
I'm less against downloading specific parts and more against downloading every part easily.

If you segregated the parts into categories and had commands for each you'd still be able to choose what you get. Power, Propulsion, Utility, Weapon, and Robot are the obvious choices, but you could go further with things like Schematic(Hover). It depends on how much you want people to be able to choose their parts and how heavily you want to restrict them. A full on hacker will probably be getting almost everything, but that should fine as long as they're investing exploration instead of tedium.


I think just the main slot types + robots would work. One of each per terminal within rating bounds with a "master" command similar to Index(Machines) that's harder that gets them all would be great. Cuts down on time, encourages exploration, and still gives some choice to people who need a propulsion unit pronto.


Another option is to limit the number of schematics you can pull from any terminal. That way people till get to choose their builds, but they can't just sit there for a million turns. They'd have to explore to get a full loadout.


Or you could mix them. Less direct commands might give more parts, which would matter if you were limited in your hacks. Schematic(Any) might return 3, Schematic(Propulsion) might return 2, and Schematic(Nuclear Pulse Thruster) might just give you the one.


I like my first one most, but it's all up to preference. There are also certainly other options I haven't come up with which could totally be better.

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