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Topics - Joshua

Pages: 1 [2] 3 4 5
26
Ideas / Conducts
« on: October 09, 2019, 05:21:05 PM »
It might be nice to highlight conducts like Mad Max, Hard Core, etc. in the scoresheet even if it isn't your first time getting them - if you followed the rules it could be nice to recognize that at the end of the run.

27
Ideas / Way to see RIF hack menu from coupler
« on: September 21, 2019, 03:23:02 AM »
It might be nice if you could see the RIF hack menu for a given coupler (especially for combat bots) to decide whether you want to keep it attached or not without having to actually be around one of the relevant robots. (That is, to see the available hacks and how much they cost.) Maybe you could open it from the info window for a coupler?

28
General Discussion / Fabs in caves
« on: September 16, 2019, 04:42:12 AM »
I wonder if anyone else knows the answer to this (it may count as a spoiler so Kyzrati won't be able to answer?): is this fab with matter containers next to it in the caves a relic of the earlier fabbing system, where you had to feed matter in, or is there still a way to use it? (Status on the fab reported 0 matter available.) I didn't want to throw this game by messing around trying to feed matter into the recycling unit and see if it went to the fabricator.

29
Ideas / Option to block movement when overweight flight/hover
« on: September 13, 2019, 03:11:26 AM »
It would be nice to have a movement block like the SLOW one when you are overweight on flight/hover, since the penalties can be so severe. You may not be slow in normal terms relative to wheels / legs / treads but you are probably much slower than you expect to be. This might be an advanced option.

30
Ideas / Sprint mode
« on: August 08, 2019, 04:02:43 AM »
A game mode (or game) designed to take a much shorter time while still offering interesting decisions. Definitely no more than 60 minutes.

This is probably more like a separate game (7drl?) than Cogmind, though. Motivation is I rarely have enough time to finish a Cogmind game, anymore, at least in less than a few weeks. It'd be nice to have a game that condensed the interesting decisions and skipped the uninteresting ones (let me continue moving down this empty corridor...)

31
Maybe not strictly a bug? But there was an Exp. Melee Analysis Suite on the floor and I had a non-functional one (broken by a Scanalyzer). I would expect g to replace the one in inventory with the one on the floor when my inventory is full.

32
Fixed Bugs & Non-Bugs / [beta 8.1] Programmer cannot be rewired
« on: June 29, 2019, 08:13:01 AM »
See screenshot. I think you used to be able to rewire them before the robot hacking rework?

33
Disrupted and rewired A6, but he still flashes signals to make friendly Enh. Grunts self-destruct xD

Shouldn't he do that to the other side, if anything?

Though this is really funny as is, too xD

34
Fixed Bugs & Non-Bugs / [beta 8.1] Lag between turns
« on: June 14, 2019, 11:07:20 AM »
See attached save. Each step I take has a noticeable delay, which I wouldn't expect even if I am moving a bit slow.

I haven't downloaded beta 8.2 yet, assuming it didn't have any fixes other than the score upload.

35
Fixed Bugs & Non-Bugs / [beta 8.1] Map memory and faulty items
« on: June 13, 2019, 03:36:41 AM »
Faulty items don't show the faulty label when they are out of your field of view, but the filter on 3 does still filter them out initially. I think it should probably label them faulty just as it does when they are within field of view. (Maybe with a red label to indicate faulty?)

36
As seen in Kyzrati's stream: when you were in Ex and 4% corrupted a weapon was rejected. I thought that particular corruption effect only happened in a combat situation but there were no hostile bots around. :)

37
Ideas / Energy weapon range extender
« on: May 26, 2019, 01:06:11 AM »
An item to extend the range of energy weapons, perhaps +2 +4 +6 +8 if given tiers. Range Extender? Attenuation Filter? Magnetic Lens? I don't know, you do such a good job coming up with evocative item names. :)

38
Stories / Hard Core
« on: May 18, 2019, 07:19:26 PM »
Hey, you. Yeah, you, shiny metal thing. Are you tired of getting your Sensor Array armor blown off and builds broken by a single unlucky encounter? Are you tired of managing more utilities than you can count on two hands? What's that -- you don't know what hands are? Are you tired of trying to fab that one last utility you need to win the extended game, only to see programmers blow up the fabricator or your 50% fab chance fail 6 times in a row? Give up flight-stealth-hacking and try for the Hard Core achievement!

...

I went into this expecting it to be pretty hard (easier with Hcp. Storage than it would've been in earlier betas) and actually found it to be easier in a lot of ways than a more highly optimized utilities / stealth / hacking build. For one thing, losing a key utility doesn't really happen, as long as you stay on top of storage; since your slots are mostly propulsion and weapons and enemies drop plenty of those to refill them with in a pinch. Going into -6 Factory I ran into three or four patrols right at the beginning, lost my treads, but easily rebuilt from legs dropped by the patrols. Running into Terminators is no longer terrifying when you have 5 EM guns to take care of them with (or 2 HERF cannons), and treads to help your aim.

I had to rebuild again in S7 but again, not a huge deal with so many slots to throw propulsion armor into.

I initially planned to get Farcom but arrived at the Farcom level to find it abandoned and the vault empty. This turned out to be a good thing since it meant I got to go to Testing later. My biggest concern from the beginning was being able to find the last exit, so I then planned to visit Zh and do the quest. I visited Zion in case there was anything good there and W so he would help me find the Testing entrance later. (A lucky Access(Main) in -2 helped me rule out the -1 exits.)

Not sure what else to add. This was a lot of fun, being able to roll through complex and caves without worrying about my build getting broken, since all I need to rebuild is more weapons and props. I'll probably go back to trying for a ++ win eventually but this was a nice break.

At the very end I wasn't sure how long to stick around, the ability to dump a run in progress coming in the next version would've definitely helped with that since I didn't know if I had met the 400 bot threshold for this achievement.

Score sheet:
Spoiler (click to show/hide)

39
Ideas / Allow haulers in intel view
« on: May 14, 2019, 04:19:13 PM »
If you're aware of realtime hauler locations (TNC or a hack), could it show on the map edges in the intel view?

40
Fixed Bugs & Non-Bugs / [beta 8.1] Lore typo
« on: April 23, 2019, 01:45:03 PM »
"Garrison Relays" says "Taking out a relay does also decreases...", should probably be "does also decrease" or "also decreases".

41
Fixed Bugs & Non-Bugs / [beta 8] Batter Up
« on: March 27, 2019, 05:27:19 PM »
I just knocked a Hunter into a Fusion Modulator and made it explode, but didn't get the Batter Up achievement as expected from the description. Does it only trigger for impact weapons? See screenshot though I don't know if you can tell since the machine was destroyed. :)

42
Strategies / Extended "Straight Shot" conduct?
« on: March 27, 2019, 06:15:46 AM »
I'm interested in folks' thoughts on reliably making a build that could win extended ++ without visiting branches (other than the necessary extended branches). Has anyone done this? This means (unless we allow RIF for a slightly modified conduct) no allies and no superweapons or other gear from the usual suspects (Exiles, Z, L, R branches).

My thoughts are that it might be possible with Cld. cannons, overload utilities, kinetics, weapon cyclers and enough armor. One of the points I'm having trouble figuring out is where to get enough armor - it seems the folks who win extended usually aim for Shell which isn't an option here.

What are your thoughts on necessary equipment and strategies? Or is this just not possible to do reliably by design?

Correction: I forgot you could get allies by rewiring and by disruption, so allies are a possibility. But probably not strong allies.

43
The message log lists that it ejected four couplers but where did they go?

44
Not sure if this is a bug or enhancement request, but I've noticed that at least Adv. Component Analysis Suites also identify ordinary unknown items whose identity has been lost or forgotten (corruption, CRM). It would be nice if there was a log message for this as it can be hard to spot them in your inventory after they've been id'd and also if it was mentioned in the description for the item.

45
Ideas / Drop order should id items
« on: March 05, 2019, 07:24:46 PM »
If robot hacking ids items dropped by a hauler, maybe ordering an ally to drop items should do the same? (And I love that robot hacking does this - for me it is a big incentive to take RIF.)

46
Fixed Bugs & Non-Bugs / [beta 8] SG doesn't stay active on new level
« on: March 05, 2019, 04:19:50 PM »
When moving to the next level with Stasis Generator active, it doesn't take effect on nearby enemies until disabling and reenabling it. See attached save. I can also provide a save from the previous level if that helps.

47
Fixed Bugs & Non-Bugs / [beta 7.2] Enemy too close to start of -8/Materials
« on: February 01, 2019, 05:32:14 PM »
I *think* this hunter is closer to the starting point than expected - unless they're no longer always at least 15 squares away?

Seed: MissileFusionCapacitor

48
Ideas / Fab and Repair completion
« on: January 27, 2019, 04:56:22 AM »
It might be nice if Cogmind would remember when Fabs and Repairs are expected to be complete, and notify you even when they're out of sight. It's not hard to check back if you're moving fast and exploring the surrounding area but it's a little tedious to have to remember what turn the operation started especially since it isn't prefixed by the turn count in the log.

In other words, now I can note the current turn (1200, say) and the time to completion (49) and know to check back when the turn counter says 1249. Maybe the game could note that too and remind one? Possibly something in the intel window for pending operations and the number of turns remaining? This might be too meta and would break immersion but it would at least be nice to have the current turn in front of the Fab / Repair message in the log.

49
General Discussion / Z-terminal access limitations
« on: January 25, 2019, 05:03:29 AM »
Beta 7 added a "map-wise global timer" to limit the number of Z-hacks that can be used.

Chipping in here to say I don't love this change: on the Factory map I just played, I think I got 5 Z-hacks: 1 Light dispatch, 2 Recon, 1 Terminal Locations and I asked for Trap Installations before getting cut off. I don't play many imprinted games but it was especially painful in a game where I got to Access and would've loved to get the Exit location from intel, but couldn't and got swamped by Assaults faster than I could clear them without help. (This may play to the "OP crutch" part of the criticism: you could say I just need to get better so I don't get swamped by Assaults.)

In that game I was on Wheels, in this one on treads, but should imprinting really do more for bots who move faster and have less need of allies?

I think in exchange for giving up all normal terminal hacks (Access(Main)/Access(Branch), Alert(Purge)) one ought to get a little more in return.

Just my two cents since this is a relatively new nerf and possibly open for discussion. :)

50
Fixed Bugs & Non-Bugs / Fusion Compressor balance of energy
« on: January 06, 2019, 12:50:51 PM »
The net energy change summary in the HUD doesn't take into account the contribution from a Fusion Compressor. e.g. I have no reactor right now, would expect it to be +24 but it just shows +4 for the built-in energy generation (I have one utility using -1 energy).

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