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Topics - nsg21

Pages: [1]
1
General Discussion / Memory backup modules
« on: June 01, 2015, 10:03:33 PM »
Do multiple memory modules clear corruption faster? The description does not say that it stacks, so I am not sure.

2
General & Off-Topic / Forum medals
« on: May 31, 2015, 11:45:49 AM »
In addition to "alpha supporter" badge there has to be "α1 Winner" badge. There is even a recipient for it.

3
Fixed Bugs & Non-Bugs / Slowest speed 0%
« on: May 30, 2015, 08:39:30 PM »
In the score file slowest speed always reported as 0%.
I guess that is when you are standing still? Or unable to move because energy low?

Anyway, more interesting stat would be slowest speed when actually moved.

4
Stories / Challanging level
« on: May 30, 2015, 07:19:24 PM »
Entering new level, first thing I see is this:


Should I take it? In general, there seems to be no "minimum distance" between entry and exit, I encountered exit stairs quite close to the starting point before. Is there a reason not to take it? Stuff, sure, but there will be better stuff upstairs.

5
Fixed Bugs & Non-Bugs / Silent quit
« on: May 28, 2015, 04:32:25 PM »
I pressed [ (or maybe it was ]) when robot hacking menu was open and game silently quit with no messages or errors.
When I restarted it began at the beginning of the level (which was -10/materials)

6
Ideas / Micromanagement when interacting with machines
« on: May 27, 2015, 08:52:31 PM »
Small things, but may improve quality of life a little bit.

1. Terminal hacking equipment should give bonuses when connected to terminal even when not equipped, just in inventory (up to number of utility slots). After all, it is possible to unequip item, equip hackware, connect and then back in reverse. As far as I understand there is no point in carrying them equipped at all times, they are used only for terminal hacking.

2. It should be possible to insert equipped item into repair machine (or recycler or scanalyzer -- with paying matter/energy price if that's so important). I find myself going to repair station to repair my currently equipped power only to realize that it is still equipped, so I need to disconnect, reshuffle inventory connect again.

3. Part selection menu (when interacting with machine) should present them in same order and use same keyboard shortcuts as inventory. I looked at my inventory, decided to scan item 2, command scan and I have to read a new menu where items are in different order and have different shortcuts.

4. Is is part of a story that fabricators need matter in a container? Can they just subtract necessary amount from Cogmind's matter store?

5. Save history of manual commands not just across terminals, but also across different games. Hopefully it does not count as "meta affecting gameplay". I use Access(Main) a lot and I also die a lot, so have to retype it over and over.

7
Ideas / Tutorial messages are not logged to a log file
« on: May 25, 2015, 08:54:35 PM »
Not sure if bug or feature, but It looks like pink messages (tutorial?) do not end up in a log file.

8
Fixed Bugs & Non-Bugs / Seeding not working (maps still random)
« on: May 25, 2015, 07:12:44 PM »
What is affected by the seed?

I hoped that same seed would generate same dungeon, but apparently not.


9
Ideas / Robot scans
« on: May 25, 2015, 03:54:24 PM »
I have UI improvement suggestion: on a robot scans show brief stats next to the weapons/items name -- same as
shown in the [parts] window in [q] mode. If you want to be cute, only show them
if player is familiar (either in this session or globally) with it, but I think it is not too much of a spoiler to show a brief info.
The name is there, so you can look it up in your google spreadsheet anyway, so that would just speed things up.

If UI engine allows that, let a rightclick on a scan window bring the /DATA/ window on a clicked item.

10
Fixed Bugs & Non-Bugs / Log window covers the Cogmind
« on: May 25, 2015, 03:42:44 PM »
It is probably not a bug per se, but there is no better place to put it.

When LOG window is opened all the way it is still possible to keep it open as Cogmind is running. The problem is  that it is still centered over old window and is covered by the tall log window.

I think it should recalculate new "center" to be between right edge of the LOG window and left edge of the hud window when log window is expanded.

Not sure I want to run with log window extended, but sometimes it may be useful, so may as well reposition new center so you can see what is going on on the left

11
General Discussion / Ran out of matter.
« on: May 24, 2015, 05:57:08 PM »
Here is the situation: I barely escaped to the -6/factory. The final battle in -7/factory (not so much battle, as me dragging my battered core to the exit under barrages of fire) left me with no stuff and no matter (6/300). Now I am at this new level, it is peaceful and quiet, I even found couple of nuclear cores and hoverpads that I can really use. But I cannot attach it because it requires matter. In fact, everything I find is pretty much useless, as I cannot attach it without matter.

I tried to recycle some random crap in the recycler, but attempt to extract matter failed. Fighting is out of the question (I have guns, but cannot attach them). What else can I do here?

12
Ideas / Which machines are ready for hacking?
« on: May 24, 2015, 03:56:45 PM »
My interpretation from the manual is that if you disconnect from a machine (specifically, terminal) before trace is complete, then in 50 turns it returns to original state and can be hacked anew.

It would be nice if machines that are no longer hackable (because of completed trace) and those that are temporary in "better not connect" state are somehow indicated on a map. Cogmind is a robot, shouldn't have a problem tracking terminals he connected, how long ago and what was the outcome. I, on the other hand, would appreciate some help with this.

The situation when I wish for it, is when I am retracing my steps because dead end or just running for my life and back to terminal. I vaguely remember, I've been here. Maybe even remember the trace did not complete. But was it 50 turns ago? Have no idea, but I would really like another roll at Access(Main) or Alert(Purge).

On a similar note, some visual indication that fabricator is fabricating would be nice too. And maybe a query to tell ETA exactly if more precision is needed.



13
Fixed Bugs & Non-Bugs / Link to youtube is invalid
« on: May 23, 2015, 07:45:02 PM »
The link to youtube https://youtu.be/YKtNGH44Kq
from COGMIND-README.txt does not lead to a valid video

14
Support / High CPU Use
« on: May 23, 2015, 03:15:15 PM »
Cogmind is eating CPU cycles like peanuts. My laptop overheats to the point that it is uncomfortable to hold on my laps and the battery lasts for less than 40 minutes. As an added bonus, I cannot see the battery meter in fullscreen mode so that when it suddenly quits on me it is a surprise.

I think it just needs an idle() call in the mainloop while waiting for keyboard to help this. What is so important that a turn-based based game just has to calculate at max processor speed in between user inputs?


15
Ideas / Save all messages to the scores/*.txt file
« on: May 23, 2015, 12:50:13 PM »
I would like to (optionally?) have ALL log messages, especially, including the terminal/machine interactions dumped into the score file in the scores directory. Then after game over, it would append a final score and you have some nice memento.

Mostly I need it right now as I am overwhelmed with the amount of different stuff incoming. It would be nice to go back and read all those lore-related queries and step-by-step battles in peace to see if I may learn something.

Even if this file grows to 100k, it is still peanuts in today's world.

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