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Messages - leiavoia

Pages: [1]
1
Ideas / Re: Steam Achievement Ideas
« on: March 17, 2022, 12:36:50 AM »
I finally, after 2 years of playing this game, transformed the Heart of Steel.

Of all the things that need achievements, it’s this.

(And warbot could use a buff for all the work I put into him too. He couldn’t even make it through one caves level. I know he meant well though. RIP steel dude)

2
General Discussion / Technical Stuff
« on: October 27, 2021, 08:55:10 PM »
@Kyzrati:

Installation

If you want to, you can easily integrate this directly into the scoresheets area of gridsagegames.com. This app is super easy to install. You literally just copy the files onto your server and change the scoresheet links and it works. You don't need to build, compile, configure, or enable anything. I think it would make a nice addition. More info in the README.

Updates

I may update the app when you update the data format on github. I have your cogmind-scoresheet project watched so i will be alerted if you update it.

Suggestions

I have a few suggestions you might work into your next release as time and attention allow:

No JSON file is saved locally on the player's HDD when games are over. This means that 1) players cannot use the Dataminer app offline, and 2) player's that have not elected to upload scores have zero access to JSON structured data and can never use Dataminer for their runs. I'm not sure if outputting.json is easy to do from the cogmind executable, but if it is, that would be a big plus.

Dataminer can be run completely offline by manually "uploading" a JSON scoresheet. The scoresheet is read directly by the browser's javascript, so no server is required. If you can get local JSON output working and elect to ship the game with Dataminer (open source), you can integrate the two very easily with minor adjustments. Players could then view review their games right on their own machine.

The scoresheet hash (the filename used by cogmind-api.gridsagegames.com) is not contained in the file itself. Therefore, the file cannot reference itself using data from within the scoresheet. This creates some problems with locating the file in the first place. It can currently be found at the bottom of the .txt scoresheet output (if uploaded), or in the links on the leaderboards (if uploaded). Ideally, please add `meta.filehash` or similar to .json files.

Scoresheets contain many additional filenames including `header.filename`, `meta.runGuid`, and `meta.runId`. It would be best to standardize these. (This seemingly unimportant detail will be the key to any future database-backed apps in the future). Relational Databases prefer integers for keys, but non-enumerable hashes are better for security if that's important.

The S3 filehash currently being used has no consistent character length. It doesn't NEED to have one, but it would be nice for standardized API usage.

Overall, excellent work on creating all of this wonderful data. Thanks for going the extra mile!  :)



3
General Discussion / Cogmind Dataminer Scoresheet Viewer
« on: October 27, 2021, 08:26:08 PM »
(Posting this here for posterity and reference. Previously posted on Discord.)

Cogmind Dataminer is an online scoresheet viewer for your public end-of-game scoresheets. It takes raw data from your scoresheet and makes many pages of pretty graphs and charts of your adventure. You can also view scoresheets of any other player's game on public record.

The app:
https://leiavoia.net/cogmind/dataminer/

The code:
https://github.com/leiavoia/cogmind-dataminer

How to find your scoresheets:
https://leiavoia.net/cogmind/dataminer/help.html

Example game (mild spoilers)
https://leiavoia.net/cogmind/dataminer/?osF59nAns4warikxj

The app is written entirely in JavaScript, so it runs directly in your web browser. You can access any scoresheet that is automatically uploaded by Cogmind when your run ends (you need to enable this in your settings). You can also manually upload .json scoresheets if you have those.

This app was written for data available in Beta 10.2 and may be updated as data formats change for newer versions of the game.

4
Ideas / Non-Interactive Machine Improvements
« on: October 18, 2021, 11:37:58 PM »
Non-Interactive Machines (NIMs) are mostly for color and ambience. However, they could be made slightly more interesting using existing game mechanisms (i.e. easy task!). Here's a few notes i jotted down. Feel free to use or ignore.

Area-of-Effect Effects:
Machines can have some effect in their own immediate vicinity, either while active or when destroyed. This might influence routing and pathing decisions of the player and other bots too. Machines might be color coded to indicate to player danger or opportunity. Effects might include:
  • Increases corruption %
  • Causes corruption effects
  • Corrupts parts on ground
  • Evaporate matter - matter generated in the area disappears.
  • Heat spike
  • Heat reduction (cryo chamber)
  • Reduced accuracy (per weapon type?)
  • Engine blowout
  • Disable equipped processors
  • Self destruct parts on the ground (fry - like in caves)
  • Disable / jam / break weapons equipped.
  • Reduce weapon range.
  • Reduce optical visibility (smoke?)
  • Scramble sensors.
  • Slow travel speed
  • Amplify EM damage
  • Reduce weapon damage (like stasis traps)

Servers / Wire Closets
High value machines with special support roles. Usually guarded, shelled, or barriered. Big alert spike when destroyed. Generally best if avoided. High risk when using EX and penetrating weapons nearby. Not all types of servers are available on all floors.
  • Data Servers <per type> - Serve data to Terminals, Fabricators, Recyclers, Scanalyzers, and Repair Stations. Destroying data servers takes the corresponding network offline (e.g. Destroying a Scanalyzer Server takes all Scanalyzers offline).
  • Security Server - Takes random machines offline or reduced functionality. Increases your odds of getting hacking on the current floor. Kind of like a mini-Hub.
  • Mapping Server - Provides support data for bots tracking you. Knocking one out reduces enemy tracking ability but increases patrols.
  • Greenbot Coordination Server <per greenbot type> - Provides central oversight for greenbot classes. Disabling a greenbot server disables, inhibits, or reduces corresponding greenbot activity (e.g. disabling the Engineering server hampers Engineering ability. Ditto for transport, recycling, cleaning, etc.)
  • Non-Interactive Machine Server - Turns other NIMs on/off.

Utilities
  • Energy - controls doors, powers other machines.
  • HVAC - Controls ambient temperature (we already have this).
  • Lighting - controls optical visibility.
  • Garbage - Already have this too.
  • Plumbing / Pumps - ?? Pump matter into a big pile?
  • Electrical - Provides local energy taps. Battery room?

5
General Discussion / My One Big (Constructive) Criticism
« on: December 28, 2020, 09:57:50 PM »
<light spoilerage follows>

First, thanks again for this wonderful game. I've put more than 100+ hours into it. Its been very entertaining. I look forward to whatever happens in the future.

Now I have one big constructive criticism. Please hear me out:

I have no idea why things are happening.

This is a consistent issue throughout the game. There's guys bursting out of walls, allies from nowhere, allies from somewhere, backstabbing traitors, ambushes, assaults, and machines that do... stuff? While all of this interesting and entertaining, I don't understand it. When i don't understand cause and effect, i can't act on it. I am powerless to influence events.

I understand that revealing lore is a big part of the game, but many events that should have obvious cause and effect are not obvious. I frequently find myself googling game stuff after the fact to figure out what any of it is. Examples:

I got A7 to the Cetus Mainframe and we did the G-00 code. And it does... what? What is it supposed to do? What was the point of that? I got a Steam achievement but i don't understand what i achieved.

I'm in [C] and allied dudes start coming out of the room next door and fighting for me. Cool! Why is this happening? Was this my doing or is this a random event?

There's a giant bore-bot running amok in Research for ... reasons. Is this the thing i saw in Warlord? I don't know.

R17 ... have met him several times. I have talked with him, killed him, ignored him... I still have no idea what any of that did, does, or will do. Should I?

On a winning run, I nuke 0b10 from orbit, because ... yeah

In places where it is appropriate, I would like to have the dialog or narration give me a more on-the-nose explanation of events. A7 needs to tell me what G-00 does and what i should expect. Dudes from Zion need to thank me for doing <action> in [C]. Warlord needs to tell me what he will do for me if i do whatever for him. I need to be told that Mr Alien Man here knows how to up-blow stuff from space and that is why it is blowing up. Etc.

Again, this is meant to be constructive criticism, and i look forward to continued cogmind stuff down the road.

Thanks for reading!

6
Strategies / Yes You Can!
« on: December 28, 2020, 09:11:46 PM »
I recently won a come-from-behind Command run. I will leave the tale here for posterity. Consider all of this to be spoilery.

This was a pretty standard FarCom run with no branching between -6/Factory and -1/Access. So no goodies from Research or caves.

I entered Access with high alert but well equipped on treads and 6 weapon slots. I brazenly went down the wide corridors hoping to find the main exit ASAP. I blew away all of the patrols and programmers that tried to interfere. Eventually i was starting to get bogged down by alert spiral ARCs and reinforcements when i stumbled on what i recognized to be the back entrance to Command; the side with the barrier and the two Behemoths. Not what i wanted, but i couldnt keep going much longer. Fortunately i brought my field lobotomy kit all the way from Exiles! But i only had one shot left :-(
   
Behemoth #1 becomes my best friend and i hide behind his hulking frame. He obliterates the incoming reinforcements and takes a beating from Behemoth #2 until finally he explodes. Then i whip out my hellfire launcher and send salvo after salvo after salvo after salvo after ... yawn ... probably 12 rounds and the big beast was only lightly yellow. I was out of matter and losing parts. Hellfire missiles won't open the blast barrier but they did take a chink out of the corner of the wall. So i said goodbye to Behemoth #2 and proceeded towards the stairs. Then i committed the worst of all cogmind mistakes: I double-confirmed a "moving very slow" warning, not realizing my propulsion had all been blown off. I was moving at like 1600 speed. This mistake has ended many games. I waited forever while the behemoth wailed on me. I lost all propulsion, weapons, and half of my utilities. But i still wasn't dead. I bolted on some damaged treads and limped up the stairs to Command.

I entered Command in terrible condition: no weapons except for a Lance; some Large Treads; some spare engines; zero matter. I could not even equip my spares! And wouldn't you know it: the first thing that happens is a Programmer patrol comes to get me. I did the only thing i could and lured them through a doorway. Batter up! My one-bar-left lance eventually cut one down. I grabbed the matter and Gamma Rifles and took out the other two. Then i was immediately spotted by Terminators. Ugh... Fortunately they seem to be weak to EM stuff and i eventually put them down too, except alert is spiking again, i'm getting corrupted, and i can't get a break. Now i at least have guns.

I travel North and spot the main exit corridor doorway. I am not at all ready to handle whats in there. I decide to look around to see if i can find a launcher to at least clear the traps out before i attempt a suicide run.

Then something game-endingly terrible happens: a watcher spots me and pings an alert. This alert picks up two hunters (annoying but i can handle them) and an Alpha-7 (uh oh) from inside the Exit Corridor. I did not know this could happen. The A7 and the hunters chase me back to a nook where i funnel them through a hallway and shoot frantically while getting shot to bits. But i manage to get through all of them including the scary A7. Then i start picking up the droppings: 2 shiny new Helical Railguns and other Alpha swag!

It dawned on me that i just lured a corridor guard out of the corridor by itself. Hmmm... i wondered if i could maybe lure the others out one by one? Heh heh heh...

I went back to the Exit Corridor door and stuck my tongue out at the other guards and got three of them and a behemoth to pursue. More than i bargained for. I rounded the corner which got them to line up single file. Then, railgun time! Combined with my other KE Pens and railguns, i splattered all three of the little guys in just 3 or 4 gunslinging, penetrating volleys. I scored two more helical railguns! Mr Behemoth was now blasting at me and chasing around the corner, so it was time to run. I already learned my behemoth lesson today, i thought.

Then i ran directly into another behemoth. I had to choose between getting chased into a corner and pummeled to death by both of them, or having a stand-off fight with just one - probably the end of the game either way. I sighted the chasing behemoth down a long narrow hallway and let him have it. Surprisingly, he had a hard time hitting me at range and i put him down in about 6-7 volleys of precision rail hail.

One more to go!

The room i backed into just happened to have the one thing you really want for behemoths: armor analyzer! I equipped this and whatever armor i could scavenge from the many ARCs i had also put down while all this was happening. I also picked up a Multirail from the behemoth corpse. You behemoth dudes have been holding out on me! I am now armed with a railgun, 4x helical railguns, and a multirail, armor analyzer, targeting stuff, centrium armor, heavy treads, and a force field :-) and 200 core :-( Time for the final showdown.

With alert skyrocketing and more reinforcements coming, i waltzed into the Exit Corridor, now emptied of all guards except for the last behemoth. I hop-scotched around the traps, walked up to Mr B and sprayed him with 4 volleys of high precision railgun revenge. Thats all it took before he bit the dust. Normally, if i can eek out a win, it usually ends with me running naked through a hail of bullets. This time, I took the stairs to a confident, well earned victory.

Lessons learned:

You CAN win in Command from a bad starting position. You need to be a little lucky to find the exit sooner rather than later.

You don't need to fight the entire mass of exit guards all at once. You can lure them out to their doom individually!

Treads + 6x Railguns = Splatterfest. I love this combo. You can put down almost anything at range, through walls, in groups, and very fast. The downside is you need to be good about getting matter. Its even better when you add visual processing unit, targeting, armor piecing, and core analyzer. You can snipe many enemies before they even know you are there.

Launchers + Behemoths = No Go.

Railguns + Behemoths = Go very fast!

7
Strategies / Re: Win After Limping into Command?
« on: November 28, 2020, 05:18:33 PM »
On previous runs i was able to trigger the alliance "win". Of course being prepared is the way to go. I'm just wondering if its doable when you already ran screaming for an exit, any exit, from -1 and arrive panting and shot to bits ;-)

8
Strategies / Win After Limping into Command?
« on: November 28, 2020, 12:45:49 PM »
I made it into Command on a recent run, but only after getting shot to bits running up the stairway. I tried a half dozen times to win by any means but could not make it work.

On this run, the only goody i had was heavy regenerative armor. I was on treads with additional armor and basic weapons picked up off the ground.

Generally speaking, is there any way to make it out alive if i don't arrive in decent condition?

I feel like having some launchers would have made a difference, but i had none and could find none.

Thanks for the tips!

9
Ideas / Scrap Heap Fun
« on: November 15, 2020, 03:43:53 PM »
First, thanks for creating this wonderful gem of a game. Please consider my humble and easy to implement suggestion.

Consider adding one or two random "fun items" to the starting scrap heap besides the stock parts. This would give each game an ever-so-slight difference in starting condition to provide some initial direction and make this part of the game worth not skipping.

Also consider adding an unusually high level, broken item to the scrap heap. This does three things:
- Gives players an interesting decision to make at the start (leave it, or lug it around in hopes of fixing it)
- Provides a fun early game side-quest (getting it fixed).
- Makes use of chronically underutilized Repair facilities at the beginning of the game.

thanks for reading!




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