Grid Sage Forums

Grid Sage Forums

  • May 18, 2024, 07:39:15 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

News:

LINKS: Website | Steam | Wiki

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Jiyva

Pages: [1]
1
General Discussion / This derelict log is mildly frustrating
« on: April 06, 2024, 08:02:34 PM »
I am already at level 6.... what use is this derelict log? Not to mention the risk I took to get it.....

2
As you can see from the screenshot, I put a map comment on grid A where a sentry sits (The garrison nearby makes me want to avoid fights here). But later I accidentally opened the door at grid B while failing to see the marked grid A.

Of course, grids with comments are purple and flash gently (4 seconds interval?). But I still find it easy to miss it. Two things would make the map comments feature even better for me:

* An option to configure the flash mode. (E.g, 0,1,3,5 seconds interval; 0 = no flash)
* A key (E.g, 5) that display all map comments in full text in view. (Yes, I am aware that space + C already does that. But it is not compatible with mapshift mode)

The first point makes grids with comments more visible for players. The second point gives players an option to see what the comments are.

3
Luckily I had a trap scanner.....

4
Ideas / Would smoke grenades be a good idea for Cogmind?
« on: February 07, 2024, 01:36:41 AM »
It may enrich the tactical experience of the game. Just an idea.

5
General Discussion / How does line of sight work with structures?
« on: January 28, 2024, 03:47:41 PM »
It seems random to me based on the screenshots I attached. But I am pretty sure there must be some rules that I am unaware of.

6
General Discussion / About music for Cogmind
« on: January 24, 2024, 09:17:57 PM »
All mighty author of Cogmind, do you have an plan to add music to this masterpiece? Recently I have been playing both Cogmind and Caves of Qud. The latter has godlike music that immensely enhances the immersion. If you ask me what feelings that music gives me, I can say: wild, lonely, eerie, and historical. I am pretty sure a game with a strong identity such as Cogmind can be benefited from having some in-game music.   

7
Fixed Bugs & Non-Bugs / [Beta 6] Can't swap heavy treads
« on: July 26, 2018, 01:02:58 PM »
The game does not allow me to swap the heave treads. It says "no applicable swap parts" if I try to do so. A screenshot is attached.

8
Reasons are following:
#1 Giving "Gun" type a memorable character. If a mechanics has 50% chance to happen, then the players are generally not aware of them in gameplay. To see this design's awkwardness, just imagine you have "Cannon" type has 50% to cause damage overflow or "Explosive" type has 50% to cause AoE damage. You see the point?
 
#2 A boost to combat build strategy. Now the players have a more reliable mechanism in her toolbox.

9
Yesterday I released a dozen of drones and then making them explore the map. I wanted to know which areas they discovered as they wandered around. But I was not able to do so easily because I couldn't wait for a turn without exiting the mapshift mode. The map was huge so I had to do the following: wait a turn, enter mapshift mode, go to the one of the drones, check out new terrains or robots, center back on Cogmind, repeat. It would be so much easier if the game let me wait for a turn while in mapshift mode.

10
General Discussion / Resistance display inconsistency
« on: July 13, 2018, 03:35:40 PM »
Well, it may just be me. But the fact that the game displays only the robot's innate resistance while it does for Cogmind's "overall" resistance is a little bit annoying to me. It means I have to check robot's parts to discover any "hidden" resistance. That is not fun :(


11
I see this as a drawback rather than an advantage. As a melee weapon holder, you almost always want to maintain a close distance with your enemy. Unless the developer meant to use knockback as a nerf mechanism, this is pure disadvantageous feature for impact weapon.

Update: if knockback cause damage to both the hostile robot and whatever it bumps into, then I can see the value of knockback.

12
Hi,
Thank you for making such an awesome game. I loving using keyboard mode (DCSS player).

Below is the bug description.

*Circumstance
  Keyboard mode

*What happened & How to reproduce the bug
  1. Use "d" to open the data sheet of a neutral or hostile robot.
  2. Use arrow key to go to the component section and hit "enter" to open the detail information box of any part on that robot.
  3. Click "esc" and then quickly click "up" or "down" arrow key. You will then find the focus box moves up (down) first and mysteriously jumps back to its original position.

I like performing some quick consecutive actions in game and this bug is quite annoying to players like me :p. At first I thought this was due to system corruption of my robot. But I was able to reproduce the bug when the corruption level was 0%.

I attached the screenshot for your reference.

 

Pages: [1]