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Messages - DDarkray

Pages: 1 2 [3] 4 5 ... 9
51
General Discussion / Re: New player, questions about meta stuff
« on: December 07, 2017, 07:00:50 AM »
Oh ok. I guess I shouldn't be asking questions like this when I'm not using Keyboard mode at all.  ;D

52
General Discussion / Re: New player, questions about meta stuff
« on: December 07, 2017, 06:54:54 AM »
Can you also compare map item with inventory item?

53
General Discussion / Re: New player, questions about meta stuff
« on: December 07, 2017, 06:49:46 AM »
Keyboard mode map-item to map-item comparisons coming next release:

Nice! And I guess you can do that with inventory items too?

54
Although corruption is meant to be another kind of clock, I don't think I'd want to escalate the effects to a true serious problem at the higher amounts as Valguris suggests. It would maybe put a bit too much emphasis on avoiding and clearing corruption? (If that were desirable, an alternative simpler approach would be to increase the amount of corruption you take from various sources like EM damage, so that the 100% corruption threshold would be that much more scary. Right now it rarely kills anyone.)

I guess you can double the rate of receiving corruption for Cogmind, and then halve the chance of the corruption effects to occur to compensate. How often do you see players with 50% corruption anyway?

55
Fixed Bugs & Non-Bugs / Missing flashing '?' for some NPC at Zion
« on: December 05, 2017, 09:27:44 AM »
This was discussed in the past at the Discord chat, but there's no list of all the NPC with the missing green '?'. It's easy to skip some NPC without this indicator during the Zion visit, and I really don't want to talk to every single NPC in case I missed something.

The list is not complete and I may be missing a few more. Hopefully others can help out.

1) Repair shop (preferably a flashing green '?' before the first conversation, and then after the first conversation)

2) NPC that drops the Self Disrupt Interrupter.

3) NPC's that give out the 4 codes.

NPC's that I would NOT want to have flashing green '?':

1) Squirrels!

56
Happylisk's original assumption was incorrect. "Data loss" only loses part information, period. That's all it's ever done, and that has not changed. You cannot lose derelict log data, or terminal data, or anything else. (Perhaps Happylisk lost it some other way and misinterpreted what had happened, e.g. CR.)

Glad the intel-rot effect isn't true. I was a little worry back there.  ;D

In terms of other effects, I shied away from having a flat threshold for various effects if only because the existing system already handles it based on a percentage of your current corruption. So certain effects like misfires will already be more rare than data loss simply because they have a larger divider (current corruption/25%, checked at most every 15 turns, and can be blocked by other more common corruption effects--multiple effects are not allowed within 15 turns of each other).

Very interesting. I was wondering if it's based on your current corruption% or not because it seems like a lot of players feel that 1% corruption would mean that all types of corruption effect have equal chance of occurring. Perhaps this type of information could be made as part of an in-game lore?

57
Yep, however if it simply said 'item data lost' without specifying the item, that would be appropriate. It's kind of interesting not knowing what item you lost intel for.

I agree. I was thinking somewhere along the lines of:
System Corrupted: 10 Item Data Loss
System Corrupted: 1 Testing Exit Data Loss
System Corrupted: 2 Terminal Indexes Data Loss

58
The Data Loss message is a very vague term, and the only way I can clearly see its effect is from seeing "Unknown" parts lying on the floor. However, losing intels is very difficult for me to notice, which is why I never knew it could do that.

One suggestion I have is to make the Data Loss info more transparent. I think it would be great if the log message could specify what kind of data I'm losing.

59
I always thought the data loss corruption loses only your item memory. I'm suspecting the Derelict Log you retrieved is showing you the exits found within Testing branch, not the exit to the branch.

60
I guess that means you ignored the melee warning (and 500ms block) with a researcher in view?

The researcher is out of my visual range, but I still can see it using my sensor array. But when I hit a serf, it called for distress signal to alert the out-of-range researcher to my position. No melee warning is taking place.

61
Strategies / Re: Maxing Score
« on: November 24, 2017, 08:46:54 AM »
The dream, of course, is the infinite farm, attainable through zero attrition.

Technically, this is possible, but no one will have the patience or sanity to do that.

62
A little late to the show, but here it is. My first seed run of the month!  ;D

I haven't done pure stealth/flight build for a while, so that's what I did this run. The setup is pretty simple: Get Transport Network Coupler from haulers, hack terminals for Hauler Manifests to see if there's anything interesting, and then go around for some prototype guns and cannons. Because I'm not planning to upgrade my weapon slot, I want to make sure I have strong enough weapons to make up for my lack of weaponry. It's important to get as much stuff done as possible in the Material floors due to the lack of programmer squad. As a result, I got to have a bunch of Imp. Flight Units, Adv. Sensor Arrays, Adv. Signal Interpreter, and Hacking Suites by the time I enter Factory level. That way, I can immediately transition to pure stealth build.

One of the things I haven't really done before is calculating my energy use and mass support to see if the switch is feasible or not. At times, if I don't efficiently assign my evolution points, I ended up having too little energy to sustain my flight build or too little mass support to equip what I need. So before entering Factory level, I had to plan out my evolution to make sure if I can go all-out flight build. Fortunately, with just 2 power and 4 propulsion, I can exactly support everything I need: Med. Storage Unit, Sensor Array, and katanas. All the rest of the utilities are made up of weightless, non-energy-consuming processors such signal interpreter and hacking suites.

For the most part of Factory levels, I kept sticking to my 4 Imp. Flight Units and stacking hackwares. Eventually, I got to find Long-range Sensor Arrays, obtained and fabricated Exp. Signal Interpreter, and even more hackwares. Now I could proceed to go for a straight win like this, but what I really want to do is to go for a lot of branch visits in hope of finding a lot of lore treasures.  :)

The following contains minor spoilers regarding Factory and Research branches. Proceed at your own risk!

Spoiler (click to show/hide)

Spoiler: Scoresheet (click to show/hide)

63
Ideas / Re: Log showing squad communication signal
« on: November 22, 2017, 07:58:40 PM »
That's fine, just throwing the idea up here. ;D

64
But.......my axe....... :'(

It's pretty weird that opening up the scrap piles is capable of dropping items on the floor outside the room without destroying it even when the door is closed. So it's surprising to see why this can't be the case with dropping items from your equipment.

Also, this type of room (full of scrap piles) can really increase the odd of encountering this "bug-like situation". There's no warning like that of detaching processor, so once you drop an item, it's gone. Additionally, players won't understand how it could be destroyed because the top-center message does not accurately reflect on the exact explanation. It simply states that your inventory is full, but more details are needed. The log message also simply states that your item is dropped. Again, it's not simply dropped; it's destroyed.  :-\

I do wish that the item dropped could instead be moved to a space outside the room. That way, we won't have to see anymore accidental axe-casualty. But if that's not possible, there should at least be a confirmation with explicit details of what's going on. Because right now, it does seem like a bug to me. Imagine me dropping my long-range sensor array first. That would be terrible. :(

65
This is a weird but funny bug. I encountered it when I saw a room full of scrap piles at a Lower Cave. Strangely enough, there's a door on it! So after searching through all of the scrap piles, I decided to drop an equipped item to manage my items around. In this case, I dropped an axe. And guess what? It got destroyed all of the sudden! The animation is exactly the same as if the axe is a processor, including the fading red color and the "detach processor" sound effect. And yet, the top-center message is: "Insufficient inventory capacity, dropped". Fortunately, I was able to reproduce the effect over and over again.

Here's what you need to do:
1) Go into a room (with a door). Fill the room with items so that there's no more empty space left. Then stand inside the room at a tile away from the door. I did it in a small cave room mentioned above.
2) Make sure your inventory is full.
3) Drop any equipped non-processor item (either with a mouse or keyboard).

If you attempt to do this next to the door (thus opening it), the bug will NOT appear. I'm not sure if it's possible to reproduce the bug at a main complex map, so this is something to be looked at too.

For demonstration, here's the GIF image.
Spoiler: GIF image (click to show/hide)

I've also attached the .sav file in case you need it.

P.S. I want my axe back....  :'(

Edit: The part destruction also occurs if you drop any item from you inventory, after following step #1 and 2 above.

66
Ideas / Log showing squad communication signal
« on: November 22, 2017, 07:36:51 AM »
One of the nasty things about playing with combat build is that a squad of enemies can spread information to another nearby squad, resulting in even more enemies marching toward your position. This is one of the most difficult parts of combat because you won't know if more robots will be coming your way or not, unless you have a way to detect enemies via sensor array, etc. This mechanic is also difficult for new players because without prior warning, loads of enemies appear to come "out of nowhere". With no knowledge of additional incoming forces, players will feel overwhelmed almost instantly, which may appear to feel "unfair".

So what I'm proposing is that when an enemy combative squad is signaling to another enemy squad, a log message should appear to say it. As of now, no message appears.

Visible signs of incoming enemies have shown to be useful, alerting players ahead of time and thus, allowing you to prepare yourself before the army comes. For example, watchers and operators give off distress signals when a squad is close by. Alarm traps, machines tracing you, blowing up garrisons, etc. also give off alert signal so that players will always have time to prepare themselves. They won't have to guess if more enemies are coming or not.

Would it be a problem to have a similar log message in combative squad-to-squad signaling case? From a stealthy flight build standpoint, your sensor array already gives you enough information about the surround robots, so the impact is minimum. Therefore, it's only a real benefit for combat build.

Transmission jammer also feels a bit more useful because in this case, you can actually see if it's jamming the squad-to-squad communication signal or not. However, its actual effect isn't changed at all.

67
Ideas / Re: Disable non-stacking utilities
« on: November 16, 2017, 10:25:40 AM »
Non-toggleable processor like Target Analyzer could automatically activate the next one in your equipment. Toggleable utilities could remain inactive, although there could be an option that can let you toggle it automatically.

My only concern is that new players may find it confusing at first until they realize that some parts are <no_stack>. One idea is that such information could be relayed through tutorial message.

68
Ideas / Re: Disable non-stacking utilities
« on: November 15, 2017, 07:06:22 PM »
I would like this feature too. It doesn't make sense to have multiple <no_stack> utilities at the same time, and it becomes a disadvantage if they happened to be energy-hungry utilities (e.g. multiple focal shields).

69
Stories / This guy is an idiot
« on: November 04, 2017, 08:38:39 AM »



Too late! ;D

70
General Discussion / Re: Cogmind beta 3 [SPOILER] thread
« on: November 03, 2017, 09:50:27 AM »
I had a similar problem too at Warlord where I stayed a little too long until almost everyone was gone. I think I was on legs at that time, but what helped me get through is by using a bunch of launchers. You can't afford to fight slowly.

71
Stories / Re: First combat win
« on: October 31, 2017, 07:59:38 AM »
Nice! Congrats!  :D

It's certainly tougher to play with combat run, but those branches made it a lot easier to do so. Very, very nice build at the end.

72
Strategies / Re: Theorycrafting for specific items
« on: October 31, 2017, 07:37:18 AM »
If you think about it, a volley of 3 random weapons takes up the same amount of time unit as firing a single weapon 3 times with that item. Really, the value depends on that one weapon. If it has an OP stat, I would rather use it at faster firing rate than to use a volley of random weapons.

73
Strategies / Re: Maxing Score
« on: October 30, 2017, 08:29:53 AM »
I haven't fully investigated on this, but here's what I have observed:

Points for "Robots Destroyed" is always: 5 * (# of robots destroyed), regardless of what kind of robots they are. So if you destroyed 100 robots in total, you'll gain 500 points.

I haven't investigated the points gained for "Value Destroyed" in regard to destroyed machines. But what I know is that the points gained for destroying robots is based on the number of the robots' name. So if you destroy a g-34 grunt, you'll gain 34 points. If you destroy a w-16 watcher, you'll gain 16 points. If you destroy k-01 serf, you'll gain......1 point.

Destroying terrains such as walls and earth do not give any point.

High alert combat kills, I haven't investigated at all.

74
Strategies / Re: Combat Strategy Guide: Positioning
« on: October 24, 2017, 09:54:03 AM »
Strategy guide is now live on Steam!

It might be a better idea to prioritize on updating the Steam guide first before updating here. I'm expecting the traffic to be more frequent there so that it will reach a larger audience. The guide also looks more cool there so check it out!  :D

75
Ideas / Re: Volley Order Matters
« on: October 22, 2017, 10:32:51 PM »
Another situation is when you're fighting at a narrow corridor, using penetrating weapons first will yield the best result because you'll be dealing more overall damage this way.

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