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Messages - Joshua

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251
Ideas / Re: We make bad suggestions and come up with horrible ideas
« on: March 17, 2018, 04:40:39 AM »
Grease Gun: cause bots with ground-based propulsion to slide backwards a distance proportional to the recoil of weapons fired by them and also recoil from incoming volleys. Nullifies the effect of treads. If they slide into a wall or another robot, stop the slide and cause impact damage to both.

It should be standard equipment on the Combat Mechanic. ;)

252
The same thing happened in Pimski's March 8 stream, by the way - I don't know if that gives any more information. He notices and comments on the oddity in the stream, too. (The core reset is in March 8, noticing the schematics window is blank might happen in the March 9 one).

Edited to add: it's right around the 10:40 mark in this Pimsk1 stream: https://www.twitch.tv/videos/236924813 (Salvaging extended late game)

Edited to further add: a commonality with both of our experiences is the CR was before a save, and noticing the odd Schematics window happened after starting up again. Could it be a bug with the save logic?

The schematics were obtained before using the core reset, which I found and used in S7. Most were through a Scanalyzer (Med. Storage Unit, Lrg. Storage Unit, some other utilities), at least one from a Terminal which I actually fabricated before the core reset (Exp. Shock Absorption System). I also fabricated 2x Quantum Capacitor before the CR.

This is on Linux under Wine, by the way, in case this is another wine-specific bug - I don't know if Pimski might run on Linux also?

I am attaching the scoresheet in case it has any other useful clues.

253
Stories / Funniest moments
« on: March 16, 2018, 05:52:12 PM »
What made you laugh in the game?

Finding you can get launchers and hover units in the scrapyard has me laughing over here tonight.

254
After a Core Reset, the status page still lists me having schematics, as shown in the screenshot, but the popup is blank.

A fabricator also gives an empty popup for the load schematic option.

255
Ideas / Re: Popup for special item text
« on: March 14, 2018, 04:11:19 PM »
By special item you probably mean the occasional descriptions that a few items have? If so yes that's something I've wanted to do for a while but it's been pretty low priority since the Label Supporter Items is optional, and off by default.

Yes, things like Treads (to pick a common example) and certain special late game items.

If there was also a way to get the '!' by items which aren't in my gallery yet without turning Label Supporter Items on that would also work for my particular case, but it would also be nice to be able to read descriptions in the gallery for all items.

256
Ideas / Popup for special item text
« on: March 14, 2018, 06:14:17 AM »
It would be nice to have a popup like for Analysis and Traits that lets you view special item text when Label Supporter Items is on.

257
Ideas / Re: We make bad suggestions and come up with horrible ideas
« on: March 11, 2018, 07:57:13 PM »
Challenge mode: Hackers. All patrols and dispatches replaced with Combat Programmers. The starting area has a Flight Unit, Hacking Suite and Datajack to give you a ghost of a chance.

Also, add Combat Thieves with 10 speed and Imp. Tearclaws that have 100% chance to rip off your favorite items.

Shoptown - to be honest I am not quite sure this is a bad idea lorewise because efficient markets would seem to fit in with some of the Imprinter's ideas about evolution. And Packrats and Thieves need some place to fence their stolen goods, of course. But adding money to the game would make it a tremendously different game. :)

258
@Joshua: Regarding to the Archives event, would you suggest the link of twitch or seed name? I have been bashing my head in that regard.

I think perhaps he did not save the stream after it was done.

Try seed: SurveybotCloakingInterpreter

259
I bought the game initially in July 2017, have put about 235 hours in according to my latest scoresheet and have 88% lore and 86% gallery. It takes a long time to find everything (GJ's scoresheets say he's spent 900+ hours in comparison) and some of them I learned how to get by being spoiled from watching Twitch streams which I will list in the spoiler tag along with a little information about the things you don't understand.

Spoiler (click to show/hide)

Basically you just have to get good at combat, there is no secret shortcut to being good, or if there is I don't know it. Take your time and think, learn how the mechanics work, practice and don't rush past the early levels. :) It's fairly easy for me now to get past the early levels of Factory, deceptively easy in that you can do so without having a build that can survive the end game. The best players seem to have a very good idea of exactly how far they can push their luck before escaping to the next level.

I have a list of what I think all the endings are from studying scoresheets, but I have only gotten what I think are the three easiest ones.

260
Strategies / Getting time cost for a volley down to 25
« on: February 25, 2018, 05:30:24 AM »
Potential item spoilers follow.

The manual says:

Note that regardless of individual or cumulative weapon delay modifiers, the time cost of a volley can never be reduced below 25.

How does one get this low?

Actuators for melee weapons can only cut the cost in half, even when stacked, and usually melee weapons have a significant delay on them already (+50-100). So that would bring you down to 100-150 time cost.

Assuming QC and weapon cyclers stack, they would each give you 50% on a single weapon, bringing the cost down to 50 (which is amazingly fast, but not 25).

Enh. Autogun is the fastest ranged weapon I have in my gallery, with -40 to delay. I'm assuming when stacked the delay modifier applies to the entire volley. Firing 6 of them would give you time cost 600 - (6 * 40) = 360. Adding 9 more would take off (9 * 40) = 360 more, but it's limited to a minimum of 25 time cost. So is having 15 Enh. Autogun really what Kyzrati had in mind? :) Note that at this point if you added more weapon slots and you could provide matter and energy to fire them all, you could fire some of the amazing late game weapons without increasing the time cost at all! You only need 16 weapon slots.

Edited to add: With 50% of weapon cyclers and assuming per weapon delay is applied after, the cost for 6 Enh. Autogun would be 300 - (6 * 40) = 60. 2 more for a total of 8 would bring it down to the minimum 25 cost, plus 1 for your late game weapon, so you would really only need 9 weapon slots plus 2 utility slots (and enough power and matter and heat dissipation).

261
If you have inventory space and a trap extractor puts a trap directly into your inventory, it is still marked as uncollected. I have to drop it and pick it back up again to mark it as collected for the gallery.

262
Stories / Sometimes you get lucky
« on: February 23, 2018, 07:50:26 PM »
... and the complex totally destroys your plans.

I started off this run intending to do a trapping build, with some questions in the forums about how rewiring traps work and hopes of finding or hacking schematics for a Trap Extractor. I had seen Valguris use traps to great effect in his stream but more importantly, my gallery is only at 85% and I figure getting all the trap items must be good for at least another percent or two. :)

Well, my hacking build went pretty much out the window by -5, with my flight units blown off, sensors gone (though I still had the processors to go with them) and I decided to go to a branch that I knew led to more hackware.

The rest is increasingly spoilerific:
Spoiler (click to show/hide)

Lessons learned:
Adaptation is the key to victory. It may be fun to try to stick with a certain build but it also makes the game a lot harder. Now that I'm more familiar with what's necessary, combat certainly has many more useful utilities than hacking -- in hacking if you don't find the few things you need you're sunk. In particular hacking suites but for trapping you also need a trap extractor and probably a datajack and significant storage. (I do wonder if disarming traps from a terminal is enough to be able to extract them, but I wasn't able to try it.) And if you lose them your build is busted. In combat all sorts of utilities can make your build more survivable and it is considerably easier to find replacements. I had a couple Imp. Weapon Cyclers that lasted for quite a while and they made a very noticeable difference.

Also, combat can be a lot more fun for some reason. :)

I certainly lucked out with several nice caches of hover units.

Paying attention to your integrity, energy, and matter is quite important. The warnings flashing in the middle of the screen are nice but I find them hard to read before they disappear in the middle of everything else going on in a combat. I paid more careful attention to what I had equipped and how well it was doing this time, and it appears it paid off.

Spoiler (click to show/hide)

Scoresheet:
Spoiler (click to show/hide)

263
General Discussion / Re: Calculation log question
« on: February 22, 2018, 07:33:04 PM »
I did try searching before posting but apparently should have tried "combat log" instead of "calculation log" :). Thanks for the explanation.

264
General Discussion / Calculation log question
« on: February 22, 2018, 03:33:18 PM »
What does it mean when the calculation log lists a hit with no damage? I've wondered before and it's not obvious to me how this could happen, though I've noticed it doesn't report damage done when targeting a wall.

See e.g. from the attached screenshot:

Adv. Beam Cannon (65%) Hit

(I fired it at a watcher.)

265
General Discussion / Re: Chance to rewire traps
« on: February 22, 2018, 05:39:27 AM »
The base chance to rewire a trap is 10%. Additional bonuses come from hackware (which specify how much of a benefit they confer in their effect description).

I'll add the base rewire chance to the Datajack description.

Is that the same for all datajacks or does it improve for the better ones?

266
General Discussion / Chance to rewire traps
« on: February 22, 2018, 04:55:13 AM »
What is the chance to rewire traps using a datajack? The first, second or third percentage, or a hidden percentage? (Access hostiles, non-hostiles, disabled robots)

267
Fixed Bugs & Non-Bugs / Re: Indirect hacking analyses
« on: February 22, 2018, 04:36:31 AM »
Note: I discovered that you can get an Assembled analysis if you use their internal tag, by hacking "Analysis(Assembled_4)" :P (Probably works with Bouncer_7, too, though I didn't try that one yet.)

Bouncer_7 worked. I also did Assembled_7 (misremembered the number) and it gave me the analysis at the time, but it is still marked as question marks in the lore collection.

268
General Discussion / Re: [SPOILER] Questions about story progression
« on: February 21, 2018, 02:41:31 PM »
Spoiler (click to show/hide)

269
Fixed Bugs & Non-Bugs / Re: Indirect hacking analyses
« on: February 18, 2018, 05:21:41 AM »
Which ones? It's possible some are not indirectly hackable (perhaps intentionally?), but I can't make an assessment without some details.

I don't remember the exact message but the derelicts I don't have yet are Assembled, Bouncer, Knight? (assuming this is one), Marauder, plus two others that I'm not sure of. I tried to hack either Assembled, Bouncer or Marauder and got a message about it not being something the terminal was able to access - different from the messages about it not known at all and also from the messages saying you have insufficient security levels. And these are ones I'm sure exist because I've seen them at terminals but I needed to use those terminals for other things at the time. :)

(Also interesting there is no blank spot in the analyses for Commanders?)

270
Fixed Bugs & Non-Bugs / Indirect hacking analyses
« on: February 16, 2018, 08:49:22 PM »
Is it possible to indirectly hack prototype and derelict analyses? Or do you just have to wait until the RNG decides to seed a terminal with the ones you're missing?

271
Announcements / Re: SITREP Saturday #13: 6.81 Seconds
« on: February 16, 2018, 08:43:02 PM »
It's been fun working with the symbolism, drawing on characters, colors and more aspects utilized in the creation of Cogmind to convey the idea of an achievement in a little 3x3 grid.

My current intention is to have all achievements available across all difficulty levels, avoiding the bloat of having separate versions for every difficulty. Almost everyone plays the default difficulty the game was designed for anyway, and for the rare case of players who want to move up from a lower difficulty level I'll add a way to reset your achievements. Unfortunately this particular feature will only be available to offline players because Steam does not support it.

It's fun looking at the preview image and trying to guess what the achievements are from the icons.

Re: difficulty level, you could record the highest/best difficulty level an achievement is achieved on, and show that in the achievement gallery (assuming there is such a thing). Then users could also filter to show only achievements accomplished at Easier or better, or only at Roguelike difficulty level.

272
Ideas / Labeling unidentified items
« on: February 15, 2018, 05:42:48 AM »
Is there a way to label or tag unidentified items? There might be ones where the player knows what it is (particularly artifacts) but doesn't want to equip it just yet, and doesn't want to mix it up with other un-ID'd items especially when resorting their inventory. I know one can use scanalyzers to ID them, just wondering if there is a way to do it without performing an actual ID.

273
Fixed Bugs & Non-Bugs / Re: [beta 5] Beast suffers critical hit
« on: February 14, 2018, 06:01:38 AM »
Maybe "Beast resists critical hit" would be better? Does it completely ignore them (taking no damage) or does it take damage as if it was a normal shot? Since you are already disclosing this in the robot traits this would just be another step towards mechanic transparency.

274
Fixed Bugs & Non-Bugs / RNG
« on: February 14, 2018, 06:00:32 AM »
I don't know if this is a bug or not, but I've failed at 50%, 60%, 70% hacks enough times in a row (sometimes 5 or 6 times in a row at the same terminal) often enough that I've wondered if the RNG is biased towards failure. I thought I would mention it since it is easier for you to confirm/deny than for me to check by collecting statistics. Of course sometimes I also get lucky at low chance hacks a ridiculous number of times in a row, so this could just be normal random variation.

The naive method I used to use (random() % 100) is biased towards lower numbers because 2^8, 2^16, 2^32 aren't evenly divisible by 100. It's fairer to mask and reroll - probably you already know this, but mentioning it just in case:

Code: [Select]
int roll;
do {
  roll = (random() & 0x7f);
} while (roll > 99); // assuming you want 0..99

Edited to add: To explain a little more - masking with &0x7f (assuming random() itself is fair) will produce output 0..127. Taking the remainder when dividing by 100 will map 0..50 and 100..127 to 0..50, meaning the chance of getting a number less than or equal to 50 is (51 + 28) / 128 = almost 62%, almost a 25% difference from the intended success/failure rates.

275
Ideas / Re: We make bad suggestions and come up with horrible ideas
« on: February 13, 2018, 07:33:20 PM »
Realistic ambient sounds for the propulsion you have active:

* Squeaky wheels.
* Heavy diesel engines for treads.
* 130 dB jet turbines for flight units.
* etc.

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