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Messages - Joshua

Pages: 1 ... 10 11 [12] 13
276
Ideas / More melee abilities
« on: February 13, 2018, 04:36:16 AM »
These may be OP or unbalancing, but they are a lot of fun when you manage to unlock them in Sil. Perhaps there could be some utilities or processors that enable these?

These are taken more or less verbatim from the Sil manual: http://www.amirrorclear.net/flowers/game/sil/Sil-130-Manual.pdf

Flanking gives you a free melee attack when you move between two squares adjacent to the same opponent.

Zone of Control gives you a free melee attack when an opponent moves between two squares adjacent to you.

Riposte gives you a free counterattack when an opponent misses by a large enough margin.

Opportunist gives you a free attack when an opponent moves from a square adjacent to you to one which is not.

277
Fixed Bugs & Non-Bugs / [beta 5] Beast suffers critical hit
« on: February 13, 2018, 04:29:21 AM »
I thought (from lore) that this was not supposed to happen, but there it is in the log. It could be this is not a bug and the threshold is just lower (i.e. they have to be more damaged to suffer critical hits).

278
See attached screenshot. I think this option appearing here is a bug? Unless exterminations can indeed appear in -9/Storage. :)

seed: FlightWeldingComputer

279
Ideas / Re: In-game clock
« on: February 06, 2018, 06:28:25 PM »
I have also wanted a clock at times, but figured it was less important than other features.

280
The scoresheet doesn't seem to count jammed calls for reinforcements by Haulers as jammed communications. I have this in my log:

02414_ A-15 Conveyor call for reinforcements vi
a Transport Network Coupler
  overridden.

but Communications Jammed: 0 in the scoresheet.

281
Ideas / Re: We make bad suggestions and come up with horrible ideas
« on: January 25, 2018, 04:44:50 PM »
This is more of a meta bad idea: Kyzrati could write the Ultimate Strategy Guide and sell it for more than the game.

282
Ideas / Re: We make bad suggestions and come up with horrible ideas
« on: January 24, 2018, 08:18:31 PM »
Combo propulsion: flying wheels, hover treads.

You should be able to tractor beam other robots and have them tow/slingshot/jetski you around the level.

283
Ideas / Re: We make bad suggestions and come up with horrible ideas
« on: January 20, 2018, 03:37:26 AM »
Combat recyclers - Heavily armored, use flight, no longer run away when shot at, and teleport away when they pick up an item.

These are great. How about making them attract items at a distance, too?

284
Ideas / Re: We make bad suggestions and come up with horrible ideas
« on: January 18, 2018, 05:37:33 AM »
Add another ending with New Game +: you get imprinted by the complex, then become Detectivemind and put together clues to track down the rampaging LRC-V4. Genre change!

Also, replace one of -7 through -3 (randomly chosen each game) with the special Blockmind branch. Obstruct, hack, and manipulate the new engineer-type Subcontractor bots and their terrain as squads of them carry four-piece prefabs to get them placed together in critical masses that blow up to fill a chasm with garbage so you can get across to the exit.

285
Fixed Bugs & Non-Bugs / Super secret hidden door bug?
« on: January 12, 2018, 04:48:43 PM »
Spoiler (click to show/hide)

286
Ideas / Re: We make bad suggestions and come up with horrible ideas
« on: December 25, 2017, 03:49:42 PM »
Water bomb. Short out sensitive electronics. High chance of disabling processors and causing corruption.

Water hazards in the levels, too.

Spoiler (click to show/hide)

287
Ideas / Re: We make bad suggestions and come up with horrible ideas
« on: December 25, 2017, 05:54:32 AM »
A shortcut from Mines to -1/Command. Maybe call it the Speedrunner's Death.

288
Ideas / Re: Ranged impact damage
« on: December 23, 2017, 04:21:01 PM »
It could double as a nasty trap, too, since normally you can only get impact damaged from cave-ins or melee attackers.

And, misses or misfires due to corruption would be doubly dangerous since you're much more likely to lose valuable processors and/or storage. It might serve as a motivator to use Launcher Guidance Computers.

289
Ideas / Ranged impact damage
« on: December 23, 2017, 06:02:32 AM »
It's possible this already exists (though I don't recall seeing it), but the idea is a weapon (probably a launcher) that deals Impact damage at a distance. Maybe a Concussion Bomb Launcher or Shockwave Bomb Launcher?

This is inspired by the thought that Hunters are more dangerous now that their Core Analyzers work for them and not against them, and it might be interesting to be able to ignore coverage to be able to destroy their (and other enemies) processors to soften them up.

290
Fixed Bugs & Non-Bugs / Re: Spawned too close to enemies on main floor
« on: December 06, 2017, 04:02:32 AM »
Move distance is clever. I approve.  :)

You're right that it's not common, I have not noticed these before and only thought to report it because you specifically documented that it shouldn't do that, though it might have been very painful if I hadn't had a sensor array and had decided to go north -- I guess that's life in access, though. :)

291
Fixed Bugs & Non-Bugs / Re: Spawned too close to enemies on main floor
« on: December 05, 2017, 07:01:38 PM »
Here's another case, seed NetworkGravityInjector. I don't know if these enemies are part of prefabs or what but the B and squad both seem to be within 10 squares of my starting position on -1.

292
Ideas / Re: Steam Achievement Ideas
« on: December 05, 2017, 03:41:24 PM »
Woof! Hack a Behemoth.

Light Traveler: Beat the game without ever equipping Storage Units. (Maybe this is too hard and you should get it for getting to -5 without any.)

Hyperlight Traveler: use a TR.

Rincewind: use 10 TRs in a run.

Takes Candy From Strangers: follow a Derelict into the shadows.

Leap Before You Look: Go into 10 unidentified exits in a run.

Adventurous: use at least 5 unidentified artifacts in a run.

Gun/Cannon/Melee/Explosive Specialist: more than 80-90% of damage done with the respective weapon type, with a certain minimum of enemies destroyed to rule out stealth runs.

True Rogue: more than 80% of damage done with traps.

Wizard Needs Food Badly: die to an intercept dispatch. Or maybe escape from one?

Analyst: download at least 10 enemy analyses in a single run.

Armchair Analyst: download at least 10 enemy analyses in a stealth run.

Librarian: download at least 25 lore records in a single run, or get more than 50% lore completion.

Monster: some of the endings and CRM events would seem to qualify, also betraying allies

True Cogmind: win 25 times.

False Cogmind: betray

Null Cogmind or Null Pointer Exception: die from corruption

Flat Cogmind: die from you know what

293
Fixed Bugs & Non-Bugs / Odd open room
« on: December 05, 2017, 05:40:25 AM »
I don't know if this is a bug or not, but it seems like an odd open room layout with part of a wall removed. Maybe this does happen on purpose? It's not the first time I've seen this, either. Attaching two screenshots for different seeds: level -3 on seed NetworkGravityInjector, level -10 on GravmagLegConverter (if my notes are right).

294
Fixed Bugs & Non-Bugs / Spawned too close to enemies on main floor
« on: December 04, 2017, 05:07:46 AM »
I thought enemies were not supposed to spawn within 15 squares of your starting position on any main floor, but an operator and a hauler with a grunt escort did on -9 with this seed: CentriumHeavyChainsword

Beta 3.1 running under Wine 1.8.7 on Linux.

See screenshot.

295
General Discussion / Storage units
« on: November 27, 2017, 07:13:49 PM »
Right now, it seems like storage units are the essential utility that every build needs.

Is a no storage game viable? (Could this be a workable challenge mode? Would you get something else in exchange for never finding storage units?)

What utilities might have more marginal utility than that first storage unit you equip? That is, what would make you give up that storage slot and the extra items you can carry with it? Would focusing on weapons and processors (targeting, core analyzers) let you avoid attrition as easily as a storage unit lets you recover from it?

Just some thoughts brought to you by wandering around Materials looking for storage yet again. :)

296
So close!

It's inspiring to see how you stop, think and move carefully when in a dangerous situation. I tend to just charge ahead thinking firing again will solve the problem. :)

By the end I was wondering why you were bothering with deactivated robots instead of running for the exit.

About the fab network:
Spoiler (click to show/hide)

You can export lore to text/HTML/CSV using keys 1, 2, 3 on the Lore screen, then search through it from an editor / Web browser / spreadsheet.

Also I noticed you weren't making much use of the different item displays: C/E/W/Q will flip your equipment and inventory display to show different useful stats. Hit them again to toggle to an alternate display: eg E will show Energy or Heat, Q will show summary info (including mass and rating) or matter cost, and so on.

297
Fixed Bugs & Non-Bugs / 10b technicians kow about derelict traps
« on: November 18, 2017, 06:16:15 AM »
This may be a feature instead of a bug, but assuming that for lore reasons complex technicians shouldn't know the locations of derelict traps, they probably shouldn't reveal friendly traps to Cogmind when they're allied, as fun as that is.

298
Ideas / Disable non-stacking utilities
« on: November 15, 2017, 05:44:14 PM »
eg., if I have two core analyzers equipped, disable one when I activate the other one so it's clearer they will not both have an effect at the same time. (I know I could just read the description more carefully, too.)

There could also be a warning when equipping the second one that it will be useless, if it's not a higher / better level than the already equipped one.

299
Fixed Bugs & Non-Bugs / Garrison force message in branch without garrison
« on: November 11, 2017, 05:48:26 PM »
See screenshot, per previous discussion in the First combat win thread.

300
Stories / Re: First combat win
« on: November 11, 2017, 01:50:40 PM »
Here is a screenshot. The message is: "Persistent threat to transfer network, dispatching garrison force."

I was also amazed to see that the rumor about robots disguising themselves was true. :)

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