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Messages - Kyzrati

Pages: 1 ... 95 96 [97] 98 99 ... 173
2401
General Discussion / Re: Alpha 11 Discussions [SPOILER VERSION]
« on: October 21, 2016, 08:03:35 AM »
Yeah, you need to destroy about 700 robots to score high. My true combat games last longer than 2.5 hours!
He said 2.5 hours in Access :P. Altogether zxc's latest run was over 6 hours.

In my next game, I'll try another stealth build. There are two potential exploits I want to try to enable unlimited farming at virtually no risk.
You go Decker ;)

2402
General Discussion / Re: Alpha 11 Discussions [SPOILER VERSION]
« on: October 21, 2016, 07:24:00 AM »
9.7k influence o_O

That's crazy.

Certainly an impressive score, too, which would've been more so if you'd pulled off a win.

It's still possible for combat bots to sometimes slip past one another at corners to get at you. I implemented one change to prevent that from happening too often, but it does still sometimes occur. Not sure of the conditions.

2403
General Discussion / Re: Alpha 11 Discussions [SPOILER VERSION]
« on: October 20, 2016, 07:48:51 PM »
Hehe, you and your garrison sealing mission... I've got my eye on you!

For several alphas there it had become that purges were pretty much unnecessary even as a devastating combat build, so I changed the rules such that alert doesn't come down quite so easily just from travel. Purges are a pretty good idea now if you really want to lower it after a good amount of fighting. (Traveling through Waste or multiple branches also works, of course, but even that isn't perfectly effective.)

2404
General Discussion / Re: Alpha 11 Discussions [SPOILER VERSION]
« on: October 20, 2016, 07:31:47 PM »
Hard to say without seeing everything that transpired, but it won't spike for no reason, and as of one of the more recent releases it doesn't go down as much as it used to when traveling between floors.

2405
General Discussion / Re: Alpha 11 Discussions [SPOILER VERSION]
« on: October 20, 2016, 07:22:54 PM »
Residual alert from previous floors? You don't start each floor at 0.

2406
General Discussion / Re: Alpha 11 Discussions [SPOILER VERSION]
« on: October 20, 2016, 06:09:56 PM »
Hearing talk of assault squad farming makes me kind of wish we had security level 6.  Something truly absurd that could only be triggered by deliberate grinding.
Something along those lines has been in the plans for a few releases now, but I keep pushing it back because it's been a less pressing issue that only impacts a tiny number of players so far. I'm watching you guys... ;)

2407
Everything REXPaint / Re: REXPaint questions/bugs?
« on: October 20, 2016, 05:43:23 PM »
According to my original definition during implementation "locked" simply meant no interaction with a layer is possible, but I can see how this would be useful and not really violate the true principle of not modifying the layer itself, so here, I've changed that behavior for you with this latest patch (will become standard from v1.04) :D (Edit: Feature now included with v1.04)

2408
General Discussion / Re: Alpha 11 Discussions [SPOILER VERSION]
« on: October 20, 2016, 08:01:18 AM »
It's something I considered for sure, but there is bound to be overlap between some floors and in those cases you'll just have to make choices. Note that there are some methods you can use to get full benefits from the Armory branch without Zhirov.

2409
scorehistory.txt "Slots" values are recording the number of occupied slots at the end of the game, rather than the actual total number of slots as intended.

(reported by Sherlockkat on Discord)

2410
General Discussion / Re: Alpha 11 Discussions [SPOILER VERSION]
« on: October 20, 2016, 01:02:22 AM »
You can leave when it begins, too--just have to be careful! The biggest problem comes when they actually make it into the base interior itself, hence the newly-added final warning.

2411
General Discussion / Re: Alpha 11 Discussions [SPOILER VERSION]
« on: October 20, 2016, 12:49:37 AM »
Scientist Dude is not really much of a fighter :P

Those messages are somewhat misleading. Maybe I am supposed to wait till the counter attack starts...shrugs.
Which messages? Maybe you haven't been back in the latest version, but in Alpha 11 there's a derelict which comes up to you when the counterattack starts and explicitly instructs you to leave immediately. You can leave before (or *gulp* after) that, but it's harder...

2412
Ideas / Re: UI quality of life improvements
« on: October 19, 2016, 06:10:12 PM »
I would prefer to add that as an option (that's the override I was talking about), because for a beginner the inconsistent behavior would be confusing.

2413
General Discussion / Re: Alpha 11 Discussions [SPOILER VERSION]
« on: October 19, 2016, 06:04:51 PM »
Congratulations! I'm not beating that!
Oh I think you can! There are many new sources of bonus points, together with ways to vastly improve your capabilities. So that stacked on to your previous high score could pull it off, but only a winning run can capitalize on it all.

Nice speed run :)

2414
General Discussion / Re: Alpha 11 Discussions [SPOILER VERSION]
« on: October 19, 2016, 08:14:46 AM »
That nice round number sure did stand out :P

The caves aren't quite as bad as some assume, with the right tactics. Replacement parts are certainly harder to find lying around, but there are still several ways to relatively reliably salvage them from other bots. (But yeah I'd never want to go in without a full inventory!)

2415
Stories / Amphouse: "Why..."
« on: October 18, 2016, 07:24:30 PM »
Yesterday Cogmind player Amphouse dropped something in a not so friendly area to reorganize his inventory, when all of a sudden...

Afterwards we saw he was decked out in Damper Plating because

2416
Ideas / Re: UI quality of life improvements
« on: October 18, 2016, 07:08:16 PM »
Do not switch my propulsion type when I equip a new part (e.g. switch to legs if I was using flight).
This is caused by part autoactivation. You can press 'p' to temporarily deactivate it if you're going to attach an extra unused form of propulsion, but in a majority of cases players attaching propulsion intend for it to be activated like other parts (even in some cases where it will turn off existing propulsion, so that wins out in terms of default behavior). (Also, you probably know about this but there's the ';' key for propulsion cycling.)

That said, I can easily add an override option for you in the .cfg. Expect it in Alpha 12.

Do not auto-scroll my part list when I equip/remove an item. Maintain my last position in the list.
It would've been this way from the beginning if it weren't somewhat problematic :P. I want that, too! There are some special cases that could cause inconsistent behavior (without a lot of work to take different possibilities into account), but I'll look into it. I very much prefer consistency when it comes to UI design.

And at least this is a less significant issue than prior to Alpha 11 since there is now slot-based item attachment/swapping.

2417
Competitions / Re: Weekly Seed #61 [Alpha 11] [Seed: Alien Agenda]
« on: October 18, 2016, 04:28:03 AM »
Damn, lost to core attrition in the Research branches!!! But hey, still managed to come out 75 points over Decker ;) (for now...)

Seriously, check out what I was equipped with when I went down--still in good shape xD

This was my first time playing for a couple months (too busy!), and it was a heck of a lot of fun playing with some of the new stuff. This was a legged combat run, though now that we have the latest large-inventory management feature I wanted to try and play that way, so I had three Lrg. Storage Units for much of the game. Sure was nice having all those parts, but I'm not used to playing with so many preoccupied utility slots! I prefer just a size 10 inventory and the extra slots to enhance combat capabilities.

There were quite a few hairy battles, but much of the game ended up sticking to the main complex so it was mostly predictable. Materials was surprisingly tough for a bit, Storage got pretty dangerous (isn't it always...), and other than that it was Testing that did me in after I'd scoured nearly the entire map. Acquired some really nice prototypes there, though not quite enough to justify the cost of visiting (death :P). There are a lot of possibilities there, though, so I'll still be visiting again!

In any case, it was really nice to not have multiple garrisons nearby one another...

I streamed the whole thing here, and a bunch of Cogminds showed up to chat and take part. Was great fun--will definitely be back next week :D

Spoiler: Score: 18,201 (click to show/hide)

2418
Everything REXPaint / Re: Paste text with background colors
« on: October 16, 2016, 11:00:12 PM »
Excellent, glad to be of service!

2419
Ideas / Re: Large inventories
« on: October 16, 2016, 07:54:26 PM »
This thread has gotten pretty old, but management of large inventories just got a heck of a lot easier with Alpha 11, so it should probably be mentioned here for future reference :)

"Item swap assist" is a new feature that enables both mouse and keyboard players to attach/replace parts from a multipage inventory without any scrolling!

More info in the Alpha 11 release notes.

(This combined with Alpha 5c's automated inventory management means there's a lot less need to actually look through the inventory, and when that is desirable there's the sorting methods to help speed it up.)

2420
Stories / Guided Missile Mishap
« on: October 16, 2016, 07:32:32 AM »
(So this particular board has been quiet for a while, though during these time there have been many a short story exchanged over Discord, so I thought I'd drop one here from today's chat)



2421
General Discussion / Re: Alpha 11 Discussions [SPOILER VERSION]
« on: October 15, 2016, 07:39:27 AM »
The good thing about Command is that it's completely optional for winning the game, so yeah, thanks for the confirmation :D. Plus, wait until you see the things you can use against it from the Research branches, Happylisk ;)

2422
General Discussion / Re: Alpha 11 Discussions [SPOILER VERSION]
« on: October 15, 2016, 01:04:17 AM »
Agreed, that's what I've been thinking. Really that's how the whole game was balanced, too, which is why it's generally grown easier with each release (while still remaining challenging). Alpha 1 was damn hard. And the 7DRL? It's probably unwinnable without cheating the AI :P

2423
General Discussion / Re: Alpha 11 Discussions [SPOILER VERSION]
« on: October 14, 2016, 09:47:07 PM »
Oh I know! I was just using the opportunity to point out aspects that other less familiar players might not realize :)

Balancing Command will likely be an interesting task :P. Was just thinking over it yesterday and did come to some conclusions...

2424
General Discussion / Re: Alpha 11 Discussions [SPOILER VERSION]
« on: October 14, 2016, 08:04:36 PM »
Currently winning nearly every game, whether or not I'm exploring new branches or lore hunting. Has Cogmind become too easy? :P
Hehe, easier? Definitely. Especially with all the new toys from Research branches! But as Happylisk correctly states, part of this is gearing up for Command ;). Even now, though, it's still not too many players who can consistently reach the late game, much less win at all!

TGGW was originally designed intentionally to be so random you might very well not be able to win a given run, but the dev has somewhat softened on that stance over the years, and changed a few things as a result. With IVAN you're not supposed to win, so I guess it doesn't matter much there :P

2425
General Discussion / Re: Alpha 11 Discussions [SPOILER VERSION]
« on: October 14, 2016, 06:20:08 AM »
I, too, would be interested in seeing a great Decker run :)

Note that I personally prefer some of the discussion remain here on the forums, for several reasons:
  • Information and discussions are available to a greater number of players who lurk here.
  • Non-players/visitors just passing through can see that we do actually have an active community that's interested in the game.
  • Info is permanent (and generally with longer, better thought out posts) and can be referenced by both myself and others in the future. Development-wise this is generally more helpful to me.
The Discord is useful for certain purposes, including development (the Alpha 11 release day bugs that needed hotfixes were a life saver, especially considering the RPS article later that day!), and to an extent attracting new players (during Alpha 10 the relatively active #cogmind channel certainly brought in its fair share of new players--most were coming from there!), but the forums are important too!

So not to discourage our other resident experts from joining us over there (it's a lot of fun, really!), just wanted to point out that I hope we'll continue seeing some quality/interesting/fun discussion here as we have for previous releases. Activity has certainly dropped off since we started chatting it up on Discord :P

Of course, I'm a part of that, since I can continue posting topical threads for discussion if and when there are any. There have been fewer and fewer of those as the game approaches 1.0 :D (A good sign, yeah.)

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