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Messages - Happylisk

Pages: 1 ... 3 4 [5] 6 7 ... 11
101
General Discussion / Re: Alpha 8 Discussion/Feedback (spoiler-free)
« on: April 28, 2016, 06:35:51 AM »
Looking forward!  I wanted to get a 7b win before 8, but I just couldn't hack it.  My last seed run (I keep forgetting to post it) got real close but no cigar. 

Would you say 8 is easier, harder, or no different than 7b?

102
General Discussion / Re: Alpha 7/7b Discussions [SPOILER VERSION]
« on: April 11, 2016, 07:00:10 PM »
Thanks for working on the wiki!  I always mean to but I'm so lazy.  I have a bunch of lore screenshots I really should upload...

103
Ideas / Re: Fabrication Overhaul Discussion
« on: April 11, 2016, 06:16:54 AM »
Just a few general thoughts.  I stand by my suggestion to remove containers from the equation.  It's easy to snag a container, and it's easy to fill it with material.  Neither of these steps, however, are fun or interesting.  If carrying around material containers is not a natural part of your playstyle, making this a mandatory part of fabrication just become tedious grinding.  The requirement might be flavorful, but I'm a big fan of the DCSS ethos where flavor is always secondary to gameplay.

Keeping the time requirement allows you to introduce a tangible cost to fabbing, and helps differentiate higher level machines.  Even if you're strong enough to swat down programmer dispatches, there's still the security level cost.  If you throw in a command to pass time until something happens, it's not too tedious for the player. 

Here are two other possibilities.  One, each successful fabrication in a machine could cause the chances of success on that machine to decrease.  This would be similar to the alert purge mechanic, except localized to individual machines.  The second option is to have all acts of fabbing increase the security level; very small amounts for common/non-combat parts, larger amounts for exotic/combat parts (combat parts being defined as weapons and armor).  Either approach would reflect the same concept: there are ways these machines typically work, and a sudden change in whats being produced raises suspicion.   

The first approach also imposes a hard cap on how much any single machine can produce, which is probably a good idea.   

104
Competitions / Re: Weekly Seed #35 [Alpha 7b] [Seed: Feign Death]
« on: April 10, 2016, 07:15:13 AM »
Ironically, feigning death is what got me killed.  I enter Caves at -6 hoping to find Data Miner.  I instead find the locked branch to Zion and a Behemoth guarding the factory exit.  I have no weapons at this point (took a beating in Caves) so I hop into a chute trap, hoping for backup.  For the first time ever, the compactors successfully corner me and I am slowly squished to death.  Womp.


105
General Discussion / Re: Alpha 7/7b Discussions [SPOILER VERSION]
« on: April 07, 2016, 05:43:39 AM »
Ooh, you found them! Good thing they're completely optional since they won't show up unless you did that thing ;)

Someone wants you dead!

Ooh I really want to figure out what this thing is.  I'm going to try a hack for Record(LRC-V3) at the oracle terminal.  Your matrix reference makes me believe that the Oracle is involved....

Also I love the battlestar galactica-esque overarching plot in a game otherwise filled with robots.  Poor humans :(

106
General Discussion / Re: Alpha 7/7b Discussions [SPOILER VERSION]
« on: April 06, 2016, 06:30:30 AM »
I recently had a run end on -4 after I encounter five (!) teams of hunters in the span of a few minutes - the last fight involved fighting 4 hunters at once.  I can't imagine the cogmind that can handle 10 hunters in a brief span of time. 

When I have a spare moment I really need to blow up data miner and see what happens.  These days I try to always have a signal interpreter when I go into the lower caves to make sure I don't miss him. 

107
Fixed Bugs & Non-Bugs / Re: Game crash after blowing up Garrison
« on: April 05, 2016, 07:08:18 AM »
I'm at work but when I get home I'll check my cogmind folder for the crash log.  I had not disabled or destroyed any other machine before attacking the Garrison.  I had used one Terminal, but can't remember what hacks I did.

Lately I'm been playing less seriously and doing experiments - I thoroughly explored
Spoiler (click to show/hide)
with sensors, because there's one NPC no one has met yet and I suspected it might be there.  No luck so far.  Anyway, what I intend to do is pick a random seed, ideally one with a terminal and a garrison near the starting point on -10, and I'll keep disabling garrisons until I can replicate the crash.  Maybe that'll help. 

108
Fixed Bugs & Non-Bugs / Game crash after blowing up Garrison
« on: April 04, 2016, 11:45:05 AM »
I had a fatal crash bug, no idea how to replicate it.  I was on -10 with a small laser and an assault rifle.  I tried to seal a garrison and failed.  I then took the garrison out (shot at the title labeled G).  I then either took one step away or right clicked on the garrison to examine it (I forget which), and the game crashed.  When I started the game again, it placed me back on the stairs, as if the level had never been explored. 

109
Competitions / Re: Weekly Seed #34 [Alpha 7b] [Seed: Lonely Soldier]
« on: April 04, 2016, 07:20:33 AM »
Very impressive win, especially in light of the increase in difficulty in Alpha 7.  Hunter teams keep ending all of my runs :(

110
General Discussion / Re: Alpha 7/7b Discussions [SPOILER VERSION]
« on: April 02, 2016, 09:00:37 AM »
Some more observations: The mines now have derelict logs.  Section 7 is a branch in Research.... and there's another mid game branch called Zion.  I have no idea what Zion is, but I suspect its a derelict city and a hat tip to the matrix.  There are Main.C garrisons in caves with special terminals that if you hack them give you nice intel about future levels.  Finally, the god mode hack that data miner gives you changes each game. 

Caves are really high risk high reward.  Going into them with an EMP AoE weapon is rough.  My runs keep ending the proximity caves right after data miner... too much attrition.

E: There's a branch in caves call Zhirov or something like that, and a branch in research called Testing which I had never seen before. 
 

111
Competitions / Re: Weekly Seed #34 [Alpha 7b] [Seed: Lonely Soldier]
« on: April 02, 2016, 06:51:37 AM »
Ugh terrible run.  Got ambushed by 2 pest squads out in the wide open on -7.  They blew off my propulsion, making re-positioning impossible, and that was basically it.  Next time!

112
General Discussion / Re: Alpha 7/7b Discussions [SPOILER VERSION]
« on: March 31, 2016, 02:30:01 PM »
I'm in favor of removing the two step hack and the container requirement - however I am strongly against removing the time requirement.  If there is no time constraint, I promise you people are going to get the best schematics in branches, find a quiet fabricator in the factory, and crank out tons of high tier items like regen armor and what have you.  It'll be grindy as all hell. 

If you had to remove time cost, I think you need to add a new drawback.  Maybe a slight security level rise for fabricating higher tier items / fabricating items that can't normally be found in the main complex. 

113
General Discussion / Re: Alpha 7/7b Discussions [SPOILER VERSION]
« on: March 31, 2016, 06:41:35 AM »
Run ended on Research.  I was doing ok, but new hunters do not mess around.

I fully explored the upper caves, making for 4 cave levels this run.  Upper caves were rough - lots of ARCs patrolling around, explosive weapons are really nice here. 

I love the new maps so much.  The game feels roguelike-ier now, if that makes sense.  It's also nice to have zones with no programmer clock (but with their own pressures).

Speaking of which, the item disintegration mechanic in caves is pretty cool.  Flavorful, and has an anti-farming mechanic to it that I like.  I've also found a a way around: EM weapons can disable the mechanic so you can still loot guns and engines (processors and heat sinks will likely be fried by the EM).

Found the Warlord's sealed staircase.  Pity we can't pay him a visit yet.  I'll just have to settle for killing data miner and seeing what happens. 

Re fabrication overhaul: I wouldn't mind if you got rid of the matter container requirement.  If I have 300 matter in my core but no matter storage unit, it's kind of annoying that I can't fabricate anything.  Matter storage units are already great items - it's good to have one in your inventory in case you run out of matter in a long firefight, and I've successfully experimented with pure kinetic builds where I constantly have one equipped to expand my matter storage to 700 so that I can really dish it out.  They're already useful items without being necessary to fabrication, so I'd suggest cutting that tedium out.   (yes I am salty because my one attempt to fabricate my beautiful regen armors failed because I didn't have a storage container). 

114
General Discussion / Re: Alpha 7/7b Discussions [SPOILER VERSION]
« on: March 30, 2016, 07:01:54 PM »
I finally got home and installed 7b.  I figured I'd do a naked run to see if I could get to caves.  I got to -7 in about 3 min and found caves soon thereafter.  Zipped through two levels of caves and found the data miner... and tons of cool lore... and schematics for light regenerative armor hell yes.  I pop out into -6 Factory but I'm totally naked.  I sprint around until I find a chute trap and luck into one with a derelict army.  Now I'm on -6 with a full combat loadout, 0 security level, and the schematic for my favor armor.

7b owns bones. 

115
General Discussion / Re: Alpha 7/7b Feedback and Discussion
« on: March 23, 2016, 12:40:14 PM »
I'm out of town on vacay, but will pick this up as soon as I get home.

I imagine enemies killed in the Caves have no effect on the threat level?

116
Competitions / Re: Weekly Seed #30 [Alpha 6] [Seed: Curious Lifeforms]
« on: March 10, 2016, 06:42:16 AM »
Best song on Symbolic!



e: I assume the title for seed 29 was a reference to "Cold Steel For An Iron Age." 

117
Competitions / Re: Weekly Seed #30 [Alpha 6] [Seed: Curious Lifeforms]
« on: March 05, 2016, 03:58:20 PM »
Decent run, got to -4.  I experimented with running 3 large storage units early on, and with more weapon slots than normal with an emphasis on guns over cannons.  The former approach worked nicely.  I exited Materials with a ton of armor which lasted me until the end.  The latter approach was also fun, I always underestimate how effective massed guns are.  I'm beginning to gravitate towards a loadout of 1-2 EM cannons and 3-4 kinetic/thermal guns. 

Security level spiked by -4.  Death came when 2 ARCs landed on me at once, and my route of flight was blocked by swarmers, 2 programmers, and a behemoth. 

I found chute traps on both -5 and -4 but didn't go on.   I'm beginning to think that a visit to Waste is almost mandatory.

Score sheet:

Spoiler (click to show/hide)

118
Competitions / Re: Weekly Seed #28 [Alpha 6] [Seed: Creepy Cave]
« on: February 27, 2016, 05:41:04 PM »
Won't even post my dump, -9 didn't go to well for me :(  Next seed!

119
General Discussion / Re: How much of an end game is currently in place?
« on: February 20, 2016, 05:34:33 AM »

...there might be some fantasy analogies in there somewhere ::)

Spoiler (click to show/hide)

120
General Discussion / Re: How much of an end game is currently in place?
« on: February 19, 2016, 01:55:33 PM »
I like Crawl analogies.  Currently, a 3 rune win is possible in Cogmind.  Eventually, we'll get extended game content for people who want to try 15 runes.  We'll also get some more branches soon.

It remains to be seen if we get elves.  I, for one, see lots of room in Cogmind for roboelves. 

121
Counterpoint: ninja'ing through 10 levels only to have the exit door blow up in your face is hysterical.

I'm of course kidding.  That moment though was why I love roguelikes so much.  Emergent gameplay makes for good narratives in the player's head. 

122

@Happylisk: Glad you found your ally helpful :). Aw come on you should check out the Extension branch--more interesting things await :P. Nice run to the end, though can't believe you ended up stepping on a trap that took out the terminal xD

It was something straight out of Nethack or ADOM, to the point I was wondering whether there was a hardcoded chance to have traps in detonation range of that terminal.

PS, you should hardcode an array of armageddon traps or whatever they're called right next to that terminal.  Anyone who's too cowardly to fight their way out should have to deal with the consequences. 

123
Almost won - died on Access after one too many firefights.  This is an amazing seed for terrain scanning - I found 2 advanced terrain scanners and 2 long range scanners.  Made getting through research much easier. 

On Access, I had the choice of going in two directions at the start.  I chose the wrong one which led to my death.  In retrospect, I should have been scrolling the map, since with my long range scanner I would've realized I was going the wrong way sooner once I saw the map edge.

Once I started going the right way the security level was too high for me to stand a chance.  During a fight with 2 programmers and 2 hunters I decided to drop everything except some bare essentials and make a run for it.  Lo and behold, I find the rear door of the exit.  As I rush the terminal to hack it open, I step on a trap (hellfire I believe) which blew up the terminal.  Hunters catch up with me, gg.

Also, first time exploring extension.

Spoiler (click to show/hide)

Scoresheet:

Spoiler (click to show/hide)

124
Ideas / Re: Compelling reasons for visiting branches
« on: February 12, 2016, 09:21:51 AM »
Flash back to point and click adventure games like Loom or Monkey island where there was always one item that did nothing and you carried it around for the entire friggin game just in case. 

125
Ideas / Re: Compelling reasons for visiting branches
« on: February 12, 2016, 08:52:29 AM »
Spoiler (click to show/hide)

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