Grid Sage Forums
- May 10, 2024, 11:01:37 PM
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My monitor isn't DPI, no.Thanks for letting me know.
derelictHehe, it's one of the forms of "life" in Cogmind, which I ended up using as ranks here on the forums
ˈdɛrəlɪkt/
Ahh I love my new attribution!
Ooh, too bad you lost it--looks like you had gotten quite a lot done there!Spoiler: Here is screenshots of it I found (click to show/hide)
Matter is probably the biggest. There is very little matter to be found lying around without destroying robots for it. This limits part swapping, firing to open walls, etc.Have you noticed that a few releases ago matter-related machines can be shot to let their matter spill out? This has saved me on a couple occasions
I'm just used to instant turns, is all.Gotcha, certainly a staple of traditional text-based roguelikes.
And your artwork is way bigger than Cogmind's.Hahaha, I always post my art at the native size I draw it, 12x12, but the size is just dependent on what font the player is using (but I imagine you know this)
edit: BTW when playing fast, the wait for enemy firing animations is pretty long.In most cases it's the powerful weapons that might take a little longer, but overall the average is around 150-300 milliseconds. From the beginning I've felt this is a better approach because otherwise you have to make sense of the log, and the same information would be very difficult to understand given the sometimes large number of similar participants in Cogmind battles, and the fact that almost all battles are at range. The goal of the UI is to keep players looking at the map, so the information needs to be there just long enough to be parseable as it happens.
73 / 104
then lost some propulsion and opened it again, at which point everything was shifted over since your propulsion dropped to two digits and it's right adjusted763 / 84
leaving a 7 out front which wasn't erased from the window for some reason. (Note the value went from 763 to 63--not a coincidence ) That's my theory anyway, I'll have to investigate and solve.Some items found early seem abnormally strong, like win the game strong. Like I found advanced sensors and I was flying through the game in hover mode I could choose every engagement and dig through walls and nothing could stop me.Not all items are created equal, for sure, but aside from some fluff items and not-so-useful things meant for other robots (since you can take almost anything from anyone), a majority of items are just situational and will depend on your strategy.
On that note I really wish there was a confirmation dialogue when you try to remove a cpu that will immediately break because that ended that game really quick.It's coming, rather high on the list, actually . Those mechanics were quite complicated to implement within the existing inventory system (it didn't start out that way), so by the time it was all working I didn't have the motivation to spend another huge chunk of time getting a confirmation inserted into the middle of all of it. That effect has worn off now and it's time to add that before yet more players rip their own processors off
Reading the forums I have been spoiled that there are trojans that help, but this reeks of secret elbereth style knowledge, which I refuse to look up, because it will spoil my enjoyment.Yep, if you want to get good at hacking Trojans are quite important, and many of them can be learned via in-game lore (NPCs and sometimes various terminal records). All of them can be learned in world as of the next release
I've been as high as -6, but it when I lose on any floor I never know why. A lot of times I'll move around the level and it is like no one is looking for me, no matter how many robots I kill. Other times I'll literally have 20 robots barrelling at me and popping out of the floor and I have no idea what I could've done to cause it or how to stop it. It would be nice to be told that I am alerting the system when I screw something up because I have no idea what actions I am doing that are stirring the bee hive or by how much. At least let me know occasionally that an action was bad, so that I can learn.There is only one situation in the game where attackers are dispatched and it isn't explicitly announced via your message log, and that's because they aren't sent directly at you, only your general location, but I'm going to add a message for that one, too. Even without any dispatches you may just be running into multiple patrols or fighting at the wrong place and time simply based on who's nearby.
It might also be great if when you reset the game, it told you the current status of the game, the security level, what squads (extermination? search? whatever) were out to get you before you start the next game. I'm not sure what else might give me some insight into my situation.You can get some helpful related information from the post-game score sheet regarding alert level.
A lot of times I end up naked running through the level with 500 core left, but I don't know how to recover from this state, so it is always a slow death. Is there really any point to having the core move really fast, prolonging the game?Absolutely! I'm having trouble replying though because I'm afraid to spoil anything . I'll just say that you can turn around losing situations at almost any point of the game, and having a fast core is really helpful in that. Cogmind is a game with a lot of potential for epic comebacks.
-Hacks are interesting even if I have some trouble with manual input due to not using a qwerty keyboard, using up and down mitigate that but the problem persist with other keys.Yeah, sorry about that. Non-qwerty support is something I want to explore some more. It's not so easy to implement in Cogmind, there is more than one way to handle it, and no solution looks perfect, so it still hasn't been addressed :/
-I like reading the lore, really, enough that I do suicidal runs just to poke around terminals. I would love an ingame screen where I could read all the stuff I unlocked across my runs.This was also recently suggested by another player and I definitely want to do it, so expect that to happen at some point. It's fairly high on the list right now.
various effects and sounds make the weapons feel like weapons (I can't get enough of the various gatlings sounds).I just added a special new gatling-type weapon that's coming with the next release, so maybe you'll get to hear that in action--it's pretty wicked
-I didn't mess with fabricators but I assume it would be very beneficial for a hacking oriented build.Fabricators will be much changed/improved for the next release, so it's good you haven't fiddled with them yet. Too fiddly!
You've probably seen one or two of my morgues with far more mass support than I needed (maybe over 100 with flight?).Yeah those support utils are crazy good . And really the essential parts for a speed run are mostly going to be lightweight.
Don't worry, they're still usable, and I mostly nerfed the high-level ones, which were kinda ridiculously good, yeah? The entry-level one is unchanged, and Adv. went from 10->8. Some of the best could originally give you 40-50 support at a modest energy cost.I also nerfed mass support utilities.
Wish I never said anything
Rating / | Upkeep / | Support (Old) / | Support (New) |
2 | 4 | 5 | 5 |
3 | 6 | 10 | 8 |
5 | 8 | 20 | 12 |
7 | 10 | 30 | 16 |
8 | 12 | 40 | 20 |
9 | 15 | 50 | 25 |
Ah, I wasn't sure what you were referring to, more movement causing the effect, or what zxc and I were talking about (the thing I was trying to fix): high-tier flight costs rapidly expanding due to a single increment in the per-move cost, which is no longer an issue.QuoteWell now it does, so it's no longer an issue.The balloon effect is still present, just less pronounced (you need either zero per tile requirements or zero speed increments to avoid it entirely).
I'm not a fan of the binary overweight threshold because it's annoying to optimize for and it doesn't really make sense. Add 1 more mass => no effect in general, or dramatic slow down. You could keep the system as it is, but scale the slowdown to the amount of overweight. E.g. if you're 20% overweight you get 20% of the overweight penalty.From a gameplay standpoint, a system with concrete thresholds leads to more interesting decisions, because it makes the results of those decisions much more extreme here, in an area where a linear model would add to the uncertainty of the true long-term impact of carrying a little extra weight.
Goddamn... sorry.Haha, nah, it's fine. Obviously still my choice to actually go through with it!
My intention was just to offer some thoughts and get some discussion going. Flight propulsion seems to be very delicate to balance.
I also think that late-game flight units are crap, with their high heat generation.Well now it does, so it's no longer an issue . And you will now pretty much always want to upgrade flight units when you can. If you need the support, anyway, because obviously the experts don't need quite so much, BUT you'll probably be wanting more either way due to the speed reduction.
Heat and energy requirements balloon up quickly due to the double effect of faster movement and increased resource requirements per tile. In effect, it's impossible to lift a high mass because stacking flight units doesn't scale linearly with respect to heat and power.
IMO it should. If the player wants to dedicate so many slots to propulsion, power and heat sinks, why not allow it? I would favor a per tile requirement of 0 balanced with increased base costs.Increased per-turn costs would remove the challenge of getting enough energy and dissipation to move as much as you want to. I like that the cost varies directly proportionally to the amount you move. Every step means something.
While we're at it, I would also remove the quantum effect of the overweight penalty. Your speed should be just a linear function of (total propulsion)/weight.Having a binary effect is clearer and also makes some sense as these things are more sensitive to weight restrictions and quickly become inefficient once you pass the threshold they're designed for.
So going back to this, I couldn't help but look at it now, and I'm not sure how the Imp. Flight Unit got that support value. It's pretty out of whack with everything, actually, at nearly double support for no extra costs. Oops. I'll go back through all the values and make some adjustments,* The best flight units are still an early-game prototype!Huh, we'll definitely be fixing that before long then, especially now that fabrication is coming up! It's tough to balance them into the movement system with everything else--not enough room for common vs. prototype flexibility with respect to flying :/
Yeah, I tap alt a bunch of times before using alt to look around, pretty much regardless of whether or not I alt-tabbed recently. I hadn't tried alt-shift-direction because I have learnt not to fool around holding multiple keys, especially since the times when I pan around the map are usually when I'm in major trouble and a wrong move can mean a lot of harm done.Oh you haven't been using Alt-Shift direction? I always play via pure keyboard and use that a lot. Easy to jump around the map. There is also a new undocumented command, '`', which colors in the entire map area you've discovered, even if outside your FOV. You might find that useful.
This was half a joke. I'm surprised you've even considered this! That said, a map of the current level would really give a sense of the massive scale of some of the levels. The sprawling levels are one of my favourite aspects of the game.Hehe, I know you were joking, but I was seriously thinking about it just yesterday so I thought I'd throw my thoughts out there, too! I might do it as an experiment for the heck of it. Half the reason I want to do it is because it could appear with a cool animation