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Messages - Joshua

Pages: 1 2 3 [4] 5 6 ... 13
76
Ideas / Re: Way to see RIF hack menu from coupler
« on: September 21, 2019, 06:26:06 PM »
I think it would be more useful if you're playing a run where you use RIF couplers opportunistically but mostly use combat or infowar or hacking - to check if there's anything useful left in the coupler you have attached, or if it would be better to replace with something else. Especially if you don't have any more couplers in stock to add more charges.

Of course the player (me) can always take notes outside of the game on what the menu is so it's not a big deal. :)

77
Ideas / Way to see RIF hack menu from coupler
« on: September 21, 2019, 03:23:02 AM »
It might be nice if you could see the RIF hack menu for a given coupler (especially for combat bots) to decide whether you want to keep it attached or not without having to actually be around one of the relevant robots. (That is, to see the available hacks and how much they cost.) Maybe you could open it from the info window for a coupler?

78
General Discussion / Fabs in caves
« on: September 16, 2019, 04:42:12 AM »
I wonder if anyone else knows the answer to this (it may count as a spoiler so Kyzrati won't be able to answer?): is this fab with matter containers next to it in the caves a relic of the earlier fabbing system, where you had to feed matter in, or is there still a way to use it? (Status on the fab reported 0 matter available.) I didn't want to throw this game by messing around trying to feed matter into the recycling unit and see if it went to the fabricator.

79
Ideas / Option to block movement when overweight flight/hover
« on: September 13, 2019, 03:11:26 AM »
It would be nice to have a movement block like the SLOW one when you are overweight on flight/hover, since the penalties can be so severe. You may not be slow in normal terms relative to wheels / legs / treads but you are probably much slower than you expect to be. This might be an advanced option.

80
Ideas / Re: We make bad suggestions and come up with horrible ideas
« on: August 20, 2019, 04:56:17 AM »
Overkill damage: If there is excess damage left after destroying a robot, it is applied to the next nearest hostile robot or explosive machine. If there are none of either, it splashes back to Cogmind and allies.

81
Strategies / Re: Extended "Straight Shot" conduct?
« on: August 11, 2019, 07:27:52 AM »
Tone has been streaming a low-branches extended++ attempt. He allowed himself Wastes and visiting Zhirov to get the TR (but he bypassed all logs and scrap in the caves and anything else Zhirov might've had -- the quest dialog didn't pop up either, maybe a certain number of turns need to have passed?). Strategy so far has been what was discussed above, flight hacking to fab a strong melee build.

Twitch here: https://www.twitch.tv/tonehack/videos

82
Ideas / Sprint mode
« on: August 08, 2019, 04:02:43 AM »
A game mode (or game) designed to take a much shorter time while still offering interesting decisions. Definitely no more than 60 minutes.

This is probably more like a separate game (7drl?) than Cogmind, though. Motivation is I rarely have enough time to finish a Cogmind game, anymore, at least in less than a few weeks. It'd be nice to have a game that condensed the interesting decisions and skipped the uninteresting ones (let me continue moving down this empty corridor...)

83
Ideas / Re: We make bad suggestions and come up with horrible ideas
« on: July 31, 2019, 05:21:22 AM »
Stack phase shifters to 100% and Cogmind can walk through walls. Go over 100% and Cogmind powers up into Quantum Cogmind in a flavor like charm or strange, and quantum uncertainty begins to affect Cogmind's position until annihilated by collision with an anticogmind intercept dispatched by the LHC. If Cogmind avoids all intercepts then the Gray Lensman comes to take him out.

84
Please add sniper items and bots

These exist!

High end optical processors, targeting computers and most KI guns and cannons have pretty good range. KI weapons with penetration even let you shoot through walls like Hunters, if you know where enemies are (Farcom, anyone?).

Spoiler (click to show/hide)

85
General Discussion / Re: supplies,hacking, and you
« on: July 16, 2019, 04:25:40 AM »
If your goal is programmer allies, there are at least five ways. The non-spoiler ones are to build them with Fabricators, or disrupt and rewire them. Keep exploring and you'll find others. :)

86
Ideas / Re: We make bad suggestions and come up with horrible ideas
« on: July 02, 2019, 03:16:38 PM »
Also, add combat serfs that bring nearby defenders to your location.

Robot feudalism?

87
Fixed Bugs & Non-Bugs / Re: [beta 8.1] Programmer cannot be rewired
« on: June 30, 2019, 03:44:04 AM »
Ran into this again near the end of my last run, standing between two CProgs: one disrupted the other. (Lucky shot for me, unlucky for them, I suppose.)

I will note the manual section on Rewiring does not say anything about this special case and describes what my understanding of the mechanic was. :)  Not sure if that is also on your list to update. I am not sure what the Help text for Hacking Immune says, it's possible it mentions this.

88
Fixed Bugs & Non-Bugs / Re: [beta 8.1] Programmer cannot be rewired
« on: June 29, 2019, 06:41:50 PM »
Hmm, but I could rewire other bots in that room without a datajack. I don't understand why programmers are special in this case? I always thought that a datajack just increased the base chance to 50% instead of 10% for bump to rewire.

In any case I lost at least 50 turns to this before I started to wonder why it was taking so long to rewire and thought to look in the message log. If you don't change the behavior it might be nice to have a little lockout and on-map message highlighting that nothing is happening. :)

89
Maybe not strictly a bug? But there was an Exp. Melee Analysis Suite on the floor and I had a non-functional one (broken by a Scanalyzer). I would expect g to replace the one in inventory with the one on the floor when my inventory is full.

90
Fixed Bugs & Non-Bugs / [beta 8.1] Programmer cannot be rewired
« on: June 29, 2019, 08:13:01 AM »
See screenshot. I think you used to be able to rewire them before the robot hacking rework?

91
Ideas / Re: We make bad suggestions and come up with horrible ideas
« on: June 28, 2019, 04:55:13 AM »
Increase realism of Factory simulation: machines break down randomly, RIF Cogmind leads Unaware strike for higher wages xD

92
Ideas / Re: We make bad suggestions and come up with horrible ideas
« on: June 23, 2019, 03:22:58 AM »
Cloak of invisibility makes it so no one can see you and you can't see yourself either. Enemies never "spot" you unless you bump into them.

93
* You still get points for destroying him even though the enemies did it.

I thought I'd comment on this a little more. I know the score system has changed extensively in the next release so this is probably already addressed, but even though I got bonus points for destroying him he wasn't listed with Major NPCs Destroyed. I would've expected it to actually be the other way around -- Major NPCs Destroyed could implicitly mean by any means, while getting bonus points implies you did it (or possibly allies). I suspect this has already been addressed with the rewrite of the score system and the addition of history but thought I'd mention it.

94
A couple related items:

* Friendly A6 still says "Avenge me, Architects!" when he is destroyed. Maybe he gets his mind back in his dying moment?
* You still get points for destroying him even though the enemies did it.

95
Hm, yeah they won't be able to do that to the other side, but stopping them from doing it to allies is definitely needed! Didn't realize that was a possibility.

I also noticed Arch doesn't self-destruct him, even though I think you can do it with the DC codes (not sure if those apply to all the A# bots or just some, though).

96
Disrupted and rewired A6, but he still flashes signals to make friendly Enh. Grunts self-destruct xD

Shouldn't he do that to the other side, if anything?

Though this is really funny as is, too xD

97
General Discussion / Re: i have some pictures for things i dont get
« on: June 16, 2019, 04:16:29 AM »
yeah that reminds me of 2 local friends I dont get, i'll do the second one tomorrow though. Now I was being brave and went to the scary-thingy, my mutants ran away to get "reinforcements" and  saw the Z-Imprinter? is this just a doppelganger of the imprinter or is this like the imprinters second life. if I can befriend them just give me a hint :D

It's the Imprinter. (Her dialogue goes with the other Imprinter dialogues in the lore.) I think it says Z-Imprinter instead of Imprinter because her loadout is different from when you saw her before. I don't think you can befriend her after you go to the deep caves. Note that this is quite a difficult location to survive, not to mention completely optional!

98
General Discussion / Re: system quarantine?
« on: June 15, 2019, 06:06:03 PM »
I assume you're talking about the fabricator quarantine. Yes, it locks down all the fabricators on the current map so you can't start anything else. (If a fabrication is already in progress I believe it will finish normally.)

99
Fixed Bugs & Non-Bugs / Re: [beta 8.1] Lag between turns
« on: June 15, 2019, 04:10:36 AM »
Yep, that wasn't too hard, is this your handiwork? :P



I've removed the Swarmer stuck in the wall, which the other three kept trying to follow, and you can continue with the attached save.

(I'll have to find the best solution for this issue...)

I think I blew up that wall (taking out a different swarmer squad!) but I didn't think I left any swarmers there. Some must have come along after while engineers were rebuilding.

Maybe demote the squad leader as leader and possibly promote another leader when there is no path to follow it?

100
Fixed Bugs & Non-Bugs / Re: [beta 8.1] Lag between turns
« on: June 15, 2019, 04:07:36 AM »
If and when I do find them I could just splat them for you and give you back the save so you could continue this run without the rest of this floor being so ridiculously slow ;)

Haha! I just booked it for caves and left. But thanks for the thought. :)

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