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Messages - Kyzrati

Pages: 1 ... 105 106 [107] 108 109 ... 173
2651
Everything REXPaint / Re: More layers than four?
« on: June 30, 2016, 10:39:47 AM »
I'm already adding it right now :P

2652
Everything REXPaint / Re: More layers than four?
« on: June 30, 2016, 09:28:44 AM »
That's something to put in for the future UI, yeah :)

2653
Stories / Re: Near miss on -1
« on: June 30, 2016, 09:18:38 AM »
Yeah, as mentioned before I'm somewhat limited in making -7/-6 branches great because it's rather early in the game, which is somewhat at odds with that high risk/reward intent. That said, there is another future addition planned for Zion (other than that entrance you already see) which will make it much more worthwhile. I'll attempt to design it so that it works in the current context. Not yet sure when that will be added...

2654
Everything REXPaint / Re: More layers than four?
« on: June 30, 2016, 09:14:41 AM »
Well, doing it like that would mean you wouldn't have access to the other features like reordering/hiding/locking (or even deleting?) them, not without an additional way to scroll the view which is a good bit more work.

I'll look into it today if I have time, since I'm on vacation, but if it's not something I can do from here, then it would still be a long wait because I'm going to be behind on Cogmind work when I return and therefore focused on that for quite a while :/

More layers is absolutely on the long term plan, though the future implementation would differ from what I can do with it now, and I don't like to waste time implementing something that will just be replaced later.

Glad you like the unrestricted zoom, and I'm all for throwing in little hacks when I can to help users, so hopefully something will be doable here :)

2655
Stories / Re: Near miss on -1
« on: June 29, 2016, 08:45:07 PM »
A fifth of the run fought at security level 5--definitely going all out! It looks like a relatively large inventory run, too, but that is the safest way to do heavy combat (and make up for a lack of better defensive gear).

There is still some content to add to the lower caves, though it's also worth considering a reduction to their size, as your observations make sense there. However I wouldn't want them to become trivial ways to circumvent the large Factory (-7/-6) maps, so the number of entrances might have to be reduced as well...

2656
Everything REXPaint / Re: Show off your REXPAINT creations
« on: June 29, 2016, 08:35:43 PM »
Hehe, "nano patrol" :)

It does look pretty good! I think small-scale ASCII generally has a good look to it. 1.2E-9 score doesn't seem so great, though ;)

2657
General Discussion / Re: Welding Torch and Plasma Cutter
« on: June 29, 2016, 08:31:39 PM »
Welding Torches are pretty much just weak tool-weapons you might use if you have absolutely nothing else. Plasma Cutter's on the other hand do have one (perhaps two) useful characteristics you can discover among their stats...

2658
Well, awesome! Looks like you've probably found the cause 8)

I saw this a couple months ago, and Sherlockkat has seen it as well, but I hadn't figured out the cause yet so I decided to just put it aside for the time being since it was pretty minor. Thanks!

2659
Competitions / Re: Weekly Seed #46 [Alpha 9] [Seed: Evasive Action]
« on: June 24, 2016, 07:44:54 PM »
Evasive Action, indeed. This was a crazy run for me. I was playing in front of my son for the first time, hooked up to my dad's TV, so the pressure was on to keep it interesting for viewers who had no real idea what was going on.

My intention was to head straight for the surface, since I didn't want it to drag on for too long, but I did duck into a cave real quick (even though I knew it was cave access) and jumped back out again ASAP.

My build was a heavily weapons-focused treaded nightmare with enhanced targeting, and that was going okay blasting through *everything* (assaults incoming!) until I fell right into a chute in the Factory :/. Worst build to have down there. I tried to shoot them but I was mostly armed with weaker weapons so I could fire sustained volleys, not yet powerful enough to punch through Compactors. Most of my stuff was crushed to bits and I ended up streaking to survive. Wasn't too hard to make it out in that state, and I had a great find while fleeing--Ragnarok! Good thing, too, since that's what saved me while I tried to rebuild.

Still didn't make it far, though, repeatedly running into garrisons and getting the crap beat out of me, so I did the unthinkable: dove into a *garrison* while quite weak in terms of parts... (but still not terrible on integrity)

I came in like this:


And I would've been okay if one of the two patrolling Programmers I rammed to death dropped a power source, but no such luck--the two Grunts I later provoked were the death of me. I had weapons, just not enough power for them :/

Programmers dead :D


All I got out of the deal:


Spoiler: Score: 8,410 (click to show/hide)

2660
Everything REXPaint / Re: Show off your REXPAINT creations
« on: June 24, 2016, 12:58:39 PM »
Wow, that's a lot of black and white--neat but nowhere near the same quality; it's harder to have such a high density of information without the aid of color. AP's certainly come a long way in the short time since you found us :)

2661
Competitions / Re: Weekly Seed #45 [Alpha 9] [Seed: Brightest Light]
« on: June 21, 2016, 08:27:31 PM »
Well, that run was me constantly speeding downhill as soon as I got out of Materials, starting with a chaotic romp through Storage with every sentry and patrol firing at me, backed by garrison reinforcements for good measure. When I came upon the Recycling exit with 35 core left I had no choice but to take it. By the time I came out into the Factory, there were plenty of ARCs lined up to make my bad day worse.

I blame the novelty of playing on vacation, doing so with my laptop in lap rather than on my larger desktop monitor with a separate keyboard.

It was fun, though :)

This was actually the first time I've gone through Recycling in an actual run (outside testing). Wasn't exactly on my own terms, though :P

Strategically I was also going outside my comfort zone, carrying more storage than usual, and fewer weapon slots. That contributed to my stupid mistakes!

Spoiler: Score: 6,812 (click to show/hide)

2662
Support / Re: [Windows10] Cogmind wont launch
« on: June 21, 2016, 06:20:48 PM »
Randomly working, ha... -_-

Thanks for letting me know, and good to hear!

(I'm here with my dad who was telling me last night his laptop updated itself to Win 10 and now several of his applications for work are simply broken, which obviously pissed him off.)

2663
General & Off-Topic / Re: Introduce Yourself!
« on: June 21, 2016, 07:44:02 AM »
Welcome, esty8nine!

Probably the best series aimed at teaching beginners is by jimmijamjams, though he was playing early versions then, so there could be some misinformation and a fair number of missing features... You can find that link and also some other beginner's guides here. Really some of the written guides are a quick way to learn some of the basics and help you survive past the early game.

When I get back from vacation I'll do some more streaming and you could ask me questions directly then, too. (Also other regular players show up and are happy to answer questions in chat.) Of course, by then you may have already figured everything out :P

2664
General Discussion / Re: Alpha 9 Discussions [SPOILER VERSION]
« on: June 21, 2016, 07:38:30 AM »
Hehe, ", and One of Those Failed Parts is Causing Me Trouble"

Good song, too!

2665
General Discussion / Re: Any instructions on the maps?
« on: June 18, 2016, 07:25:44 AM »
I will say in my first hour of play in the new version, I found a secret door via terminal hack that lead away from the hallway the room was on, and when I took it, the room it connected to was still being dug and finished off of some other hallway. That was pretty cool.
I've run into situations like that before, too, and thought that was neat :)

They're building according to a premade plan for the entire floor, not designing rooms on the fly. As you note though there's really no difference from the player's point of view. (That said, if the latter method were used instead, the chance of odd results would be much higher.)

2666
Guns aren't always directly comparable to cannons of other ratings, especially at lower ratings because there isn't a huge range of available values at those ratings. There are only 9 non-special ratings used in the game (1~9), and all item types use a separate scale for their base values, so comparing low-rating items across different types may find some unexpected overlaps like this.

Cannons are intended to be better than guns, as long as you can afford any additional costs they incur, and because cannons of rating X are better than guns of rating X, they may very well also be somewhat better than guns of rating X+1. (Beam Cannons are also much more rare than Beam Rifles, because the latter is commonly used by the enemy.)

2667
Ideas / Re: Equipment Sort Adustments
« on: June 18, 2016, 06:54:56 AM »
This isn't a bug (I've moved this to the Ideas board), as sorting is currently based on their internal ID number, which technically splits utilities differently than their subtype, instead basing it on their "effect type" (which uses a different order, since there are many dozens of effects, but a much smaller number of subtypes). That said, I do want to make adjustments to the sorting routine, which isn't yet complete, so I'll put this at the top of the list. I'll probably further rearrange their effect type ordering. (Internal ID order was also what was causing the earlier weapons-before-utilities sorting approach, which was changed in Alpha 9.)

Thanks for bringing it up, though, to make sure it makes it into Alpha 10 since this is an easy thing to change.

Anyone feel free to make part sorting feature requests, as it's new in Alpha 9 so this is the first everyone's had a chance to play with it.

2668
Yep, all these things should be added (just not requested yet since no one was ever  seriously using Scanalyzersbefore Alpha 9, or really trying to boost their collection records :P). I'll find a solution for all of them, thanks!

2669
General Discussion / Re: Any instructions on the maps?
« on: June 17, 2016, 08:05:48 PM »
About topic #4, maps are not infinite in size, and except for the first aren't usually expanded a whole lot, at least not under any current designs. It's possibly to add maps that are dynamically expanded much more broadly, as you can see in the Scrapyard, though it wouldn't serve much of a purposes besides fluff, either, so it's not worth adding.

Also, the engineers have a plan for what they're doing--it's not random.

engineers occasionally moving entire new machines into new rooms would be awesome for the core living dungeon.
That's one of the big things that's missing in terms of the ecosystem, machines being repairable or buildable, though these features were never intended to be added, either. Maybe one day (but probably not). Would be a neat bit of fluff.

2670
General Discussion / Re: Alpha 9 Discussions [SPOILER VERSION]
« on: June 17, 2016, 06:17:32 PM »
I suspect once you know a) about the attack, b) about the need to flee, and c) the window to flee during the counterattack, the difficulty will be hard but fair. 
This is what I was basing the design on, so assuming that works okay, it's apparent that info will still need to be communicated more clearly to avoid frustration.

Also, the Warlord stash is often good, but still hit or miss because the amount of its contents is quite random. There is better stuff to be found... No one has yet mentioned the Vortex Catalyst Activator :D

2671
General Discussion / Re: Alpha 9 Discussions [SPOILER VERSION]
« on: June 17, 2016, 08:17:41 AM »
edit : As it is, there isn't enough time to explore everything in Warlord before things get quite cray cray.
This was intentional, as is the "luckier" northern hidden route. It's difficult to balance the timing so that it's challenging for both speed builds and combat, though if you have enough firepower the latter is still doable at the right time. (Naturally sensors will help a ton here to find out what's going on and decide when best to make a run for it, but in that regard I'll be adding new defensive reports that tell when the waves are coming, where they're coming from, and probably what they include. The main issue at hand here is not balance, but access to information. I've tested the "true" difficulty and it's quite close to where I want it.)

And I'll just up and say it since this is the spoiler thread: if you're a combat build, trying to leave during the call for a counterattack, even through the main gate, is easier. Too long after that it becomes much more difficult as the base defenses are depleted.

I was running on Exp gravmag from Zhirov (speed 58 or so), which is fast enough that I did manage to explore everything -- or so I thought. I never found that random encounter. So yeah, making it easier to trigger would be a step up.
I figure you mean the hidden path random encounter, in which case it might not have even generated in your seed. Like Zion, there is a large pool of potential dialogue and random ones are chosen each time you visit, so you won't always see the same content, and not all of them appear every run. So what I want to do given how important that one is is to remove it from the pool and make sure it's always available near the entrance.

2672
General Discussion / Re: Alpha 9 Discussions [SPOILER VERSION]
« on: June 17, 2016, 07:36:58 AM »
K, what do you think about adding a second exit inside warlord's base?  That way an unspoiled player can stand and fight if they want, but if they decide "you know what screw this" there's actually a means of effectuating that.  Otherwise, your first visit to warlord will = death for the vast majority of unspoiled players.

I can even see a dead unspoiled player thinking they lost because they weren't strong enough, and not realizing that sticking around is a death trap.  Hell, I was semi-spoiled and still (needlessly) ate it. 
The solution here is what I mentioned earlier--just a way to let the player know that they should leave ASAP. I was planing to add it but ran out of time. (Even with that I imagine a first visit could likely end in a loss for those who aren't prepared.) It's tough to do in a timely thematic (and flexible) way that also keeps the action from being centered around yourself.

Part of the reason the exit works as it does is that the Warlord encounter is intended to be difficult due to the huge subsequent benefits it provides (including also some local potential benefits which only one or two people have uncovered so far). It's not enough to just reach the area, so a full-on alternative exit from inside wouldn't be in line with that. That said, with a better understanding of how the encounter plays out, and knowledge of the secret exit from the base*, escaping isn't always so difficult.

*This is currently taught by a random NPC encounter, but I want to change that so that it's a guaranteed encounter near the entrance so players are aware of this alternative that can make escaping easier.

e: do you need to talk to Warlord to get his crew hitting up Research, or is merely getting to his branch enough?
You have to talk to him--Decker's quantum entanglement field and all ;)

2673
Strategies / Re: Basic Question and Answer thread
« on: June 17, 2016, 01:32:40 AM »
@mindreader: Note that you can click on any item stat for a description of what it means :)

2674
General Discussion / Re: Alpha 9 Discussions [SPOILER VERSION]
« on: June 15, 2016, 07:42:25 PM »
(I moved your post to the spoiler thread, since it indirectly mentions late-game things people won't know and looks like you meant to post here.)

Good point about the fabrication time effect while a flier. Normally when you're moving so fast, turns don't pass very quickly and you'll be out before you know it, but seeing as a single turn is equivalent to a number of moves, multi-turn fabrication is a sudden big hit. The way to counteract that would be to prefer high-tier fabricators where construction is faster, and/or if capable, use "the right Trojan" to speed up the build process further. Pretty good trade offs overall, though.

Another solid win! Sounds like fun :)

You say you were hoping they'd come into Access with you--there was one squad that headed up there, right?

2675
General Discussion / Re: Alpha 9 Discussion/Feedback (spoiler-free)
« on: June 15, 2016, 11:21:57 AM »
@zxc: Hehe.

Yeah, the jump is difficult to avoid for the same reason movement costs scaled too strongly earlier (and is also the reason I ended up going with a flat rate for movement rather than even a 1-point increase at some point)--too few values available without going to fractions (or changing the whole unit of upkeep, which would be too confusing).

The only way around it is to flatten upkeep as well, which I was considering but again wanted to see how the existing changes played out. Feels like it would be too effective if even the only once-per-turn costs were reduced. I like the idea of having to more closely manage resources as a flier, and that element would be essentially removed in the late game if it were changed further.

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