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Messages - Gobbopathe

Pages: 1 [2]
26
Ideas / Re: Tactical overwatch
« on: September 01, 2015, 03:46:52 AM »
Right, and as you notice even in DCSS this feature does not exist, you have to emulate it yourself by swinging in the air to get a delay < 1.0

27
Competitions / Re: Weekly Seed #8 [Alpha 3b] [Seed: Trapped!]
« on: September 01, 2015, 03:37:38 AM »
edit: Not sure where else to say this, but in the Alpha 3 changelog ' MOD: Direct "Purge Threat" terminal hack doesn't show unless there are threat records to purge' - doesn't this make Alert Level a lot less useful?

Not sure this is the correct answer, but I would say not seeing the "Purge threat" does not mean the alert level is minimum. Seeing it just tells you the alert level is not minimum.
Well, that's how I catch it

28
General & Off-Topic / Re: Introduce Yourself!
« on: September 01, 2015, 03:33:46 AM »
Coucou Npok !

Nice to drag some froggies here :)

29
Ideas / International keyboards compliance
« on: August 28, 2015, 04:15:16 AM »
Hello

It can seems a small detail, but as you know all the countries in the world do not share the iconic qwerty keyboard. For instance I have in front of me an azerty keyboard. And even if I am personnaly quite used to type on A to get a Q and on Z to get a W, I imagine it can be useful if you want to spread Cogmind to players not used in roguelikes to implement keyboards compliance. I am pretty sure it is not easy, but maybe you were aware of that issue ?

Have a good day !

30
Ideas / Re: Tactical overwatch
« on: August 27, 2015, 10:21:43 AM »
Automatically firing on an enemy would present too many complications as you indicate, but your alternative solutions are quite elegant! I like both rules. While at best they can only save you a fraction of a turn, they can be applied entirely automatically and require no changes to the interface or player feedback. Basically it just ensures that the player doesn't waste any time unnecessarily, which is entirely logical given the situation.

The game already tracks how many hostiles are in view; the main change necessary would be to relocate you next in the queue as soon as a new enemy enters your FOV. I'll look into it later :)

Thanks ! I am looking forward to reading you about it !

31
General & Off-Topic / Re: Introduce Yourself!
« on: August 27, 2015, 10:19:11 AM »
Bonjour à tous !

It turned out I spent a few hours on your forum last days, so it is normal to introduce myself here. Gobbopathe's speaking, frenchman who left Paris this year for the sunnier south of France. Beware of the froggy english spelling !

How did you learn about Cogmind?

I have heard about it in Canard PC's internet forum (http://www.canardpc.com/). It is a french paper magazine about videogames sold every 2 weeks, quite the same "sensibility" as RPS (very aware of indie productions) . I do not know if you can find articles about DCSS or Dwarf Fortress on english paper magazine, it is quite nice [Edit : netsabes, one of your twitter follower, is journalist there]. Some people there followed you since X@Com and I was quite hooked by the trailer, several months ago. I bought the Alpha in May, tried a couple of runs, but as you probably noticed I dived really into it maybe 2 weeks ago.
I know also people from roguelike.fr like Kasaris who introduced himself sooner.

What other roguelikes do you enjoy?

I jumped into roguelikes something like 6 years ago. I think I had learned about Dwarf Fortress at the time, probably in Canard PC too, and wanted to know more. I found this tutorial (http://afteractionreporter.com/2009/02/09/the-complete-and-utter-newby-tutorial-for-dwarf-fortress-part-1-wtf/) and even printed it (never do that usually!). It was very helpful. I learnt some months ago this guy wrote a book from this material.

Some day I was stroke by an idea : let's share the good word to good people. And I started recording video tutorials, first on Livestream, then on Youtube. First there was no editing at all, but it came (very) slowly. It takes such a long time ! Since then there are 50 DF tutorials video, per domain. It is said it is the more complete french video tutorials on that topic.

Then I knew DCSS. Probably the game I spent the most time in my life. Now I left it, I think I have seen a lot of it (15 runes done with different combinations, even in tournaments, etc...). Then Brogue I had the pleasure to finish too. Tome4, Cataclym Dark days ahead, Sil. Angband, but just a bit. Next on the list will be probably ADOM and Caves of Qud.

Quote from: Kyzrati
Just this morning I received an email from a high school classmate I hadn't talked to in ages, and she mentioned ADOM getting worked on again and I felt like--YOU KNEW ABOUT THAT BACK IN H.S. AND DIDN'T TELL ME ABOUT IT? Ha.

Fun fact : when moving in my new house I found some old letters. And especially one from a guy I just met in holidays one summer, probably 20 years ago. And he told me about how fun was Nethack ! I was telling myself : why didn't you look even once at it then ? I think I never replied to that mail.
When I tried Nethack some years ago, well I could not like it.

What are your other favorite games?

Aurora 4X is a hell of a concept too, only one programmer too. Crypt of the Necrodancer recently is a masterpiece. Spent some time on the last XCom too.

What do you do for fun when you're not playing games?

Well in fact I spend more time trying to understand games than to play. In fact I did not play a lot to Dwarf Fortress. Or even Cogmind recently ! (more time on your forum actually :)) I like to well understand the rules behind the screen. And I like to make people understand it. That is why my videos are rather tutorials than let's play.

I am also an international rated chess player. I play since I was 10, was very good when I was younger, but it stabilized when I started to study. It was impressive then, now I am just a good adult player :)
I play a bit of piano too since I am young. But not often.

32
Thanks for your answers. I start thinking myself it is vain.
By the way I see a fourth reason not to shoot at watchers : I guess it would raise that damned security level ;)

33
Ideas / Tactical overwatch
« on: August 27, 2015, 06:16:28 AM »
As you mentioned in An Interesting Discovery About Speed in the General Discussion section

A couple other things I noticed (not 100% sure):
The waiting action appears to wait until the beginning of the next turn and not wait for 100 time units. I'm not sure if this is intended or not, but it is unclear in controls/documentation.

Enemy robots appear to only perform actions at the beginning of turns and not during turns, like the player can. (might be linked to the movement time issue above)
Yeah, this must be an illusory side-effect of the newly discovered one-turn movement issue, since most non-movement actions are intended to take exactly one turn. Robots follow the exact same rules as the player regarding time--the time system just puts everyone in a queue and pushes them back by X time every action they take. There is in fact no relation to the game turns counter at all--the "turn counter" itself is shifted around within that same queue as necessary, always being pushed back by 100 units every time its own "turn" comes around ;).

Waiting simply pushes the player back in the queue by 100 units, behaving as an action that costs 100 time, so in game turns it could theoretically put you at the beginning, or the end, of the next "turn," but no matter what it will be somewhere in the next turn where you end up.

As you can see, turns are really just a convenient way to talk about the passage of time, but not super strict (with regards to robots) except when talking about effects and events that are intended to happen on a per-turn basis.

When meeting some robots we do often duck back into a better position and wait for them here. One or several turns = 100 time units. It means for instance I hid myself at time 1090, and waited let's say until 1390 (3 full turns), until I notice a walking robot on the threshold. But maybe he's arrived at time 1300, and "lost" 90 unit times "for no reason" before I could play. I will shoot a volley, and he will play at 1400.

My suggestion here would be to implement an overwatch stance (not sure of the english term in the tactical games, I think it is understandable). Instead of the "wait" action, it would be "fire a volley as soon as you see an enemy".
Of course I see it would not be that easy. For instance, what if a robot comes in through a secret door I did not notice ? Or if it is not the robot I was waiting for ? Maybe then it would need to ask the player for a confirmation when the situation occurs (see a new robot). Well that would lengthen the game inappropriately.  Or to simplify, the rule could be :
- if the player waits when no enemy robot is visible, then wait 100 time units OR until an enemy shows up before 100 time units (and maybe display a message in the log to emphasize Cogmind waited shorter than 100 because he noticed [Robot Name]
- if the player waits when an enemy is visible, then wait 100 time units OR until other enemies show up before 100 time units (with the same kind of message)

Well since your roguelike turns out to be quite tactical, to say the less, did you think about that kind of gameplay mechanic ?

Thanks

34
General Discussion / Re: An Interesting Discovery About Speed
« on: August 27, 2015, 05:54:14 AM »
Also, a timer for each robot showing the time left until they perform a new action would also be helpful, but that might just be me, I'm kind of an info addict :D

Like Ghost73 I thought about this, but did not dare to ask, thinking you would consider it could "break" the game. As you mentioned it would give us information

Quote from: Kyzrati
it would be especially helpful in certain situations like when enemies fire and you want to know their remaining volley duration, or for really fast sneaking Cogminds you might want to know if you can cross a hallway before a Sentry spots you, or have to duck back in and find a different route to avoid being noticed.

But if you consider it is fine it would be really great ! I definitely love having such in game information that can help me plan a route

35
General Discussion / Re: An Interesting Discovery About Speed
« on: August 26, 2015, 10:48:56 AM »
Very funny, since I just uploaded my first Cogmind's video (should I open a dedicate thread just for info, or put a link here ?) and the very first robots I have met were pests. I say "see, here I will go back in that room to wait for them but they should move 3 times faster" and I was a bit puzzled when I noticed it wasn't the case. I have told myself it should have been because they shot at me so it took a volley time, but one did not and was not that fast, well I was still full of doubts.
So it is a clarification here !

36
Ideas / Re: Vertical design
« on: August 26, 2015, 10:39:59 AM »
I agree about the universal light mechanics, the benefits would not be that important in front of all you would need to build to get it.

Thanks for your answer !

37
Ideas / Vertical design
« on: August 25, 2015, 09:21:20 AM »
Hello

Cogmind propose superb gameplay design. For instance the nice ASCII art and the "no XP paradigm" are great and remind me of Brogue.

Maybe it is too ambitious, but it would be awesome to have more vertical floors. See the pits in Brogue. You could have bridges and pits all the same in Cogmind. Of course since you're ascending from the beginning, falling would delay your escape mission (you would be back one floor lower) and damage you (except if you're flying/hovering), but could be a way to lose your pursuers (except the flying swarmers).

This would be like Brogue. But there is a more awesome idea (just kidding here  ;)) : floors designed originally and procedurally in several 3D-levels that you could reach by flying/hovering, or using ramps. Vision would be blocked by a higher landing, and you could see a bit below in the pits.


Not to mention light management with sources of light, infrared vision associated with the heat generated by the robots. Well I am not sure at all it would be coherent with all your design, it could be totally inappropriate. But I would be glad to read your opinion about all this.

All the best

38
Thanks a lot for your answer, you are totally right not to give all the keys at once, and I appreciate that. And you're right, I was aware proper observation could answer at least some of these questions.
I will try to figure it out by myself in future runs. Still exchanging our feelings on that topic between ignorant players would be interesting and quite fun :)

39
Thanks, at least it will still be worth trying ;)

"impossible n'est pas français", as we say here :)

40
Or when a carrier detects you it is hopeless and you know for sure you're going to face a team in the next turn ?

41
Hi

I have a question about the watcher class (and the security system).
The watchers do send distress signals. Some services robots do as well when you shoot at them. I know a transmission jammer can... jam the signal to avoid it, I have experienced it positively. But how does that signal work ? Is there a range and will it call all the roaming robots in a radius ? Is it sent to the main AI and then, as soon as you read a signal was sent you know for sure you're going to see bad asses around the corner ? Or does it only increase the security level, without giving your position ? Or both ?
Is it your current location (the square ? a larger area ?) which is given (I guess yes) ? Then if I run (fly) away fast and leave that square/area I should manage to avoid the incoming cerberes team ? Is there a difference with the "arbitrary" message you can read sometimes saying "a rogue bot has been detected in area XXX in the Factory/..." ? By the way, does that message happen more often when security level is higher, and less often otherwise?

I have watched jimmijamjams' videos (great material by the way) and I am a bit puzzled by his frivolity, letting watchers run at Cogmind's side without a blink of an eye, without trying to shoot at them. He always ignores them. I watched some other guy video : the same. On the contrary I am always pissed off when I see one of those, trying to shoot it before it sends that damned signal, and 9 times out of 10 I fail. Then comes the fear. And the questions : how should I manage that situation without giving my position ? But looking at jimmijamjams' videos, he seems (apparently) right to ignore it (I know that's a first impression only), I finally can't see terrible consequences.

Don't you try to shoot watchers as soon as you detect them ?

And I would like to know better about the security system. So I know there is a security level, but what does it impact ? Some patrols coming out of nowhere ? (actually do robots pop out of nowhere ? Or do you have hidden "waiting patrols" in fading walls, when for instance you're detected and/or (which one is correct?) the security level is increased) ? Or simply better equiped patrols (I have read that in an other thread) ? In a level, are there "standard" robots not going to be changed by the security level, and others going to vary function of that level ? More patrols if security level increses ?

And a last question : can you confirm today there is no noise in Cogmind ? Just field of vision, and those signals about which I would like to know more ? If a guard is in a room closed by a door, and I shoot in the corridor, no fear it hears the battle ?

Sorry for all these questions, back to the asylum for me this afternoon ;)

42
Strategies / Re: Inventory
« on: August 21, 2015, 09:11:08 AM »
and at least for the starting levels a matter storage for fabrication.

Hi

May I jump on that quote to ask you how often in the game you manage to scanalyze/use fabricator to replenish your inventory ? I just start, but I have to admit I skipped until then that part. A big part, I guess

Quote
Also small units are on the basic recyclers so they should be easy to replace.

I guess you're talking here about robots, not recycling unit ?

43
Good to know, thanks a lot

44
Thanks for your quick answer, but then I guess I miss something : is there any interest at all in the first level signal interpreter ? With a sensor array alone I can read red question marks where a robot stands out of my POV. If with the first level signal interpreter I have red X instead, all of the same size, what is the interest ?

Edit : the description of both items I found :

Signal interpreter : Robot scan signals differentiate between object sizes.
Imp. signal interpreter : Robot scan signals accurately reflect target size and class, and are unaffected by system corruption.

45
General Discussion / Re: Hit chance modifiers
« on: August 21, 2015, 07:42:41 AM »
It does more than that, thanks my lord

46
Hi

I have read this post : http://www.gridsagegames.com/blog/2014/11/information-warfare/
but I just would need a confirmation since I am not sure about my eyes acuity : with the very first level of signal interpreter, which only gives you indication on the size of the robot outside of your FOV, I see only red X. How do I differentiate between a small, a large, a medium, a tiny... robot outside of my FOV ? Is the red X bigger or smaller according to the size ? I can't see very well the difference, but as I said maybe my eyes are not as good as before

Thanks

47
General Discussion / Hit chance modifiers
« on: August 21, 2015, 07:19:46 AM »
Hi !

First post here so, first of all, my greatest congratulations to the author ! I am very glad to start chatting with Cogmind's community. I am a quite experienced roguelike player (see Gobbopathe's youtube channel for more information but beware : I am french ;)
First question : for the first time I activated in the option the full log view, I like to read all the details in dice rolls.
I was glad to read some lines like :
60 + 3r - 1h - 10m = 52
60 + 3r - 1h + 1ht = 63
60 - 10s - 1h + 0ht - 10m - 11mt

etc...

I could guess the meaning of some of the letters, for instance :
3r means the enemy I shoot is 5 tiles away, giving a +3 bonus (1 square less than the maximum 6 where you get only the minimum precision)
ht is relative to heat bonus (3% total heat as explained in the manual)
10s is a malus because of the small size of the enemy
10m is a malus because I (or the enemy ? who exactly ?) moved last turn before shooting

But I still don't get the -1h and the -11mt
I am pretty sure there are other letters like this too

Could we together try to get an exhaustive list of this modifiers ?

Thanks a lot !

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