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Topics - Trione

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1
Fixed Bugs & Non-Bugs / Typo in advanced.cfg section of manual
« on: October 11, 2019, 08:24:42 PM »
I believe the first sentence of this section
Quote
* itemLabelRelativeRatingCutoff: When mass labeling map items, skip those with an effective rating of at least the current map level minus this value. "Effective Rating" equals rating, +1 for prototypes. "Map level" assumes -10/Materials is level 1, and increases with each change in depth. For example, a value of 2 will only label items with a rating that at least matches two floors down, or better (e.g. at -5/Factory it will not label items with ratings from below -7/Factory). This setting does not affect non-attachable items, which are always labeled. And note that item labels ignore all filters if mass labeling within 5 seconds of the previous mass labeling.
Should read either
"When mass labeling map items, skip those without an effective rating of at least the current map level minus this value."
or
"When mass labeling map items, skip those with an effective rating of less than the current map level minus this value."

2
Ideas / Simple search box for Lore Collection
« on: October 11, 2019, 06:16:06 PM »
Spent a lot of time trying to find specific pieces of lore in my collection and realized it is really time consuming and difficult to do.

A simple search box at the top of the lore collection or something would make it immeasurably more useful and immersive, imho.

3
General Discussion / Heat transfer from enemy weapons to cogmind
« on: September 25, 2018, 07:29:00 PM »
I've noticed and seen discussed on discord that the heat transfer to cogmind from weapons when enemies are wielding them is far less than the listed heat transfer stat.  Trying to figure out what the actual data is, to evaluate carrying improved heat shield.  I've gone through the manual, all the weapon and status menu tool tips, and asked around on discord at the moment, but can't find an answer.  Thx, and apologies if I'm missing anything obvious.

4
When stationary and movement energy values are the same, the tactical hub only displays one number and loses addition info on battery reserves.  It seems like it switches to non tactical info and drops all the extra stuff.  Images attached showing some states.  Display not fixed by moving.

I'm not sure if heat acts the same way.

5
Situation: I had a storage unit equipped and my current inventory was one over what I would be able to hold once I un-equipped it.  Based on the auto-replace rules, I figured if I swapped a different utility in for the storage unit, my inventory would be unable to hold the storage unit and it would be compared to inventory/dropped, as detaching with a full inventory normally does.

However, the storage unit was kept and the top unit of inventory was dropped (a Power source, as that's what goes to the top of an auto-sorted inventory).

For this to happen, I think the inventory is at some point accepting a storage unit that it does not have room for: instead of rejecting the unit (or replacing a lesser storage unit), it accepts it and goes over capacity, then, seeing that it is now over capacity, it ejects the top item.

6
Another minor thing, more a polish issue than a bug.

When in Look mode, if one selects/passes over a bot, the scan-box and one's equipped weapons show hit info; if one then selects and gets info on a non-bot item, the scan-box updates, but one's weapons stay stuck with the hit info until leaving Look mode.

Just hides one's weapon info for comparing, and makes it seems like something is targeted to fire when nothing is.

7
When in Fire mode, the green/red target line appears; if one then selects a potential target and hits d for info, then up/down to select a piece of that info, the target line moves to point at the item in the info box, instead of remaining on the targeted bot. 

Not a big 'bug', but seems like a little polish issue, if you care about having that sort of thing noted.

8
General & Off-Topic / Anyone else used to (or still) play RoboRally?
« on: September 06, 2018, 03:43:49 PM »
Playing Cogmind, I've been getting little, pleasant flashbacks to an old favorite board game: RoboRally https://boardgamegeek.com/boardgame/18/roborally .

I just read Joshua's Hammerbot post:  https://www.gridsagegames.com/forums/index.php?topic=1080.0 , and I had to make the connection, because one of the original bot's in RoboRally is Hammerbot! :P

Super different game, but with lots of fun similarities: rogue bots attempting to escape or fight through their factory/complex, aiming for somewhat randomized level design and goals, modular part-based upgrades, damage/corruption randomizing moves.  Thought I'd see if anyone else had played RoboRally, or made the association :)

9
General Discussion / Unsure what Thermal Generator does
« on: September 06, 2018, 12:02:10 AM »
Small question (also, not sure if there is a better place to post little questions), but I can't figure out what the Thermal Generator does.  Does it only kick on at a certain heat level? is there a max amount of heat it will dissipate a turn? Does it work if energy is full?

Trying out a heat dissipation, thermal gun build atm, but the thermal generator is a wild card (and a heavy one), which I'm not sure how to factor in.

Thx

10
Stories / I became the One. I wasn't ready!
« on: September 04, 2018, 04:05:56 AM »
It was literally my first run (tutorial, but normal difficulty).  Jesus holy hell, the pressure was too much.  I just wanted to learn the controls man!

But really, what a crazy first experience.  Manual and reddit open learning the controls and mechanics, barely making it through each floor.  Recovered from one floor at <10% core, no matter, two legged kicked grunts out of my way to try and hide.  Then, on a half dozen luckily found imp flight modules, recovered and played it fast and light.  Stumbled into some sensors that kept me safe.  Stumbled into the caves.  And kept stumbling in the caves... until I stumbled into Zion...  Became the One.  I tried to tell them I didn't know all the controls yet :P  Didn't have the weight capacity to be able to gear up.  Kept accidentally murdering my followers.  Got half the population killed in a hack rebellion...  Everyone that followed me, including this nice hacker man who came out of the walls to try and give me something... then I accidentally shot him in the core with a fancy bore-cannon mid sentence in a tunnel fight.

I survived, but felt guilty, it wasn't right.  I wasn't the savior they deserved.  Then steam came in, as punishment from on high, and my false profit first run was ended by a deus ex update.  I'll do better next time ;)
[Oh, note on that: if steam updates while you're not playing, you lose the save and don't get a score log atm, I think]


23 achievements, 0 deaths hehehe.  Had a good laugh at one point during the run, right before the tides turned against me the first time, I was happy and care free blowing stuff up with dual EMP Launchers, and as my threat level kept rising, the room I was making my stand firing into just kept flooding with enemies, who kept dying, and I was feeling gleeful, and the achievement Storm Trooper popped up and I felt even more bad-ass; cherry on the cake as the game acknowledged my killing spree.  Then when I go looking through my achievements later, I see the award is for 5 misses in a row lololol.  Didn't matter... EMP Launchers.

Sorry for any typos, it's late, but wanted to try and share what felt like a crazy first game while it was still kinda fresh.

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