Grid Sage Forums

Grid Sage Forums

  • May 04, 2024, 02:49:18 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

News:

LINKS: Website | Steam | Wiki

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - bluemoo

Pages: [1]
1
Stories / Re: My first win (stealth)
« on: October 10, 2015, 03:13:13 AM »
Ahh, brilliant Fernsauce. Thank you for the information :)

2
Oh, that's definitely happened :) Actually, I'm so used to not being sure where I'm going to end up through staircases, that I never thought the icon could change!

3
I wasn't sure where to put this, so I'm tagging onto this old thread with another ubuntu problem/solution: On Ubuntu with wine, if you Alt-Tab away from Cogmind, it seems to freeze and needs to be killed. However, this is only in fullscreen mode. You can toggle it off, tab away, and then come back and everything works fine.

4
Ahh, makes sense. Thanks for the explanation.

5
I hacked a terminal to see branch access points, then went to the closest mine staircase. I expected it to be the usual stair icon, instead it displayed as a door. Maybe this is just my ignorance, and sometimes mine access points display this way?


6
Stories / Re: My first win (stealth)
« on: October 09, 2015, 02:54:59 AM »
The bonus limit on a standard flight unit is 3, rather than 2 for the others, so while the base speed averages out to 31, it allows the standard flight unit to apply its own -5 modifier after the other two, so 31-20-5 = 6. (However, the system's calculations are not perfect in that regard, because I believe that in order to be applied the Flight Unit with the higher limit must be stored after the other(s) within the internal representation of your inventory contents, which doesn't make a lot of sense and is something I'd like to fix as we work on the Great Propulsion Rebalancing.)
This might explains some weirdness I ran into in  previous run where turning on a flight unit actually slowed me down significantly.

You've achieved the fastest recorded speed in the game. In theory it's possible to get even faster (the game's cap doesn't kick in until 3), but I don't think anyone can successfully support the number of required overloaded propulsion to pull that off. Which is probably a good thing :P
I accept your challenge :)

Did you have to avoid any stasis traps? :P (were you scanning for them?)
No, I ignored traps entirely. I suppose the wrong trap would have ruined my run, so I got lucky in that regard. I remember one EM trap that startled me when it went off, but didn't really cause any problems. There were the 3 seperate Chute Traps that I hit on -7, but those ended up being a good thing overall, due to the equipment I subsequently found. Does a Chute trap totally reset the map you were on when you return to it, or do you just forget the map?

That would be an impressive feat. I think it might be possible theoretically, but don't quote me on that... (Come to think of it, "lowest scoring win" would be a good Achievement!)
You'd definitely need to get lucky in the early game to escape the swarmers, but I can only think of one part of the game where you actually need to do damage (or at least I did). Maybe even harder would be that you can't use any prototype flight units?

Keep up the fun work!


7
Stories / My first win (stealth)
« on: October 08, 2015, 02:58:04 PM »
This run started as part of a series in which I was trying to learn how terminal hacking works. My goal was to either find a stash of Imp Flight Units or to get the Schematic and manufacture them. I succeeded in neither, as Level 1 Terminals can't do it, and Level 2 were too hard. I decided to take it seriously after realizing I had a pretty good build at floor -7.

The main thing that was interesting about this run was the extreme movement speed I reached. For the second half the run, my 'normal' movement speed was 16, in that it took either no net energy and heat, or very little. I achieved this around Level -7. My 'emergency' movement speed was 6, or 1600%. I'm actually pretty sure that's not supposed to be possible: It took Improved VTOL Module, Experimental Cesium-ion Thruster in Overload, and any other flight unit. The reason I say it doesn't seem like you're supposed to get it, is that the Imp VTOL module and the Thruster both say your base is 30, with a maximum of -20 from other thrusters. Thus, with both of those turned on, and the latter overloaded, you have 30-20 = 10. If you then turn on another Flight Unit, your base movement goes up to 31, but your 'bonus' gets increased beyond the stated maximum, to -25, putting you at 6. This, despite the fact that the 'best speed' from the Flight Unit is supposed to b 20. Perhaps I misunderstand movement mechanics - I'd love to be corrected if anyone has thoughts on the matter. Even so, I am of the opinion that it's too fast, because the other robots don't even really react to you - you have to make a choice to sit around and get noticed, and you can escape from anything.

Floor -7 was where everything came together for me. Due to the fact that I fell through the Chute Trap 3 times on this level and my map kept getting reset, I spent as much time on it as on the remaining floors combined. By the end of it, Swarmers stopped being annoying, and started to just look like a great source of Flight Units. Incidently, even ignoring my speed shenanigans from the previous paragraph, Flight Units are pretty great. They are plentiful and with a top speed of 20, I think that you could win a stealth run with just those for propulsion. You don't really need carrying capacity, as hacking units don't require it.

I knew I was going to win when I picked up an Advanced Signal Interpreter somewhere in the middle of the Complex. Suddenly, I was able to avoid almost every enemy combat robot. Combined with my super speed, I was rarely in danger. I don't believe I was shot at at any point from level -6 until the end of -2. Only at the end of -1 did I really take any serious damage, because of my lack of familiarity with what to expect.
Spoiler (click to show/hide)

My strategy on the second half of the complex was to wander around until I found a Terminal, manually hack it to find stair locations, and then just head straight there. At -2 I picked up some armor to put into my spare utility slots, which probably saved me when I got shot up at the end.

I had a lot of fun being a stealthy, Katana wielding Ninja robot, and as I ignored quite a few of the game mechanics due to speed + sensors, I still have a lot to learn. Also, what I know of the story is great, and I need to go explore the Caves. In my next few runs I'll probably continue trying to figure out if hacking for Schematics is worth it. Though, I ended with a pretty low score (6999)... I wonder if it's possible to escape with exactly 6500...

Score sheet:
Spoiler (click to show/hide)



8
Ideas / Re: Peak Loadout on High Score List?
« on: October 07, 2015, 02:07:34 AM »
I'm looking forward to your next blog post! Also, I've posted a few times without saying it, but I just want you to know this I really enjoy Cogmind. I haven't had this much fun since I first discovered Nethack, while still being a game with it's own unique feel.

It's probably not important, but you don't actually need javascript to put in a simple tooltip with stats. You can :
1) Use html and css to show a div with an iframe inside of it on hover over each line: http://stackoverflow.com/a/25813336/277255
2) Then point the iframe at stats pages which use just html and css for layout.


9
Ideas / Peak Loadout on High Score List?
« on: October 06, 2015, 10:34:59 AM »
I was browsing the High Score list and found that I wanted to be able to see the Peak Loadout for the runs on it. I imagine it would be useful to help understand what equipment other players are using, to help me get better. (Although it is probably the equipment they were wearing just prior to dying, so maybe it's equipment you *shouldn't* go for?) If you feel like some more High Score list improvements for the next tournament, perhaps you could display player loadouts on hover over the list?

10
Competitions / Re: Weekly Seed #10 [Alpha 3c] [Seed: Evil Stasis]
« on: October 05, 2015, 11:36:11 AM »
Grabbed legs from the start, picked up a Grenade Launcher on -10 and headed to -9 in the hopes of finding some Imp. Flight Unit prototypes and a stealth run. Instead, I walked out of a room to a Katana to the face, backed up into a nuclear reactor which someone shot and blew up, was stripped to nothing when I got caught by a Stasis Trap in a room full of enemies, but survived long enough to run off naked. The ensuing chase was short, brutal, and fun. I'm going to have to try a combat build sometime.

11
I do play with the mouse so its a good theory. I'll pay attention to my mouse location if I see it again and re-report if thats not it. Thanks!

12
Fixed Bugs & Non-Bugs / Sometimes newly seen items are given two labels
« on: October 04, 2015, 08:29:42 AM »
This is very minor, and I'm pretty new to Cogmind, so there may be something else going on here. When one discovers new items, a name label is displayed next to them for a short period of time.

The bug: Ocassionally, a single item is given two labels - one on each side of it.

Expected behavior: I would expect that an item laying on the ground by itself would only ever be shown with a single name label.

Pages: [1]