Grid Sage Forums

Grid Sage Forums

  • April 29, 2024, 07:02:28 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.

Topics - Gobbopathe

Pages: [1]
1
General Discussion / Stealth attack
« on: May 08, 2019, 11:42:05 AM »
Are stealth attacks only by melee weapons ? It seems so considering my log.
Are there accuracy / damage bonuses ?

2
General Discussion / Wheee! ~~ Intentionally trigger a Chute Trap.
« on: May 08, 2019, 11:40:26 AM »
Quick question (I thought there was a topic for quick questions to not create a new one each time) : I would have thought "Intentionally trigger a Chute Trap." meant simply forcing yourself falling into one. But apparently not, since it did not validate the achievement.
Is it related to hacking a serf to drop something in it ?

3
Hello
Not sure it is not intended (and I post in the right place then), but I used Trojan(reprogram) on a garrison access. A few turns later a friendly carrier was dispatched. Great !

But I was a bit disappointed : this carrier was not in my allies panel. I could not control it. Is it normal ? Do I just get "friends" (like occasionnal derelicts in mines) when using Trojan(reprogram), and not allies I can control ?

Then the bad surprise : once a programmer finds me, my """"friend"""" drops ... an hostile programmer (so a second one).

A strange friend indeed. I can imagine why technically it happens, but... is it intended too ? I would say it is not.

4
Hi there, back to business, things seem to go very well for Cogmind (and I finally got a victory ! and currently diving into all the lore/branches/factions, it is so wonderful)

I was wondering : the right click / Shift + a~z hack command description is neat

https://i.imgur.com/oFmRUeO.gif

But would it be possible to have the same for manual commands once typed in the console but before entering it for good. Might be tricky I guess. But when I come back six months later I may not remember correctly what this nice looking command could trigger.

Related demand : would it be possible to add something in the buffer.txt (a key letter of some sort in the syntax, S for Scanalyzer, F for Fabricator and so on) to filter what the buffer will propose to the player. Then when typing Trojan( , the buffer would propose only the Trojan commands available, if I am on a Terminal or a Garrison access.

5
Strategies / SPOILER : The last mile
« on: July 05, 2018, 07:46:29 AM »
Once every 2 or 3 months, I start another game with pleasure, admiring the evolution of Kyzrathi's work. I tried another one today to check on achievements, and it is damned well implemented.
Since quite a long time now (at least a year) I manage to reach research quite systematically, and -1 quite often. But still no victory. This time I was a flying hacker with issues gathering matter for the 2 mini-nukes I preciously kept aside. I did not kill many villains.

MASSIVE ENDGAME SPOILER below

Spoiler (click to show/hide)

Any advice you could give in managing the famous last mile ?

Anyway I discovered another branch. Thought I was going to win, when... well, another branch  ::)

Spoiler (click to show/hide)


6
Hello Kyzrati, back on business as you can see. And since I have read the changelogs, and the entries I was interested in the manual, I discovered we can edit the manual ourselves (did I tell you I love all your wonderful ideas ?). So I wanted to make a compilation but noticed the following bug (that I expected I must admit) :

- open manual.txt
- add a few words, for instance in the last "note" section, using special letters like éèàç that I use in french
- launch the game (OK)
- open the manual tab (OK)
- try to reach the note section that I have edited : the game crash immediately, without any message

7
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 !

8
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

9
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

10
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 ?

11
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 ;)

12
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

13
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 !

Pages: [1]