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Messages - Widmo

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51
Competitions / Re: Weekly Seed #70 [Alpha 12] [Seed: Festive Season]
« on: December 31, 2016, 06:39:47 PM »
Ran with the seed myself but ended up dismantled by swarmers in mines. Oh, well. No score log in that case.

52
General & Off-Topic / Re: Introduce Yourself!
« on: December 31, 2016, 06:38:22 PM »
I have maintained the list of Actively Developing Roguelikes for some time until the genre exploded.
Ah, I recall that old list of yours! I was sad when it stopped updating :'(. I used to follow it, but really there are other sources as well, like Rogue Basin. And yeah the genre has exploded, so extra work...
Its format was also causing troubles. Data had to be accurate for given day when update was being run and especially new independent developers provided no easily available information about versions as it was custom of most people visiting r.g.r.d. newsgroup. For example, where on website is the information on Cogmind's version? At first only the forums and blog have it. Neither lends itself well to parsing by makeshift web crawlers as announcements may vary in form and content. Fortunately you offer public changelog in always the same place which contains all required information. You see though the degree of effort required to automate it. :( Much better for people to contribute that information themselves which you do rigorously. Kudos for that!

I totally hear about people playing PRIME, mentioning it, recommending it, etc. across various different roguelike communities. (I'm in, like, all of them :P) It's certainly a fairly well-known RL, and I'm sure if you put out another version you'd make a lot of people happy, but I must say that starting from scratch in a new language doesn't sound especially promising in that regard!
Thank you, this good to know. My presence in social media and in communities is minimal. I actively engage with at most one community at a time.

Oddly the greatest last achievement for PRIME was clarifying its license, which was still running on All Rights Reserved and by doing so violated the graphical engine's GPL. This might be good reason to at least release latest sources. At least this could be done.

Finally, happy new year everyone!

53
Ideas / Re: Auto-replacement Priorities
« on: December 31, 2016, 06:14:20 PM »
In my opinion the problem with this is precise integrity value is not visible at a glance unless one switches to dedicated mode. If I knew integrity was lowered I would have acted slower. I mistakenly assumed pristine condition of relevant parts since they were all green. This means essentially when need  to do processor replacement occurs I am much better off by detaching obsolete item myself since no storage space is needed. More keystrokes but still better than checking integrity of every piece.

I think it is not the algorithm that has greatest room for improvement here. Having the part to be removed flash red very briefly could be helpful in that regard.

54
Fixed Bugs & Non-Bugs / Re: Flying over allied/disabled bots
« on: December 31, 2016, 06:06:36 PM »
Maybe my brain is playing tricks on me, but I can't find the thread you're referring to under Confirmed Bugs. Could you point it out? (And while I recall having addressed a related issue, I don't see it anywhere for some reason, not in my TODO list nor in my changelog. Strange, maybe my search terms are incorrect...)
The thread is here. It was named "Interacting with machines remotely". The name was not as precise as it could be since it hid itself from you, so I edited it and added "by flying over a line of bots".

Widmo, finding the obscure stuff :P
Hope next release is not going to be delayed too much by having all found bugs or inconsistencies piled on you like that. Considering currently confirmed bugs are full of threads started by me the time you spent fixing those likely has cost you more than I have paid for Alpha already. :P

#2 I don't mind as is, however. I think it makes sense to require that fliers get down and stop zipping around for a turn to attempt the rewiring (rewiring is also intended to be a dangerous thing to do in combat, whereas out of combat you have all the time you need).
Aha! Then may I suggest something along those lines be entered as a disadvantage into the manual?

Note that to compensate, it is likely that in a future release any Datajack (remote or melee) will be able to automatically rewire bots on the first hit, if you have one.
Nice, although flying is definitely the most powerful mobility option for stealth/hacker builds already. I personally think it does not need buffing.

55
General Discussion / Re: How is the customization?
« on: December 30, 2016, 12:53:00 AM »
Got rid of the screenshot above. Attached the wrong one and the original is no more. Cannot make a new one either since I entered manual seed to participate in weekly run. Sorry!

56
General & Off-Topic / Re: Introduce Yourself!
« on: December 30, 2016, 12:49:35 AM »
-How did you learn about Cogmind?
I was one of three reviewers of Cogmind from the RogueTemple 7DRL review committee. Being on Linux and having unpleasant experiences with Wine I promptly forgot about it in spide of it's excellent quality.

Recently I have noticed announcements of new version on RogueBasin and decided to give the 7DRL a whirl again. This time it ran flawlessly. Since I absolutely loved Scrap 10DRL I went for the alpha Cogmind. No regrets!

-What other roguelikes do you enjoy?
A great many. I have maintained the list of Actively Developing Roguelikes for some time until the genre exploded. My favorites are definitely science fiction themed roguelikes like ZapM, DeadCold, Xenocide, DoomRL and AliensRL. I also enjoy NetHack very much.

-What are your other favorite games?
Mostly turn based RPGs or strategies. I play those very casually, preferring roguelikes above other kinds of games.

-What do you do for fun when you're not playing games?
This is the question which made me read the whole thread before responding, because not far above we have this:
Hello Everyone :)
(...)
The coming up weeks i decided i´ll put some hours in the following:
(...)
* PRIME
(...)
PRIME! Of all things PRIME! I am the co-author of this game. In June this year I started development of the game from scratch in another progamming language. Rewrites tend to kill projects but on the other hand magnitude of changes I want to make practically invalidate most of the foundational assumptions used by game's engine. Currently it is still in tech demo phase, so in practice there is nothing to release.

Welcome, zaRGo. The fact PRIME is still enjoyed is a big motivational boost for me. Some day a next version may emerge.

To finally answer the question my free time is divided between working on PRIME, voracious book reading reading and spiritual life.

As a side comment there is so many software developers here I am sure Cogmind would be receiving patches along with bug reports if it had source available.

57
Fixed Bugs & Non-Bugs / Re: Rewired executioner stays red
« on: December 30, 2016, 12:29:01 AM »
In that case thank you for fixing this feature!

58
General Discussion / Re: How is the customization?
« on: December 29, 2016, 03:47:13 PM »
Ah, I now understand where you are coming from with this. Yes, there are specialized builds where you might get screwed by bad luck several times in a row in early game, without any fault on your side. Nowhere as common as Brogue has it but definitely possible. Also keep in mind prolonged enemy fire destroys your equipped parts and you may need to replace them.

To elaborate have a look at attached screenshot. This is an example of Cogmind's starting location - Scrapyard. You get free choice of several kinds of parts and there are unarmed robots which you can destroy to broaden your options. On the first floor you can get almost anything if you aim to get that. Want flight units? Down some swarmers. Need hover? Fry a watcher. Both enemy bots are available on first real floor. Once I was looking for launchers but did not find any on first true floor. Second had plenty though.

However if you are trying for something fancy you need some effort. For example to become a very effective hacking bot it is best to get some Hacking Suites or System Shields. Early on it is possible to go without those and still be successful because machines are mostly low securty. They improve the odds significantly though. To get those two item kinds you need to nail Operators, an uncommon robot class. You will surely find at least some of them but it is possible to have the suites and shields get destroyed in combat each time if you are very unlucky. It happened once to me. To put this in context Cogmind score sheet says I played 65 games so far.

Scrapyard is at depth -11, early game (Materials) is floors -10 to -8 and at -7 you can already manufacture parts. From this point onwards I view not having desired loadout to be entirely my fault. You win by reaching depth 0.

edit: Screenshot removed because it is a wrong one. I overwrote the proper thing somehow.

59
Fixed Bugs & Non-Bugs / Option "show map intro" influences autosave
« on: December 29, 2016, 02:46:03 PM »
When show map intro is On the Data Saved appears right after the graphical effect. Same when you interrupt it by hitting escape or space bar. When show map intro is Off you actually need to make a game time consuming action to trigger the Data Saved message but in that case the saving lag can be felt. It takes about 600-800 msec under Wine which I find slightly unpleasant. Also, it is gameplay inconsistency introduced by something appearing to be purely GUI option.

60
Ideas / Auto-replacement Priorities
« on: December 29, 2016, 02:36:15 PM »
This is probably not a bug but I leave you to be the judge. I did a stupid thing and ended up being surprised when the game did not do what I expected it to do.

Having the following utility setup (integrity in parentheses):
E - Improved System Shield (10/10)
F - Improved System Shield (9/10)
G - System Shield (10/10)
Inventory
3 - Improved System Shield (10/10)

Hitting Control + 3 twice installed item 3 in slot F instead of in slot G. If F had full integrity then slot G would have been replaced but I view this as a waste of perfectly good improved system. Is this intentional?

61
Fixed Bugs & Non-Bugs / Flying over allied/disabled bots
« on: December 29, 2016, 02:31:14 PM »
I contemplated adding this to already present thread in confirmed bugs board but after all you should decide whether this thread goes there, even if cause is very likely to be the same.

1) If you fly over some robots but an allied bot is part of the chain you will still swap with them, even if said ally has nonflight propulsion. I am okay with being unable to fly over an adjacent ally for game simlicity.

2) There is no way to rewire disabled bots while you are flying. I avoid the problem by turning my propulsion off but this deprives me of avoidance benefits granted by flying. Same for maneuvering thrusters.

The flying over robots seems to just do a move to remote square with all its consequences. If so, this would benefit from being thought over.

62
Fixed Bugs & Non-Bugs / Rewired executioner stays red
« on: December 29, 2016, 02:22:08 PM »
I saw every rewired bot to turn bright cyan in ASCII mode. Executioners do not for some reason. Their red color is cool and appropriate but makes telling them apart from hostile Executioners harder.

63
Competitions / Re: Weekly Seed #70 [Alpha 12] [Seed: Festive Season]
« on: December 29, 2016, 02:10:02 PM »
I find it fun to see you go ASCII/keyboard but switching to graphics for screenshots. Also, since I play only ASCII I fail to recognize many things on graphical view. :-)

You had seven legs! Seven! Normally having that many propulsion slots is invitation to go hovering or even flying but I imagine all those thermal guns were sucking power like alcoholics do with vodka. That might have been an obstacle. Hottest volley 616 also says something about meltdown potential. I find it strange you melted only two robots.

Your highest corruption is absolutely scary. I find even 10% a good reason to change floors or try for quarantine array support when that happens.

64
Competitions / Re: Weekly Seed #69 [Alpha 12] [Seed: Hacking Demon]
« on: December 29, 2016, 01:56:29 PM »
I wondered why this is a respectable score until I visited the scoreboard. Among the top ten best scores if you exclude my last run all are in -2 or above. Then there is mine with slightly over 20000 score at -5 again. It seems my playstyle of "wreck as many machinery pieces as possible" is somewhat uncommon approach. The value destroyed stat does nice things for score though. :-)

This is the reason for long turncount. First I gear up with heavy loadout to ambush patrols, nullify surveillance teams and take down security. Use terminals wisely: get tactical data but do not exploit fully so you can send reinforcements and extermination home. Yes, this possibly means not taking low hanging fruit like direct hack for useful schematic or analysis. Next switch to lightm fast build, unreport threat once or twice and go around the map again busting up machinery for score. Try to plot a short path to avoid fighting pursuit teams. Now it is time to dry up all that interactive machines, even going for lockouts. Remember to blow it up after you are done! Some more unreport threats if I can manage it and off we go! If my core is strong enough I choose a branch. Hope floor change lowers your influence enough to be manageable but alert level check as first hack when you arrive at new place is not a bad idea.

65
Fixed Bugs & Non-Bugs / Re: Interacting with machines remotely
« on: December 29, 2016, 01:33:47 PM »
Well, this one was discovered by fat fingering a direction. Imagine my surprise when trying to move I am suddently presented with terminal access screen but there was no such machine adjacent.

66
General Discussion / Re: How is the customization?
« on: December 29, 2016, 01:29:18 PM »
Could you broadly describe your preferred playstyles? Not everything works equally well constantly.

My current favorite build is a slow tankbot causing as much property damage as possible. This loadout is viable from turn zero (you start in the scrapyard where you are guaranteed three weapons plus two treads among other free things) and can be maintained until the very end. It is a kind of hard mode though because it pisses off the AI big time.

I recommend you take a brief look at stories board where zxc managed to pull off a pacifist run. That also works from beginning to end.

Theoretically every loadout could be possible from midgame where you can get many types of parts produced by machines present there provided you supply the blueprint and "convince" it to start the build.

67
Trying to fly over a bunch of robots behind whose the first square without a robot is an interactive machine will actually start the interaction. This is a feature, right? :P

I believe you just fly there, insert a jack on a long cable and fly back where you originally were. Cogmind works by data transfer alone so there is no need to actually be adjacent to the terminal to read its output. Oh, and the best part is when you operate Scanalyzers that way. The Unaware (or Assembled, as it may hapeen) form a line, passing any parts you wish to insert along the chain. Fun thing happens when your stuff gets damaged in the process. The robot closest to machine exclaims "oh, crap!" but the closest to you meekly emits "we're really sorry" as they pass the nonfunctional part back to you.

edit: Title change.

68
Fixed Bugs & Non-Bugs / Re: Hidden Door Leads to Wall
« on: December 26, 2016, 10:00:06 AM »
Digging this up on purpose because that was the first odd thing I noticed in Cogmind Alpha 12. I wish to say I really like that one. At first it looks nonsensical but as you collect more knowledge about the game it falls into place. During one of my recent runs I managed to obtain zone layout which presented me with marked undug room adjacent to one of such hidden, presumably purposeless rooms. Eureka! Waiting there allowed me to obsrve pack of tunnelers and builders do their job.

It appears the map is generated with some rooms marked as yet to be dug out but connected hidden doors are neither removed nor scheduled to be built. Since builders are able to repair hidden doors I break they potentially could be made to build those also into plain walls too. Of course this still carries risk of having said hidden door built before room is excavated. Nah, good as it is. Make this a Cogmind quirk.

If this is still on remove list please consider removing it from it. I mean it, the list - not the game. Duh, that was clumsy.

69
Okay, good to know about the scrolling. As written above just eliminating the delay for entries out of window would be just fine to consider the case solved. Scrolling is really the icing on a cake.

70
Fixed Bugs & Non-Bugs / Re: Scavengers using disabled Recycling Units
« on: December 26, 2016, 09:46:36 AM »
I am glad you found other valid reasons to change this behavior but I hope you are not placing too much weight behind player perceptions of what is bug and what is not. After all you are the developer of Cogmind, you do not need to convince anyone of decisions you make.

71
Ah, thank you for explanation. I was expecting Cogmind to to use a regular expression or some such to lift hacks directly from text instead of storing straight one to at most one association. Changing this is likely to cost more effort than it is worth, making it natural to classify this as not a bug.

72
Lore entries are supposed to automatically add known new hacks to autocomplete pool at machines. Found that here:
http://www.gridsagegames.com/forums/index.php?topic=614.msg5180#msg5180

Unfortunately the one from Zion dialogue 32 does not, at least for Scanalyzer. Did not check the Fabricator one yet.
Spoiler: precise hack name (click to show/hide)

Low impact because one can look this lore piece up and later type it by hand.

73
Have scavengers load a Recycling Unit full of junk and have it list inventory of process it. If there is more items than one results page can hold two things happen.

First, results window is immediately scrolled to the bottom of the list. This causes an apparent pause where nothing happens but I believe game is delaying for animating parts outside viewport. Then the names of parts in visible area get animated. Could we get some progressive scrolling here or at least no delay for text outside view area?

Second, often the initial line is written again but without first character. I got " atter reserves" and " nalyzing inventory". You can find screenshots attached.

74
Fixed Bugs & Non-Bugs / Re: Scavengers using disabled Recycling Units
« on: December 24, 2016, 07:46:20 PM »
I mean, why shouldn't they be able to physically insert the part into the machine so long as the insertion location exists?
Act of insertion apparently requires cooperation from the Recycling Unit. Otherwise Cogmind would be free to put any number of parts before sending the process order without chance of failure. Furthermore certain trojan proves that the unit can have quite a lot of to say on the subject what goes inside its belly, or in this case what does not. This is argument made mostly from game world consistency viewpoint. I see no problem with swinging my greatsword directly at the interactive space. If you wish to keep it for balance or just for the sake of keeping recyclers sufficiently rude then just keep it. :)

Perhaps when the unit stops being functional the recyclers just forcibly jam the stuff there but then I wonder why Cogmind is unable to do the same. What I have not checked is how the Unit behaves when infected with mentioned trojan and subsequently "partially" disabled.

75
Fixed Bugs & Non-Bugs / Scavengers using disabled Recycling Units
« on: December 24, 2016, 01:47:34 PM »
To:
Programmer Kyzrati
Command Terminal 2eV-15a

From:
Widmo
Representative of Recyclers Hater Club
Zion, Twisted Machinery Corner 2j

= PETITION =
Dear Administrator, we would like to express our great dissatisfaction with R-07 Scavenger class robots putting our hard earned loot into already disabled Recycling Units. This happens when any part of the machine is destroyed (in particular, can be every part) but the central "Y" is left intact. The scavengers who were already on their way to empty inventory while the machine war being vandalized continue to approach it and proceed to merrily insert the parts carried as witnessed in the log. Everything happens despite the respective machine is no longer functional. Please kindly disallow this outrageous behavior.
We motivate our request by noting the unsportsmanlike and ungentlemanlike qualities of such acts. Normally, when Recycling Unit is operative a Derelict has at least a possibility to obtain the part back by hacking the machine to eject it. Furthermore serving any parts from own inventory requires the machine to be operational. The Scavengers are clearly breaking both rules.
We remain ever hopeful of the issue being resolved.

With best regards
--Widmo
newest recruit of Recyclers Hater Club

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