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Messages - Joshua

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301
Fixed Bugs & Non-Bugs / Re: News tab in menu flashes yellow spuriously
« on: November 09, 2017, 05:59:37 AM »
And here is a screenshot of starting Cogmind the very next time with the news flashing again, and the associated run.log.

302
Fixed Bugs & Non-Bugs / Re: News tab in menu flashes yellow spuriously
« on: November 09, 2017, 05:57:42 AM »
I think a run.log and a screenshot with the 0 are attached now, though the preview won't let me see them.

This is running under wine-1.8.7 on Debian Linux in case that's relevant.

303
Fixed Bugs & Non-Bugs / News tab in menu flashes yellow spuriously
« on: November 09, 2017, 05:35:52 AM »
Sometimes when going into the menu after starting a session, the News tab is highlighted in Yellow as if something changed even though the content appears to be the same. I have also seen that sometimes it has a "0" at the very end of the News text, perhaps this is causing the game to think it changed?

304
Strategies / Re: Theorycrafting for specific items
« on: November 09, 2017, 05:32:33 AM »
Thanks for the helpful replies, everyone. I think (despite reading the manual) I had a misunderstanding of the time cost for firing weapons. It definitely makes a lot more sense now.

Tempting to go for a high accuracy cannon run now and see if a few targeting processors will mitigate the downside of cannons blowing holes in walls. :)

305
Stories / Re: First combat win
« on: October 31, 2017, 10:47:56 AM »
Quote
Question about Extension: I see messages there about summoning garrison reinforcements, but I've never found a garrison on that level. Is there one?
Huh, there is in fact not. So I wonder how would you get messages like that? You sure that's where you were at the time? Sure it wasn't one of the other similar dispatch messages? Screenshot? I don't believe anyone has seen this before. I know I haven't and I've visited Extension a fair bit myself...

I think it may be when you destroy an energy cycler that the message says something about this, but I am not 100% sure. I will try to take a screenshot next time I see it.

306
Strategies / Theorycrafting for specific items
« on: October 31, 2017, 05:10:39 AM »
I have been trying to think of a good use for this late game item, but nothing seems compelling enough to give up a larger volley.

Spoiler (click to show/hide)

307
Stories / First combat win
« on: October 31, 2017, 05:06:47 AM »
Scoresheet:
Spoiler (click to show/hide)

This is my first proper combat / heavy treads win and my second win in a row. I guess this might be more than luck, now. Watching zxc's combat video helped a lot too. I started this run not even intending to go for a win -- instead I wanted to get the lore attached to Extension.

Spoilers about the mid/late-game here:
Spoiler (click to show/hide)

Lessons learned:

Stopping and thinking helps a lot.

All the stealth skills (positioning, kiting, sensors, cutting through walls, when to use launchers) still help. As someone pointed out, they help relatively more when you're on treads than flying. The much larger inventory you can support with treads also helps enormously.

It's important to be careful about choosing evolutions. I had got into a habit of almost always choosing utilities after seeing mtf's combat hacker video, with just the bare minimum of power, propulsion, and weapons, but that is actually quite an unbalanced build and in some ways considerably harder than taking a few more weapons and propulsion slots. It also really helps to take an extra power slot before you really need it, instead of after.

zxc's combat video helped me think differently about evolutions and also with positioning when fighting hunters. It also showed me how to use tractor beams. :)

I'm also starting to suspect alert spirals less when you're on treads since your turns moving take much longer, giving it more time to go down. I always seem to get swarmed by armies of bots when I'm flying and get spotted by one, that didn't seem to happen on treads even though I was staying around and fighting them.

You can win even with suboptimal play: I carried around several items I didn't really need for large portions of the game.

Question about Extension: I see messages there about summoning garrison reinforcements, but I've never found a garrison on that level. Is there one?

Question about lore in a certain location:
Spoiler (click to show/hide)

308
Strategies / Re: Maxing Score
« on: October 30, 2017, 04:48:28 AM »
1. Formulas for "High Alert Combat Kills, "Robots Destroyed," and "Value Destroyed"? Disabling random machines on the first level turned up 70 score over 3 machines, but on my winning run I ended up with 3750 destroyed, which is interesting.

I believe Robots Destroyed is a flat number of points per Robot. I think Kyzrati stated Value Destroyed is a flat amount for all machines (is it 25 each?) plus the robot number for each robot (e.g. each G-34 Grunt destroyed is worth 34 value). I don't think terrain counts. I don't know whether robots destroyed by reprogrammed traps or by hacking count.

Quote
2. What's the maximum bonus event score I can get?

I believe it's upwards of 30k points
Spoiler (click to show/hide)
I can't comment more since I haven't done it and major spoilers are involved.

Spoiler (click to show/hide)

309
Ideas / Re: A list of all the Schematics you dowloaded
« on: October 24, 2017, 07:37:20 PM »
This already exists. Open your Status window and click on the Parts or Robots button for a respective list of each. You can then even click on a schematic for detailed information.

If you're using keyboard, I believe you can hit 'S' for status, then 'P' for Parts or 'R' for Robots.

Edited to add: but it took me a while to figure out that those parts of the status page were clickable at all, even after the manual said you could look at downloaded schematics there. Maybe they could be made to look more like buttons?

310
Ideas / Re: Scoresheet ideas
« on: October 24, 2017, 05:31:40 AM »
Spoiler (click to show/hide)

311
Stories / Re: When sneaking stops working
« on: October 16, 2017, 04:28:47 PM »
I imagine we'll see some post-end-game combat guides eventually. They'll be super spoilery, but yeah some players won't have to time to come up with these things on their own :P]

Haha, I can't even get past Factory with combat, post-end-game is way more than I was hoping for. :)

I suspect the better players have learned to recognize patterns in the map layout and patrol routes that I haven't, because about half the time I seem to stumble into armies of bots that just keep coming until poor Cogmind disintegrates into a pile of screws and bolts. I think I understand local positioning (doors and hallways) but not positioning in terms of strategic areas of an overall map (e.g. are they signs you can use to recognize that a garrison is near, and dispatching patrols, besides the enemies you're fighting calling for reinforcements?)

312
Stories / Re: When sneaking stops working
« on: October 16, 2017, 04:28:58 AM »
But yeah once you make it in there the "sneaking game" is mostly over! There are still ways to stealth/speed your way out, but the general reason to visit there is to... you know. And that means being prepared for serious fights.

I do know (I think!) but I still haven't figured out the combat game. Considering GJ has spent 10 times as much time playing as I have (based on scoresheets) I might not ever have the time to figure it out, either - looking forward to the new and improved combat guides that other people are posting.

313
Stories / When sneaking stops working
« on: October 12, 2017, 05:36:11 AM »
So, I snuck (or was railroaded) into a place which it would have been better not to since I couldn't sneak out again.

Spoiler (click to show/hide)

Score sheet:
Spoiler (click to show/hide)

314
Ideas / Re: Part type targeting
« on: October 05, 2017, 03:51:25 AM »
If it was 100% chance to hit that part type first, I agree that it would be OP (disable robots with no effect on alert level). I was thinking it would be a smaller effect, adjusting the coverage weighting so that you have +10% or +20% chance to hit that part type as opposed to others - enough to make running away sometimes possible without making it guaranteed. Or perhaps an X% chance to hit that category regardless of coverage, with a fall back to the normal coverage calculation.

If it still needs to be rare or hard to get, perhaps it could come only on some of the special robots that are dispatched when the alert level is higher. (I haven't even seen high alert, I easily die when alert gets to level 2 already.)

315
Ideas / Part type targeting
« on: October 04, 2017, 07:19:16 PM »
Perhaps something like this already exists (my gallery is not complete), but what about a processor utility (or two) that would let you target certain types of parts (weapons or propulsion)? It should probably be easier to get than the better core analyzers / armor integrity analyzers but would enable a different tactic of intentionally shooting off weapons, or shooting off propulsion and running away, which I don't know of a way to intentionally do now.

316
Ideas / Scoresheet ideas
« on: October 03, 2017, 05:37:34 AM »
For someone who reads through scoresheets for fun and profit like myself, there are a few things it might be nice to add. These are only suggestions and maybe they would spoil too much.

1. Cause of death. It's not always clear when I die exactly what killed me - if it was a hostile robot that attacked too quickly for me to see the projectile, a trap I stepped on, damage from heat, etc. Obviously death in Cogmind takes a while to come so the bad choices (or luck) before that can still be considered, but it would still be neat to know.

2. A screen capture of the area around Cogmind when he dies (this might be too spoilery but it would show if you were surrounded by a squad of 12 terminators (how I died last night) or got taken out by a stray grunt escort or just a trap while running away at high speed).

3. Order of evolutions: not just the final state, but how many of each slot someone took at each evolution. This would be useful when studying others scoresheets to glean strategy.

4. Core % remaining when entering branches, not just when proceeding to the next level.

5. The last X log messages (were all your priceless components just destroyed or dropped due to storage unit destruction, or did you just die from attrition, or were you in a bad place for the last 3 floors and finally got unlucky?)

317
I think this is worth a mention. Cogmind bugs affecting only Linux do get fixed.

For anyone else running Debian Jessie or an old version of Wine: I ran into this item description display bug also, on Cogmind beta 2.1, with Wine 1.6.2. Updating to Wine 1.8.7 from the backports archive appears to have fixed it.

My experience running Cogmind on Linux has otherwise been flawless, exactly as advertised, once I got the 32-bit version of Wine and Mono installed.

318
Stories / First win
« on: September 09, 2017, 10:07:40 AM »
My first win (stealth, of course).

This wouldn't have been possible without several pieces of luck and spoilers. So the rest of this post contains considerable spoilers.

The first one I don't think should really be a spoiler:
Spoiler (click to show/hide)

Score sheet:
Spoiler (click to show/hide)

Write-up:

Spoiler (click to show/hide)



Lessons learned:

I am beginning to appreciate the strategic depth involved in early-mid game decisions. Waiting around on -10 and -9 until you find what you want for your build is usually worth it if you can avoid aggroing too many enemies.
Spoiler (click to show/hide)
If I sacrifice too many parts from the early build to escape to the next floor I tend to regret it later.

Spoiler (click to show/hide)

Oddity noted:

Spoiler (click to show/hide)

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