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Messages - Joshua

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51
Fixed Bugs & Non-Bugs / [beta 9.3] Broken labels
« on: December 21, 2019, 05:57:12 AM »
When an attached part breaks e.g. due to overheating, it is relabeled as "Broken XYZ" on the next map you enter. When you repair it it becomes functional again but still has the "Broken" label, see screenshot of Broken Kinecellerator.

52
Strategies / Re: Fab strategy?
« on: December 17, 2019, 04:45:42 AM »
Some quick and dirty Science! on -7: I threw Trojan(Report) on the first fab I found, then dug myself inside a wall and waited.

Code: [Select]
     Turn   +Mtr    Bal
      706    389     874
     1208    361     884
     1707    501     963
     2202    356    1029
     2700    406    1086
     3201    477    1197
     3702    351    1144  <<
     4204    459    1269
     4699    418    1275
     5199    469    1364

So it seems the matter allocation does drift upward over time (there was only a net decrease on one of the refills). It amounted to about 56% over 5000 turns which is a significant increase in the number of items you could fab. But probably not worth the number of turns it cost.

My gut feeling is probably waiting until a refill to fab is optimal - that is at least a local maxima and there is at least the chance that you won't get detected before the next refill, without spending thousands of turns waiting for the matter budget to go up significantly.

53
Strategies / Fab strategy?
« on: December 16, 2019, 04:59:40 AM »
What's the optimal way to use fabricators? I particularly have in mind a flight hack build like Valguris's 2-prop or otherwise. I used to go straight to fabbing needed items when I found one, now I am wondering if it's better to put in Trojan(Report) and wait until the fab network gets a larger matter allocation. Has anyone done science and graphed this over time? I believe it's every 500 turns but I don't know if the network is guaranteed to get a net increase in matter over that time or if the complex's fab use could also result in a net decrease.

In the game I just got played I got locked out before the one item I started was even finished fabbing on -1 so I am also not sure whether it's better to try to start as many items as possible simultaneously (if the fabs are close enough to each other) or do only one at a time with siphon and space them out to avoid tripping the lockout threshold.

Any thoughts?

54
Ideas / Re: We make bad suggestions and come up with horrible ideas
« on: December 15, 2019, 06:52:34 AM »
Purchaseable DLC skins allowing you to play as Cogmind's friends Gearhead, Hal, Eliza, Turbo, Heliz and Pindar-2, each with their own unique ability.

55
Stories / Re: I just won my first game and I don't know why
« on: December 14, 2019, 08:52:18 AM »
Kyzrati, regarding the scoresheets: I noticed but didn't want to add it as an attachment as I always found forum attachments a little janky. And I doubt I can upload the scores online as I'm playing the DRM-free version. So here is a pastebin link instead: https://pastebin.com/raw/VafYa8Xh

You can upload scores even in the DRM-free version (I've never played the Steam version). You'll want to look at the options under Player in the Options menu: (a) Name and (b) Upload Scores. Currently the leaderboards are not being updated with uploaded scores (not finished yet) but as Kyzrati mentioned, the scoresheet the game saves on your local disk will have the online URL appended at the end.

56
Stories / Re: I just won my first game and I don't know why
« on: December 11, 2019, 05:54:39 AM »
And, if you don't mind a generic question: Where do I salvage more armor? I managed to find a bunch of it laying on the ground in the lower levels of Research, which lasted me a good while. After that I tried salvaging it from sentries by firing EM weapons at them but they only seem to drop threads and weapons.     

I forgot to answer this question before.

It's possible to find armor lying around or in haulers. Barring that, you need a way to destroy sentries / behemoths without beating up their armor too badly. Using EM to corrupt them is an effective way, especially with 4 gamma rifles. Others would be to use armor integrity analyzers or core analyzers (or piercing melee weapons) to bypass damaging the armor too badly to salvage it. Finally, Plasma Cutters / Imp. Plasma Cutters can be easy to miss but adding one at the top of your weapon volley when fighting at close range makes a big difference in salvage. Hope this helps.

57
Stories / Re: I just won my first game and I don't know why
« on: December 10, 2019, 07:17:58 PM »
Congrats on your first win!

I haven't seen the force shields lowered like that but guessing it may be related to this changelog entry from 9.2:

Code: [Select]
* MOD: Complex 0b10 capable of remotely opening blast doors under certain additional circumstances

The access shell usually does open automatically once you get close to it though. It's also quite a bit weaker so standing in front of it can cause the behemoths to blast a hole in it, too. I think that they are also strong enough to blast holes in the force shields since I've had them cut through for me before, but that wouldn't make the entire thing lower at once.

There's more than one way to get in, that's for sure.

58
It happened to me several times in the current run (though I caught it the other times). I use the vi-keys to move the targeting to the robot I want to hit instead of tabbing to it, does that count as targeting a space? Sequence was, from memory:

  • activate remote datajack
  • press f for targeting
  • use vi-keys to move cursor to swarmer diagonally adjacent
  • f to fire, formatsys hack
  • f to target, f to fire again to wake it up (perhaps this already counts as the new faction even though it's rebooting here? this could be why it's behaving as it is and I guess it's arguably my own fault)
  • activate melee weapon to attack the other adjacent swarmer
  • f to target, f to fire selects the previous swarmer that's now allied

Code: [Select]
s #  <-- this one is the one I assimilated and then destroyed
#@#
#s#

Actually, I am not sure whether I fired the datajack again to wake the assimilated one up, or decided to just wait and attack the other one with melee.

59
I am using a combo melee/remote datajack build. When I hack an enemy to assimilate them, then press 'f' to attack the remaining enemy next to me I did not expect to immediately destroy my new friend with a melee attack. I'd suggest friends should never be remembered as the previous firing target, or at least not if their faction just changed.

60
This one's a bit odd. I clearly traveled down the hallway in the screenshot to see the contents of each room and I remember the Structural Interface ability revealing the hidden doors at the end of each of the three alcoves, but on reloading from a saved game not all of them are visible. I am not sure how this happened or how to reproduce because I only noticed it when traveling back up and the hidden door appeared again in what appears to be a solid wall in the map memory. I can provide previous autosaves too if that helps.

61
General Discussion / Re: [SPOILERS] Wild speculation
« on: November 22, 2019, 07:27:23 PM »
Hahaha, I was really wondering if I should type that last sentence or not, and whether it would get people's minds wandering off in new directions, or hopes up :P

Sure didn't take long for this to appear here!!!

I mean is it really plausible that no one ever found this exit :)

62
General Discussion / [SPOILERS] Wild speculation
« on: November 22, 2019, 04:29:22 AM »
Well technically we have "voices" already, but only for special NPC dialogue, and they're not actually saying anything we can understand, just each one has a unique style of audio bleeping that represents them. I wouldn't want any English in there though, for sure. Not the right atmosphere for that. Now maybe one day if there are humans involved... ;)

Cue wild speculation involving extended game spoilers:
Spoiler (click to show/hide)

63
Fixed Bugs & Non-Bugs / Re: [beta 8.1] Map memory and faulty items
« on: November 20, 2019, 04:09:06 PM »
I keep noticing this e.g. with the locate_prototypes hack. The map already seems to store whether or not the item is faulty, otherwise I am not sure why it would filter out faulty items initially but label them with a second press of 3? See attached screenshots and save for an example of what I mean, I am not sure my description was clear. I would think the map would either label them immediately (not revealing that they're faulty) or show Faulty in the label in the case where it doesn't label them immediately since it clearly knows they are.

64
General Discussion / [SPOILER] Encryption question
« on: November 16, 2019, 03:53:18 AM »
This question is inherently spoilery for a certain mid-to-late game lore area, though I am trying to avoid being more explicit than necessary. :)





Is there any way to decrypt the encrypted terminals in the area off Armory besides DC? I thought perhaps using CRM would give Cogmind the ability to crack the encryption, in light of CRM's proximity and Cogmind's true nature, but it seems not to be so.

65
Fixed Bugs & Non-Bugs / [beta 9.2] Hack chance with dynamic key
« on: November 15, 2019, 05:03:36 PM »
I got an operator's key and tried to hack Access(Branch) three times on this terminal. The first two times failed. The bug is, the game reported a lower chance of success on the first attempt than the second, but the operator's key should've meant the first try had a higher chance of success. See screenshot and attached save.

66
Ideas / Visual sound effects for ambient sounds
« on: November 15, 2019, 05:30:06 AM »
There are already visual sound effects for various actions (firing weapons, doors, garrisons).

Could there be something for ambient sounds like nearby (loud) machines? It could look cool and also be helpful in finding them with the sound turned down (I am thinking of the network hubs in particular).

67
Ideas / Trap Ratings
« on: November 15, 2019, 04:35:15 AM »
It seems that traps are placed on floors in a similar way to items, with higher level traps only appearing on higher floors. Could the trap rating be shown in the gallery like for items? Or is the selection done by a different mechanism?

68
Stories / Re: Straight shot w6++ [extended game spoilers].
« on: November 10, 2019, 04:40:48 PM »
Congratulations! This is amazing. I really enjoy your streams (usually after the fact because of timing) and I know I've learned a ton about the game from them and the careful way you approach it. Thank you for sharing.

I especially like the boring machine setup, never thought of that -- I tend to be much more hasty with my decisions, which is usually a mistake.

69
Ideas / Re: We make bad suggestions and come up with horrible ideas
« on: November 09, 2019, 05:33:51 AM »
Remove all branches, now that Valguris has proved they're unnecessary for a ++ win  ;)

70
Ideas / Re: We make bad suggestions and come up with horrible ideas
« on: November 03, 2019, 06:27:48 PM »
There are utilities to increase thermal, EM, kinetic, melee damage, one to increase explosive damage is clearly missing xD

71
Ideas / Re: We make bad suggestions and come up with horrible ideas
« on: October 26, 2019, 08:28:33 AM »
1. Permanent permadeath: The game deletes itself from the universe when a run ends...

2. ARCmind: play as an ARC! Your whole purpose in life is a controlled self-destruct when you run into an enemy.

72
I don't recall if I reported this before and it's kind of fun, so it might be nice to leave, but: if you drop down a chute and escape to the next floor fast enough, the allies that would've followed you down the chute appear after a time delay at your entrance to the next map, instead.

I noticed this a while ago, it might've even been in beta 7 and it's possible it was fixed since then, I don't see any other reports of it here though.

73
Ideas / Conducts
« on: October 09, 2019, 05:21:05 PM »
It might be nice to highlight conducts like Mad Max, Hard Core, etc. in the scoresheet even if it isn't your first time getting them - if you followed the rules it could be nice to recognize that at the end of the run.

74
Just got killed by endless waves of grunt and swarmers and hunters, I wonder why they always know where I am even no watcher can see me? Its so hard to survive in factor when there is not enough propulsion around.

The usual suggestion is to join the discord, they will be able to help you. However, they will need more information about your situation to help.

You have reached Factory which is fairly far if you're new to roguelikes and Cogmind in particular, and starting to get dangerous if you're not prepared. It's worth reading the survival advice in the manual, thinking about which slots to evolve and watching your moves. Propulsion can act as poor man's armor -- you can get quite far if you evolve only prop slots, stay on core hover which has a base speed of 50, about 2.5 times as fast as most enemies (if you keep all propulsion deactivated you will be on core hover) and equip propulsion only as poor man's armor.

Enemies which are faster than you may have moved into your PoV and noticed you immediately; note also that most watchers can see farther than you can without visual processors. Also enemies that spot you do notify other nearby enemies, even if they aren't watchers. (Watchers notify a larger radius.) A strong enough transmission jammer will stop this. It's also possible you're hacking machines and triggering investigations to be dispatched to the area. In that case they don't know where you are but they will be sent to the area of the hacked machines. There's an announcement in the log when this happens.

75
General Discussion / Re: Project: Escape Plan [Potential Spoilers!]
« on: September 21, 2019, 06:34:51 PM »
You might be interested in the Armchair Robotics thread and the tips and strategy guides post in the Strategies section. The threads about branches in particular will give you some more information about how the world is laid out. There are constraints to where each branch can appear.

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