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Cogmind => General Discussion => Topic started by: zxc on December 16, 2015, 08:08:54 PM

Title: Alpha 5/5b/5c Discussion
Post by: zxc on December 16, 2015, 08:08:54 PM
Announcement and changelog (http://"http://www.gridsagegames.com/forums/index.php?topic=357.0")

QuoteAttaching parts while slots are full attempts to smartly auto-replace existing parts.

Another game-changer, only this one on the UI side. You'll now tend to see far fewer "no free slot" messages, since attaching parts will automatically attempt to pick an existing part that is in some way inferior and replace it by first either putting it the inventory (if there's room) or dropping it to the ground. This feature works whether attaching from the ground or your inventory, so it can be a really easy way to swap in parts (especially for keyboard users) by essentially halving the number of commands required.

The system is even capable of smartly replacing Storage Units and resource containers without losing their contents. Have a damaged Hcp. Storage Unit and found a fresh one? No more inventory fumbling required, just press 'a' while standing on it and bam you're ready to go!

This change sounds awesome! I'm also quite eager to try the decreased volley delay of larger volleys. It sounds like a sizeable buff (although alert purge was nerfed).
Title: Re: Alpha 5 Discussion
Post by: zxc on December 17, 2015, 02:10:22 AM
One thing I've noticed is that item replacing ought to replace the most damaged item. For instance I had two aluminium legs, one green integrity and one yellow. I tried attaching a brand new leg and it replaced the green one instead of the yellow one.

Edit: Also the tutorial level still plays even when you copy your config file over. It seems you need to turn it on and off in the options in order to get rid of it.
Title: Re: Alpha 5 Discussion
Post by: zill on December 17, 2015, 02:33:42 AM
Sentries seem to have a much larger weapon range.
Title: Re: Alpha 5 Discussion
Post by: Kyzrati on December 17, 2015, 04:36:47 AM
Quote from: zxc on December 17, 2015, 02:10:22 AM
One thing I've noticed is that item replacing ought to replace the most damaged item. For instance I had two aluminium legs, one green integrity and one yellow. I tried attaching a brand new leg and it replaced the green one instead of the yellow one.
Hm, oops. It was supposed to pick the one with the lowest integrity, but I was getting tired by the time I added this--the entire system was done last thing right before release, without time to test all possibilities (a bad idea, yes), but I thought it was important to at least get in there :).

We'll first see if there's anything else needing/worth fixing and I'll put out a 5b soon.

Edit: Yeah, damn, I'm looking at it now and there's a typo in the source which is causing it to compare the wrong integrity value :/. A whole 5b for one tiny little thing? Argh...

Quote from: zxc on December 17, 2015, 02:10:22 AM
Edit: Also the tutorial level still plays even when you copy your config file over. It seems you need to turn it on and off in the options in order to get rid of it.
The tutorial level playing or not isn't stored in your config. That's part of the game.bin data, which if you don't copy over you'll also lose all your item collection records, among other things. (This is why the migration guide says to copy your entire /user/ directory. It also contains your tutorial.bin and buffer.txt files.)

Quote from: zill on December 17, 2015, 02:33:42 AM
Sentries seem to have a much larger weapon range.
Nope, all changes are listed in the changelog :).
Title: Re: Alpha 5 Discussion
Post by: zxc on December 17, 2015, 04:45:50 AM
Quote from: Kyzrati on December 17, 2015, 04:36:47 AM
We'll first see if there's anything else needing/worth fixing and I'll put out a 5b soon.

Edit: Yeah, damn, I'm looking at it now and there's a typo in the source which is causing it to compare the wrong integrity value :/. A whole 5b for one tiny little thing? Argh...

;D

Quote from: Kyzrati on December 17, 2015, 04:36:47 AM
The tutorial level playing or not isn't stored in your config. That's part of the game.bin data, which if you don't copy over you'll also lose all your item collection records, among other things. (This is why the migration guide says to copy your entire /user/ directory. It also contains your tutorial.bin and buffer.txt files.)

Oops
Title: Re: Alpha 5 Discussion
Post by: Kyzrati on December 17, 2015, 05:07:36 AM
Okay fine, you win, I uploaded Alpha 5b ;D
Title: Re: Alpha 5/5b Discussion
Post by: Enno on December 17, 2015, 05:24:05 AM
hahaha my first alpha 5 run is done and a 5b is out now :D and the a-key is cogminds new best friend^^ very good for the gameplay...more fun because of this in my opinion. it seems that cogmind is a little stronger now !? in -6 i came two times in a chute-trap, than leave successful and a few hacks later surrounded by 4 h's...and love to see my wifes name in the supporter-list  ;) now i download and try the /b^^
Title: Re: Alpha 5/5b Discussion
Post by: Kyzrati on December 17, 2015, 05:31:25 AM
Well, not a massive difference in 5b, but if you're using 'a' (like I assume everyone will now =p), it's definitely worth switching over real quick.

Overall the game is going to be easier now for anyone using three or more weapons at once, and that's certainly how a lot of people like to play :D. No difference in across-the-board mechanics other than that, but that's a really big one!

Glad to have you on the list, Enno. Or your wife, right =p
Title: Re: Alpha 5/5b Discussion
Post by: zxc on December 17, 2015, 06:08:52 AM
Played a combat cogmind for the first time since the tournament. I was going well until -4 ruined me (endless fighting loop + ran out of weapons). I think probably half the inventory space should be taken by weapons.

Oh and I went rampaging around in a garrison for the first time ;D - I think I owned those robots. While there were many enemies, they dropped good stuff (which never got taken away), so I probably benefited from it.

Also I spotted something slightly weird. In my morgue file it says:

Best Kill Streak           11
  Combat Bots Only         14

Combat bots only > my best kill streak?

Cogmind - Alpha 5

Name: zzxc

---[ CORE DESTROYED ]---

Performance
-------------
Evolutions (6)             3000
Robots Destroyed (231)     1155
Value Destroyed (10547)    10547
Prototype IDs (20)         400
Alien Tech Identified (0)  0
Bonus (200)                200
              TOTAL SCORE: 15302

Cogmind
---------
Core Integrity             0/1150
Matter                     260/300
Energy                     11/50
System Corruption          33%
Temperature                Cool (0)
Location                   -4/Factory

Parts
-------
Power (2)
Propulsion (3)
Utility (9)
Weapon (5)
  Improved Plasma Cutter

Inventory
-----------
High-powered Tractor Beam
High-capacity Storage Unit
Advanced Heat Sink
Advanced Heat Sink

Peak State
------------
Power
  Fusion Reactor
  Improved Deuterium Engine
Propulsion
  Heavy Treads
  Durable Medium Treads
Utility
  Energy Well
  Reactive Heavy Armor
  High-capacity Storage Unit
  High-capacity Storage Unit
  Advanced Heat Sink
  Advanced Force Field
  Advanced Heat Sink
Weapon
  Heavy Gauss Cannon
  Proton Cannon
  Long-range Proton Cannon
  Cooled Phase Cannon
  Cooled Phase Cannon
[Rating: 102]

Favorites
-----------
Power                      Improved Deuterium Engine
  Engine                   Improved Deuterium Engine
  Power Core               Neutrino Core
  Reactor                  Fusion Reactor
Propulsion                 Light Treads
  Treads                   Light Treads
  Wheel                    Wheel
  Leg                      Flexi-carbon Leg
  Hover Unit               Experimental Gravmag System
Utility                    High-capacity Storage Unit
  Device                   Advanced Heat Sink
  Storage                  High-capacity Storage Unit
  Processor                Improved Core Analyzer
  Hackware                 Improved Hacking Suite
  Protection               Improved Light Armor Plating
Weapon                     Heavy Flak Cannon
  Energy Gun               Heavy Gatling Laser
  Energy Cannon            Proton Cannon
  Ballistic Gun            Flak Gun
  Ballistic Cannon         Heavy Flak Cannon
  Launcher                 Micro-nuke Launcher
  Special Weapon           Improved Plasma Cutter

Stats
-------
Bonus Breakdown            200
  Entered Garrisons        200
Classes Destroyed          17
  Worker                   17
  Builder                  12
  Tunneler                 1
  Hauler                   14
  Recycler                 24
  Mechanic                 1
  Operator                 4
  Watcher                  9
  Swarmer                  23
  Grunt                    54
  Duelist                  1
  Protector                3
  Sentry                   20
  Specialist               1
  Hunter                   19
  Programmer               27
  Behemoth                 1
NPCs Destroyed             0
Best Kill Streak           11
  Combat Bots Only         14
Matter Collected           7807
  Salvage Created          10025
Parts Attached             265
  Power                    19
  Propulsion               36
  Utility                  114
  Weapon                   96
Parts Lost                 84
  Power                    8
  Propulsion               12
  Utility                  28
  Weapon                   36
Average Slot Usage (%)     90
  Naked Turns              39
Spaces Moved               3473
  Fastest Speed (%)        200
  Average Speed (%)        57
  Slowest Speed (%)        47
  Overloaded Moves         0
  Propulsion Burnouts      0
  Targets Rammed           16
  Cave-ins Triggered       0
  Teleports                0
Heaviest Build             143
  Greatest Overweight (x)  28
  Average Overweight (x)   0
Largest Inventory          28
  Most Items Carried       23
  Average Items Carried    14
Core Damage Taken          1605
Average Core Remaining (%) 85
  Depth 10 Exit            85
  Depth 9 Exit             69
  Depth 8 Exit             92
  Depth 7 Exit             74
  Depth 6 Exit             97
  Depth 5 Exit             95
Volleys Fired              460
  Largest                  5
  Hottest                  342
Shots Fired                1410
  Gun                      563
  Cannon                   803
  Launcher                 41
  Special                  3
  Kinetic                  805
  Thermal                  416
  Explosive                41
  Electromagnetic          148
Shots Hit Robots           942
  Core Hits                590
Overload Shots             0
  Energy Bleed             0
  Heat Surge               0
  Short Circuit            0
  Meltdown                 0
Melee Attacks              0
  Impact                   0
  Slashing                 0
  Piercing                 0
Damage Inflicted           28130
  Projectiles              20136
  Explosions               7915
  Melee                    0
  Ramming                  79
  Kinetic                  12085
  Thermal                  7291
  Explosive                6524
  Electromagnetic          2151
  Impact                   0
  Slashing                 0
  Piercing                 0
Self-Inflicted Damage      685
  Shots                    12
  Rammed                   16
Highest Temperature        738
  Average Temperature      135
  Shutdowns                15
  Energy Bleed             11
  Interference             9
  Matter Decay             3
  Short Circuit            1
  Damage (minor)           2
  Damage (major)           2
  Damage (core)            0
Highest Corruption         33
  Average Corruption       9
  Message Errors           42
  Parts Rejected           17
  Data loss (map)          36
  Data loss (database)     26
  Misfires                 14
  Misdirections            18
  Targeting Errors         92
  Weapon Failures          25
  Depth 9 End              3
  Depth 7 End              2
  Depth 5 End              5
Haulers Intercepted        14
Robots Corrupted           0
Robots Melted              0
Power Chain Reactions      0
Tactical Retreats          10
Communications Jammed      0
Parts Field Recycled       0
  Retrieved Matter         0
Parts Merge Repaired       0
Drone Launches             4
  Drone Recoveries         0
Derelicts Assembled        0
Traps Triggered            0
  Indirectly               0
Trap Hack Attempts         0
  Triggered                0
  Disarmed                 0
  Reprogrammed             0
  Reused                   0
Machine Familiarity        21
  Terminals                19
  Fabricators              0
  Repair Stations          0
  Recycling Units          0
  Scanalyzers              0
  Garrison Access          2
Machines Hacked            21
  Terminals                19
  Fabricators              0
  Repair Stations          0
  Recycling Units          0
  Scanalyzers              0
  Garrison Access          2
Total Hacks                74
  Successful               27
  Failed                   47
  Catastrophic             13
  Database Lockouts        0
  Manual                   25
  Unauthorized             3
  Terminals                66
  Fabricators              0
  Repair Stations          0
  Recycling Units          0
  Scanalyzers              0
  Garrison Access          8
Terminal Hacks             26
  Record                   0
  Part Schematic           0
  Robot Schematic          0
  Robot Analysis           0
  Prototype ID Bank        1
  Open Door                1
  Level Access Points      0
  Branch Access Points     0
  Emergency Access Points  1
  Machine Index            0
  Terminal Index           1
  Fabricator Index         0
  Repair Station Index     0
  Recycling Unit Index     0
  Scanalyzer Index         0
  Garrison Index           0
  Alert Level              5
  Unreport Threat          7
  Locate Traps             1
  Disarm Traps             0
  Reprogram Traps          0
  Dispatch Records         1
  Maintenance Status       0
  Security Status          0
  Surveillance Status      0
  Patrol Status            0
  Transport Status         0
  Investigation Status     0
  Extermination Status     0
  Reinforcement Status     0
  Assault Status           0
  Recall Investigation     0
  Recall Extermination     0
  Recall Reinforcements    0
  Recall Assault           0
  Hauler Manifests         0
  Registered Components    0
  Registered Prototypes    0
  Zone Layout              0
  Sector Layout            5
  Machine Controls         0
Hacking Detections         25
  Full Trace Events        5
  Feedback Events          0
  Feedback Corruption      0
  Feedback Part Disabled   0
  Feedback Blocked         0
Garrisons Disabled         1
Garrisons Compromised      0
Robot Schematics Acquired  0
  Robots Built             0
  Total Robot Build Rating 0
  Robot Fabrication Matter 0
  Robot Fabrication Time   0
Part Schematics Acquired   0
  Parts Built              0
  Total Part Build Rating  0
  Part Fabrication Matter  0
  Part Fabrication Time    0
Parts Repaired             0
  Part Repair Time         0
Parts Recycled             0
  Recycled Matter          0
  Retrieved Matter         0
Parts Scanalyzed           0
  Part Schematics Acquired 0
  Parts Damaged            0
Robot Analysis Total       0
Robots Rewired             0
Robots Hacked              0
  Non-combat               0
  Combat                   0
  Parse                    0
  Link                     0
  Rebooted                 0
  Overloaded               0
  Assimilated              0
  Manual                   0
  Secondary                0
Robot Hack Failures        0
Allies Hacked              0
Hacks Repelled             0
Total Allies               14
  Largest Group            10
  Highest-Rated Group      55
  Highest-Rated Ally       10
Total Orders               4
  STAY                     0
  GOTO                     0
  ROAM                     0
  FOLLOW                   0
  GUARD                    0
  AID                      0
  BUILD                    0
  TUNNEL                   0
  DROP                     0
  PICKUP                   0
  COLLECT                  0
  EXPLORE                  4
  RETURN                   0
Terraforming Orders        0
  Walls Built              0
  Walls Tunneled           0
Ally Attacks               48
  Total Damage             457
  Kills                    9
Allies Corrupted           0
Allies Melted              0
Peak Influence             1777
  Average Influence        496
  Final Influence          1657
Maximum Alert Level        5
  Low Security (%)         42
  Level 1                  19
  Level 2                  12
  Level 3                  4
  Level 4                  16
  Level 5                  4
Squads Dispatched          32
  Investigation            8
  Extermination            11
  Reinforcement            5
  Assault                  7
  Garrison                 1
Exploration Rate (%)       16
  Regions Visited          11
Garrisons Visited          1
  Relays Disabled          2
  Generators Disabled      0
Turns Passed               8642
  Depth 11                 174
  Depth 10                 469
  Depth 9                  1133
  Depth 8                  500
  Depth 7                  1098
  Depth 6                  815
  Depth 5                  1437
  Depth 4                  3016
  Scrapyard                174
  Materials                1581
  Factory                  5626
  Storage                  521
  Garrison                 740

Prototype IDs
---------------
Fusion Reactor
Experimental Gravmag System
Heavy Gatling Laser
Improved EM Shotgun
Advanced Beam Cannon
Cooled Phase Cannon
Improved Assault Rifle
Anti-matter Cannon
Tri-rail Accelerator
Scatter Rocket Array
Mini Smartbomb Launcher
Tiamat Missile Launcher
Guided EMP Blaster
Experimental Optical Array
Experimental ECM Suite
Inertial Stasis Machine
Quarantine Testbed
Quantum Shroud
Experimental Reclamation Unit

Alien Tech Recovered
----------------------
None

Game
------
Seed: 1450343851
^Manual?: 0
Play Time: 210 min
Sessions: 3
Mod: N/A
Game No.: 20
ASCII: 1
Keyboard: 1
Movement: Numpad
Fullscreen: 1
Font: 18/Terminus
Map View: 76x50


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Title: Re: Alpha 5/5b Discussion
Post by: Kyzrati on December 17, 2015, 06:35:16 AM
I smashed up a garrison on my one weapons-heavy test run, too :D. You definitely need to carry more spares with that kind of build, but I think it can work quite well with the right tactics.

Never did finish that run due to time constraints, but stopped in good shape on -4. I'm eager to make a proper go of it in my next stream.

About the streak count error, thanks for pointing that out. It was all kinds of messed up a few months ago and I "fixed" it, but just looked now and apparently left one of the source lines in the wrong spot, causing the combat timer to reset even if you killed a non-combat robot, meaning it's possible through a confluence of events to extend your combat kill streaks even longer. Oops. I've fixed it for the next release. (If you'd caught it a couple hours earlier it would have been in 5b :P)
Title: Re: Alpha 5/5b Discussion
Post by: zxc on December 17, 2015, 06:40:05 AM
Quote from: Kyzrati on December 17, 2015, 06:35:16 AM
About the streak count error, thanks for pointing that out. It was all kinds of messed up a few months ago and I "fixed" it, but just looked now and apparently left one of the source lines in the wrong spot, causing the combat timer to reset even if you killed a non-combat robot, meaning it's possible through a confluence of events to extend your combat kill streaks even longer. Oops. I've fixed it for the next release. (If you'd caught it a couple hours earlier it would have been in 5b :P)

Difficult to spot before finishing a run and getting a morgue file!
Title: Re: Alpha 5/5b Discussion
Post by: Kyzrati on December 17, 2015, 06:43:09 AM
You mean I can't blame you for not dying quickly enough? ;)
Title: Re: Alpha 5/5b Discussion
Post by: zxc on December 17, 2015, 10:10:45 AM
I still think something isn't right.

Spoiler
(https://i.imgur.com/zSNgIa3.png)
[close]

I equipped some treads off the floor. The treads being inspected were the ones the game decided to drop. They have more integrity than the red ones.

Edit: Another one bites the dust at -4 again. On the plus side, I don't think I've had a temperature as high as 1242 before. At the end I tried to see how high it could reach.

Cogmind - Alpha 5b

Name: zzxc

---[ CORE DESTROYED ]---

Performance
-------------
Evolutions (6)             3000
Robots Destroyed (330)     1650
Value Destroyed (11735)    11735
Prototype IDs (14)         280
Alien Tech Identified (0)  0
Bonus (0)                  0
              TOTAL SCORE: 16665

Cogmind
---------
Core Integrity             0/1150
Matter                     226/500
Energy                     316/505
System Corruption          21%
Temperature                Critical (1248)
Location                   -4/Factory

Parts
-------
Power (2)
  Neutrino Core
  Heavy Anti-Matter Reactor
Propulsion (5)
  Heavy Treads
  Improved Treads
Utility (7)
  High-capacity Storage Unit
  Large Storage Unit
  High-capacity Matter Storage Unit
  Layered Medium Armor Plating
Weapon (5)
  Railgun
  Long-range Proton Cannon
  Heavy Plasma Cannon

Inventory
-----------
Micro Fission Core
Improved Treads
Medium Treads
Heavy Plasma Cannon
Heavy Plasma Cannon
Long-range Proton Cannon
Long-range Proton Cannon
KE Penetrator
Fusion Cannon
High-powered Tractor Beam

Peak State
------------
Power
  Neutrino Core
  Heavy Anti-Matter Reactor
Propulsion
  Heavy Treads
  Compact Heavy Treads
  Improved Medium Treads
  Medium Treads
Utility
  Improved Cooling System
  High-capacity Storage Unit
  Improved Cooling System
  High-capacity Storage Unit
  Reactive Medium Armor
  Advanced Heat Sink
Weapon
  Improved Lightning Gun
  Matter Neutralizer
  Mini Assault Cannon
  Long-range Proton Cannon
  Fusion Cannon
[Rating: 96]

Favorites
-----------
Power                      Neutrino Core
  Engine                   Improved Deuterium Engine
  Power Core               Neutrino Core
  Reactor                  Heavy Anti-Matter Reactor
Propulsion                 Light Treads
  Treads                   Light Treads
  Leg                      Aluminum Leg
  Hover Unit               Hover Unit
Utility                    High-capacity Storage Unit
  Device                   Improved Cooling System
  Storage                  High-capacity Storage Unit
  Processor                Improved Targeting Computer
  Protection               Light Armor Plating
Weapon                     Coil Gun
  Energy Gun               Improved EM Shotgun
  Energy Cannon            Cooled Particle Cannon
  Ballistic Gun            Coil Gun
  Ballistic Cannon         Light Cannon
  Launcher                 Mini Grenade Launcher

Stats
-------
Bonus Breakdown            0
Classes Destroyed          19
  Worker                   17
  Builder                  32
  Tunneler                 4
  Hauler                   15
  Recycler                 29
  Carrier                  1
  Mechanic                 3
  Operator                 1
  Watcher                  18
  Swarmer                  51
  Saboteur                 2
  Grunt                    78
  Brawler                  4
  Duelist                  5
  Protector                1
  Sentry                   29
  Hunter                   16
  Programmer               22
  Behemoth                 2
NPCs Destroyed             0
Best Kill Streak           17
  Combat Bots Only         9
Matter Collected           7086
  Salvage Created          14687
Parts Attached             258
  Power                    23
  Propulsion               70
  Utility                  58
  Weapon                   107
Parts Lost                 68
  Power                    4
  Propulsion               13
  Utility                  23
  Weapon                   28
Average Slot Usage (%)     96
  Naked Turns              3
Spaces Moved               3638
  Fastest Speed (%)        200
  Average Speed (%)        52
  Slowest Speed (%)        40
  Overloaded Moves         0
  Propulsion Burnouts      0
  Targets Rammed           1
  Cave-ins Triggered       0
  Teleports                0
Heaviest Build             151
  Greatest Overweight (x)  11
  Average Overweight (x)   0
Largest Inventory          28
  Most Items Carried       28
  Average Items Carried    23
Core Damage Taken          2047
Average Core Remaining (%) 70
  Depth 10 Exit            30
  Depth 9 Exit             71
  Depth 8 Exit             77
  Depth 7 Exit             62
  Depth 6 Exit             92
  Depth 5 Exit             93
Volleys Fired              624
  Largest                  5
  Hottest                  359
Shots Fired                1851
  Gun                      818
  Cannon                   993
  Launcher                 40
  Special                  0
  Kinetic                  959
  Thermal                  524
  Explosive                36
  Electromagnetic          332
Shots Hit Robots           1088
  Core Hits                563
Overload Shots             0
  Energy Bleed             0
  Heat Surge               0
  Short Circuit            0
  Meltdown                 0
Melee Attacks              0
  Impact                   0
  Slashing                 0
  Piercing                 0
Damage Inflicted           28636
  Projectiles              24227
  Explosions               4401
  Melee                    0
  Ramming                  8
  Kinetic                  12523
  Thermal                  8538
  Explosive                3463
  Electromagnetic          4104
  Impact                   0
  Slashing                 0
  Piercing                 0
Self-Inflicted Damage      320
  Shots                    10
  Rammed                   1
Highest Temperature        1242
  Average Temperature      96
  Shutdowns                14
  Energy Bleed             2
  Interference             5
  Matter Decay             5
  Short Circuit            1
  Damage (minor)           2
  Damage (major)           18
  Damage (core)            4
Highest Corruption         21
  Average Corruption       5
  Message Errors           19
  Parts Rejected           8
  Data loss (map)          19
  Data loss (database)     18
  Misfires                 6
  Misdirections            4
  Targeting Errors         57
  Weapon Failures          17
  Depth 7 End              2
  Depth 6 End              7
  Depth 5 End              4
Haulers Intercepted        15
Robots Corrupted           24
Robots Melted              0
Power Chain Reactions      0
Tactical Retreats          20
Communications Jammed      0
Parts Field Recycled       0
  Retrieved Matter         0
Parts Merge Repaired       0
Drone Launches             0
  Drone Recoveries         0
Derelicts Assembled        0
Traps Triggered            1
  Indirectly               1
Trap Hack Attempts         0
  Triggered                0
  Disarmed                 0
  Reprogrammed             0
  Reused                   0
Machine Familiarity        24
  Terminals                19
  Fabricators              1
  Repair Stations          0
  Recycling Units          0
  Scanalyzers              1
  Garrison Access          3
Machines Hacked            24
  Terminals                19
  Fabricators              1
  Repair Stations          0
  Recycling Units          0
  Scanalyzers              1
  Garrison Access          3
Total Hacks                60
  Successful               23
  Failed                   36
  Catastrophic             15
  Database Lockouts        0
  Manual                   31
  Unauthorized             3
  Terminals                53
  Fabricators              1
  Repair Stations          0
  Recycling Units          0
  Scanalyzers              2
  Garrison Access          4
Terminal Hacks             19
  Record                   0
  Part Schematic           0
  Robot Schematic          0
  Robot Analysis           0
  Prototype ID Bank        2
  Open Door                3
  Level Access Points      1
  Branch Access Points     0
  Emergency Access Points  0
  Machine Index            0
  Terminal Index           0
  Fabricator Index         0
  Repair Station Index     0
  Recycling Unit Index     0
  Scanalyzer Index         0
  Garrison Index           0
  Alert Level              5
  Unreport Threat          2
  Locate Traps             1
  Disarm Traps             0
  Reprogram Traps          0
  Dispatch Records         0
  Maintenance Status       0
  Security Status          0
  Surveillance Status      1
  Patrol Status            0
  Transport Status         0
  Investigation Status     0
  Extermination Status     0
  Reinforcement Status     0
  Assault Status           0
  Recall Investigation     0
  Recall Extermination     0
  Recall Reinforcements    0
  Recall Assault           0
  Hauler Manifests         0
  Registered Components    1
  Registered Prototypes    0
  Zone Layout              0
  Sector Layout            1
  Machine Controls         0
Hacking Detections         24
  Full Trace Events        2
  Feedback Events          0
  Feedback Corruption      0
  Feedback Part Disabled   0
  Feedback Blocked         0
Garrisons Disabled         3
Garrisons Compromised      0
Robot Schematics Acquired  0
  Robots Built             0
  Total Robot Build Rating 0
  Robot Fabrication Matter 0
  Robot Fabrication Time   0
Part Schematics Acquired   12
  Parts Built              0
  Total Part Build Rating  0
  Part Fabrication Matter  0
  Part Fabrication Time    0
Parts Repaired             0
  Part Repair Time         0
Parts Recycled             0
  Recycled Matter          0
  Retrieved Matter         0
Parts Scanalyzed           0
  Part Schematics Acquired 0
  Parts Damaged            0
Robot Analysis Total       0
Robots Rewired             0
Robots Hacked              0
  Non-combat               0
  Combat                   0
  Parse                    0
  Link                     0
  Rebooted                 0
  Overloaded               0
  Assimilated              0
  Manual                   0
  Secondary                0
Robot Hack Failures        0
Allies Hacked              0
Hacks Repelled             0
Total Allies               0
  Largest Group            0
  Highest-Rated Group      0
  Highest-Rated Ally       0
Total Orders               0
  STAY                     0
  GOTO                     0
  ROAM                     0
  FOLLOW                   0
  GUARD                    0
  AID                      0
  BUILD                    0
  TUNNEL                   0
  DROP                     0
  PICKUP                   0
  COLLECT                  0
  EXPLORE                  0
  RETURN                   0
Terraforming Orders        0
  Walls Built              0
  Walls Tunneled           0
Ally Attacks               0
  Total Damage             0
  Kills                    0
Allies Corrupted           0
Allies Melted              0
Peak Influence             1847
  Average Influence        497
  Final Influence          1827
Maximum Alert Level        5
  Low Security (%)         17
  Level 1                  29
  Level 2                  32
  Level 3                  14
  Level 4                  4
  Level 5                  2
Squads Dispatched          48
  Investigation            4
  Extermination            12
  Reinforcement            11
  Assault                  8
  Garrison                 13
Exploration Rate (%)       19
  Regions Visited          9
Garrisons Visited          0
  Relays Disabled          0
  Generators Disabled      0
Turns Passed               10108
  Depth 11                 68
  Depth 10                 1053
  Depth 9                  1567
  Depth 8                  829
  Depth 7                  1944
  Depth 6                  2067
  Depth 5                  953
  Depth 4                  1627
  Scrapyard                68
  Materials                3449
  Factory                  5103
  Storage                  1488

Prototype IDs
---------------
Heavy Ion Engine
Enhanced Nuclear Core
F-Cell Engine
Heavy Anti-Matter Reactor
Improved Medium Laser
Improved EM Shotgun
Improved Lightning Gun
Cooled Particle Cannon
Compact Ion Cannon
Enhanced Autogun
Enhanced Coil Gun
Mini Assault Cannon
Rocket Array
Scatter Rocket Array
Gravity Neutralizing Apparatus

Alien Tech Recovered
----------------------
None

Game
------
Seed: 1450367201
^Manual?: 0
Play Time: 133 min
Sessions: 1
Mod: N/A
Game No.: 24
ASCII: 1
Keyboard: 1
Movement: Numpad
Fullscreen: 1
Font: 18/Terminus
Map View: 76x50


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Title: Re: Alpha 5/5b Discussion
Post by: Kyzrati on December 17, 2015, 06:40:41 PM
Quote from: zxc on December 17, 2015, 10:10:45 AM
I still think something isn't right.

I equipped some treads off the floor. The treads being inspected were the ones the game decided to drop. They have more integrity than the red ones.
Argh, okay, apparently I'll need to do more thorough testing of situations with many parts of the same kind, and on the system in general. It was a pretty big thing to be adding in such short time. Definitely not SOP :P

At least it seems to mostly work right? Is it helpful?

Quote from: zxc on December 17, 2015, 10:10:45 AM
Edit: Another one bites the dust at -4 again. On the plus side, I don't think I've had a temperature as high as 1242 before. At the end I tried to see how high it could reach.
High temperature are survivable, but the random nature of the effects can mean in some cases you end up severely crippled. Definitely an area of the game where you can push your luck in a pinch and just hope to get away with it :)

Also, I notice that you've visited Storage in both of these runs, but didn't take the new exit. Any particular reason?
Title: Re: Alpha 5/5b Discussion
Post by: Decker on December 17, 2015, 08:54:03 PM
QuoteAt least it seems to mostly work right? Is it helpful?

Halfway useful to me. It often saves time, but it's bad for optimal play since I sometimes get nasty surprises. Can you add an option to bypass the "smart" algorithm with an explicit target prompt?
Title: Re: Alpha 5/5b Discussion
Post by: zxc on December 17, 2015, 09:36:20 PM
Quote from: Kyzrati on December 17, 2015, 06:40:41 PM
At least it seems to mostly work right? Is it helpful?
Yeah it's helpful. Sometimes I have to drop and replace stuff when it makes a mistake though :P . I still think the ideal would be to press "a" and then the letter of the item you want to replace.

Quote from: Kyzrati on December 17, 2015, 06:40:41 PM
Also, I notice that you've visited Storage in both of these runs, but didn't take the new exit. Any particular reason?
I didn't even realise! I explored the second storage quite thoroughly but in my mind I only had the goal of leaving immediately. That there was a new exit didn't even occur to me.
Title: Re: Alpha 5/5b Discussion
Post by: karlnp on December 18, 2015, 01:11:55 AM
Thought I was doing a weekly seed but I forgot to enter the damn thing. Oh well. Original post below.

Noooooot bad!

Spoiler
Cogmind - Alpha 5b

Name: karlnp

---[ CORE DESTROYED ]---

Performance
-------------
Evolutions (1)             500
Robots Destroyed (57)      285
Value Destroyed (1640)     1640
Prototype IDs (3)          60
Alien Tech Identified (0)  0
Bonus (0)                  0
              TOTAL SCORE: 2485

Cogmind
---------
Core Integrity             0/400
Matter                     212/300
Energy                     270/270
System Corruption          0%
Temperature                Cool (5)
Location                   -9/Storage

Parts
-------
Power (2)
  F-Cell Engine
Propulsion (3)
Utility (2)
Weapon (2)
  Heavy Assault Rifle

Inventory
-----------
Hover Unit
Improved Hover Unit
Drone Bay

Peak State
------------
Power
  F-Cell Engine
  F-Cell Engine
Propulsion
  Hover Unit
Utility
  Drone Bay
Weapon
  Heavy Assault Rifle
[Rating: 25]

Favorites
-----------
Power                      Improved Ion Engine
  Engine                   Improved Ion Engine
  Power Core               Light Nuclear Core
Propulsion                 Aluminum Leg
  Treads                   Light Treads
  Leg                      Aluminum Leg
  Hover Unit               Hover Unit
Utility                    High-capacity Storage Unit
  Device                   Weight Redist. System
  Storage                  High-capacity Storage Unit
  Hackware                 Footprint Analyzer
  Protection               Core Shielding
Weapon                     Improved Light Cannon
  Energy Gun               EM Pulse Gun
  Energy Cannon            Light EM Pulse Cannon
  Ballistic Gun            Heavy Assault Rifle
  Ballistic Cannon         Improved Light Cannon
  Launcher                 Grenade Launcher

Stats
-------
Bonus Breakdown            0
Classes Destroyed          9
  Worker                   3
  Builder                  4
  Tunneler                 1
  Recycler                 1
  Watcher                  1
  Swarmer                  14
  Grunt                    21
  Duelist                  2
  Sentry                   10
NPCs Destroyed             0
Best Kill Streak           6
  Combat Bots Only         4
Matter Collected           1438
  Salvage Created          1556
Parts Attached             67
  Power                    12
  Propulsion               21
  Utility                  10
  Weapon                   24
Parts Lost                 30
  Power                    4
  Propulsion               11
  Utility                  1
  Weapon                   14
Average Slot Usage (%)     91
  Naked Turns              4
Spaces Moved               1579
  Fastest Speed (%)        200
  Average Speed (%)        69
  Slowest Speed (%)        14
  Overloaded Moves         0
  Propulsion Burnouts      0
  Targets Rammed           1
  Cave-ins Triggered       0
  Teleports                0
Heaviest Build             50
  Greatest Overweight (x)  13
  Average Overweight (x)   0
Largest Inventory          12
  Most Items Carried       12
  Average Items Carried    9
Core Damage Taken          544
Average Core Remaining (%) 43
  Depth 10 Exit            43
Volleys Fired              156
  Largest                  2
  Hottest                  131
Shots Fired                287
  Gun                      179
  Cannon                   99
  Launcher                 9
  Special                  0
  Kinetic                  198
  Thermal                  19
  Explosive                9
  Electromagnetic          61
Shots Hit Robots           182
  Core Hits                75
Overload Shots             0
  Energy Bleed             0
  Heat Surge               0
  Short Circuit            0
  Meltdown                 0
Melee Attacks              0
  Impact                   0
  Slashing                 0
  Piercing                 0
Damage Inflicted           4517
  Projectiles              3235
  Explosions               1270
  Melee                    0
  Ramming                  12
  Kinetic                  2470
  Thermal                  387
  Explosive                1142
  Electromagnetic          506
  Impact                   0
  Slashing                 0
  Piercing                 0
Self-Inflicted Damage      397
  Shots                    6
  Rammed                   1
Highest Temperature        222
  Average Temperature      50
  Shutdowns                0
  Energy Bleed             0
  Interference             1
  Matter Decay             0
  Short Circuit            0
  Damage (minor)           0
  Damage (major)           0
  Damage (core)            0
Highest Corruption         0
  Average Corruption       0
  Message Errors           0
  Parts Rejected           0
  Data loss (map)          0
  Data loss (database)     0
  Misfires                 0
  Misdirections            0
  Targeting Errors         0
  Weapon Failures          0
Haulers Intercepted        0
Robots Corrupted           0
Robots Melted              0
Power Chain Reactions      0
Tactical Retreats          1
Communications Jammed      0
Parts Field Recycled       0
  Retrieved Matter         0
Parts Merge Repaired       0
Drone Launches             2
  Drone Recoveries         0
Derelicts Assembled        0
Traps Triggered            0
  Indirectly               0
Trap Hack Attempts         0
  Triggered                0
  Disarmed                 0
  Reprogrammed             0
  Reused                   0
Machine Familiarity        11
  Terminals                10
  Fabricators              0
  Repair Stations          0
  Recycling Units          0
  Scanalyzers              0
  Garrison Access          1
Machines Hacked            9
  Terminals                8
  Fabricators              0
  Repair Stations          0
  Recycling Units          0
  Scanalyzers              0
  Garrison Access          1
Total Hacks                17
  Successful               7
  Failed                   10
  Catastrophic             1
  Database Lockouts        0
  Manual                   3
  Unauthorized             0
  Terminals                14
  Fabricators              0
  Repair Stations          0
  Recycling Units          0
  Scanalyzers              0
  Garrison Access          3
Terminal Hacks             6
  Record                   2
  Part Schematic           0
  Robot Schematic          0
  Robot Analysis           0
  Prototype ID Bank        0
  Open Door                2
  Level Access Points      0
  Branch Access Points     0
  Emergency Access Points  0
  Machine Index            0
  Terminal Index           0
  Fabricator Index         0
  Repair Station Index     0
  Recycling Unit Index     0
  Scanalyzer Index         0
  Garrison Index           0
  Alert Level              1
  Unreport Threat          0
  Locate Traps             0
  Disarm Traps             0
  Reprogram Traps          0
  Dispatch Records         0
  Maintenance Status       0
  Security Status          0
  Surveillance Status      0
  Patrol Status            0
  Transport Status         0
  Investigation Status     0
  Extermination Status     0
  Reinforcement Status     0
  Assault Status           0
  Recall Investigation     0
  Recall Extermination     0
  Recall Reinforcements    0
  Recall Assault           0
  Hauler Manifests         0
  Registered Components    0
  Registered Prototypes    0
  Zone Layout              0
  Sector Layout            1
  Machine Controls         0
Hacking Detections         8
  Full Trace Events        0
  Feedback Events          0
  Feedback Corruption      0
  Feedback Part Disabled   0
  Feedback Blocked         0
Garrisons Disabled         1
Garrisons Compromised      0
Robot Schematics Acquired  0
  Robots Built             0
  Total Robot Build Rating 0
  Robot Fabrication Matter 0
  Robot Fabrication Time   0
Part Schematics Acquired   0
  Parts Built              0
  Total Part Build Rating  0
  Part Fabrication Matter  0
  Part Fabrication Time    0
Parts Repaired             0
  Part Repair Time         0
Parts Recycled             0
  Recycled Matter          0
  Retrieved Matter         0
Parts Scanalyzed           0
  Part Schematics Acquired 0
  Parts Damaged            0
Robot Analysis Total       0
Robots Rewired             0
Robots Hacked              0
  Non-combat               0
  Combat                   0
  Parse                    0
  Link                     0
  Rebooted                 0
  Overloaded               0
  Assimilated              0
  Manual                   0
  Secondary                0
Robot Hack Failures        0
Allies Hacked              0
Hacks Repelled             0
Total Allies               2
  Largest Group            2
  Highest-Rated Group      10
  Highest-Rated Ally       5
Total Orders               0
  STAY                     0
  GOTO                     0
  ROAM                     0
  FOLLOW                   0
  GUARD                    0
  AID                      0
  BUILD                    0
  TUNNEL                   0
  DROP                     0
  PICKUP                   0
  COLLECT                  0
  EXPLORE                  0
  RETURN                   0
Terraforming Orders        0
  Walls Built              0
  Walls Tunneled           0
Ally Attacks               0
  Total Damage             0
  Kills                    0
Allies Corrupted           0
Allies Melted              0
Peak Influence             380
  Average Influence        125
  Final Influence          370
Maximum Alert Level        1
  Low Security (%)         74
  Level 1                  25
  Level 2                  0
  Level 3                  0
  Level 4                  0
  Level 5                  0
Squads Dispatched          8
  Investigation            0
  Extermination            0
  Reinforcement            3
  Assault                  2
  Garrison                 3
Exploration Rate (%)       40
  Regions Visited          5
Garrisons Visited          0
  Relays Disabled          0
  Generators Disabled      0
Turns Passed               3194
  Depth 11                 80
  Depth 10                 1070
  Depth 9                  2044
  Scrapyard                80
  Materials                1020
  Mines                    506
  Storage                  1588

Prototype IDs
---------------
F-Cell Engine
Improved Medium Laser
Improved Assault Rifle

Alien Tech Recovered
----------------------
None

Game
------
Seed: 1450423178
^Manual?: 0
Play Time: 42 min
Sessions: 1
Mod: N/A
Game No.: 16
ASCII: 1
Keyboard: 1
Movement: Vi
Fullscreen: 1
Font: 18/Cogmind
Map View: 76x50


X=9208270932336492642674792391
296163241154013131202431109109
246765405647032202004451290295
953693954402106540452297234677
541342042241342552455790635250
553302054912921721429247354909
341151142136475436209142500955
974234343151529354506151242141
241151142141242151102141241152
252141257951144279442131232141
094151102141241151242141241151
142141241152112141251151142141
241151142141241105114214150219
114214124115114214124152120357
147026644013134915546619124524
025715144914413694220165329795
0340432912002492202979644
[close]

Spoiler
And from Materials to Mines, found a Derelict facing 3 Pests and helped him out, then he joined me and helped me get to the next level, or so I thought - whoo boy, I love Storage! Piles and piles of Hover Units, and some really interesting encounters - particularly 2 Derelict hiding in a storage closet full of experimental flight units. Great, but then the assault team shows up with 2 ARCs full of katana-wielding death machines.
[close]

Weird behaviour/bugs:

I realized why I didn't know that Alt-# dropped things, because in the vikeys setup alt-number row moves the map for some reason. Also, many times I tried to fire my guns & the 'closest armed' heuristic didn't see a Scout or ARCs - but maybe they're not armed? but surely it should fall through to Closest Hostile in that case?

It happened here, but it says 'cannot target self' because I was double-tapping by default and I guess I was the closest armed robot to me.

Spoiler
(http://puu.sh/lZVFS/ea3f277fb3.jpg)
[close]




(Highly recommend this album for Cogmind runs, btw.)
Title: Re: Alpha 5/5b Discussion
Post by: Kyzrati on December 18, 2015, 01:14:19 AM
Quote from: Decker on December 17, 2015, 08:54:03 PM
QuoteAt least it seems to mostly work right? Is it helpful?

Halfway useful to me. It often saves time, but it's bad for optimal play since I sometimes get nasty surprises. Can you add an option to bypass the "smart" algorithm with an explicit target prompt?

Quote from: zxc on December 17, 2015, 09:36:20 PM
Quote from: Kyzrati on December 17, 2015, 06:40:41 PM
At least it seems to mostly work right? Is it helpful?
Yeah it's helpful. Sometimes I have to drop and replace stuff when it makes a mistake though :P . I still think the ideal would be to press "a" and then the letter of the item you want to replace.

I should mention that this new option is not intended to replace any of the "improved inventory management" schemes discussed earlier--it's something that was added entirely separate from that (which hasn't been done yet because it's a much bigger project).

This feature in particular can be avoided entirely by just not attaching when slots are full, so at least it won't get in the way of anyone who doesn't want to use it.

What I'll need to know are specific replacement cases that aren't working, or at least not according to the rules I've laid out, so I can make sure it's 100% predictable, as intended. As confirmed again by zxc there's still something up with the occasional integrity choice (not sure how that's still happening, but properly testing will tell...), but let me know if you spot anything else out of the ordinary. I'm sure I'll find some when I do my own testing, too.


Pressing 'a' and allowing you to specify a replacement target could be part of the final solution set. That's even an easy thing I could tack on to the current system. It just keeps building on itself :D
Title: Re: Alpha 5/5b Discussion
Post by: zxc on December 18, 2015, 01:16:58 AM
Quote from: Kyzrati on December 18, 2015, 01:14:19 AM
Pressing 'a' and allowing you to specify a replacement target could be part of the final solution set. That's even an easy thing I could tack on to the current system. It just keeps building on itself :D

What if all the items the player chose to replace were recorded and over time the AI learnt smart replacement?  ;D


By the way, I've always found it odd that if you target a civilian robot (usually haulers) the line of fire shows as red rather than green. Can it be green if you have a clear LOF to the target you have your cursor on?
Title: Re: Alpha 5/5b Discussion
Post by: karlnp on December 18, 2015, 01:19:07 AM
Quote from: zxc on December 18, 2015, 01:16:58 AM
Quote from: Kyzrati on December 18, 2015, 01:14:19 AM
Pressing 'a' and allowing you to specify a replacement target could be part of the final solution set. That's even an easy thing I could tack on to the current system. It just keeps building on itself :D

What if all the items the player chose to replace were recorded and over time the AI learnt smart replacement?  ;D

Sure. You design the heuristic and test it so that it accurately predicts it for all playstyles and Kyzrati will put it in.
Title: Re: Alpha 5/5b Discussion
Post by: Kyzrati on December 18, 2015, 01:22:48 AM
Quote from: karlnp on December 18, 2015, 01:11:55 AM
Thought I was doing a weekly seed but I forgot to enter the damn thing. Oh well. Original post below.

Noooooot bad!
Here's to getting further :D

Storage can be pretty dangerous at that depth! Even for experienced players...

Quote from: karlnp on December 18, 2015, 01:11:55 AM
I realized why I didn't know that Alt-# dropped things, because in the vikeys setup alt-number row moves the map for some reason.
There's nothing different about the vi setup, since it's not an actual mode (it's active all the time). There's something else at work here--sounds like your number key row is set up to work like the numpad when you hold Alt on your system. Just a guess.

Quote from: karlnp on December 18, 2015, 01:11:55 AM
Also, many times I tried to fire my guns & the 'closest armed' heuristic didn't see a Scout or ARCs - but maybe they're not armed? but surely it should fall through to Closest Hostile in that case?
"Closest Armed" will literally only include those with weapons, yes. You'll want to switch back to the default, "Closest Threat," in the options menu in order to include Watchers and ARCs.

Quote from: zxc on December 18, 2015, 01:16:58 AM
What if all the items the player chose to replace were recorded and over time the AI learnt smart replacement?  ;D
While adding this feature I thought of that and my first reaction was "wow that would be awesome!" followed by "oh my god that would be a nightmare to develop" :P

Quote from: zxc on December 18, 2015, 01:16:58 AM
By the way, I've always found it odd that if you target a civilian robot (usually haulers) the line of fire shows as red rather than green. Can it be green if you have a clear LOF to the target you have your cursor on?
Yeah, I think that could/should probably change. It started out that way (as early as the 7DRL), since they're not hostile. But I do believe the color should probably purely reflect LOS. Though if we take it that far then it means targeting your allies will also appear green. (Or would you want that to be red as a warning?)
Title: Re: Alpha 5/5b Discussion
Post by: zxc on December 18, 2015, 01:26:34 AM
Quote from: Kyzrati on December 18, 2015, 01:22:48 AM

Quote from: zxc on December 18, 2015, 01:16:58 AM
What if all the items the player chose to replace were recorded and over time the AI learnt smart replacement?  ;D
While adding this feature I thought of that and my first reaction was "wow that would be awesome!" followed by "oh my god that would be a nightmare to develop" :P

:P

Quote from: Kyzrati on December 18, 2015, 01:22:48 AM
Yeah, I think that could/should probably change. It started out that way (as early as the 7DRL), since they're not hostile. But I do believe the color should probably purely reflect LOS. Though if we take it that far then it means targeting your allies will also appear green. (Or would you want that to be red as a warning?)

I'm thinking a simple confirmation prompt if you are about to fire directly at an ally.
Title: Re: Alpha 5/5b Discussion
Post by: karlnp on December 18, 2015, 01:27:38 AM
Ahah! That's pretty funny.

Turns out it was the 'Mac key chords for special characters' option on my Mac-keyboard-emulator-in-Windows app. It was injecting movement key symbols when I pressed alt-5+.
Title: Re: Alpha 5/5b Discussion
Post by: karlnp on December 18, 2015, 01:28:58 AM
Quote from: Kyzrati on December 18, 2015, 01:22:48 AMThough if we take it that far then it means targeting your allies will also appear green. (Or would you want that to be red as a warning?)

Orange/yellow?
Title: Re: Alpha 5/5b Discussion
Post by: zxc on December 18, 2015, 01:32:01 AM
Speaking of keyboards and things... I often have this problem where if I hold alt to look around the map it acts as though I'm not holding alt, and instead moving my character around. I am pretty much certain this is a problem with my keyboard. It's weird and I only experience this issue in Cogmind, but I don't really use the alt key as a modifier in other games/programs so I haven't noticed it anywhere else. It's a bit dangerous when I try to look around for an escape route and end up moving my character! I have to remember to tap alt once or twice before looking around.
Title: Re: Alpha 5/5b Discussion
Post by: Sherlockkat on December 18, 2015, 03:03:27 AM
I *just* got through recycling and into factory. 10/10 would visit recycling again for the benefits. Not gonna spoil it :). But, it's pretty awesome. Though, based on what happened down there, I feel like there are gonna be some consequences.

Spoiler
I also ran into the other branch in factory during a different run in alpha 5 (not 5b), though didn't spend a lot of time there. Got scared by the ample number of behemoths and sentries and took the first exit.
[close]

Edit: The change in volley timings is quite fun. It seems to have a definite, positive impact on the pacing. I feel more powerful. I had a run in alpha 5 where I got to research -3 before I knew it. The game flowed so well.

Edit 2: Also, the new inventory swapping scheme is quite useful even with its quirks (which zxc already pointed out). It saved me a quite a bit of time.
Title: Re: Alpha 5/5b Discussion
Post by: Kyzrati on December 18, 2015, 08:25:05 AM
Quote from: karlnp on December 18, 2015, 01:28:58 AM
Quote from: Kyzrati on December 18, 2015, 01:22:48 AMThough if we take it that far then it means targeting your allies will also appear green. (Or would you want that to be red as a warning?)

Orange/yellow?
I do like the idea of a different color for allies. Yellow (closer to green) sounds good if the LOF is clear and you're aiming at an ally (and still red in either case where LOF to cursor is blocked). Though requiring confirmation is probably still better since attacking allies is not something you generally want to do, anyway.

Quote from: zxc on December 18, 2015, 01:32:01 AM
I often have this problem where if I hold alt to look around the map it acts as though I'm not holding alt, and instead moving my character around. I am pretty much certain this is a problem with my keyboard. It's weird and I only experience this issue in Cogmind, but I don't really use the alt key as a modifier in other games/programs so I haven't noticed it anywhere else. It's a bit dangerous when I try to look around for an escape route and end up moving my character! I have to remember to tap alt once or twice before looking around.
Are you Alt-Tabbing between programs occasionally? This is a known issue with SDL and Windows. When you Alt-Tab, the modifier key is often remembered in the wrong state. It's not something I can even detect, because it's a problem beyond my engine. I've tried several solutions but nothing works perfectly :/

It happens in a other Windows/SDL programs, too, but they don't use the Alt key so much, certainly not as much as Cogmind does... I had to! We needed all the keys :P

As such, you have to remember to tap the key once or twice after returning to the game to reset it :(

@Sherlockkat: Good to hear all that! And of course there are consequences ;). Maybe not big enough, but time will tell... I didn't want to start it out too serious.

Today while testing the new high scores output I see you've already topped the "furthest area reached" chart :) (I haven't uploaded the data yet--skipping a day due to the new release.)
Title: Re: Alpha 5/5b Discussion
Post by: zxc on December 18, 2015, 08:53:18 AM
Quote from: Kyzrati on December 18, 2015, 08:25:05 AM
Quote from: zxc on December 18, 2015, 01:32:01 AM
I often have this problem where if I hold alt to look around the map it acts as though I'm not holding alt, and instead moving my character around. I am pretty much certain this is a problem with my keyboard. It's weird and I only experience this issue in Cogmind, but I don't really use the alt key as a modifier in other games/programs so I haven't noticed it anywhere else. It's a bit dangerous when I try to look around for an escape route and end up moving my character! I have to remember to tap alt once or twice before looking around.
Are you Alt-Tabbing between programs occasionally? This is a known issue with SDL and Windows. When you Alt-Tab, the modifier key is often remembered in the wrong state. It's not something I can even detect, because it's a problem beyond my engine. I've tried several solutions but nothing works perfectly :/

It happens in a other Windows/SDL programs, too, but they don't use the Alt key so much, certainly not as much as Cogmind does... I had to! We needed all the keys :P

As such, you have to remember to tap the key once or twice after returning to the game to reset it :(

I alt tab a lot so this sounds like the culprit!
Title: Re: Alpha 5/5b Discussion
Post by: Kyzrati on December 18, 2015, 09:16:54 AM
There you go. I Alt-Tab a ton, too, certainly a lot with Cogmind as well while it's under development, so a fix for this would be so awesome, but isn't going to happen :/. Using Alt in a control scheme is always somewhat dangerous since it's also sometimes a system key, but at least Windows doesn't outright co-opt the key in many situations like Linux does. (Since Windows has its own Windows key on keyboard, which is a really nice idea.)

It's probably worth mentioning this quirk in the Advanced UI section of the manual.
Title: Re: Alpha 5/5b Discussion
Post by: Draco18s on December 18, 2015, 10:31:36 AM
Alt-tab being a problem is what prompted Acen Games to put little notifiers next to the mouse showing modifier key state. E.g. "alt,ctrl" when both alt and ctrl were detected as being down (nothing if no modified were down).

And that's for games running on Unity! Is a pretty widespread problem.
Title: Re: Alpha 5/5b Discussion
Post by: Kyzrati on December 18, 2015, 09:47:48 PM
Yeah, it's really annoying, a problem with Windows API messages. Interesting that Arcen did that! I got around most of the related problems by constantly detecting and storing the states, and resetting them when they look wrong, but unfortunately it doesn't work in all cases... sometimes SDL just doesn't have the right data at hand.

Also very interesting to know that even Unity has this issue.
Title: Re: Alpha 5/5b Discussion
Post by: Draco18s on December 19, 2015, 04:50:33 PM
Yeah, they tried the reset trick too and had the same issue: that it didn't always work.
Title: Re: Alpha 5/5b Discussion
Post by: Kyzrati on December 20, 2015, 10:48:57 PM
Quote from: zxc on December 17, 2015, 10:10:45 AM
I equipped some treads off the floor. The treads being inspected were the ones the game decided to drop. They have more integrity than the red ones.
Hm, I've gone into to both explicitly test this as well as take a very close look at the small section of code governing this specific part of the feature (integrity comparison for same-type items) and I can't see or repeat any problem with it :/

I've got a test scenario set up with dozens of randomly damaged Lgt. Treads
and no matter what order I try to attach everything, directly from the ground and/or from the inventory, it always replaces the right ones.
Title: Re: Alpha 5/5b Discussion
Post by: Enno on December 21, 2015, 01:43:09 PM
today i explored the recycling-branch and just want to say something about.
Spoiler
you can find the access to recycling in the storage and i think in any storage you can find. it is a massive door sealed by a terminal. easy to identify. to unseal you have to hack the terminal (>>\\IAMDERELICT).after that easy hack the door opens and you can see the access.
if you are unsure use your signal interpreter to identify.
the first what i saw was one of our new enemies and they look beautiful with all the signal lights.
but nothing more means the spotters are the only enemy in here and you have many time to explore.
my highlight was my little army of 22  rewired friendly soldiers.
with on board bruiser, hunter, grenadier, defender, swarmer etc. ..
but i went in in -9 and came out in -7 and right before i can look for a terminal to look for
(and eventually purge) my alert-level my little army and me was shot down by heavy resistance.
i think these spotters raise the alert-level in a massive way...
the rewiered robots are not very strong and the weapons you can find are not special and half-dead.
so for me it's not worthwhile to visit the recycling again...the time will show because i newer owned so many friendly robots in this short time, hm.

i found nothing positive for the new cetus-branch yet...
ok sorry enemy-robots wear awesome weapons there.
[close]


...aaand question:

-any infos about the hacking-system in the future?
(how many botnet-trojans for a most effective hack, what parts are needed for if parts needed for, what i have to do that hacking becomes easier and not harder...it seems that the botnet-trojan is total senseless
because i had a botnet of 4 terminals and i was not able to seal a garrisson with security-level 1, a little overview about the system behind or so would be nice)




Title: Re: Alpha 5/5b Discussion
Post by: Kyzrati on December 21, 2015, 08:55:34 PM
Hehe, whether or not you want to use the new branches will depend on your strategy. I promise they are all useful in one or more ways! Funny (but not unexpected) that your opinion of Recycling is the direct opposite of the only other player who's reported going there--they said they're definitely going back ;)

Congratulations on reaching some of the new areas; I see on the leaderboard that you were blown away in one of them :P

About botnet Trojans, the mechanic/benefit is show directly in the game. Examine the infected terminal and click on the botnet listing (or any other active Trojan) for a description of what it does.

Sealing a Garrison is intentionally quite difficult, meant only for really good hackers. (Right now good hackers are tough to build and maintain, though, something that will change later on.)
Anti-garrison tactics

If you really want to take out a Garrison Access point, hit it with a thermal cannon or jam it with Force(Jam).
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Title: Re: Alpha 5/5b Discussion
Post by: Enno on December 22, 2015, 03:59:30 AM
Quote from: Kyzrati on December 21, 2015, 08:55:34 PM
About botnet Trojans, the mechanic/benefit is show directly in the game. Examine the infected terminal and click on the botnet listing (or any other active Trojan) for a description of what it does.
haha it seems to be a classic beginners mistake, because i never examined a infacted terminal...and yeah I did not see the forest for the trees cause thats the overview i was looking for. thanks.
Title: Re: Alpha 5/5b Discussion
Post by: Sherlockkat on December 22, 2015, 06:42:37 PM
I have been playing a bit more and it feels like Trojan(assimilate) can use a buff. Operators are starting to get annoying. It is difficult to catch up with operators, especially in the early game, without hover/flight units. They are also hard to shoot down and are usually much closer to the terminals than I am. I went to storage a couple of times trying to get into recycling and the damn operators kept locking that terminal down. (On other news, you can't blow your way into recycling...)

I am not sure how you would buff the Trojan (or even whether one is required). It would be kinda cool if Trojan(assimilate) can have a level-wide effect instead of a terminal specific one. It might be overpowered in that case as there would be no reason not to do install that Trojan in some low-level terminal. You can counteract it by making sure only one operator is taken over by a single installation of the Trojan. If you want more, then you have to install more.

In light of the planned hacking overhaul, it probably doesn't make any sense to just buff this Trojan in a vacuum without considering other hacking buffs. Though, I am quite excited for hacking to be a viable playstyle in the upcoming alphas.
Title: Re: Alpha 5/5b Discussion
Post by: Kyzrati on December 22, 2015, 07:55:45 PM
What you describe sounds like it's working as intended, really.

Anti-Operator tactics
You shouldn't be able to overtake an Operator unless you're fast, and if you're not fast you have to resort to other options, such as destroying them as quickly as possible, outright destroying the terminal if it's in sight, using various sensors to find the relative locations of Operators and their likely assigned terminal (you know each Operator only has one terminal, right? They can't just operate any old terminal). You can also get lucky some of the time and be between an Operator and their terminal, or get to the terminal first (even when slow, because the Operator happens to be wandering around elsewhere/out of sight).
[close]

So Trojan(Assimilate) is a less important method of dealing with them, just kind of a bonus for those hackers that can pull it off. And good hackers will generally be faster builds, though as you know we've discussed it's currently tough to be a truly good hacker (I was working on this yesterday, actually).

It sucks when an Operator keeps you from accessing a particular important door (rather than just any old terminal), but I like that as is, an Operator nearby being something you have to figure out how to deal with and it could very well mess up your plans. That said, there are a few super important terminals in the game now which will never have Operators.
Title: Re: Alpha 5/5b/5c Discussion
Post by: Sherlockkat on December 22, 2015, 10:41:15 PM
Fair enough!! I was just really salty after taking a detour into storage and having the terminal locked down 3 times  :). There was very little I could have done about that. I walked out of a door and wham..terminal locked down. It kinda sucks to have your game plan ruined by something like that. But, I am guessing it's there to force you to adapt.
Title: Re: Alpha 5/5b/5c Discussion
Post by: Kyzrati on December 23, 2015, 12:13:42 AM
THREE times? Wow, that is bad luck...
secrets
(By the way, there is another chance to get in even after it's locked, too, but I'm not telling.)
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I don't recall ever seeing that terminal locked down on my trips to Storage, but then maybe I didn't notice because it wasn't meaningful before Alpha 5 ;)
Title: Re: Alpha 5/5b/5c Discussion
Post by: zxc on December 23, 2015, 12:15:49 AM
Quote from: Kyzrati on December 23, 2015, 12:13:42 AM
(By the way, there is another chance to get in even after it's locked, too, but I'm not telling.)

This is more of a clue than you offered me :P
Title: Re: Alpha 5/5b/5c Discussion
Post by: Kyzrati on December 23, 2015, 12:24:09 AM
Oh shoot, is it? I can't remember exactly what I said. I'm trying to be vague and there are so many levels of vagueness... I should keep my mouth shut on some topics :P
Title: Re: Alpha 5/5b/5c Discussion
Post by: Draco18s on December 23, 2015, 07:18:58 AM
Quote from: Kyzrati on December 23, 2015, 12:24:09 AM
Oh shoot, is it? I can't remember exactly what I said. I'm trying to be vague and there are so many levels of vagueness... I should keep my mouth shut on some topics :P

Sometimes though...you just can't wait to spill the beans.

I have a secret mechanic in a Minecraft mod I made and I had more fun waiting to see if anyone would figure it out (even with full source code available!) The only people that did found it by searching the github repo (it still took a long time before anyone tried), though one of them posted the relevant code section right there in the thread, didn't even use a spoiler tag.
Title: Re: Alpha 5/5b/5c Discussion
Post by: Kyzrati on December 23, 2015, 07:43:40 AM
SometimesAlmost every day though...you just can't wait to spill the beans.

The only way to stop myself is to stay focused on adding yet more :P

Quote from: Draco18s on December 23, 2015, 07:18:58 AM
I have a secret mechanic in a Minecraft mod I made and I had more fun waiting to see if anyone would figure it out (even with full source code available!) The only people that did found it by searching the github repo (it still took a long time before anyone tried),
That sounds great--it's definitely a lot of fun waiting! Just this evening I was wondering who would be the first to discover the chain of events that leads to this particular item in the Alpha 5 changelog:
Quote* NEW: 1 major plot event
Not that it's super secret--as a plot event it will be discovered before too long, but still... New releases are fun like that :D

The really secret things are so rare that I generally completely forget about them myself :P. I have a dedicated secrets.txt file where I collect little things that I'll probably have no recollection of, because if I need to know them one day there's no way I'm going to find them in that pile o' source...

Quote from: Draco18s on December 23, 2015, 07:18:58 AM
though one of them posted the relevant code section right there in the thread, didn't even use a spoiler tag.
:'(

Very grateful that so far everyone around here has been really good about tagging.
Title: Re: Alpha 5/5b/5c Discussion
Post by: Draco18s on December 23, 2015, 08:01:17 AM
Quote from: Kyzrati on December 23, 2015, 07:43:40 AM
Quote from: Draco18s on December 23, 2015, 07:18:58 AM
though one of them posted the relevant code section right there in the thread, didn't even use a spoiler tag.
:'(

Very grateful that so far everyone around here has been really good about tagging.

Yeah, I was a little annoyed. Still waiting for someone to figure it out without using the source code.  :D

It isn't likely, as it requires both chance of timing and less than optimal use of resources. Bit the reward is worth finding.