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Messages - Kyzrati

Pages: [1] 2 3 ... 180
1
Competitions / Re: Serflord April 1st ARG!
« on: November 26, 2024, 06:17:41 AM »
Did the first stream today! It's archived below, and will be continuing next week.

Comments from the video description since relevant:
Quote
It's finally time to play "Serflord," a Cogmind mod by Theyflower! I had little idea what to expect, so my decision to take a convenient early shortcut to Zion meant I was not prepared for the requirements, and just barely didn't survive a return trip from deep in the caves... So I actually had to restart this run half way through, and you can find the beginning of the safer approach from 01:58:00.

That said, there were definitely some interesting times in the first run, plus it includes the main intro to the mod, and a bit more discussion about the process. The second run is not disappointing, either, and it was additionally interesting to be re-running a manual seed, which I've never done before. By the end we've reached beyond the overlapping segments for next time, where there's already a specific goal laid out for us...


2
Correct, though not a bug. The in-game description cannot be updated until a release is made, since it's stored within the game itself. This does not happen until Beta 15 (it's a new more specific description), but I generally update necessary Steam achievement descriptions before the releases actually happen because they are handled separately via Steam's own backend interface and people can benefit from that knowledge immediately without an actual update happening.

3
Competitions / Re: Serflord April 1st ARG!
« on: November 24, 2024, 07:22:04 PM »
Awesome, good to hear and I will finally be trying this out tomorrow for the first time on stream :)

4
Yeah but... they shouldn't be jumping in the first place, considering they can't jump and can do so around corners and even over your head xD. That's a little more important--the other part becomes irrelevant once that was solved.

5
You're running 20-inventory flight?! That... doesn't sound like flight :P

My last run I was erasing Alpha 7s with CS and it was nice to loot those. I don't normally use it, actually, but it's fairly loved by others.

6
Beta 14 contains a rather serious new pathfinding issue that was added while working out a proper way to remove the AI jumping potential (and it went kinda overboard) so this has already been addressed after the release and adjusted for Beta 15.
By the way, i'm curious, why was "bots take more time to move when they jump over other bots" (just like Cogmind on flight) deemed to be a bad solution to "bot jumping"?
Maybe you're not familiar with the jumping issue, but it was not uncommon for some players and strategies over the years and it meant that any hostile combat bot could in some cases jump any other bot, including over Cogmind, to get to a place from which to attack, including all bots with no flight capabilities, even jumping around corners. It had nothing to do with "the time taken" to do such :P

It took a while to resolve because the true cause was hard to track down, and I never saw it myself so tried several methods to address it before eventually finding a way to reproduce and fix it without breaking anything.

7
Everything REXPaint / Re: REXpaint color tags do not match CDDA color tags
« on: November 14, 2024, 01:21:40 AM »
Okay thanks for the details! I looked back at REXPaint's source to see the original reference material, and it was based on the work done in the original thread I linked earlier (supported by the initial user), and the official docs section here (which by the way includes an incorrect link that should be this instead). I don't see any color documentation other that what's in the source itself.

I'm quite curious why CDDA can't use like... a normal naming scheme. It was kinda bad before and it's even more terrible now xD. At least insofar as these particular tags are concerned.

On closer inspection, your table doesn't seem to align with the source code there, or at least not all possibilities are represented. Why would that be? I could just outright make a direct conversion based on your table for export purposes (which would also save time), though I would want to know that it's correct and complete in that case.

8
I think the description would be a lot clearer if it had "doesn't work on robots with dismemberment immunity" at the end of it.
I tend to avoid doing that because then for consistency you really want to do it everywhere, and that results in very long lists and descriptions all over the place. It's better to have such a description on the object that actually has such an effect, where it directly matters at the closest point.

CS is insanely good against more than just that one bot though. Lotta good otherwise strong targets in the late game considering how powerful it is. I originally took it for FFF in my last run, but ended up failing that target since my power was instantly shot off and saving it for later where it obliterated a number of other nasty bots at relatively low cost to my build. Stripping powerful combat bots to guarantee your pick of their loot is quite a good deal.

9
Yeah it was coded to do that intentionally.

10
Yeah this is simply normal order of operations as they're carried out, and you'll find a few messages that refer to things before they eventually update their name (sometimes in the history log as well), or in some cases actually the reverse, though it's clear what happens so not something to make special exceptions for. There is enough complexity now that making such exceptions actually ends up causing other unforeseen issues.

11
Ah, another instance of this--just not long ago fixed a similar issue elsewhere for the same reason (some things that were built before the ability to get map-wide intel through other means, so the original code was written without that knowledge--gets more and more common as the game gets so much more massive, not to mention all the time trying to find most such things before a release :P).

mark_security doesn't have this issue though, it works correctly since it was put together years later.

12
Yeah the description is just more specific than it needs to be. You can get the achievement by successfully using it on anything, the assumption was just that you'll probably want to use it on an enemy :P (also it sounds cooler in the description, but again it's technically not required)

Also kind surprising that you're just getting that achievement now? Would've assumed you got that ages ago considering how easy it is to get once you can reach that area.

Anyway, I'll just update the code for this so that it does require it to be an actual enemy, for consistency since clearly someone might actually use this on... something other than the major enemies it's usually used on xD

13
Yeah it's not a bug, I just built it to support only up to a certain size (due to how it's calculated) and didn't want to go further than that. That's obviously a pretty special exception there :P

14
Yep, the usual, an outdated analysis due to updates for other reasons :P

The date in the changelog section for that version is missing an end parenthesis in changelog.txt, by the way. It currently looks like this :
Cogmind Alpha 12 "The Place No One Lives to Tell About" (161122
Yeah that was done with some automation recently when I decided to rebuild the entire changelog from the beginning to improve the formatting a bit, guess I can add that in manually :P

15
Well I normally might not be able to tell what's happening in the gif because it's really quite small and I can't seem to make it any bigger, but I guess it does get the point across in this case. That said, I'm sure they were blocked and forced to find a new path because Beta 14 contains a rather serious new pathfinding issue that was added while working out a proper way to remove the AI jumping potential (and it went kinda overboard) so this has already been addressed after the release and adjusted for Beta 15. You'll have to wait for that (so far just in prerelease testing), and until then know that there are definitely some weird paths being taken by AIs in groups at the moment in Beta 14 if you observe them long enough and closely enough, or just get "lucky."

16
Yeah thanks for the data but it's quite complicated, and due to various exceptions in the logic there are a few totals in the scoresheet which will not always line up the way one might otherwise expect. There's usually a good explanation, but it won't always be obvious and I can't spend the time that would be required to explain every single one. (There are more than just that one, too.)

17
Fixed Bugs & Non-Bugs / Re: [Beta 14] Serf uses emergency access
« on: November 13, 2024, 03:52:55 AM »
They can do so under certain circumstances, it's fine, they just normally won't. I passed an Engineer in there during a quick run I did yesterday :P

18
Yeah they're drone class but technically behave as normal robots and their parts can drop normally. Part of the problem with the Target Drones specifically earlier on was that they are infinite, allowing you to theoretically farm them for infinite parts. Not dropping parts is not really a property of drones, it's a property of specifically fabricated robots, which includes most drones since they are launched/rebuilt via bays (it's the same property found on fabricated robots).

19
This is normal behavior, they do indeed overheat randomly. Some are just built poorly. Poor Derelicts!

20
Everything REXPaint / Re: REXpaint color tags do not match CDDA color tags
« on: November 12, 2024, 12:27:27 AM »
Awesome, in any case you can use the text replacement approach for now, and yeah let me know if and when there are changes or a confirmed stable list. I could release a patch, but ideally once it's actually final (again).

Also not sure if the Steam version diverges from non-Steam in this regard... plus there are plenty of forks out there, though I imagine none of them would really touch this stuff, it's a mainline concern (and likely same as Steam, as I understand it).

21
Everything REXPaint / Re: REXpaint color tags do not match CDDA color tags
« on: November 09, 2024, 05:54:25 PM »
This might have to do with the version of CDDA you are using? CDDA itself had inconsistent use of colors and issues with its docs/source not matching up, but this was resolved specifically for REXPaint years ago later in this original thread. Or maybe CDDA formatting has changed again in the time since? I already updated it once specifically due to CDDA bugs :P

Technically I can update it with yet another patch, but one would need to be 100% sure that it actually works in the latest version and track down when and why it changed from when it was originally working just fine. Kind of annoying that CDDA broke compatibility again if that's the case...

In the meantime, depending on your needs I guess there'd be the option of using find and replace to change tags in the art file itself.

22
Ideas / Re: Faster Micro-Nukes
« on: October 23, 2024, 07:24:43 AM »
Yeah was just spending some hours working with SFX for Beta 15 today, and what I think will work okay for this one in particular is simply reducing its audible range, so I adjusted that. It was quite far, meaning it could even easily get through doors and around far corners to reach you when less relevant.

23
Ideas / Re: Faster Micro-Nukes
« on: October 19, 2024, 09:35:36 PM »
Whoa, Joshua, haven't seen you around for a long while, welcome back :)

I'm sure they mean the animation time, since it is longer than the average AOE effect. Turn-time would not really be relevant.

24
Well technically for personal use you can load whatever tilesets you have/want into it, but in the end the tileset needs to be in a format/layout that RP can use, and correctly added to the config file. Cogmind tiles are not in such a format (I don't actually use them in RP myself, either--never have! I work in ASCII only).

The manual describes how to add custom fonts, and there are many on the website as well. Custom tilesets are essentially no different from fonts in that regard.

25
Ideas / Re: Faster Micro-Nukes
« on: October 17, 2024, 02:36:59 AM »
Non-unique for sure, but it's also an explosive, which very few bots use. Not planning on doing that.

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