Grid Sage Forums
- November 21, 2024, 10:23:56 PM
- Welcome, Guest
that's a core tenet of the designTotally understandable. That is what makes Cogmind so cool !
The configuration feature already exists, it was introduced together with map comments when they were first added to the game, and is described in the manual under Map Comments.
You can set your interval (or turn it off) via mapCommentHighlightInterval.
Not planning to add another key for it though, you'll have to enter comment mode for that.
Ah, the perennial question (okay it's not all that common, but it does come up every couple years or so). This was discussed here in 2015 among related topics, and it's still the same philosophy, so nope, no smoke (or any such effect).
We do have some similar effects through parts, however, like cloaking for example, or the new upcoming ID Mask.
Pretty much, yep. The manual discusses robot FOV and spotting behavior in the section on Combat > Spotting:QuoteNote that sight range is also reduced when line of sight passes through machines, making it possible in certain environments to get closer to hostiles before being spotted.
The more pieces of machinery blocking a given direction, the shorter the total line of sight in that direction.
And I'm looking forward to getting it out there
The main portions of Beta 10 are more or less done, including all the audio, but I've since gotten a little sidetracked adding some significant new content that wasn't originally in the plan for this release, so it's coming out later than I'd intended...
New article up on the blog covering the progress on this topic: "Building Cogmind’s Ambient Soundscape"!
Oh right you can still select a large part through that method... I might be able to add a unique message there, will have to see where it's produced.
True, though there's no context for it if you're just trying to get a list of swappable parts, as here. If you try to explicitly swap a large part it will give you the message saying large parts are not swappable.
Multislot parts are not hot-swappable. This is normal behavior.
There are many mechanics which aren't apparent at first and the player learns about over time, so I wouldn't worry about that aspect.
Based on the current meta, I would much prefer to boost cannons which are generally underutilized by comparison. Gun builds are already very strong.
You can already fairly easily increase the gunslinging percentage to 100 with utilities, making it more of a strategic choice rather than an outright reliable buff. Design-wise, strategic choices are more interesting where possible.
The thing about cannon damage overflow is that by default it rarely applies, because you have to destroy a part for it to work. (That mechanic was added primarily for massive special cannons, to avoid ridiculous situations where you use an end-game cannon and simply destroy a target's single processor or something else tiny, and have no other effect on the target.)
Ah, I saw the title and was like "yeah, this is easy to do I wonder what the trouble is..." Then I see you've specified mapshift mode, and that's the answer xD
The thing about that mode is that it's a completely separate control scheme that takes over the basic commands of the game, and is purely capable of exploring the map to look around, not accepting other normal input. It was added solely as a way to enable Linux players and vi-key users to look around without using the Alt key. But if you use any of the other map examination methods, including the Alt method, you retain all normal controls, including waiting, so you can watch drones as they do their thing.
As a modal input scheme by design, mapshift mode can't accept other forms of input. On thinking about this a little more now, considering the occasional importance of what you're trying to do here, perhaps changing mapshift's default behavior would be a proper solution: Basically instead of having mapshift mode automatically recenter when it ends, just leave the view where it is and require manual centering if required. This would technically be consistent with all the other shifting modes.
I could make that change for the next release, and until then you could use Alt-arrow keys if you want to follow drones and retain control for waiting.
The resistance displays their actual current value (it's tallied as you open the window) so it will exclude it if they've lost the relevant part, or if it's inactive or disabled for some reason. Behemoths show all their proper resistances and always have for years, so I'm guessing there was probably some other factor at play you overlooked.
Oh actually, now that you've mentioned the Behemoth specifically I think I know what you're referring to. Recall that many bots also have negative innate resistances, but in the case of some of them they have other parts which simultaneously offset those negative resistances with an equal positive one via utilities! If you destroy those parts they suddenly are even weaker to that damage type than usual
Not sure what you mean. Robot info displays their complete resistance, the combined value of their innate resistance and any other active part effects they have. The number you see is the final number which is applied to any damage inflicted. There are no hidden values.