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Messages - Jiyva

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1
General Discussion / This derelict log is mildly frustrating
« on: April 06, 2024, 08:02:34 PM »
I am already at level 6.... what use is this derelict log? Not to mention the risk I took to get it.....

2
Quote
that's a core tenet of the design
Totally understandable. That is what makes Cogmind so cool !

3
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.

ahh, "mapCommentHighlightInterval" would do. Thank you  :)

4
As you can see from the screenshot, I put a map comment on grid A where a sentry sits (The garrison nearby makes me want to avoid fights here). But later I accidentally opened the door at grid B while failing to see the marked grid A.

Of course, grids with comments are purple and flash gently (4 seconds interval?). But I still find it easy to miss it. Two things would make the map comments feature even better for me:

* An option to configure the flash mode. (E.g, 0,1,3,5 seconds interval; 0 = no flash)
* A key (E.g, 5) that display all map comments in full text in view. (Yes, I am aware that space + C already does that. But it is not compatible with mapshift mode)

The first point makes grids with comments more visible for players. The second point gives players an option to see what the comments are.

5
Ok, I thought you used some algorithm like "by default exits are at least XX-grid far from the entry point; exceptions can be made if they are surrounded by traps". Something like that :D

6
Luckily I had a trap scanner.....

7
Ideas / Re: Would smoke grenades be a good idea for Cogmind?
« on: February 07, 2024, 10:38:52 PM »
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.

Very cool new item!

8
Ideas / Would smoke grenades be a good idea for Cogmind?
« on: February 07, 2024, 01:36:41 AM »
It may enrich the tactical experience of the game. Just an idea.

9
General Discussion / Re: How does line of sight work with structures?
« on: January 29, 2024, 12:07:18 PM »
Pretty much, yep. The manual discusses robot FOV and spotting behavior in the section on Combat > Spotting:

Quote
Note 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.

Thanks for the reply! At first I thought this design choice is odd. But it probably creates a better user experience by providing a better view for the surroundings.

10
General Discussion / Re: How does line of sight work with structures?
« on: January 28, 2024, 05:24:38 PM »
Perhaps the rule is: structures reduces the visual range instead of blocking it. That explains what happens in the screenshots.

11
General Discussion / How does line of sight work with structures?
« on: January 28, 2024, 03:47:41 PM »
It seems random to me based on the screenshots I attached. But I am pretty sure there must be some rules that I am unaware of.

12
General Discussion / About music for Cogmind
« on: January 24, 2024, 09:17:57 PM »
All mighty author of Cogmind, do you have an plan to add music to this masterpiece? Recently I have been playing both Cogmind and Caves of Qud. The latter has godlike music that immensely enhances the immersion. If you ask me what feelings that music gives me, I can say: wild, lonely, eerie, and historical. I am pretty sure a game with a strong identity such as Cogmind can be benefited from having some in-game music.   

13
General Discussion / Re: Music for Cogmind?
« on: July 24, 2020, 10:16:55 PM »
And I'm looking forward to getting it out there :D

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...

So there will be some pleasant surprises.

14
General Discussion / Re: Music for Cogmind?
« on: July 24, 2020, 04:02:33 PM »
New article up on the blog covering the progress on this topic: "Building Cogmind’s Ambient Soundscape"!

Awesome! Looking forward to it.  :D


15
Fixed Bugs & Non-Bugs / Re: [Beta 6] Can't swap heavy treads
« on: July 26, 2018, 05:46:27 PM »
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.

Yeah!

16
Fixed Bugs & Non-Bugs / Re: [Beta 6] Can't swap heavy treads
« on: July 26, 2018, 05:34:01 PM »
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.

I think it is worth it to clarify this whenever user uses the "/" command and then choose a large part. User would think it is a bug until he see the relevant feedback.

17
Fixed Bugs & Non-Bugs / Re: [Beta 6] Can't swap heavy treads
« on: July 26, 2018, 05:16:04 PM »
Multislot parts are not hot-swappable. This is normal behavior.

I see. The game could use some more user-friendly feedback in this case. Users like me normally assume everything is hot-swappable.

18
Fixed Bugs & Non-Bugs / [Beta 6] Can't swap heavy treads
« on: July 26, 2018, 01:02:58 PM »
The game does not allow me to swap the heave treads. It says "no applicable swap parts" if I try to do so. A screenshot is attached.

19
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.)

Overall I agree with what you said. It may be a good idea to display the chance of gunslinging in the spec window along with some other things like critical shot, penetration, etc.

A quick question: would the game reflect the change of data in the spec window? I am using some treads but the recoil figure still remains the same in the spec window.

20
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.

Thanks for the reply! Alt+arrow keys would solve my problem though I use vi-keys exclusively. Had I been a arrow-key user, the solution you said would have been obvious to me :P

"perhaps changing mapshift's default behavior would be a proper solution: Basically instead of having mapshift mode automatically recenter when it ends," - sounds like a good solution to me

21
Reasons are following:
#1 Giving "Gun" type a memorable character. If a mechanics has 50% chance to happen, then the players are generally not aware of them in gameplay. To see this design's awkwardness, just imagine you have "Cannon" type has 50% to cause damage overflow or "Explosive" type has 50% to cause AoE damage. You see the point?
 
#2 A boost to combat build strategy. Now the players have a more reliable mechanism in her toolbox.

22
Yesterday I released a dozen of drones and then making them explore the map. I wanted to know which areas they discovered as they wandered around. But I was not able to do so easily because I couldn't wait for a turn without exiting the mapshift mode. The map was huge so I had to do the following: wait a turn, enter mapshift mode, go to the one of the drones, check out new terrains or robots, center back on Cogmind, repeat. It would be so much easier if the game let me wait for a turn while in mapshift mode.

23
General Discussion / Re: Resistance display inconsistency
« on: July 13, 2018, 08:48:14 PM »
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 ;)

Ah ha! That explained a lot. Thanks man. You are the best :)

24
General Discussion / Re: Resistance display inconsistency
« on: July 13, 2018, 04:26:55 PM »
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.

Well, I was seeing a Behemoth (4 'B's)robot with an incorrect resistance display. It had a part which grants it some resistance but the resistance section did not show it. Might be a bug. I will save the screenshot next time I encounter this issue :p

25
General Discussion / Resistance display inconsistency
« on: July 13, 2018, 03:35:40 PM »
Well, it may just be me. But the fact that the game displays only the robot's innate resistance while it does for Cogmind's "overall" resistance is a little bit annoying to me. It means I have to check robot's parts to discover any "hidden" resistance. That is not fun :(


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