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Messages - E.I.G.

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1
When you check an item on the ground after checking an item on Cogmind the comparison numbers do not properly line up. In the attached images the Adv. Beam Rifle is showing a matter usage increase from a Beam Rifle on me.

This issue does not seem to happen the other way around, checking the item on the ground and then checking the one on the player.

2
After reading these it seems that hovering or wings is completely necessary for the late game, im wondering if there needs to be some balancing done if thats the case? or is that intentional? I just feel like you should be able to complete the game using whatever method you prefer, otherwise the other items will just seem useless.
Eh, legs are actually fairly nice if you get into a lot of combat. Mostly because the main combat robots use them and they also have a nice carry weight.
They are even compatible with maneuvering thrusters.

Treads are probably good if you can get them and a lot of armor plating. That stuff is heavy but keeps you alive.

The big downside to hover is that the main things you will find with it are either hard to hit scouts or dangerous programmers.

The downside to flight is you can carry very little and it eats power, a bad combination as the low weight engines tend to have lower power.

3
Ideas / Re: Taking in-game notes + labeling locations and units
« on: June 06, 2015, 06:43:33 PM »
*looks over to open Notepad++ file with personal notes, mostly good hack targets* Well so far my games have been short so anything that isn't meta-knowledge becomes outdated fairly quickly.

Terminal hacks actually cover a lot of the kinds of location info, stockpiles, current bot locations, ect. The map is also very dynamic for anything that wasn't there when you started, and there are mechanics for losing that info.

I probably wouldn't use it, but I have two computers in front of me and the one I play the game on is not the one I take notes on.

4
Ideas / Re: Real-Time Motion Trails
« on: June 05, 2015, 04:50:15 AM »
Looks good.

5
Strategies / Inventory
« on: June 03, 2015, 07:05:21 PM »
So how has everyone been handling inventory juggling?

Personally I don't actually like having anything larger than a small storage unit. 4 slots seems to be enough to handle my standard kit; a power unit, a gun, a propulsion, and at least for the starting levels a matter storage for fabrication. The last two are what I would ditch if there is a better thing to hold onto instead. Generally I don't want to cart around much more than that. Two more slots from a small unit means that I have some more ability to keep nice guns or devices without as much risk of losing some if it is destroyed and with less weight. Also small units are on the basic recyclers so they should be easy to replace.

I do tend to favor getting new device slots and don't like having a lot of weapon slots. As a result having just one or two weapons is usually enough to fully rearm myself.

Power units are critical and seem to die fast so having one in pocket is a must.

Propulsion is something I like having a backup for, but mostly when using hover or flight as enemies don't commonly use those. I almost never bother carrying legs as the majority of combat units have those, so if I am losing parts I am also most likely fighting enemies that can replace legs.

Utility is where I don't really like holding onto stuff. I generally want whatever I have on to stay, and good stuff is variable. Usually there is a pile of good units, but to carry more than you can equip usually is only worthwhile if you already had an empty inventory slot. Also there is usually multiple kinds of useful utilities on a given floor, so there is a need to decide if you can afford to cart around one when another could be around the corner.


One thing I don't like doing is grabbing more from a stockpile of nice things than I can expect to use soon, especially for utilities. My reasoning is that once you have taken something out of the pile it is going to be a target for recyclers if you drop it. So I am at least thinking it is better to know where the stock is just in case than to fill the limited inventory space and risk not being able to get it.

6
So I have caught up.

... a Repair Station could have restored your Light Angular Momentum Engine to functionality.

7
Wow, big update here. I just finished watching Run 2 | Ep 2, but I do have one thing to say:
The Footprint Analyzer only works if you never used the terminal before. So putting one on after using a terminal and then using the terminal again doesn't help.

8
Strategies / Re: Allies
« on: May 30, 2015, 11:08:56 AM »
Building H-66 Slayers early on is interesting. Two of those can kill a lot of enemy robots, and when they get killed you get really nice parts.

... are these supposed to be build-able in a tier 1 fabricator?

9
Ideas / Re: Streamlining Schematic Downloads.
« on: May 30, 2015, 03:07:58 AM »
Honestly I had assumed that there would be that kind of rating restriction, and just thought that I wasn't hitting it. Although I am not sure I have made a part/bot in anything more than a rating 1 fabricator.

Having a random set actually sounds to me like it could get me things I never knew about before and like better than what I manually search for. It would also more quickly get me to what I usually go for, which is just having something fabricate-able for every kind of slot.

10
Ideas / Re: Scavengers imba, nerf pl0x
« on: May 29, 2015, 06:08:20 PM »
At least on the first few levels shooting them does not feel worth it. Even if you hit you are not guaranteed to kill them, and they can grab and run faster than you can chase them off.

So you can be left with nothing if there are any present during a fight.
... this has been the end of my last few games today.

11
One point of corruption is enough to make leaving the floor a priority as it could cause you to randomly drop your power core.
In the middle of a fight. When you have low energy so you can't just put a new one in.
I seriously LOL'd at this. What are the chances of that? Pretty low...
Probably not that long actually, I was still pretty early in the game and under fire so there were only so many options that it could eject. Not to mention that having energy weapons and/or other high consumption items can make it really bad to not pay attention to a suddenly draining energy supply because you are out of engines, no matter how you lost them.

12
Strategies / Re: z << Manual Command
« on: May 29, 2015, 04:38:59 AM »
Scanalyzers can identify prototype parts.

13
Strategies / Re: Super Hacking For Suicidal Robots
« on: May 28, 2015, 03:27:28 PM »
I developed this same strategy on my own, actually. It's really fun. A tip: Playing it safe can make a single interactive machine (terms, fabs) last forever and give you all that your heart desires. If you disconnect before trace is complete and wait 50 turns you get another shot at it. After the first time you access a machine you can get a new trace going as soon as you reconnect, but you can always wait 50 more turns and try again if that happens. You still can't get the best stuff on -10 because the fabs won't let you make stuff with high rating (above 4 I think), but you can sure download pretty high tier schematics (don't know if there is a limit on this as well).

A burning doubt, tho: Footprint analyzers? What do they DO exactly??? From the description it will seem they do exactly the same thing you do on your own, but that is impossible, right????
They make it so that the familiarity with a given machine layout increases by two instead of by one when you access a given machine for the first time. I do not know if they stack.

I haven't really gotten far, but the one time I have used one of these I managed to get one terminal type to 11. That was still listed as "low", which is currently making me think that you have no hope of anything past "low" for non-Terminal machines as you will probably not encounter even just 10 of the same layout.

14
Strategies / Allies
« on: May 27, 2015, 05:58:19 PM »
So some discussion of allied robots.

The obvious ones are combat units to kill your enemies, and recyclers to carry stuff.

I just built a "M-13 Machinist" Mechanic class robot to see if it would repair me. It has an inventory of "Backup Power I", "Backup Propulsion I", and "Backup Laser I" parts, and has fit two of the propulsion units onto me. Going to the next floor it seems that it won't put a third on automatically.

Has anyone seen any other interesting uses of allied robots?

15
I could change this opinion in time, but in the last few runs I wished I had matter storage units... Oh the things I could have built... And I left them every time :(
Yo dawg, pro tip: The Serfs in the Scrapyard carry Medium Matter Storage Units. Don't leave until you've got a full one in your inventory. I almost always carry it all the way through Materials, building if I have the opportunity. It loses its luster when you hit Factory though, because then you start getting really good items.
I have seen those Serfs drop Small or Medium units, but at least the lower rating parts can be built with a small. The first pair appears on turn 100.

Also it is possible to run out of matter with full storage units in your inventory. So then you cannot attach the units to use the matter in them.

16
Don't continue hacking past 50% trace. It will most likely lock out the machine, and you might get a point of corruption.

One point of corruption is enough to make leaving the floor a priority as it could cause you to randomly drop your power core.
In the middle of a fight. When you have low energy so you can't just put a new one in.

17
General & Off-Topic / Re: Introduce Yourself!
« on: May 25, 2015, 05:45:51 PM »
Just got a forum account a day or so after getting the game so that I could join discussions. I particularly like the addition of the fabrication of parts and allies to the original 7DRL mechanics.

-How did you learn about Cogmind?
I found it looking at 7DRLs a while ago. However what let me know the paid version was out was a post on another forum. I actually was reminded that I downloaded the 7DRL version after that by looking into my roguelikes folder on my gaming computer.
-What other roguelikes do you enjoy?
Transcendence is one I am currently playing. Dwarf Fortress, Nethack/Slash'EM, Cataclysm, and a number of others have had my interest at times, but I am not really playing them right now.
-What are your other favorite games?
My favorite genres are RTS, TBS, Simulation, and Roguelikes. A bit harder for me to single out any specific games as I tend to drift from one to another over time.
-What do you do for fun when you're not playing games?
Reading Sci-Fi and Fantasy mostly.

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