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Messages - MJWkr

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1
Do pests emerge from Garrisons?

Because, in handsight, I am pretty sure that the Garrison I had connected with prior to the terminal allowed me to use Trojan(reprogram) successfully. 

I loaded the same seed to find the location again (OCD!! :) ) and it seems to me that the Garrison is close enough, and pests are fast enough, that they probably emerged from the Garrison immediately after I was done with the Terminal. There doesn't appear to be ambush traps around.

Having acquired the pest schematic would have therefore been a funny coincidence.

Mystery solved, I think. Unless you tell me that pests aren't supposed to come from Garrisons. :) (I don't recall if I've seen that or not.) Thanks for humoring me.

2
The subject pretty much says it all...

I hacked a Terminal, and it gave me the option to get a Pest schematic. So, I got that.  And then immediately when I shut down the hacking UI I found myself accompanied by 3 allied pests. 

This was most definitely a 'regular' green Terminal, not a Fabricator.  The option was to get the schematic, not build anything...which I'm pretty sure cannot be done at a Terminal, right?

Screenshot attached. I opened the log so you can see the record...'connect with terminal...' where I picked up the schematic. You can see the pests that spawned after it was done with.

-MJWkr

3
Ideas / Re: Drone Bay adjustments
« on: November 24, 2016, 10:25:27 AM »
Regarding drone AI, something that I've found a bit of a pain is that as soon as my lil guys encounter a hostile, they do not seem to follow my 'go to' commands anymore. 

Is this by design? 

I'd really like to be able to tell them which path to take when they are being shot at, and use them to lure away hostiles more effectively.

-MJWkr

(PS Another great update btw. Love the hacking UI updates.)

4
Fixed Bugs & Non-Bugs / Re: Rewiring Bots
« on: April 19, 2016, 03:36:26 PM »
Just had a 'doh' moment...this is happening because I'm flying.  I'm getting 'invalid' move because it's trying to land me into the wall.  Soooo, probably working as designed.

5
Fixed Bugs & Non-Bugs / Rewiring Bots
« on: April 19, 2016, 01:41:52 PM »
Attached are 3 screens of an encounter with an inactive bot getting hauled off by a serf.

Screenshot 001 shows an 'invalid move' message when attempting to 'bump' the bot in order to re-wire.  I would expect either a 're-wire attempt' message OR a 'bot can't be re-wired message'.

Screenshots 002 and 003 show two consecutive moves with me swapping spaces with the inactive bot. I'd expect either the re-wire attept messages, or at the least the 'invalid move' message per the above issue.

-MJWkr

6
Got it.  Thanks!

7
Fixed Bugs & Non-Bugs / Machines: Trace Signal No Longer Times Out?
« on: April 11, 2016, 10:49:50 AM »
Hi, it's been awhile since I've played...I think I was on version 5c last. 

Previously, when you used a machine and then stopped, you could hang out for a few turns (I think ~ 30 or so?) and eventually the machine would give you a message in the log, something like a trace signal was lost, or something like that....Then, you could use the machine again, and the "estimated progress" on the trace would be closer to normal.

Now, however, after hanging out next to a machine for several hundred turns, the letter representing the machine (ex: "S" for scanalyzer) continues to blink and "estimated progress" remains unchanged.

Did I miss something in the updates that accounts for this?

Thanks!

8
Ideas / Running + Auto Ascend Stairs Behavior
« on: December 25, 2015, 12:29:17 AM »
Hi,

I play with the auto-ascend stairs option turned on.  I also use the 'run' feature a lot.  It happens that if running into a stair, auto-ascend automatically occurs, which is logical ... However, what do you think making it so a running Cogmind auto-stops running before stepping onto a stair? 

Tonight, Cogmind went down a mine before I could tell it to stop. :)

-MJWkr-

9
Fixed Bugs & Non-Bugs / Hidden Door Leads to Wall
« on: December 20, 2015, 12:37:15 PM »
Not really a big deal to me, more of an amusement really, but am pointing it out just in case it's not what was intended in design. See screenshot.

10
Fixed Bugs & Non-Bugs / Item labels limited to current screen
« on: November 20, 2015, 07:09:55 PM »
Hi

Not sure if this is a bug, or working as designed...but when pushing "3" to ID items, and then using Alt+arrows to look around the map, item labels do not display for the new areas being viewed.

In my last run, I got like a dozen drones to explore a lot of the map.  After a time, I wanted to use Alt+arrows to check out the place, and found myself having to refresh the item labels constantly to see what kind of goodies were stashed around.

Attachments illustrate. 009 is the first view.  010 is moving the view over a bit to the left, you may be able to make out unlabeled objects. 011 is the new view, but after pushing 3 to refresh item labels.

-MJWkr

11
Fixed Bugs & Non-Bugs / Re: Typo in Point Defense description
« on: November 19, 2015, 05:46:44 PM »
Huh..wierd.

No modding here, promise! :)

Maybe it's a WINE/Linux thing? No idea, just throwing out a variable.

-MJWkr-

12
Fixed Bugs & Non-Bugs / Typo in Point Defense description
« on: November 18, 2015, 11:02:35 PM »
Hi there,

The Point Defense item appears to have a typo, indicating it gives a "0.0% chance" to do it's thing.

Thanks,

-MJWkr-

13
Fixed Bugs & Non-Bugs / "What is your command? Just kidding! Nap time."
« on: November 12, 2015, 07:45:00 PM »
Greetings,

So it used to be that when one found a squad of inactive grunts in storage, you could re-wire them and they'd all pop alert, ready to follow you.

A couple times, now, I've gotten the message "What is your command?" and for a moment they are blue ... and then they immediately go into a "powered down" state. 

If this is by-design, and there's something else I need to do to activate them, that's fine.  Just behaves differently then before, and wondering if it's suppose to be that way?

-MJWkr-

14
Fixed Bugs & Non-Bugs / Mining Edge of Map = Game Shuts Down
« on: November 07, 2015, 12:10:33 AM »
Hi,

Subject line says it all.  Mined edge of map twice tonight, once by accident in a regular run, another in a session where I set out to re-create the problem.  First time mined edge with a chainsaw.  Second time with mining claw.  Same result - game shuts down to desktop.  Can't find the crash.log, so have attached the run.log, if it helps.

-MJWkr-

15
Fixed Bugs & Non-Bugs / Part damage after repair failure
« on: November 05, 2015, 06:39:55 PM »

Greetings,

I've noticed a few times that after a part apparently gets damaged in a repair job, that it appears to still function. The attached screens show immediately after getting the damage message. 

Even though damaged, the core still gives energy supply. 

The core does show red only after detaching and re-attaching the core. 

The only thing that appears to demonstrate the core being broken is that the overall status menu ("S" accessible) shows the same supply and recharge whether or not the damaged core is on or off.  But the supply gauge in the main playing window does show more supply with the damaged core on.

Bug? Or am I missing something?  At the very least,  it seems the damaged core should immediately turn red.

16
Fixed Bugs & Non-Bugs / Re: Subset Menus in Options - Freezing Game
« on: August 31, 2015, 10:48:16 PM »
Cool beans. :) Thanks.

17
Fixed Bugs & Non-Bugs / Subset Menus in Options - Freezing Game
« on: August 31, 2015, 10:03:51 PM »

Two consistent game freezing events with the Alpha 3 update, but only when keyboard mode is enabled.

1) I go to options -> change any volume.  The sub-menu pops up asking for volume range...entering any of the values (either by letter, or by mousing over) hangs up the game. (When I say "mousing over" I refer to the fact that you can still use your mouse to make a selection, even though it is in keyboard mode.)

2) I go to options -> I select the option to change my name (under "Player").  The field opens up for me to enter my name. I enter "MJWkr", and on pushing enter, it hangs up the game.

Crash.log attached.
Run.log not available, that I can see?

18
Ah, ok. My gut was thinking it had something to do with the speed change, but the brain didn't wrap around it; I probably missed reading the manual under "Propulsion: Costs", or read it thru too quickly. :)

Thanks.

19

Pic 1= Imp. Ion attached as normal.
Pic 2= Imp. Ion deactivated...Power while moving = .07.
Pic 3=Detached Imp. Ion.  Power gain = -1.7.

I would have expected the gain when deactivated and when detached to be the same...? Perhaps there's a factor I'm missing.

Thanks for the great game!



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