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Messages - Star Weaver

Pages: [1] 2
1
General & Off-Topic / Re: IRC?
« on: June 19, 2016, 03:30:36 AM »
Since it's barely in use at the moment it might be a good time to switch to ##cogmind ; since on freenode single # channels are for groups that are at least planning on registering as free software groups with freenode admin.

It does sorta say this in their docs but it looks like they've vagued it up a bit since i was paying attention https://freenode.net/policies

2
Ideas / Re: Equipment Sort Adustments
« on: June 18, 2016, 11:16:27 AM »
Ah, yeah, I wasn't really sure where to put it.

Once there's more things to sort on I'd love to see a pair of options in the options along the lines of:

Sort equipment by [ name | rank | subtype | power use | integrity % | etc ] then by [rest of options]

Actually little --<nam>--<typ>-- buttons on the frame might be better for that. You were planning on adding a --<sort>-- button down there anyway, right?

Basically I'm thinking it might be worth being able to sort items based on the data in any of the bar graphs as well as by kind and rank. Thoughts? :3

3
Ideas / Invert option for hold-shift mouse panning
« on: June 17, 2016, 11:40:04 PM »
Pretty simple; the mouse panning in game is great, but it works completely backwards compared to what i'm used to from panning around images in gimp or any other art program, google maps, what have you.

I guess it can be described as: you have, mouse moves map camera, everyone else does, mouse moves map under camera.

4
General Discussion / Beam Rifle ... uprank downgrade of Beam Cannon?
« on: June 17, 2016, 10:14:39 PM »
So I've been staring at this for a moment:



As far as I can tell, what this says is that the higher rank weapon is unambiguously worse. It does less damage for more energy in the same mass; is harder to hit but has less HP so I'm guessing the overall average lifespan is going to be close enough. That 7% difference in heat generation seems to be too small to matter also.

I don't get it. Does somebody get it?

Edit: The beam cannon is also prettier. :P

5
Ideas / Equipment Sort Adustments
« on: June 17, 2016, 09:11:08 PM »
I thought I heard there was supposed to be a place for this but I'm not seeing it; don't mind me if i'm actually blind :3

Anyway, the first one I've got is that Light Armor Plating comes between Visual Processing Units and [Improved] Targeting Computers. I kinda feel that all of the non-dequipable items should be sorted together in the first place, but different kinds of processors shouldn't be split by armor?

6
General Discussion / Re: Any instructions on the maps?
« on: June 17, 2016, 08:48:54 PM »
About topic #4, maps are not infinite in size, and except for the first aren't usually expanded a whole lot, at least not under any current designs. It's possibly to add maps that are dynamically expanded much more broadly, as you can see in the Scrapyard, though it wouldn't serve much of a purposes besides fluff, either, so it's not worth adding.

Also, the engineers have a plan for what they're doing--it's not random.

Hmm, random wasn't quite the right word, more, I meant I wasn't sure if they were "merely" continuing construction of areas already marked by the map generator, like a Dwarf Fortress game with way too much pre-planning, or if they were applying their building rules on the fly.

Given that the core dungeon dosen't stay damaged or dug out, I guess you probably wouldn't be able to tell the difference, really.

The first method would let you just generate a more dense map than needed and turn off a percentage of rooms for live construction later.

I will say in my first hour of play in the new version, I found a secret door via terminal hack that lead away from the hallway the room was on, and when I took it, the room it connected to was still being dug and finished off of some other hallway. That was pretty cool.

Quote
That's one of the big things that's missing in terms of the ecosystem, machines being repairable or buildable, though these features were never intended to be added, either. Maybe one day (but probably not). Would be a neat bit of fluff.

Could also allow for the reintroduction of an occasional repaired/new interactive machine greeting when they have to run back through a area.

Also I sort of imagine the player observing a hubbub of robots, realizing that the engineering truckbots are carrying e.g. fabricator blocks, and trying to hang around out of sight to use the new toy when they build it.

7
Ideas / Collection status indicators on item info (blueprint/gallery)
« on: June 17, 2016, 08:28:21 PM »
Situation: I open up a scanalyzer, and realize I really want to make sure I have the blueprint for a part that I currently have equipped. I've scanned some things already but I don't have any idea if that was one of them.

Currently I have to actually unequip the item and wave it at the scanalyzer, or go scroll through the list of items and manually search, to figure out if I have it or not. This seems a little silly.

So two thoughts there: Some kind of marker in the right click menu for items if you have the blueprint. I'm thinking just a little purple square or something that looks like a data chip next to the name, tells you 'blueprint found' if you mouse over it.

Second thought: when using a scanalyzer show these next to all the scanned things you have in your equip screen for quick reference.


At the same time, I'd like to equip each item at least once for the gallery, so if I come across a random item that doesn't fancy my playstyle, but it's not in my gallery and the area is safe and quiet, I'd like to try it on for the collection. But determining if I've already done that is an even more arduous task, as far as I can tell.

8
General Discussion / Re: Any instructions on the maps?
« on: June 17, 2016, 02:53:32 PM »
1a - When Kyzrati talks about adding new maps, he usually means 'map generation procedures' and the parameters and tuning that go with them. From what I understand, recently he made a new cave generator and then made some 3+ different regions that all use that generator with different parameters and constraints.

1b - There's also 'prefabs', which are hand made bits of map that get stuffed into the random map to make it better, so that's another level of hand-crafting that goes into a region. If you've seen other roguelikes with 'vaults' or 'special rooms' that have any atypical geometry, it's probably the same general idea.

2a - Angband is the classic middle ground, where you can backtrack but you won't end up in the same place again.

2b - Cogmind actually evolves when getting closer to the surface. Not all transitions do this. This can be important when deciding how long you can sidequest.

3 - Personally I think of it like, you're in an underground skyscraper or something, there is a materials division that is 2 floors tall, and a factory division that is 4 floors or whatever tall, etc.

4 - Hmm, has anyone asked/heard Kyzrati about that? I was just being curious if miners follow a plan determined at mapgen or if they just roll up new rooms on the go.

For that matter, engineers occasionally moving entire new machines into new rooms would be awesome for the core living dungeon.

9
Strategies / Re: Combat Cogmind Strategy Series #1: Finding the Stairs
« on: November 23, 2015, 01:34:16 PM »
Hmm, related question; if you blow up a garrison enough to reveal the tile that would have the stairs on it, does that let you enter, or do you /have/ to get it open via hacking?

10
General Discussion / Re: Questions about recycling utilities
« on: November 16, 2015, 10:38:59 AM »
Matter has seemed a little binary to me. It's either "I have enough and the rewards are bountiful" or "I have 9 and I need to attach a reactor and nothing's in sight" >.>

OTOH I trend towards energy weapons so I tend not to see "not enough matter to fire your gun" messages too often.

11
General Discussion / Re: Questions about recycling utilities
« on: November 15, 2015, 02:03:49 PM »
Hmm, I was just thinking about Recycling Terminals ... part of the reason they might be useless is that the only people who really want to scrounge for matter are heavy combat builds, but the recycling stations typically take very large amounts of hacking to use reliably (I'm presuming, the percentages are always crap for me).

I know you have a plan in motion for them so not thinking too hard about it.

Though what happens when they reach their matter limits presently? I'm guessing it just gets deleted effectively, but it seems that would be a good job for a new subtype of hauler bot to actually come and take the matter and take it somewhere... maybe those matter storage machines that never drop matter when you blow them up? :)

12
General Discussion / Re: Questions about recycling utilities
« on: November 14, 2015, 04:14:33 PM »
Maybe allowing it to salvage damaged parts that you're standing on would make more sense. I mean, you'd still have the possibility of losing stuff you want cause you forgot to turn it off, but you wouldn't have it eating through your bags. It would also be more useful in the situation of salvaging parts you don't need after a battle.

Also it looks kind of like a device that should be picking things up off the floor.

13
Fixed Bugs & Non-Bugs / Re: "What is your command? Just kidding! Nap time."
« on: November 13, 2015, 12:32:06 AM »
At least they didn't accidentally go into the KILL_YOU or CURRENTLY_EXPLOSIONING states >.>

14
General Discussion / Re: Questions about recycling utilities
« on: November 13, 2015, 12:28:25 AM »
Huh, I'm surprised to hear you think it's useless since you're the one who decided to make it a two-slot item :3 I mean, I agree, but I'm hardly an expert.

Maybe a utility that boosted matter reclamation from parts getting blown off of you would be actually useful to a kinetic/explosive combat build. Possibly, since the part's being blown off of you when it happens, strew the matter about on the floor, making it only super effective with a tractor beam also.

Aside: do footprint analyzers stack?

15
Oh, I didn't notice it cause it was green o.o

16
General Discussion / Questions about recycling utilities
« on: November 11, 2015, 08:05:03 PM »
So this guy, which looks like a MST3K-robot impression of Snoopy (I love your art, this is just what my brain does in general; i think it's insisting the 0's are eyes and going from there)



Several questions:

  • What does the efficiency represent? Is a percentage of the construction matter of an item that gets returned to you?
  • Does "damaged" mean things that are redlined from permanent disabling, or are we just talking about recycling items as they fall off of you?
  • For that matter, does it recycle items at any point before they are normally destroyed?
  • And while we're here, what does the <parallel_ok, resume_ok> mean? I've been seeing them on a lot of items lately. I mean, the first one sounds like it's equivalent to stacking but resume I have no idea.

ETA: My friend who plays this game also says that this device eats anything that isn't 100% and only takes stuff out of the inventory, is that true?

17
I just shot a watcher class, the first type, and it lost a Imp. Hover unit. However, the popup followed the bot out of the room, down a hallway, and into some other place I haven't quite been in the lower left quadrant of the view. This reveals more about the bot's action than the movement trails do since I can't see that far / through doors / etc.

I also note that there's nowhere to see what lost what part you shot off if you blink and miss it on the map.

18
General Discussion / Yay item scan window!
« on: November 11, 2015, 07:23:24 PM »
I just realize I could quickly see the integrity (via color square) and mass of items on the ground just from the scan window. This should put an end to accidentally equipping 2% legs after a fight or getting stuck staring at the integrity raw numbers because I don't see the percentage bar right next to them ... (which i've done too many times in the info window and I don't know why but anyway).

19
Fixed Bugs & Non-Bugs / Unimportant: Serfs clean broken machines.
« on: November 11, 2015, 07:18:06 PM »
I just noticed a serf cleaning an atomic centrifuge that has two of its tiles missing, and was curious if that was intended behavior.

20
Fixed Bugs & Non-Bugs / Re: Slight glitch in text-writing sound loop
« on: November 11, 2015, 07:16:51 PM »
Cool, thanks for the fast reply and looking into it. And yeah, now that I think about it while listening, a wee bit more often than once a second is right.

21
Ideas / Mouse-navagation around (neutral?) robots.
« on: November 11, 2015, 07:12:32 PM »
I'm a hybrid player; I like to use the mouse for nav, targeting, and most inventory control, but I usually use the keys A, F, G, V, CEWQ, TMI, F4-F8, and every once in a while I'll use a inventory command on the keyboard for the hell of it (usually for toggling state.)

The most frustrating experience for me with this combination is navigating around friendly robots, especially when e.g. a bunch of engineers are cleaning up after a big fight. If even one robot is adjacent to you that's an entire quadrant of the map view you can't click on without getting a ram confirmation warning.

I haven't used melee enough to know, do you just attack without a warning in this case?

Either way, the obvious (to me anyway) fix is to require holding down whichever key combination lets you melee attack walls and machines, otherwise path around the bots like they're a machine, or if there's no other way (e.g. one-tile hallways and not flying) show "hold blah keys to ram" in place of "invalid move".

This would have the side effects of preventing unintended melee weapon attacks on neutrals and make forgetting to turn off melee before trying to fly over a neutral (which was one of the reasons someone wanted or liked the 'toggle all weapons' button IIRC)

As an aside, I haven't been able to confirm this yet, but I swear there's been times where I click on something, get a ramming confirmation, and then click a different direction and ram a different robot without warning, sometimes even one several tiles away. What are the rules for ramming warnings turning back on, anyway?

22
Fixed Bugs & Non-Bugs / Slight glitch in text-writing sound loop
« on: November 11, 2015, 06:48:41 PM »
I noticed this when scrolling the message log all the way to the top, but it happens if I just wiggle the mouse wheel continually in either the log or calc windows.

I hear a light pop or tap about once a second behind the text-writing sound, presumably at the looping point.

I thought it might be enhancement interference from the magic dolby surround mode on this headset (I've got a logitech G35, which has some sort of magical multi-driver array thing to do better surround), but even with that feature disabled I can hear it.

23
General Discussion / Re: New player questions
« on: November 11, 2015, 09:26:52 AM »
Hmm, has anyone noticed that
Spoiler (click to show/hide)

24
General Discussion / Re: New player questions
« on: November 10, 2015, 11:40:03 PM »
I see you re-uploaded it with the colors changed from generic_notepad to cogmind colors since I peeked at it this morning :3

25
This seems to happen if you're scrolling the log window (f5) and hit f6-f8 to go to one of the other screens.

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