Grid Sage Forums
- December 17, 2024, 08:32:17 PM
- Welcome, Guest
One area this wouldn't be true is GRD, but I'm removing that.Wait, are you removing GRD?!
A heat effect that melts equipment onto you, keeping you from removing it. Sorry, melted equipment can only be destroyed in combat.Interesting idea. Not bad, actually.
How about adding a portal gun? There could be a new challenge to escape in the least amount of moves.You could make it as variant of chutes trap.
Cogmind - Beta 1.2 @@@ ROGUELIKE MODE
Name: lsend
---[ CORE DESTROYED ]---
Performance
-------------
Evolutions (9) 4500
Robots Destroyed (21) 105
Value Destroyed (571) 571
Prototype IDs (11) 220
Alien Tech Used (0) 0
Bonus (0) 0
TOTAL SCORE: 5396
Cogmind
---------
Core Integrity 0/1600
Matter 199/300
Energy 100/100
System Corruption 13%
Temperature Cool (9)
Location -1/Access
Parts
-------
Power (2)
(None)
Propulsion (6)
(None)
Utility (15)
Experimental Signal Interpreter
System Shield
Weapon (2)
(None)
Inventory (4)
Quantum Reactor
Improved Stasis Canceller
Medium Reactive Plating
Peak State
------------
Power
Particle Reactor
Quantum Reactor
Propulsion
Q-thruster
Q-thruster
Q-thruster
Q-thruster
Improved Q-thruster
Improved Q-thruster
Utility
Advanced Sensor Array
Experimental Signal Interpreter
Precision Matter Filter
Improved Stasis Canceller
Transmission Jammer
Utility Shielding
Improved Utility Shielding
Layered Medium Armor Plating
Thermal Barrier
Advanced Hacking Suite
Experimental Hacking Suite
System Shield
Improved System Shield
Weapon
Heavy Pick
Inventory
Improved VTOL Module
Medium Reactive Plating
Enhanced Nova Cannon
Mini Grenade Launcher
[Rating: 144]
Favorites
-----------
Power Light Fission Core
Engine Light Deuterium Engine
Power Core Light Fission Core
Reactor Cold Fusion Reactor
Propulsion Cooled VTOL Module
Treads Light Treads
Leg Improved Titanium Leg
Flight Unit Cooled VTOL Module
Utility System Shield
Device Transmission Jammer
Processor Experimental Signal Interpreter
Hackware System Shield
Protection Utility Shielding
Weapon Improved Assault Rifle
Energy Cannon Enhanced Nova Cannon
Ballistic Gun Improved Assault Rifle
Launcher Mini Grenade Launcher
Special Weapon Plasma Cutter
Piercing Weapon Heavy Pick
Stats
-------
Bonus Breakdown 0
Classes Destroyed 9
Worker 1
Builder 1
Recycler 2
Watcher 2
Swarmer 7
Grunt 5
Brawler 1
Sentry 1
Programmer 1
Major NPCs Destroyed 0
Best Kill Streak 9
Combat Bots Only 7
Best States 0
Heat Dissipation 52
Energy Capacity 590
Matter Capacity 300
Sight Range 16
Robot Scan Range 16
Terrain Scan Density 10
Jamming Range 8
Armor Coverage (%) 50
Resistance: KI 30
Utility Shielding 66
Evasion (%) 64
Offensive Hacking 30
Defensive Hacking 34
Matter Collected 890
Salvage Created 479
Parts Attached 78
Power 12
Propulsion 30
Utility 25
Weapon 11
Parts Lost 34
Power 3
Propulsion 17
Utility 13
Weapon 1
Average Slot Usage (%) 69
Naked Turns 2
Spaces Moved 5202
Fastest Speed (%) 434
Average Speed (%) 318
Slowest Speed (%) 40
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 12
Targets Kicked 0
Targets Crushed 0
Cave-ins Triggered 0
Heaviest Build 63
Greatest Support 72
Greatest Overweight (x) 19
Average Overweight (x) 0
Largest Inventory 4
Average Capacity 4
Most Carried 4
Average Carried 3
Final Capacity 4
Final Carried 3
Damage Taken 11223
Core 2204
Absorbed by Shields 0
Average Core Remaining (%) 91
Depth 11 Exit 100
Depth 10 Exit 100
Depth 9 Exit 96
Depth 8 Exit 42
Depth 7 Exit 100
Depth 6 Exit 95
Depth 5 Exit 98
Depth 4 Exit 90
Depth 3 Exit 100
Depth 2 Exit 93
Volleys Fired 15
Largest 2
Hottest 120
Shots Fired 21
Gun 8
Cannon 1
Launcher 11
Special 1
Kinetic 8
Thermal 2
Explosive 11
Electromagnetic 0
Secondary Targets 0
Shots Hit Robots 13
Core Hits 41
Critical Hits 0
Critical Kills 0
Critical Parts Destroyed 0
Overload Shots 0
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 0
Impact 0
Slashing 0
Piercing 0
Sneak Attacks 0
Follow-up Attacks 0
Damage Inflicted 1676
Projectiles 88
Explosions 1532
Melee 0
Ramming 56
Kinetic 77
Thermal 297
Explosive 1246
Electromagnetic 0
Impact 0
Slashing 0
Piercing 0
Overflow Damage 7
Projectiles 0
Explosions 0
Melee 7
Self-Inflicted Damage 217
Shots 5
Rammed 12
Highest Temperature 270
Average Temperature 98
Received Heat Transfer 765
Interference 3
Highest Corruption 13
Average Corruption 3
Corruption Purged 0
Message Errors 2
Matter Fused 2
Heat Flow Error 3
Energy Discharge 2
Parts Rejected 1
Data loss (database) 3
Misdirections 5
Depth 4 End 7
Depth 2 End 1
Impact Corruptions 0
Haulers Intercepted 0
Robots Corrupted 0
Parts Fried 0
Impact Corruptions 0
Robots Melted 0
Parts Melted 0
Heat Transferred 137
Parts Sabotaged 0
Parts Stolen 0
Parts Stripped 0
Parts Self-Destructed 0
Prevented 0
Power Chain Reactions 0
Communications Jammed 0
Times Spotted 169
Peak Tracking Total 28
Tactical Retreats 14
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 0
Drone Recoveries 0
Traps Triggered 5
Indirectly 0
Trap Hack Attempts 0
Triggered 0
Disarmed 0
Reprogrammed 0
Reused 1
Traps Extracted 0
Installed 0
Triggered 1
Machines Disabled 3
Machines Sabotaged 0
Data Cores Recovered 0
Used 0
Machines Hacked 24
Terminals 23
Fabricators 1
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 0
Total Hacks 43
Successful 11
Failed 32
Catastrophic 15
Database Lockouts 0
Manual 34
Unauthorized 9
Terminals 41
Fabricators 2
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 0
Terminal Hacks 10
Record 1
Robot Analysis 1
Level Access Points 3
Locate Traps 4
Zone Layout 1
Hacking Detections 17
Full Trace Events 1
Feedback Events 0
Feedback Corruption 0
Feedback Hackware Fried 0
Feedback Blocked 0
Trojans Installed 0
Terminals 0
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 0
Fabricators Overloaded 0
Fabricator Schematic DLs 0
Garrisons Disabled 0
Garrisons Compromised 1
Fab Network Shutdowns 0
Robot Schematics Acquired 0
Robots Built 0
Total Robot Build Rating 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 0
Parts Built 0
Total Part Build Rating 0
Part Fabrication Matter 417
Part Fabrication Time 111
Parts Repaired 0
Part Repair Time 0
Parts Recycled 0
Recycled Matter 0
Retrieved Matter 0
Retrieved Components 0
Parts Scanalyzed 0
Part Schematics Acquired 0
Parts Damaged 0
Robot Analysis Total 1
Robots Rewired 0
Robots Hacked 0
Non-combat 0
Combat 0
Robot Hack Failures 0
Allies Hacked 0
Hacks Repelled 0
Total Allies 0
Largest Group 0
Highest-Rated Group 0
Highest-Rated Ally 0
Total Orders 0
Terraforming Orders 0
Walls Tunneled 0
Ally Attacks 0
Total Damage 0
Kills 0
Allies Corrupted 0
Allies Melted 0
Peak Influence 285
Average Influence 32
Final Influence 0
Maximum Alert Level 1
Low Security (%) 95
Level 1 4
Level 2 0
Level 3 0
Level 4 0
Level 5 0
Triggered High Security 0
Turns 0
Squads Dispatched 15
Investigation 1
Extermination 2
Reinforcement 12
Assault 0
Garrison 0
Intercept 0
Derelict Logs Recovered 0
Scrap Searched 0
Exploration Rate (%) 23
Regions Visited 14
Pre-discovered Areas 0
Garrisons Visited 0
Relays Disabled 0
Generators Disabled 0
Network Hubs Disabled 0
Actions Taken 5385
Turns Passed 2110
Depth 11 26
Depth 10 60
Depth 9 157
Depth 8 195
Depth 7 169
Depth 6 161
Depth 5 149
Depth 4 317
Depth 3 53
Depth 2 549
Depth 1 274
Scrapyard 26
Materials 412
Factory 731
Research 446
Access 274
Waste 65
Testing 156
Prototype IDs
---------------
Cold Fusion Reactor
High-density Centrium Leg
Improved VTOL Module
Cooled VTOL Module
Cooled Field Propulsion Drive
Improved Q-thruster
Experimental Signal Interpreter
Precision Matter Filter
Thermal Barrier
Experimental Hacking Suite
Improved Assault Rifle
Fabricated
------------
Nothing
Alien Tech Used
-----------------
None
Route
-------
-11/Scrapyard
-10/Materials
-9/Materials (discovered 2 exits: *Mat / [*Min])
-8/Materials
-7/Factory (discovered 4 exits: *Fac x4)
-6/Factory
-5/Factory (discovered 5 exits: *Fac x4 / [*Upp])
-4/Factory
-4/Waste
-4/Factory (discovered 4 exits: *Res x4)
-3/Research
-2/Research
-2/Testing
-1/Access
Challenges
------------
None
Game
------
Seed: ProtonSmartbombBlaster
Manual?: 1
Play Time: 65 min
Cumulative: 2771 min
Sessions: 5
Easy Mode: 0
Game No.: 85
Easier: 0
Easiest: 0
Win Type: -
Total: 8
Types: 6/0/1/1/0/0/0
Lore%: 61
Gallery%: 64
Options
---------
ASCII: 1
Keyboard: 0
Movement: Vi
Fullscreen: 1
Font: 16/Smallcaps
Map View: 75x55
FOV Handling: Fade In
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665
Once that case is implemented, allowing it to optionally extend to other hostiles should be fairly easy.
A bit off topic, but I would also like: if you hold shift (or whatever), then lmb movement does not stop when detecting threat.What's your purpose here? My guess is to allow continued movement when watchers are in view (?). Either way, I'm this feature will cause you a lot more trouble than you think. But it's okay if you don't mind always giving hostiles the first shot...
RMB already does a lot of other things, including activating firing mode when clicking on solid spaces like walls so that they can be targeted directly without using the keyboard while there are no robots in sight. Not to mention misclicks when trying to get info for items and robots would potentially become even more annoying.I did not know that you can activate firing mode with RMB in some situations. Don't you think that it would be more consistent to use LMB for moving/firing and RMB for inspecting in every case?
Every single bit of terrain in the world is technically destructible, you just need to have the right tools
no good way that I can see yet to give mouse users access to this same informationWhy not RMB?