Grid Sage Forums

Grid Sage Forums

  • December 04, 2024, 12:47:44 AM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

News:

LINKS: Website | Steam | Wiki

Pages: 1 [2] 3 4 ... 10
 11 
 on: November 18, 2024, 02:20:32 AM 
Started by R-26 Lightspeed - Last post by R-26 Lightspeed
Maybe you're not familiar with the jumping issue, but it was not uncommon for some players and strategies over the years and it meant that any hostile combat bot could in some cases jump any other bot, including over Cogmind, to get to a place from which to attack, including all bots with no flight capabilities, even jumping around corners. It had nothing to do with "the time taken" to do such :P
I am familiar with this issue as well, but i thought it was kinda minor compared to the fact that such jumping cost the same amount of time as a normal move, allowing stuff like every member of a synchronized Grunt squad chasing down a target to move three tiles per 120 time units (by jumping over the two other Grunts).

 12 
 on: November 18, 2024, 02:14:34 AM 
Started by Theyflower - Last post by R-26 Lightspeed
Spoiler (click to show/hide)
[/quote]
Spoiler (click to show/hide)

 13 
 on: November 17, 2024, 05:56:13 PM 
Started by R-26 Lightspeed - Last post by Kyzrati
You're running 20-inventory flight?! That... doesn't sound like flight :P

My last run I was erasing Alpha 7s with CS and it was nice to loot those. I don't normally use it, actually, but it's fairly loved by others.

 14 
 on: November 17, 2024, 05:53:21 PM 
Started by R-26 Lightspeed - Last post by Kyzrati
Beta 14 contains a rather serious new pathfinding issue that was added while working out a proper way to remove the AI jumping potential (and it went kinda overboard) so this has already been addressed after the release and adjusted for Beta 15.
By the way, i'm curious, why was "bots take more time to move when they jump over other bots" (just like Cogmind on flight) deemed to be a bad solution to "bot jumping"?
Maybe you're not familiar with the jumping issue, but it was not uncommon for some players and strategies over the years and it meant that any hostile combat bot could in some cases jump any other bot, including over Cogmind, to get to a place from which to attack, including all bots with no flight capabilities, even jumping around corners. It had nothing to do with "the time taken" to do such :P

It took a while to resolve because the true cause was hard to track down, and I never saw it myself so tried several methods to address it before eventually finding a way to reproduce and fix it without breaking anything.

 15 
 on: November 16, 2024, 10:47:01 AM 
Started by CaptainWinky - Last post by CaptainWinky
Quote
Analysis: "Sympathizer"
A mindless and merciless Derelict-built saboteur propelled by surge thrusters.  Although Warlord's Tinkerers could have replicated the Imp's Segregator or something along those lines, they chose to use a simpler device which amplifies sympathetic resonance in the engines of both the wielder and its target.  None of these survive deployment for obvious reasons.  Only one specimen was captured for study thanks to the timely intervention of a Sage.  They are currently quite rare but seem to be deployed specifically against bots which rely on their external power sources to function, thus ensuring that if the victim is not outright destroyed it will be combat ineffective and ripe for killing or hacking.  The captured Sympathizer has been returned to a Warlord outpost along with three followup assault squads to confirm its arrival.

What bots have the Wizards been hacking?  Hmm....
Quote
Analysis: "Chungus"
Warlord may not have access to a Heavy assembler, but his forces have captured and overhauled a few of my lower-level Heavies.  The Chungus uses a heavy variant of the wildly inaccurate Slug Cannon and some other Derelict-made parts which make it almost comparable to an H-71 Marshal.  The exact purpose of this conversion is unclear as Warlord already has the sentry-based Bouncer design for defensive purposes, and the only Chunguses encountered so far have been accompanying recon squads nowhere near defensive positions.  I suspect that the Derelicts are exploiting the Active Sensor Suite to track my forces' movement patterns and adjust their own deployment plans accordingly.

 16 
 on: November 16, 2024, 10:38:30 AM 
Started by Theyflower - Last post by Theyflower
I finally started a run, and almost reached the "plot hook", but i noticed something that feels weird :
Spoiler (click to show/hide)
Or am i just overanalysing? I feel like i might be.
Spoiler (click to show/hide)

 17 
 on: November 16, 2024, 02:14:59 AM 
Started by R-26 Lightspeed - Last post by R-26 Lightspeed
Beta 14 contains a rather serious new pathfinding issue that was added while working out a proper way to remove the AI jumping potential (and it went kinda overboard) so this has already been addressed after the release and adjusted for Beta 15.
By the way, i'm curious, why was "bots take more time to move when they jump over other bots" (just like Cogmind on flight) deemed to be a bad solution to "bot jumping"?

and until then know that there are definitely some weird paths being taken by AIs in groups at the moment in Beta 14 if you observe them long enough and closely enough, or just get "lucky."
I've seen the "take incredibly circuitous path because the path was temporarily blocked by another memeber of the same squad" a lot. And also one "pre-cargo convoy swarmers blocked by random green bot".

 18 
 on: November 16, 2024, 02:03:28 AM 
Started by R-26 Lightspeed - Last post by R-26 Lightspeed
CS is insanely good against more than just that one bot though. Lotta good otherwise strong targets in the late game considering how powerful it is. I originally took it for FFF in my last run, but ended up failing that target since my power was instantly shot off and saving it for later where it obliterated a number of other nasty bots at relatively low cost to my build. Stripping powerful combat bots to guarantee your pick of their loot is quite a good deal.
I mean i see the point, it's just not very-well suited to my flight runs. Using at least three (CS + energy storage) of my precious 20 inventory slots to get items i could probably just get elsewhere or fabricate doesn't seem worth it.
And the few robots that do have parts that aren't guaranteed to be otherwise available don't have T prototypes i usually care about.
I feel like CPS tubes are a lot better than CS, especially given that they specifically guarantee that parts won't take damage from being salvaged, while CS seems to add damage.

 19 
 on: November 14, 2024, 01:21:40 AM 
Started by Boondiggle - Last post by Kyzrati
Okay thanks for the details! I looked back at REXPaint's source to see the original reference material, and it was based on the work done in the original thread I linked earlier (supported by the initial user), and the official docs section here (which by the way includes an incorrect link that should be this instead). I don't see any color documentation other that what's in the source itself.

I'm quite curious why CDDA can't use like... a normal naming scheme. It was kinda bad before and it's even more terrible now xD. At least insofar as these particular tags are concerned.

On closer inspection, your table doesn't seem to align with the source code there, or at least not all possibilities are represented. Why would that be? I could just outright make a direct conversion based on your table for export purposes (which would also save time), though I would want to know that it's correct and complete in that case.

 20 
 on: November 13, 2024, 11:43:27 PM 
Started by Boondiggle - Last post by Boondiggle
To account for CDDA's limited selection of colors, I hacked together a new palette for REXPaint:

Code: [Select]
{  0,  0,  0} {255,  0,  0} {  0,110,  0} { 92, 51, 23} {  0,  0,200} {139, 58, 98} {  0,150,180} {150,150,150} { 99, 99, 99} {255,150,150} {  0,255,  0} {255,255,  0} {100,100,255} {254,  0,254} {  0,240,255} {255,255,255}
{255,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0}
{  0,110,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0}
{ 92, 51, 23} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0}
{  0,  0,200} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0}
{139, 58, 98} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0}
{  0,150,180} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0}
{150,150,150} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0}
{  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0}
{  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0}
{  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0}
{  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0} {  0,  0,  0}

It's pretty simple. Foreground colors right, background colors down. You just have to remember that light (bright) backgrounds only work with a black foreground. Attempting to use a light color background with any foreground color besides black will result in an error in-game.


Pages: 1 [2] 3 4 ... 10