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Messages - R-26 Lightspeed

Pages: [1] 2 3 ... 14
1
The Steam description for the achievement "The Science Guy" is "Meet Zhirov in his lab.",
while the in-game description is simply "Find Zhirov.", which seems outdated.

2
You're running 20-inventory flight?! That... doesn't sound like flight :P
I usually switch to a High-Capacity Storage Unit in -3, at which point it takes up more than half my build's mass support, but having a mass support utility like a Gravity Neutralizer helps a lot.

3
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).

4
Competitions / Re: Serflord April 1st ARG!
« on: November 18, 2024, 02:14:34 AM »
Spoiler (click to show/hide)
[/quote]
Spoiler (click to show/hide)

5
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".

6
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.

7
Also kind surprising that you're just getting that achievement now? Would've assumed you got that ages ago considering how easy it is to get once you can reach that area.
I think the effect probably didn't trigger any of the first two or three times i attempted to use it (attempts probably only made during my first runs),
and then never used it again, partially because it's a melee weapon, but mostly because of the vague description.

My understanding of it was something like this :
"It definitely won't work on all enemies, that would completely break the game. Therefore, some robots are immune to it. Which ones? Probably those with coring immunity."
(With this understanding of it, the weapon lost most of its use cases.)
"I don't think it's worth it to spend two slots for an unreliable melee weapon that drains tons of energy and can only kill enemies i can already kill quickly anyway, especially when i always play ranged builds, so i don't see the point to it."

Then, when i started doing flight builds :
"Still not worth it, the Broadsword is much more reliable at killing enemies, costs less energy, and so on."

Eventually, i heard that it could kill a certain large prototype robot that does have coring immunity, but that didn't clarify what it could actually kill.
I think i might have tried to use the Core Stripper against that robot, but i'm not sure. It definitely didn't succeed, though.
And i never saw the point anyway, since my builds couldn't benefit from that robot's parts.

It's only recently that which robots were immune to it was clarified (i think that change is from Beta 14?),
but even then, the immunity to the Core Stripper is written about only in the "Dismemberment immunity" explanation,
instead of within the part description itself (like is done for some other parts, like the Immobilizer and the Field Lobotomy Kit).
I think the description would be a lot clearer if it had "doesn't work on robots with dismemberment immunity" at the end of it.


The only reason i actually got the achievement is because i saw that someone had gotten it rather easily, and because i saw the two bugfixes about the Obliterator (which i haven't gotten yet),
which allowed me to deduce how to get the achievement. I was then able to get it the very next run.
So yeah, that's why it's the 220th achievement i got.

8
In the Proximity Caves, the occasional N-01 Spotter can drop parts when destroyed.
Given that all other drones i can remember don't drop parts, and that Target Drones received a bugfix because they could drop parts, i assume this is a bug?

Here's a relevant excerpt from my current run's log :
31799_ Sneak attack on N-01 Spotter.
31799_ Destroyed Lgt. Ion Engine.
31799_ N-01 Spotter destroyed.                                  // N-01 Spotter destroyed
31801_ Acquired 11 matter.
31811_ Hover Unit fries itself beyond repair.                   // N-01 Spotter part fries
31817_ Adv. Visual Processing Unit fries itself beyond repair.  // N-01 Spotter part fries


I'd seen it before, but it's only this time that i realized this was probably a bug.

9
Competitions / Re: Serflord April 1st ARG!
« on: November 10, 2024, 10:22:43 AM »
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.

10
Fixed Bugs & Non-Bugs / [Beta 14] Serf uses emergency access
« on: November 06, 2024, 03:08:39 AM »
I saw a K-01 Serf use an emergency access door, despite the fact that non-combat bots are not allowed to use them.
There was no apparent reason behind this behavior, and seems to happen consistently when reproduced with the attached save files.

Video example :
https://imgur.com/a/serf-uses-emergency-access-3C8yNTt

Seed : FlyingDamperNanovents

Save files attached, one from a bit before it happens, and one from directly before it happens.

11
I've noticed a weird thing with the "Robots destroyed" score entry.
Some things that count towards "Combat Hostiles Destroyed" don't count toward the "Robots destroyed" entry, even though the latter should be a more general category.
For example, the only difference between the two attached scoresheets is that i destroyed a Grunt through core damage using a Compact HERF Cannon.
The "Robots destroyed" counter stays at 676, but the "Combat Hostiles Destroyed" counter changes from "546" to "547".
That kill also gave me "High Alert Combat Kills" points, but no "Value Destroyed" points.

Other kill methods (or maybe targets?) did count after this one. Some other kills after that still didn't count. Not sure what is going on.

Two different backups of my save file also attached.

12
In -1/Access on the seed "FlyingDamperNanovents", there's a Swarmer squad near the top-right Garrison.
That Swarmer squad kept changing the target of their patrol, without the squad leader actually ever moving more than three tiles from their starting point.
Eventually, the squad actually managed to reach one of the targets.

Example (right at the end of the gif) :


I had visited a Garrison that led me to Access and got the patrol data from a terminal there, which is how i could see the patrol paths.

I know that patrols can normally decide to change up their target early, but usually they still manage to move at least more than a few tiles towards it.
I guess my report might be more about that swarmer squad having great difficulty moving along their patrol path for some reason?

(Side note : Which is better, gifs (which can be embedded here) or videos (which have more time control)?)

13
After pressing space, if the "Ruler Overlay" button is clicked while Cogmind is on-screen,
and the mouse cursor is outside the map border when it is clicking on the option,
then the mouse cursor will teleport to Cogmind.

14
As visible in the linked video, the "scan" animation of the explosion prediction stops far too early (it stops when it reaches the lowest door within the visible explosion prediction).
 I'm guessing this is related to the explosion being really big?

https://imgur.com/a/explosion-prediction-scan-cutoff-Ed5jge4

15
Confirmed Bugs / [Beta 14] (Spoiler) Sunderer on broken neutral Researcher
« on: November 04, 2024, 03:59:23 AM »
I got the Sunderer achievement from using the Core Stripper on a broken Researcher.
I broke the researcher using a code i got in Scraptown.
The achievement specifies instakilling an "enemy", but that Researcher was neutral (and broken), which is why i'm reporting this bug.

Since they can be enemies (just not in this scenario), this might be intentional?

16
As visible in the log in the attached screenshot, i attached a corrupted ST Field Compressor,
which caused itself to be disabled (for like 50 turns).
However, the log reported this event as "Corrupted ST Field Compressor temporarily disabled" (It probably shouldn't still say "corrupted" at this point).

This is very minor, so much so that i didn't report it back when it occurred, but here it is just in case.

17
The B-90's analysis contains the following part :
"Like all behemoth class robots, the B-90's overall structure is slightly weak against kinetic attacks,"
However, Behemoths are generally slightly weak¹ to thermal damage, not kinetic damage.

¹They're either neutral to or weak to thermal damage, even with their reflective armor.
They are never weak to kinetic damage, only ever neutral to it.


Edit : Found the source!
* MOD: Behemoth core switched from kinetic weakness to thermal weakness
From the changelog for Alpha 12.
The date in the changelog section for that version is missing an end parenthesis in changelog.txt, by the way. It currently looks like this :
Cogmind Alpha 12 "The Place No One Lives to Tell About" (161122

18
Enumerate(security) updates all security intel markers, despite having a limited range.
As a result, when using it to see if a moving Heavy was nearby (it wasn't),
My garrison-obtained security intel for that entire region (-2/Research) was deleted.

I'm guessing this also happens with the mark_security RIF hack.

19
Ideas / Re: Faster Micro-Nukes
« on: October 26, 2024, 10:01:35 AM »
Yeah was just spending some hours working with SFX for Beta 15 today, and what I think will work okay for this one in particular is simply reducing its audible range, so I adjusted that. It was quite far, meaning it could even easily get through doors and around far corners to reach you when less relevant.
Thanks, i don't know how much the range was changed, but it should help somewhat.

Spoiler (click to show/hide)

I don't think finding him will change much from that simple change :
Spoiler (click to show/hide)

20
I once reported exactly that as a bug for a specific machine's ambient sound, here was Kyzrati's reply :
Yeah this is normal behavior, and can happen with many machines in many situations. You can read more about how Audio Log behavior in that section of the manual. One of the basic behaviors you're probably seeing in this case is the fact that it doesn't list machines below 10% of their max volume. It is technically possible to hear things that don't appear there, especially with machines that have certain audio propagation behavior, or when you're playing with your system volume turned up higher.

21
Ideas / Re: Faster Micro-Nukes
« on: October 20, 2024, 02:54:18 AM »
I do mean "call clock time", yes.
Micro-Nukes are particularly annoying in that one event, and they're especially frustrating when happening behind a wall or far enough away that i can't even see them or the attacker, but still close enough to stop all my actions for an entire three seconds, likely multiple times in a row.

22
Competitions / Re: Serflord April 1st ARG!
« on: October 17, 2024, 01:58:11 AM »
Alright, thanks!

23
Ideas / Faster Micro-Nukes
« on: October 17, 2024, 01:55:33 AM »
My suggestion is an option to make specifically Micro-Nukes explode faster.

They're neither particularly powerful or rare (especially not in the W/R event),
yet each individual shot of those feels like it takes almost as much time to resolve as it would take for a Hydra equipped with only Disruptor Cannons to fire all its shots.
I'm pretty sure that it's the type of non-unique weapon that takes the longest time to resolve, far longer than any other common launcher.

24
Competitions / Re: Serflord April 1st ARG!
« on: October 16, 2024, 02:47:43 AM »
I'll try it too, after my current run.
Should i turn off score uploading, though?
Since this seems to be a purely audio mod, i wouldn't think so, but just to make sure.

25
Oops, sorry. I'll try to remember that.

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