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Messages - S0ZDATEL

Pages: [1]
1
Ideas / Re: Improved part self-destruction.
« on: September 21, 2024, 01:59:58 PM »
Just picking up? Does it apply to Recyclers? I didn't really pay attention, do they pick up parts that are going to self-destruct? If yes, do they also disable self-destruction, so when they are killed, the parts are free to pick up? If so, then it doesn't really make sense. The whole point of self-destruction is to not allow others to pick up parts, and Recyclres disabling it actually help Derelicts or whoever to pick them up. Shouldn't Recyclers either not disable self-destruction of picked up parts, or ignore them in the first place and don't pick them up, just let them self-destruct?

2
Ideas / Improved part self-destruction.
« on: September 21, 2024, 09:22:32 AM »
So, sometimes part self-destruct. It says in the log that the part "fried", and it's gone. Did it fry itself completely?
Maybe it should leave some matter, to represent that it left at least something. For example, ¼ of it's integrity.
Maybe sometimes they not just vanish, but become broken? Player still can't use it anyway, unless they fix it. These would be more accurate "fried" parts. It's still there, just not working.
By the way, I'm not sure if this is explained in the lore, but why picking up self-destructing parts prevents their self-destruction? Are they only self-desctructing when on the ground, and as long as someone carries them, they are fine, no matter who it is? Then shouldn't they self-destruct if Cogmind picks them up and drops them again? Or do they only self-destruct when the robot carrying them dies? Well, I'm sure if someone who can attach it (scrapoids have scrap suits, which would autoattach parts into free slots, but I'm not sure if they actually can) dies afterwards, they won't self-destruct... how does it work from the lore perspective?

3
Fixed Bugs & Non-Bugs / [Beta 12] I Spy achievement.
« on: January 08, 2024, 03:13:47 AM »
I attached a Sensor Array and an Imp. Signal Interpreter and on the next turn I got the I Spy achievement (Use an Imp. Sensor Array (or better) with Imp. Signal Interpreter (or better).). My Sensor Array wasn't the Improved version.

4
Fixed Bugs & Non-Bugs / [Beta 12] Inconsistent machines hacked count.
« on: January 06, 2024, 01:54:23 AM »
So, I once again reset all my progress, and started a run. When I inevitably lost, I checked all the achievement I've got on that run (the data was reset so I had no achievements) and found out that I haven't got the Novice Programmer achievement (Hack 10 machines.), but I've got the Prolific Hacker achievement (Hack 50 machines.). How is that possible? Are those two counting different things? What's the difference then?

5
Ideas / Constructs with built-in utilities.
« on: October 13, 2022, 09:29:33 AM »
So, I've just read the new post about the Scrap Engine and constructs, and I've come up with an idea of how to utilize utilities. What if constructs can have built-in appropriate utilities? For example, a gun with a built-in Kinecellerator.
Using a utility in building or upgrading a construct adds to its mass and applies an appropriate effect. Here are some ideas:
  • Cooling — decrease the heat output.
  • Power Amplifier (only for power sources) — increase power output.
  • Appropriate weapon utilities, like Kinecellerator, Particle Charger, etc... — apply their effect to the construct.
And maybe even have some other effects like:
  • Visual Processing Unit (only for weapons) — increase accuracy?
  • Structural Scanner (only for penetrating weapons) — increase penetration chances?
So, you get some improvements for your constructs for a cost of higher mass.

6
General Discussion / Traveling between floors.
« on: April 17, 2022, 02:07:20 PM »
Just watched your last run with exoskeleton, and it says that the distance between floors if about 1000 tiles. Now that makes me wonder...
I haven't tested it, but, if I attach, say, a Chronowheel right in front of an exit and then move to a next floor, I assume the Chronowheel will stay with me, am I correct? But the thing is, once attached, the Chronowheel destroys itself after 30 turns, and we can't change it in any way, can't deactivate it or somehow stop the countdown. Does that mean I somehow traveled 1000 tiles in less than 30 turns?

7
Fixed Bugs & Non-Bugs / [Beta 11] Trap Extractor overload message.
« on: April 16, 2022, 06:32:17 AM »
I attached an Improved Trap Extractor, and got a help message in the log saying:
"The Imp. Trap Extractor is "overloadable", activating it again increases its output for additional resource cost, and may damage the unit.".
It's clearly not what it's supposed to say. It was the first overloadable part I've attached, but it's not the same kind of mechanic as with other overloadable parts...

8
Ideas / Re: Challenge Modes
« on: April 14, 2022, 12:44:01 PM »
The Unaware:
The main idea is that you are playing as an Unaware robot and part of the Compelex. May add or remove features about this mode as you feel fits better, this is just an example.
  • You are in the Unaware faction, all the Complex is friendly to you, but Derelicts and others are hostile.
  • Currently the Complex is being breached, some floors are under Derelict attack, others are flooded with Assembled.
  • You can't attach non-Unaware parts (like Exiles' prototypes, makeshift parts, etc.)
  • You know all Unaware-controlled maps.
  • Defeat Cogmind at the end (may use modofication of Player 2 AI).

9
General Discussion / Re: My opinion on authchips.
« on: April 13, 2022, 06:38:03 AM »
And another one: why only fabricators? So, the Unaware are cool with Derelicts hacking their terminals, repair stations and garrisons? Those are fine, but don't you dare to touch fabricators. If they introduced those authchips, why don't apply them to all the machines to protect them from being hacked?

10
General Discussion / My opinion on authchips.
« on: April 12, 2022, 03:40:45 PM »
This is just my opinion, and authchips are cool and all, but they don't make much sense to me for a couple of reasons:
  • Single use.
    Why are they single use items? I've read the post in devblog explaining this limitation, but it doesn't make any sense from the lore point. Even relay couplers have a number of uses. And now we have a single use chip? It can only give one print command to a fabricator and then it fries itself? Or it stores only one authentification code? This seems strange, having an entire chip dedicated for only one single use. To print two items you have to use two of them. The Unaware must be wasting a lot of resources just to make those, since they are single use.
  • Their existence.
    We can even don't care about the previous statement about wasting resources to produce single use chips if we look at the fact that the Unaware don't even need them at all. As far as I know, when the Complex need something, it sends the commands to the fabricators via some invisible to us network without use of authchips. None of the Unaware ever come to the fabricator with authchip attached to print some parts. It all happens by itself. So, why would Unaware produce authchips in the first place if they don't use them and don't need them, if not to allow some Derelicts to steal them and use for fabricator hacking, preventing which was the sole purpose of the authchips, as stated in the lore? This makes no sense and looks like they are just giving the Derelicts tools to hack their own systems.

11
Confirmed Bugs / [Beta 11] Inventory item tiles swapped.
« on: April 12, 2022, 01:19:00 PM »
I was playing Cogmind beta 11, and had a lot of wheels in my inventory. Once I looked at them and saw that the tiles that compose the wheel sprite are swapped. The first one was second and the second one was the first. Tiles were in the wrong order. As soon as I pressed Esc and opened the menu and then went back to game, it was correct.

12
Fixed Bugs & Non-Bugs / EX-Message Board typo.
« on: April 08, 2022, 10:07:26 AM »
EX-Message Board record MSG003946-03 says:
Quote
It's called an "adventure." If anything the journey itself is the benefit.
I guess the period should be outside of the quotes.

13
General Discussion / Has it always BIN that way?
« on: April 08, 2022, 09:42:37 AM »
I tried parsing EX-BIN's system in the new beta 11 version, and there was some strange quote. I don't remember it working that way before. Every time I try, it returns random quotes. There is even something about the Unchained and other stuff that's not in the game but is part of the lore. Has it always been there and I just never noticed, or is it new in beta 11? Is there any meaning to those or is it just an easter egg?

14
Support / Re: Fonts options and crashing?
« on: November 10, 2021, 07:07:35 AM »
Oh, right, that's how I was able to use them before, switching off tiles mode. Well, not that I really need them, just wanted to check how they look.

15
Support / Re: Fonts options and crashing?
« on: November 07, 2021, 07:07:43 AM »
Even stranger is that before it worked just fine. I could choose any fonts from 4×4 to 12×12, I guess there were a couple grayed out, like 14×14 or something, and all those huge fonts weren't even in the list.
As I said, I connected my laptop to the Internet then, which I do quite rarely, and I guess Windows have autoupdated itself. But could that mess things up that much, making the game believe I have unlimited screen resolution?

16
Support / Re: Fonts options and crashing?
« on: November 06, 2021, 02:05:57 PM »
Well, here is the log. I started a new run, and as soon as the scrapyard got loaded, I went to options and chose a large font.
Here are some specs:
OS: Windows 10 v.20H2
Screen resolution: 1366x768

17
Ideas / Level intel data shouldn't reveal the location.
« on: November 06, 2021, 02:55:39 AM »
After collecting some derelict logs in the mines, I went to the next level and that's what I saw in the log:
LOCATION=UNKNOWN
GOAL=ESCAPE
Loading Materials stockpile data (x3)...
Does anything seem off to you? Why am I loading Materials stockpile data if I don't know my location? Even if I open my map, it shows me that the location is unknown. Later I interacted with a machine, and it said "Current location identified: Materials". What's going on with it? Do I know the location or not?
So, my idea is, make level intel data acquired on previous level only become available once the played Identify the level, by interacting with a machine or learning where the exit leads by any means. Not a bug, and not annoying, just seems off...

18
Support / Fonts options and crashing?
« on: November 05, 2021, 02:17:04 PM »
I didn't update the game, but I connected my laptop to the Internet today. Before there were only few fonts, now there are lots of them, so many I have to scroll to see them, that's amazing! I guess the game autodownloaded them or something. And they are all available. Of course I wanted to see them all, and once I clicked one of 14×14 fonts, the game freezed and crashed, saying in the crash log "Unsupported fullscreen mode (fonts filtered assuming no custom screen resolution)".
I'm sure it doesn't even count as a bug, because new fonts were meant for new versions, and Beta 10.1 is kinda outdated now, but then why did it download all those fonts? I think it wasn't supposed to. And why did it allow me to choose them all? I switched to windowed mode to test it, and the only available fonts are 12×12, others are grayed out. Strangely, even smaller ones, like 10×10, 8×8 and 4×4. But in true fullscreen or borderless modes the game allow me to choose any font, even ones that don't fit into my laptop's screen.
Edit: Actually, just checked it, smaller fonts are always blocked now. No matter the mode, true fullscreen, borderless or windowed, 10×10, 8×8 and 4×4 fonts are always gray now. I clearly remember I could activate them before, was wondering how to read text in 4×4...Now they are disabled for every mode.

19
Fixed Bugs & Non-Bugs / [Beta 10.1] Collection attached parts count bug.
« on: November 05, 2021, 04:57:31 AM »
Here is another strange thing I've noticed after losing another run... Is it just me, or collection attached parts count is incorrect? To be clear, I deleted all my user data few days ago and started all over again (yes, that's strange, but I didn't play a game for some time and came back to it later, so I thought I might as well just start from the beginning), so most of my gallery is still empty, and I can compare the numbers with what I remember in my games. So, let's start:
  • Adv. EMP Blaster ×5. Hm, don't remember attaching 5 of them, I guess I only attached one or two.
  • Hacking Drone Bay ×3. Really? How? I only once got to Zion (that run I got imprinted and the first time I got to Cetus so I couldn't read all that lore). I believe you can't get Hacking Drone Bay anywhere else than Zion, and even there you get only one. I'm sure I only had one, why does it count as 3?
  • Spk. Medium Threads ×7. I only remember I had 3 of them.
  • Micro-nuke Launcher ×4. When did I get 4 if I only had one in only one run?
  • Mobile Refinery Mk. CCLXVII ×2. Again, I'm sure you can only get one in Zion and no more, and I only visited Zion once after wiping my user data. How did I get the second one?
  • Phasing Sabre ×6. Not sure about that, I think I only had one or maybe two.
  • Sensor Drone Bay ×4. I believe I only found one in mines.
Note: it might be just my memory, and I actually had all of those, but I doubt I had all of those unique things you can only find once in a run, because I would surely remember it, and I only remember picking them up once (especially those from Zion, because I only visited it once).
What I remember, thought, is that all of those parts were often swapped. Like, attaching a Micro-nuke Launcher to blow something up and put it back to inventory, or attaching Sensor Drone Bay to release drones, let them explore a bit, and then return them and put back into inventory. So, what I believe is happening is that the game sometimes count attaching the same part as attaching a new one, maybe, because it have different integrity, or some of the drones from the bay got destroyed and now there are less drones than before. So, as I said, maybe there is no bug and everything is working fine and it's just my memory playing tricks on me, but I would suggest checking this, there might be a bug in the system that counts how many unique parts you have attached across all runs.

20
Ideas / Unlimited relay couplers.
« on: November 05, 2021, 02:36:23 AM »
As the lore states, couplers have a limited number of codes for Unaware coordination. But where do those codes come from? I would imagine they are generated by some algorithm and get distributed across relay couplers. Then it made me thinking, what if we could get our hands on one of those? I imagine it as something like Relay Interface code generators, a processor that is basically an unlimited relay coupler. Of course such a thing would need a lot of balancing, because of how OP it is. So, here are some of my ideas about how this could be balanced.
  • Rarity. Of course, such a thing should be rare, average bothacker should be only able to get 1-2 across the whole run.
  • Hard to get. This thing is essential part of the RIF system, so Unaware should protect it really well. If you want one, be ready to fight whatever is guarding it.
  • Alert. Whatever the means of getting it, it should be obvious for Unaware that one was stolen, generally increasing alert level.
  • Size. Maybe it should be 2-slot processor?
  • Useless on upper floors. Maybe, once you reach Research, they track the RIF connection down to stolen code generator and remotely permanently disable it.
  • Cooldown. Unlike standard relay couplers which store pregenerated codes, this one need time to generate new ones. For example, it could have maximum of 13 codes (RIF points, or whatever they're called in game, I don't remember), and need about 20 turns to generate each new one. So, unlike with standard couplers, you can only do so much before it needs to generate new codes.
Oh course, I understand such a thing could be against current bothacking game design, it's just an Idea...

21
I would suggest to check other similar animations for the same kind of issue. Like, maybe this animation displacement can happen to sensor arrays, transmittion jammers, and so on...

22
Fixed Bugs & Non-Bugs / [Beta 10.1] Remote Shield activation animation bug.
« on: November 04, 2021, 03:01:54 PM »
Just had one of the worst runs, got imprinted and it was the first time I got to Cetus, and all those terminals, all this lore... I'm sure there was lore in them, but not for imprinted me... hate it... well, that's not the point.
In the caves I replaced my remote shield generator with a better one, then started to look around the map to see where to go next. Since I had my autoactivation off, I activated the remote shield generator, and saw the animation. That light blue bubble... but it was not on me. It was in the center of the screen, but I shifted the view before to look around. Then I centered on myself, reactivated it, and the animation was on me. Then went back to that place, and it was there too. I even managed to see myself and that place at the same time on the screen, reactivated the remote shield generator, and there were two animations, one around me and one in some random place about 30 tiles below me. I'm sure I made a screenshot, but can't attach it right now since I'm posting it with my phone. Maybe the next day.

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