Main Menu

News:

LINKS: Website | Steam | Wiki

Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Sylverone

#1
It was a neat surprise to stumble across this in-game. :) I'm curious to know if anyone has found it useful.
#2
Quote from: Decker on June 14, 2016, 09:16:32 PM
Quote
I find the integrity graph minimally useful, but only because the colored boxes already give much of the same info. I do activate it sometimes for a clearer comparison, and I know players who use it as their primary graph.

It's the only graph I use! I've learned all my coverage values and I wouldn't even be able to tell you what the other graphs display. I need the precise health values to determine which item to replace when I come across a new one.
And that is what I'm talking about. If you have played the game a lot and know the coverages by heart (and have the right mind for that exercise) you are basically doing the vulnerability check yourself. If the equipment you are deciding on is all similar in coverage and total integrity, the relative integrity view can tell you at a glance which item is closer to breaking. The vulnerability view would work the same way (the way I described it, it's more like 'safety' - higher values are better).

The view I'm suggesting would essentially tell someone who doesn't know everything already, "which equipment of mine is likely to break first, and which will last the longest?" This could guide decisions about which way to swing your build when you have options. Besides, just like the current integrity view, it could let you see at a glance what to replace. For two parts with similar coverage values it would read essentially the same as the current integrity view.

One possible problem is that if certain items have a high integrity and very low relative coverage, they might squish the other values too much, but in that case I could use the longer method and puzzle it out via integrity and coverage views or item descriptions.

Like others I almost exclusively use the 'q' info (usually what it sits on for me also) and integrity views, occasionally glancing at coverage if it's necessary or I'm curious.

I do think the relative integrity is the most useful graph, usually (being the only one that shows changing information). Part HP bars basically. Coverage is a close second. The tactical HUD largely takes care of the other graph's duties in practice, but it's nice to have them sometimes.

So I'd be happy with just the "safety" graph. Absolute integrity is factored into it in a useful (possibly more normalized) way so there's no need to change other views. To be fair it doesn't include effects of shields and such but I figure that's okay, those items demand special consideration anyway.
#3
I keep running into this, although it's a little detail: the integrity view - 'w' - for the equipment doesn't seem all that useful to me. It doesn't gave a big picture that allows you to determine what is likely to break next (your at-risk equipment), unless you decide to reason it out based on coverage. (Admittedly, a person learns to do this naturally over time.)

The current view could stay if it's really useful to someone, but here's what I'm thinking:
1. Vulnerabiliy graph, the current integrity of each item divided by its coverage, scaled -- this would give a quick glance at which item is likely to break first under normal fire. It could be displayed after pressing 'c' twice.
2. Absolute integrity graph, scaled to the highest (probably replacing the current 'w' view?) -- the issue here is that treads and other strong items would squash the graphs of the remaining items out of view - not ideal maybe, but could be useful otherwise. I think it would be a more consistent and useful behavior than the current view  because a good tread at half health is still likely to outlast a gun or few at full health.

A vulnerability and/or absolute integrity graph would reflect the facts better at a glance.

Uh, and I like data and graphs, I guess?  ;D
#4
Here's my run: I died running away from the garrison in rumpel's first image.

Pictures in an Imgur album: http://imgur.com/a/C0JCd

Spoiler
Cogmind - Alpha 8

Name: Sylverone

---[ CORE DESTROYED ]---

Performance
-------------
Evolutions (3)             1500
Robots Destroyed (47)      235
Value Destroyed (1389)     1389
Prototype IDs (6)          120
Alien Tech Identified (0)  0
Bonus (0)                  0
              TOTAL SCORE: 3244

Cogmind
---------
Core Integrity             0/700
Matter                     265/300
Energy                     36/50
System Corruption          0%
Temperature                Cool (4)
Location                   -7/Factory

Parts
-------
Power (3)
Propulsion (4)
Utility (4)
  Salvage Targeting Computer
Weapon (2)

Inventory
-----------
Large Battery

Peak State
------------
Power
  Light Nuclear Core
  Light Ion Engine
  Improved Ion Engine
Propulsion
  Improved VTOL Module
  Flight Unit
  Flight Unit
  Cesium-ion Thruster
Utility
  Small Storage Unit
  Hardened Medium Armor Plating
  Salvage Targeting Computer
  Heat Sink
Weapon
  Heavy EM Shotgun
  Heavy Particle Gun
[Rating: 30]

Favorites
-----------
Power                      Ion Engine
  Engine                   Ion Engine
  Power Core               Light Nuclear Core
Propulsion                 Flight Unit
  Treads                   Light Treads
  Leg                      Aluminum Leg
  Hover Unit               Improved Hover Unit
  Flight Unit              Flight Unit
Utility                    Salvage Targeting Computer
  Device                   Structural Scanner
  Storage                  Small Storage Unit
  Processor                Salvage Targeting Computer
  Protection               Core Shielding
Weapon                     Assault Rifle
  Energy Gun               Heavy EM Pulse Gun
  Energy Cannon            Beam Cannon
  Ballistic Gun            Assault Rifle
  Launcher                 Proton Missile Launcher
  Special Weapon           Mining Laser
  Special Melee Weapon     Improved Datajack

Stats
-------
Bonus Breakdown            0
Classes Destroyed          10
  Worker                   3
  Builder                  2
  Tunneler                 1
  Hauler                   1
  Recycler                 5
  Operator                 1
  Watcher                  1
  Swarmer                  8
  Grunt                    21
  Sentry                   4
NPCs Destroyed             0
Best Kill Streak           5
  Combat Bots Only         4
Matter Collected           1113
  Salvage Created          1883
Parts Attached             80
  Power                    14
  Propulsion               35
  Utility                  12
  Weapon                   19
Parts Lost                 40
  Power                    7
  Propulsion               15
  Utility                  7
  Weapon                   11
Average Slot Usage (%)     80
  Naked Turns              3
Spaces Moved               1733
  Fastest Speed (%)        434
  Average Speed (%)        223
  Slowest Speed (%)        55
  Overloaded Moves         0
  Propulsion Burnouts      0
  Targets Rammed           19
  Cave-ins Triggered       0
  Teleports                0
Heaviest Build             33
  Greatest Overweight (x)  6
  Average Overweight (x)   0
Largest Inventory          6
  Most Items Carried       6
  Average Items Carried    4
Core Damage Taken          1383
Average Core Remaining (%) 36
  Depth 10 Exit            9
  Depth 9 Exit             39
  Depth 8 Exit             62
Volleys Fired              175
  Largest                  2
  Hottest                  105
Shots Fired                287
  Gun                      217
  Cannon                   66
  Launcher                 4
  Special                  0
  Kinetic                  130
  Thermal                  98
  Explosive                0
  Electromagnetic          59
Shots Hit Robots           161
  Core Hits                86
Overload Shots             0
  Energy Bleed             0
  Heat Surge               0
  Short Circuit            0
  Meltdown                 0
Melee Attacks              1
  Impact                   0
  Slashing                 0
  Piercing                 0
Damage Inflicted           2829
  Projectiles              2405
  Explosions               371
  Melee                    0
  Ramming                  53
  Kinetic                  1165
  Thermal                  964
  Explosive                0
  Electromagnetic          647
  Impact                   0
  Slashing                 0
  Piercing                 0
Self-Inflicted Damage      81
  Shots                    4
  Rammed                   19
Highest Temperature        392
  Average Temperature      91
  Shutdowns                0
  Energy Bleed             0
  Interference             0
  Matter Decay             0
  Short Circuit            0
  Damage (minor)           0
  Damage (major)           0
  Damage (core)            0
Highest Corruption         2
  Average Corruption       1
  Message Errors           0
  Parts Rejected           0
  Data loss (map)          1
  Data loss (database)     1
  Misfires                 1
  Misdirections            0
  Targeting Errors         3
  Weapon Failures          0
  Depth 10 End             2
  Depth 8 End              1
Haulers Intercepted        1
Robots Corrupted           0
Robots Melted              0
Power Chain Reactions      0
Tactical Retreats          5
Communications Jammed      0
Parts Field Recycled       0
  Retrieved Matter         0
Parts Merge Repaired       0
Drone Launches             0
  Drone Recoveries         0
Derelicts Assembled        0
Traps Triggered            2
  Indirectly               2
Trap Hack Attempts         0
  Triggered                0
  Disarmed                 0
  Reprogrammed             0
  Reused                   0
Data Cores Recovered       1
  Used                     0
Machines Hacked            21
  Terminals                15
  Fabricators              0
  Repair Stations          3
  Recycling Units          1
  Scanalyzers              2
  Garrison Access          0
Total Hacks                55
  Successful               24
  Failed                   31
  Catastrophic             6
  Database Lockouts        0
  Manual                   0
  Unauthorized             0
  Terminals                39
  Fabricators              0
  Repair Stations          9
  Recycling Units          1
  Scanalyzers              6
  Garrison Access          0
Terminal Hacks             13
  Record                   5
  Part Schematic           2
  Robot Schematic          0
  Robot Analysis           0
  Prototype ID Bank        1
  Open Door                0
  Level Access Points      0
  Branch Access Points     1
  Emergency Access Points  0
  Machine Index            0
  Terminal Index           0
  Fabricator Index         0
  Repair Station Index     0
  Recycling Unit Index     0
  Scanalyzer Index         0
  Garrison Index           0
  Alert Level              1
  Unreport Threat          1
  Locate Traps             0
  Disarm Traps             0
  Reprogram Traps          0
  Dispatch Records         0
  Maintenance Status       0
  Security Status          0
  Surveillance Status      0
  Patrol Status            0
  Transport Status         0
  Investigation Status     0
  Extermination Status     0
  Reinforcement Status     0
  Assault Status           0
  Garrison Status          0
  Intercept Status         0
  Recall Investigation     0
  Recall Extermination     0
  Recall Reinforcements    0
  Recall Assault           0
  Hauler Manifests         0
  Registered Components    0
  Registered Prototypes    0
  Zone Layout              0
  Sector Layout            0
  Machine Controls         2
Hacking Detections         20
  Full Trace Events        3
  Feedback Events          0
  Feedback Corruption      0
  Feedback Part Disabled   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
Garrisons Disabled         0
Garrisons Compromised      0
Robot Schematics Acquired  0
  Robots Built             0
  Total Robot Build Rating 0
  Robot Fabrication Matter 0
  Robot Fabrication Time   0
Part Schematics Acquired   4
  Parts Built              0
  Total Part Build Rating  0
  Part Fabrication Matter  0
  Part Fabrication Time    0
Parts Repaired             2
  Part Repair Time         65
Parts Recycled             0
  Recycled Matter          0
  Retrieved Matter         0
  Retrieved Components     0
Parts Scanalyzed           2
  Part Schematics Acquired 2
  Parts Damaged            0
Robot Analysis Total       0
Robots Rewired             0
Robots Hacked              0
  Non-combat               0
  Combat                   1
  Parse                    0
  Link                     0
  Rebooted                 1
  Overloaded               0
  Assimilated              0
  Manual                   0
  Secondary                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
  STAY                     0
  GOTO                     0
  ROAM                     0
  FOLLOW                   0
  GUARD                    0
  AID                      0
  BUILD                    0
  TUNNEL                   0
  DROP                     0
  PICKUP                   0
  COLLECT                  0
  EXPLORE                  0
  RETURN                   0
Terraforming Orders        0
  Walls Built              0
  Walls Tunneled           0
Ally Attacks               0
  Total Damage             0
  Kills                    0
Allies Corrupted           0
Allies Melted              0
Peak Influence             263
  Average Influence        90
  Final Influence          0
Maximum Alert Level        1
  Low Security (%)         93
  Level 1                  6
  Level 2                  0
  Level 3                  0
  Level 4                  0
  Level 5                  0
Squads Dispatched          16
  Investigation            3
  Extermination            0
  Reinforcement            6
  Assault                  0
  Garrison                 7
  Intercept                0
Derelict Logs Recovered    0
Exploration Rate (%)       20
  Regions Visited          6
  Pre-discovered Areas     0
Garrisons Visited          0
  Relays Disabled          0
  Generators Disabled      0
Network Hubs Disabled      0
Actions Taken              2428
Turns Passed               2199
  Depth 11                 97
  Depth 10                 744
  Depth 9                  604
  Depth 8                  530
  Depth 7                  224
  Scrapyard                97
  Materials                1315
  Factory                  224
  Storage                  563

Prototype IDs
---------------
Improved VTOL Module
Improved Medium Laser
Heavy Particle Gun
Improved EM Shotgun
Heavy EM Shotgun
Improved Assault Rifle

Alien Tech Recovered
----------------------
None

Route
-------
-11/Scrapyard
-10/Materials
-9/Materials
-9/Storage
-8/Materials
-7/Factory

Game
------
Seed: Hauler Hunter
^Manual?: 1
Play Time: 116 min
Sessions: 1
Mod: N/A
Game No.: 5
ASCII: 0
Keyboard: 1
Movement: Numpad
Fullscreen: 1
Font: 18/X11
Map View: 76x50
FOV Handling: Fade In


X=9219437959343830846686663868
666489900661808000686498004310
983898843643669960808063303830
334683186303838308609633988033
333333633333303336333333333363
363363303600333308036338333333
313333333333613003333336303333
333363333336633633303633636001
638693983338608000606130660366
333300303363303336680663136663
311333333336919196868333888388
908668036410380918003363333688
686903896163888460490036004608
991993681188688838113336330010
081011461386648643896060146381
788616608038608660068136331080
148330813380800343880833333068
98869816410486306187
[close]
#5
Ideas / Advanced Volley Breakdown/Analysis
May 07, 2016, 07:46:54 AM
Just an idea.

A screen or expanded view that can be called up ('Shift-v' or maybe  holding 'v' down) that will give advanced stats for the current volley, such relative heat production, energy and matter consumption, and maybe a breakdown of the factors affecting hit probabilities at the moment, for each weapon. A combination of graphs and information.

It would be a bonus if it could be called up during targeting to show the hit modifiers vs. the current target.

This way a player could look at a single screen and get an idea of "what can I do to improve my accuracy/firepower/resource consumption?"

A further possibility is to show on this screen the modifiers that other bots will experience vs. Cogmind. All of this might help communicate to some newer players the factors that matter in combat, aside from just being sort of nifty.
#6
Ideas / Re: Procedurally generated music
May 06, 2016, 10:53:34 PM
If I make it there I'll comment on it here.
#7
Ideas / Re: Cycle Propultion
May 06, 2016, 03:53:31 AM
Wow, that's rough. Well, take care of yourself in the meantime, and don't push anything to the point of forcing. Best hopes for your healing. :)
#8
Ideas / Re: Procedurally generated music
May 06, 2016, 03:45:22 AM
I realize this is an older thread, just thought I'd leave a note here before the music issue comes around: What I'm really curious about is the direction you are going to take with the ambient sounds. Presently there are just a few (terminals and generators being the ones I know of), and I find that those really lend a special atmosphere to the game. So however the music goes, I'm really looking forward to when the localized ambient sounds are expanded - and, perhaps, some of the interaction sounds diversified (sounds effects of the "living dungeon/complex", such a serfs sweeping, tunnelers, engineers, etc.).
#9
An ARC (sp?) appeared and I targeted it and pressed "d" to examine it, then exited and ctrl-shifted to swap a heat sink for some weapon armor. During that time the ARC deployed and some Pests appeared. I pressed "f" and the target cursor was still on the former location of the ARC, which did not contain any robots. When I pressed Tab to try an switch targets the game crashed with no notifications. It is possible that I pressed Tab and it switched to a non-hostile successfully, and then crashed on a second press, I don't recall for sure.

crash.log:
Cogmind - Alpha 6

I=0000036 Initializing resources
I=0000148 Initializing Rogue Engine X
I=0000148 |   Starting SDL
I=0000219 |   Importing icon
I=0000277 |   Confirmed resource initialization
I=0000277 |   Loading colors
I=0000277 |   Initializing font type data
I=0000285 |   Mapping standard ASCII values
I=0000285 |   Loading fonts
I=0000307 |   |   [font set: 12/Cogmind]
I=0000335 |   |   ...cogmind6x12_cogmind.png
I=0000346 |   |   ..._default12x12.png
I=0000349 |   |   ...cp437_12x12.png
I=0000350 |   |   [font set: 12/Crisp]
I=0000351 |   |   ...cogmind6x12_crisp.png
I=0000358 |   |   ..._default12x12.png
I=0000361 |   |   ...cp437_12x12.png
I=0000361 |   |   [font set: 12/Terminus]
I=0000362 |   |   ...cogmind6x12_terminus.png
I=0000369 |   |   ..._default12x12.png
I=0000371 |   |   ...cp437_12x12.png
I=0000372 |   |   [font set: 12/Proggy]
I=0000373 |   |   ...cogmind6x12_proggy.png
I=0000380 |   |   ..._default12x12.png
I=0000383 |   |   ...cp437_12x12.png
I=0000383 |   |   [font set: 14/Cogmind]
I=0000385 |   |   ...cogmind7x14_cogmind.png
I=0000394 |   |   ...cogmind14x14.png
I=0000397 |   |   ...cp437_14x14.png
I=0000397 |   |   [font set: 14/Terminus]
I=0000400 |   |   ...cogmind7x14_terminus.png
I=0000409 |   |   ...cogmind14x14.png
I=0000412 |   |   ...cp437_14x14.png
I=0000412 |   |   [font set: 14/X11]
I=0000414 |   |   ...cogmind7x14_X11.png
I=0000423 |   |   ...cogmind14x14.png
I=0000427 |   |   ...cp437_14x14.png
I=0000427 |   |   [font set: 14/X11B]
I=0000429 |   |   ...cogmind7x14_X11B.png
I=0000438 |   |   ...cogmind14x14.png
I=0000442 |   |   ...cp437_14x14.png
I=0000442 |   |   [font set: 14/Dina]
I=0000444 |   |   ...cogmind7x14_dina.png
I=0000454 |   |   ...cogmind14x14.png
I=0000457 |   |   ...cp437_14x14.png
I=0000457 |   |   [font set: 14/Proggy]
I=0000460 |   |   ...cogmind7x14_proggy.png
I=0000469 |   |   ...cogmind14x14.png
I=0000472 |   |   ...cp437_14x14.png
I=0000472 |   |   [font set: 14/ProggyB]
I=0000475 |   |   ...cogmind7x14_proggy_b.png
I=0000484 |   |   ...cogmind14x14.png
I=0000487 |   |   ...cp437_14x14.png
I=0000487 |   |   [font set: 16/Cogmind]
I=0000490 |   |   ...cogmind8x16_cogmind.png
I=0000502 |   |   ...cogmind16x16.png
I=0000506 |   |   ...cp437_16x16.png
I=0000507 |   |   [font set: 16/Wide]
I=0000509 |   |   ...cogmind8x16_wide.png
I=0000521 |   |   ...cogmind16x16.png
I=0000525 |   |   ...cp437_16x16.png
I=0000525 |   |   [font set: 16/Terminus]
I=0000528 |   |   ...cogmind8x16_terminus.png
I=0000540 |   |   ...cogmind16x16.png
I=0000545 |   |   ...cp437_16x16.png
I=0000545 |   |   [font set: 16/Dina]
I=0000547 |   |   ...cogmind8x16_dina.png
I=0000559 |   |   ...cogmind16x16.png
I=0000564 |   |   ...cp437_16x16.png
I=0000564 |   |   [font set: 16/Proggy]
I=0000567 |   |   ...cogmind8x16_proggy.png
I=0000579 |   |   ...cogmind16x16.png
I=0000583 |   |   ...cp437_16x16.png
I=0000583 |   |   [font set: 18/Cogmind]
I=0000587 |   |   ...cogmind9x18_cogmind.png
I=0000602 |   |   ...cogmind18x18.png
I=0000607 |   |   ...cp437_18x18.png
I=0000607 |   |   [font set: 18/Narrow]
I=0000611 |   |   ...cogmind9x18_narrow.png
I=0000626 |   |   ...cogmind18x18.png
I=0000631 |   |   ...cp437_18x18.png
I=0000632 |   |   [font set: 18/Wide]
I=0000635 |   |   ...cogmind9x18_wide.png
I=0000650 |   |   ...cogmind18x18.png
I=0000656 |   |   ...cp437_18x18.png
I=0000656 |   |   [font set: 18/Terminus]
I=0000659 |   |   ...cogmind9x18_terminus.png
I=0000675 |   |   ...cogmind18x18.png
I=0000681 |   |   ...cp437_18x18.png
I=0000681 |   |   [font set: 18/TerminusB]
I=0000684 |   |   ...cogmind9x18_terminus_b.png
I=0000700 |   |   ...cogmind18x18.png
I=0000705 |   |   ...cp437_18x18.png
I=0000705 |   |   [font set: 18/X11]
I=0000709 |   |   ...cogmind9x18_X11.png
I=0000724 |   |   ...cogmind18x18.png
I=0000730 |   |   ...cp437_18x18.png
I=0000730 |   |   [font set: 18/X11B]
I=0000733 |   |   ...cogmind9x18_X11B.png
I=0000748 |   |   ...cogmind18x18.png
I=0000754 |   |   ...cp437_18x18.png
I=0000754 |   |   [font set ignored: 20/Cogmind] (resolution exceeds desktop)
I=0000754 |   |   [font set ignored: 20/Narrow] (resolution exceeds desktop)
I=0000754 |   |   [font set ignored: 20/Tall] (resolution exceeds desktop)
I=0000754 |   |   [font set ignored: 20/Terminus] (resolution exceeds desktop)
I=0000754 |   |   [font set ignored: 20/X11] (resolution exceeds desktop)
I=0000754 |   |   [font set ignored: 20/All Caps] (resolution exceeds desktop)
I=0000754 |   |   [font set ignored: 20/Cased] (resolution exceeds desktop)
I=0000754 |   |   [font set ignored: 24/Cogmind] (resolution exceeds desktop)
I=0000754 |   |   [font set ignored: 24/Crisp] (resolution exceeds desktop)
I=0000754 |   |   [font set ignored: 24/Terminus] (resolution exceeds desktop)
I=0000754 |   |   [font set ignored: 24/Proggy] (resolution exceeds desktop)
I=0000754 |   |   [font set ignored: 28/Cogmind] (resolution exceeds desktop)
I=0000754 |   |   [font set ignored: 28/Terminus] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 28/X11] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 28/X11B] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 28/Dina] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 28/Proggy] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 28/ProggyB] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 32/Cogmind] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 32/Wide] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 32/Terminus] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 32/Dina] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 32/Proggy] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 36/Cogmind] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 36/Crisp] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 36/Terminus] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 36/Proggy] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 36/CogmindFine] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 36/Narrow] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 36/Wide] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 36/TerminusF] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 36/TerminusB] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 36/X11] (resolution exceeds desktop)
I=0000755 |   |   [font set ignored: 36/X11B] (resolution exceeds desktop)
I=0000755 |   |   [font set: 10/All Caps]
I=0000757 |   |   ...cogmind5x10_allcaps.png
I=0000761 |   |   ...cogmind10x10.png
I=0000763 |   |   ...cp437_10x10.png
I=0000763 |   |   [font set: 10/Cased]
I=0000764 |   |   ...cogmind5x10_cased.png
I=0000769 |   |   ...cogmind10x10.png
I=0000771 |   |   ...cp437_10x10.png
I=0000771 |   |   [font set: 8/Mini]
I=0000772 |   |   ...cogmind4x8.png
I=0000774 |   |   ...cogmind8x8.png
I=0000776 |   |   ...cp437_8x8.png
I=0000776 |   \---DONE
I=0001151 |   Setting video mode
I=0001199 |   Initializing audio
I=0002192 |   Creating console
I=0002198 \---DONE
I=0002278 GM::initialize() | Initializing game
I=0002278 |   Creating game consoles
I=0002300 |   CMission() | Creating CMission
I=0002300 |   |   Initializing input domains and commands
I=0002302 |   |   Creating top-level consoles
I=0002302 |   |   ...CCommands
I=0002355 |   |   ...CMap
I=0002356 |   |   ...CHud
I=0002377 |   |   ...CLog
I=0002377 |   |   ...CExtendedLog
I=0002378 |   |   ...CCalcs
I=0002378 |   |   ...CAllies
I=0002378 |   |   ...CIntel
I=0002378 |   |   ...CMulticonsoleButtons
I=0002379 |   |   ...CHack
I=0002379 |   |   ...CStatus
I=0002380 |   |   ...CInfo
I=0002381 |   |   ...CInterfaceMsg
I=0002381 |   |   ...CEffects
I=0002381 |   |   Loading inline colors
I=0002381 |   \---DONE
I=0002381 |   Mapping characters
I=0002382 |   Loading tutorial records
I=0002405 |   GM::loadDataset() | Loading static objects
I=0002405 |   |   Loading Sound Groups...
I=0002405 |   |   [File: data/audio/groups.xd]
I=0002425 |   |   ...29 Sound Groups loaded
I=0002425 |   |   Loading Sounds...
I=0002426 |   |   [File: data/audio/sounds.xd]
I=0002457 |   |   ...486 Sounds loaded
I=0006834 |   |   Loading Combat Particles...
I=0006841 |   |   [File: data/objects/particles_map.xd]
W=0007197 |   |   XColor::set() | Color "?COL" not found
I=0007365 |   |   ...1509 Map Particles loaded
I=0007381 |   |   Loading 2D Particles...
I=0007381 |   |   [File: data/interface/particles_gui.xd]
I=0007961 |   |   ...1867 GUI Particles loaded
I=0008084 |   |   Loading Interface Message Styles...
I=0008084 |   |   [File: data/messages/interface_styles.xt]
I=0008085 |   |   ...4 Interface Message Styles loaded
I=0008085 |   |   Loading Interface Messages...
I=0008085 |   |   [File: data/messages/interface.xt]
I=0008087 |   |   ...98 Interface Messages loaded
I=0008087 |   |   Loading Combat Message Styles...
I=0008087 |   |   [File: data/messages/log_styles.xt]
I=0008088 |   |   ...16 Combat Message Styles loaded
I=0008088 |   |   Loading Combat Messages...
I=0008088 |   |   [File: data/messages/log.xt]
I=0008099 |   |   ...304 Combat Messages loaded
I=0008099 |   |   Loading Special Ability Combat Message Styles...
I=0008099 |   |   [File: data/messages/specialability_styles.xt]
I=0008100 |   |   ...Loading complete
I=0008100 |   |   Loading Explosions...
I=0008100 |   |   [File: data/objects/explosions.xd]
I=0008120 |   |   ...127 Explosions loaded
I=0008121 |   |   Loading Traits...
I=0008121 |   |   [File: data/objects/traits.xd]
I=0008122 |   |   ...33 Traits loaded
I=0008122 |   |   Searching for required traits...
I=0008122 |   |   Loading Materials...
I=0008122 |   |   [File: data/objects/materials.xd]
I=0008123 |   |   ...12 Materials loaded
I=0008123 |   |   Loading Sound Classes...
I=0008123 |   |   [File: data/objects/sound_classes.xd]
I=0008127 |   |   ...8 Sound Classes loaded
I=0008127 |   |   Loading Encounters...
I=0008142 |   |   [File: data/maps/encounters/encounters.xd]
I=0008332 |   |   ...30 Encounters loaded
I=0008332 |   |   Loading Dialogue Entries...
I=0008332 |   |   [File: data/story/dialogue.xd]
I=0008337 |   |   ...5 Dialogue Entries loaded
I=0008337 |   |   Loading Special Abilities...
I=0008337 |   |   [File: data/objects/special_abilities.xd]
I=0008388 |   |   ...116 Special Abilities loaded
I=0008388 |   |   Finding explosion-referenced special abilities
I=0008388 |   |   Loading Props...
I=0008389 |   |   [File: data/objects/props.xd]
I=0008508 |   |   ...214 Props loaded
I=0008508 |   |   Finding special ability effect props...
I=0008509 |   |   Loading Cells...
I=0008509 |   |   [File: data/objects/cells.xd]
I=0008532 |   |   ...197 Cells loaded
I=0008532 |   |   Finding special ability effect cells...
I=0008532 |   |   Loading Items...
I=0008532 |   |   [File: data/objects/items.xd]
I=0009553 |   |   ...663 Items loaded
I=0009553 |   |   Finding special ability effect items...
I=0009554 |   |   Loading Entities...
I=0009554 |   |   [File: data/objects/entities.xd]
I=0009618 |   |   ...124 Entities loaded
I=0009618 |   |   Finding special ability effect entities...
I=0009626 |   |   Loading Profiles...
I=0009626 |   |   [File: data/objects/profiles.xd]
I=0009627 |   |   ...7 Profiles loaded
I=0009627 |   |   Loading Story Entries...
I=0009627 |   |   [File: data/story/cogmind.xd]
I=0009640 |   |   ...119 Story Entries loaded
I=0009643 |   |   Loading Manual Content...
I=0009643 |   |   [File: manual.txt]
I=0009663 |   |   ...21 Manual Content loaded
I=0009778 |   \---DONE
I=0009778 |   Loading game meta data
I=0009800 \---DONE
I=0009801 GM::readyGame() | Preparing game
I=0009801 |   Starting particle engine
I=0009807 |   GM::unserialize() | Loading saved game
I=0009811 |   |   Http::newsCheck() | Checking version and retrieving news
I=0009811 |   |   |   Resolving address...
I=0009826 |   |   |   Unserializing MapLink manager
I=0009836 |   |   |   Connecting...
I=0009839 |   |   |   Unserializing IntelData manager
I=0009839 |   |   |   Unserializing saved Event manager
I=0009839 |   |   |   Unserializing saved Entity manager
I=0009841 |   |   |   Unserializing saved Item manager
I=0009844 |   |   |   Unserializing saved Prop manager
I=0009853 |   |   |   Unserializing saved Faction manager
I=0009855 |   |   |   BS::BattleScape() | Unserializing saved BattleScape
I=0009914 |   |   |   |   Sending content...
I=0009914 |   |   |   |   Waiting for ACK...
I=0009938 |   |   |   \---DONE
I=0009939 |   |   \---DONE
I=0009939 |   \---DONE
I=0009939 |   Initializing consoles
I=0009984 |   Starting REX loop
I=0010096 |   Got 634 bytes: HTTP/1.1 200 OK

Server: nginx/1.8.0

Date: Mon, 25 Jan 2016 08:22:48 GMT

Content-Type: text/html

Transfer-Encoding: chunked

Connection: keep-alive



1d9

version_Alpha 6:Welcome to Cogmind ALPHA ACCESS!

Many thanks for your continued support of Cogmind! See the forum announcements for the full release notes and changelog.

Hopefully you won't encounter any bugs, but if you do feel free to report them on the forums.

Visit the forums with any questions or to share your experiences with others. You'll find a growing number of excellent strategy guides to help both new and experienced players.

Most importantly, have fun!


I=0010097 |   POST succeeded
I=0010097 |   Closing socket...
I=0010097 \---DONE
I=0852830 BS::initialize() | Initializing BattleScape
W=0853032 |   BS::initialize() | Map design for MIN_00.xd does not specify an exit (or enough exits) for MAT, choosing randomly
W=0853046 |   BS::initialize() | Map design for MIN_00.xd does not specify an exit (or enough exits) for MAT, choosing randomly
W=0853046 |   BS::initialize() | Map design for MIN_00.xd does not specify an access loc usable for player entrance, choosing randomly
I=0853046 |   ...entrance/exits located
I=0853048 |   ...generating debris
I=0853054 |   Loading Factions...
I=0853054 |   ...10 Factions loaded
I=0853054 |   ...player created/transferred
I=0853054 |   Generating content...
I=0853054 |   ...prefabs placed
I=0853062 |   ...random objects placed
I=0853062 |   ...generated manual hacking codes
I=0853062 |   ...allies created/transferred
I=0853063 \---DONE
I=0858891 GM::serialize() | Saving game
I=0858891 |   Serializing MapLink manager
I=0858891 |   Serializing IntelData manager
I=0858891 |   Serializing Event manager
I=0858891 |   Serializing Entity manager
I=0858892 |   Serializing Item manager
I=0858893 |   Serializing Prop manager
I=0858893 |   Serializing Faction manager
I=0858894 |   BS::BattleScape() | Serializing BattleScape
I=0858973 |   \---DONE
I=0858973 |   Saving game meta data
I=0858978 \---DONE
I=8426322 BS::initialize() | Initializing BattleScape
N=8426361 |   DF::generate() | Generation failed: TUNNELER_STARTS
N=8426378 |   DF::generate() | Generation failed: PATHING (no-access tunnelers)
N=8426392 |   DF::generate() | Generation failed: OPEN_PERCENT (too low)
N=8426407 |   DF::generate() | Generation failed: OPEN_PERCENT (too low)
N=8426424 |   DF::generate() | Generation failed: PATHING (access tunnelers)
N=8426438 |   DF::generate() | Generation failed: OPEN_PERCENT (too low)
N=8426453 |   DF::generate() | Generation failed: PATHING (access tunnelers)
N=8426468 |   DF::generate() | Generation failed: PATHING (access tunnelers)
N=8426483 |   DF::generate() | Generation failed: PATHING (access tunnelers)
I=8426511 |   ...entrance/exits located
I=8426514 |   ...generating debris
I=8426524 |   Loading Factions...
I=8426524 |   ...10 Factions loaded
I=8426525 |   ...player created/transferred
I=8426525 |   Generating content...
I=8426525 |   ...prefabs placed
N=8426536 |   ...failed to place 1 interactive machines in HALLs
N=8426536 |   ...failed to place 5 interactive machines in JUNCTIONs
N=8426540 |   ...dug cubbies for 1 interactive machines that failed in HALLs
N=8426540 |   ...dug cubbies for 1 interactive machines that failed in JUNCTIONs
I=8426556 |   ...random objects placed
I=8426556 |   ...generated manual hacking codes
I=8426556 |   ...allies created/transferred
I=8426558 \---DONE
I=8432416 GM::serialize() | Saving game
I=8432416 |   Serializing MapLink manager
I=8432417 |   Serializing IntelData manager
I=8432417 |   Serializing Event manager
I=8432417 |   Serializing Entity manager
I=8432419 |   Serializing Item manager
I=8432425 |   Serializing Prop manager
I=8432431 |   Serializing Faction manager
I=8432432 |   BS::BattleScape() | Serializing BattleScape
I=8432565 |   \---DONE
I=8432565 |   Saving game meta data
I=8432570 \---DONE
W=8789859 EntityAI::takeTurn() | Didn't choose an action
****************************************************
*** A Programm Fault occured:
*** Error code C0000005: ACCESS VIOLATION
****************************************************
***   Address: 0043A73A
***     Flags: 00000000
****************************************************
*** CallStack:
****************************************************

  Fault Occured At $ADDRESS:0043A73A
         with CC 4D 54 81 3C CE 18 00 38 20 22 0C 15 C0 67 00 80 E1 08 02

***  0 called from $ADDRESS:0053C271
         with 44 D5 18 00 42 00 42 0F 00 00 00 00 0C 5A 54 81 68 DC 18 00

***  1 called from $ADDRESS:005DBF2F
         with BC DB 18 00 01 00 0F 00 E8 F2 16 02 F0 7A 0A 02 01 00 00 00

***  2 called from $ADDRESS:00423F95
         with BC DB 18 00 B8 58 54 81 01 00 0F 00 59 03 FF FF B4 02 00 00

***  3 called from $ADDRESS:00664659
         with BC DB 18 00 C3 AF 67 00 F0 7A 0A 02 88 EC 09 02 80 DB 18 00

***  4 called from $ADDRESS:00423F95
         with BC DB 18 00 84 DB 18 00 1A 1C 41 00 88 EC 09 02 BC DB 18 00

***  5 called from $ADDRESS:0042686C
         with BC DB 18 00 B8 5F 54 81 00 70 1C 75 7B E1 6D F4 88 EC 09 02

***  6 called from $ADDRESS:00421FC2
         with 02 00 00 00 02 00 01 00 0F 00 00 00 09 00 00 00 00 10 00 00

***  7 called from $ADDRESS:004205D8
         with C9 FE 18 00 90 1D 14 02 05 00 00 00 50 E1 08 02 90 1D 14 02

***  8 called from $ADDRESS:0066B2A9
         with 01 00 00 00 90 FE 18 00 00 00 40 00 43 4F 47 4D 49 4E 44 00

***  9 called from $ADDRESS:006AA6A5
         with 01 00 00 00 90 FE 18 00 A1 FE 18 00 00 00 00 00 01 00 00 00

*** 10 called from $ADDRESS:006AA75E
         with 00 00 40 00 00 00 00 00 9E 2E 26 00 01 00 00 00 78 7C 54 81

*** 11 called from $ADDRESS:006A9BBD
         with 00 E0 FD 7E

*** 12 called from $ADDRESS:768E338A
         with 00 E0 FD 7E E9 95 9E 77 00 00 00 00 00 00 00 00 00 E0 FD 7E

*** 13 called from $ADDRESS:777A9882
         with 00 9D 6A 00 00 E0 FD 7E 00 00 00 00 00 00 00 00

*** 14 called from $ADDRESS:777A9855
         with

*** 15 called from $ADDRESS:00000000
************************************************************
#10
Fixed Bugs & Non-Bugs / Re: Hidden Door Leads to Wall
December 22, 2015, 06:25:39 AM
You could drop an easter-egg or explanatory something-or-other at places where halls get disconnected, maybe, if you decide a fix is needed.
#11
These are the highlights of my brief run. I've been away from the game and I'm still unskilled, so predictable result. But I do keep coming back. :)

http://imgur.com/a/MnSKI

That initial explosion set the tone, I think. But maybe my biggest mistake was trying to destroy the garrison, especially before I really had the other hostiles off me and had a chance to recover. They just kept pouring out. :D Working as intended!

Le Points
Cogmind - Alpha 5b

Name: Sylverone

---[ CORE DESTROYED ]---

Performance
-------------
Evolutions (0)             0
Robots Destroyed (10)      50
Value Destroyed (319)      319
Prototype IDs (0)          0
Alien Tech Identified (0)  0
Bonus (0)                  0
              TOTAL SCORE: 369

Cogmind
---------
Core Integrity             0/250
Matter                     300/300
Energy                     48/50
System Corruption          2%
Temperature                Cool (1)
Location                   -10/Materials

Parts
-------
Power (1)
Propulsion (2)
  Light Treads
Utility (2)
Weapon (2)

Inventory
-----------
Light Ion Engine
Small Storage Unit
Mining Laser
Large Storage Unit

Peak State
------------
Power
  Light Ion Engine
Propulsion
  Aluminum Leg
  Aluminum Leg
Utility
  Small Storage Unit
  Improved Terrain Scanner
Weapon
  Small Laser
  EM Pulse Gun
[Rating: 8]

Favorites
-----------
Power                      Light Ion Engine
  Engine                   Light Ion Engine
Propulsion                 Aluminum Leg
  Treads                   Light Treads
  Wheel                    Wheel
  Leg                      Aluminum Leg
Utility                    Improved Terrain Scanner
  Device                   Improved Terrain Scanner
  Storage                  Small Storage Unit
Weapon                     Small Laser
  Energy Gun               Small Laser
  Ballistic Gun            Assault Rifle
  Special Weapon           Mining Laser

Stats
-------
Bonus Breakdown            0
Classes Destroyed          4
  Tunneler                 2
  Recycler                 2
  Swarmer                  1
  Grunt                    5
NPCs Destroyed             0
Best Kill Streak           4
  Combat Bots Only         3
Matter Collected           423
  Salvage Created          427
Parts Attached             16
  Power                    3
  Propulsion               5
  Utility                  3
  Weapon                   5
Parts Lost                 6
  Power                    0
  Propulsion               1
  Utility                  1
  Weapon                   4
Average Slot Usage (%)     74
  Naked Turns              1
Spaces Moved               386
  Fastest Speed (%)        200
  Average Speed (%)        132
  Slowest Speed (%)        66
  Overloaded Moves         0
  Propulsion Burnouts      0
  Targets Rammed           2
  Cave-ins Triggered       0
  Teleports                0
Heaviest Build             13
  Greatest Overweight (x)  3
  Average Overweight (x)   0
Largest Inventory          6
  Most Items Carried       6
  Average Items Carried    4
Core Damage Taken          253
Average Core Remaining (%) 0
Volleys Fired              60
  Largest                  2
  Hottest                  80
Shots Fired                86
  Gun                      86
  Cannon                   0
  Launcher                 0
  Special                  0
  Kinetic                  26
  Thermal                  32
  Explosive                0
  Electromagnetic          28
Shots Hit Robots           58
  Core Hits                16
Overload Shots             0
  Energy Bleed             0
  Heat Surge               0
  Short Circuit            0
  Meltdown                 0
Melee Attacks              0
  Impact                   0
  Slashing                 0
  Piercing                 0
Damage Inflicted           805
  Projectiles              695
  Explosions               105
  Melee                    0
  Ramming                  5
  Kinetic                  248
  Thermal                  343
  Explosive                0
  Electromagnetic          209
  Impact                   0
  Slashing                 0
  Piercing                 0
Self-Inflicted Damage      39
  Shots                    2
  Rammed                   2
Highest Temperature        238
  Average Temperature      89
  Shutdowns                0
  Energy Bleed             0
  Interference             1
  Matter Decay             0
  Short Circuit            0
  Damage (minor)           0
  Damage (major)           0
  Damage (core)            0
Highest Corruption         2
  Average Corruption       2
  Message Errors           1
  Parts Rejected           1
  Data loss (map)          1
  Data loss (database)     0
  Misfires                 0
  Misdirections            0
  Targeting Errors         1
  Weapon Failures          0
Haulers Intercepted        0
Robots Corrupted           0
Robots Melted              0
Power Chain Reactions      0
Tactical Retreats          2
Communications Jammed      0
Parts Field Recycled       0
  Retrieved Matter         0
Parts Merge Repaired       0
Drone Launches             0
  Drone Recoveries         0
Derelicts Assembled        0
Traps Triggered            0
  Indirectly               0
Trap Hack Attempts         0
  Triggered                0
  Disarmed                 0
  Reprogrammed             0
  Reused                   0
Machine Familiarity        3
  Terminals                1
  Fabricators              0
  Repair Stations          0
  Recycling Units          0
  Scanalyzers              1
  Garrison Access          1
Machines Hacked            3
  Terminals                1
  Fabricators              0
  Repair Stations          0
  Recycling Units          0
  Scanalyzers              1
  Garrison Access          1
Total Hacks                4
  Successful               0
  Failed                   4
  Catastrophic             1
  Database Lockouts        0
  Manual                   0
  Unauthorized             0
  Terminals                1
  Fabricators              0
  Repair Stations          0
  Recycling Units          0
  Scanalyzers              1
  Garrison Access          2
Terminal Hacks             0
  Record                   0
  Part Schematic           0
  Robot Schematic          0
  Robot Analysis           0
  Prototype ID Bank        0
  Open Door                0
  Level Access Points      0
  Branch Access Points     0
  Emergency Access Points  0
  Machine Index            0
  Terminal Index           0
  Fabricator Index         0
  Repair Station Index     0
  Recycling Unit Index     0
  Scanalyzer Index         0
  Garrison Index           0
  Alert Level              0
  Unreport Threat          0
  Locate Traps             0
  Disarm Traps             0
  Reprogram Traps          0
  Dispatch Records         0
  Maintenance Status       0
  Security Status          0
  Surveillance Status      0
  Patrol Status            0
  Transport Status         0
  Investigation Status     0
  Extermination Status     0
  Reinforcement Status     0
  Assault Status           0
  Recall Investigation     0
  Recall Extermination     0
  Recall Reinforcements    0
  Recall Assault           0
  Hauler Manifests         0
  Registered Components    0
  Registered Prototypes    0
  Zone Layout              0
  Sector Layout            0
  Machine Controls         0
Hacking Detections         3
  Full Trace Events        0
  Feedback Events          0
  Feedback Corruption      0
  Feedback Part Disabled   0
  Feedback Blocked         0
Garrisons Disabled         0
Garrisons Compromised      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  0
  Part Fabrication Time    0
Parts Repaired             0
  Part Repair Time         0
Parts Recycled             0
  Recycled Matter          0
  Retrieved Matter         0
Parts Scanalyzed           0
  Part Schematics Acquired 0
  Parts Damaged            0
Robot Analysis Total       0
Robots Rewired             0
Robots Hacked              0
  Non-combat               0
  Combat                   0
  Parse                    0
  Link                     0
  Rebooted                 0
  Overloaded               0
  Assimilated              0
  Manual                   0
  Secondary                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
  STAY                     0
  GOTO                     0
  ROAM                     0
  FOLLOW                   0
  GUARD                    0
  AID                      0
  BUILD                    0
  TUNNEL                   0
  DROP                     0
  PICKUP                   0
  COLLECT                  0
  EXPLORE                  0
  RETURN                   0
Terraforming Orders        0
  Walls Built              0
  Walls Tunneled           0
Ally Attacks               0
  Total Damage             0
  Kills                    0
Allies Corrupted           0
Allies Melted              0
Peak Influence             240
  Average Influence        94
  Final Influence          100
Maximum Alert Level        1
  Low Security (%)         89
  Level 1                  10
  Level 2                  0
  Level 3                  0
  Level 4                  0
  Level 5                  0
Squads Dispatched          3
  Investigation            0
  Extermination            0
  Reinforcement            0
  Assault                  0
  Garrison                 3
Exploration Rate (%)       17
  Regions Visited          2
Garrisons Visited          0
  Relays Disabled          0
  Generators Disabled      0
Turns Passed               538
  Depth 11                 173
  Depth 10                 365
  Scrapyard                173
  Materials                365

Prototype IDs
---------------
None

Alien Tech Recovered
----------------------
None

Game
------
Seed: Recycling Vacation
^Manual?: 1
Play Time: 20 min
Sessions: 1
Mod: N/A
Game No.: 2
ASCII: 0
Keyboard: 1
Movement: Numpad
Fullscreen: 1
Font: 18/Cogmind
Map View: 76x50


X=9364797738264519003335735771
988031985380833081555703255558
515258585338535593285175555555
555535555555575553555555555555
355555555555585555555555553558
555555555355575555555535555555
555553555555785553355325233555
323355538555573555555557555353
555333775535585580087775855585
758280171515308915035555555593
018757897555959850759581729938
835575599787577908320233391818
930728718251327250778353375102
558358517589875535583883851533
513
[close]

Edit: Okay, I accidentally ended up starting the same seed again and decided to go with it. This shocked me - this is the turn after the single first volley I fired in this run:
#12
Ideas / Re: Improved running
July 12, 2015, 06:10:26 AM
I'm seeing a potential trend here: you can have the options menu, and then add the "micro-tuning" on to that. And then after much progress you will finally be able to add the "options options". ;)

Seriously, though, I like the idea. "running delay" or somesuch could be an option, with zero being instant.
#13
Ideas / Re: Easier Item Swapping in Keyboard Mode
July 12, 2015, 06:04:56 AM
I'll chime in to say I tried the same thing when I was starting out. It might make sense to do this when all slots are full but it might seem inconsistent that this method of swapping won't work when there are empty slots. If I have four Weapon slots but only one contains a component, I would be forced to use the original shortcut or mouse anyway or fill up my slots (using a lot of matter and/or affecting my speed), if I even knew those commands yet.

Really goofy idea, but i just thought of swapping by pressing shift-letter and then ctrl-number, but that seems kind of silly from a design perspective.
#14
Ideas / Re: Comparison View - a second data window
July 12, 2015, 04:32:06 AM
I see, looks nice. Either way it won't take long to adapt I'm sure.
#15
Ideas / Re: Comparison View - a second data window
July 11, 2015, 01:35:06 AM
Quote from: Kyzrati on July 10, 2015, 07:03:40 AM
As a quick investigation of the simplest alternatives, I converted the mockup to use original values (attached). The problem with this is the coloring becomes extremely confusing, to the point that we'd have to do away with it altogether. A value-specific coloring scheme only makes sense when the respective colors and therefore their meaning apply directly to the values in question. A +/- modifier can be colored to show whether it is a good or bad modifier, but what do we color the original values?

Coloring the new item's values in the regular window is what most games would do, so let's try that, and leave the original values uncolored (attached). As shown this looks pretty bad, and the different colored numbers in the main window make that view a bit more difficult to parse compared to the original all-green version. (The original idea with the main window was to let the right side with the bars etc. do all the good/bad coloring.)

I'd prefer the original colored modifier version myself, but I'm still curious what everyone else thinks about this.
Actually, I'm okay with that first image with one change: switch the red and green. Others, feel free to chime in if you think differently, but to me it makes more sense if the colors describe the values being colored. The previous item's range of 16 is better? Then color it green to say it's better. That said, I see that this is tricky when it comes to how a complete newbie might interpret these values.

Will there be a bit of header text saying "previous item" or "[something more flavorful]" for the little window?

And what is the visual transition going to be? My first imagining of what this feature might look like is that the former item collapses down to the left and becomes the comparison sidebar, although I realize that might be too slow for the quick comparisons we are aiming for.

Anyway, put my vote towards showing the actual stats, although of course I can try on for size whatever you decide to try first.
#16
I'm still a beginner playing a game here and there, but in the very beginning I've been going with armored wheels so far when i can get them. Same integrity and better support and movement than the aluminum legs also available (although the legs are more common, of course).

EDIT: I waz gettin' all embarrassed since I haven't tried the faster legs very much at all (except in a game where I found some good flyers), so here we go (linked to fullsize):

I have to say, being faster than scouts is handy.  ;)
#17
Ah, and to think I passed it right by! :)
#18
Ideas / Re: Improved running
June 13, 2015, 04:07:47 PM
I've been using r+numpad.
#19
Ideas / Re: Improved running
June 13, 2015, 04:57:30 AM
Okay, further note on pressing "r" to cancel running: Apparently it does indeed only work part of the time - the rest of the time, Cogmind stops only as long as you hold "r", then resumes running when you release it. The odd thing is that if you press "r" again during that same run (before hitting an obstacle), it will pause again and resume once you release the button. The rest of the time holding "r" for a split second stops the run; that's most of the time.
#20
General Discussion / Re: Alpha1b fanfare!
June 13, 2015, 04:53:43 AM
Oh! *Whisper whisper*  ;D
#21
Ideas / Re: Attachment hotkeys?
June 13, 2015, 04:50:54 AM
Ah, yeah, I'm just on wheels. Still a beginner, so I'm testing things out. Thanks for the tips.
#22
General Discussion / Re: Alpha1b fanfare!
June 13, 2015, 04:22:05 AM
Okay, one unfortunate note about the motion trails; with them turned on max it becomes trivial to follow a scout down twisting hallways (maybe into danger, but it does make them easier to hunt down and destroy before they let out their signal). Is this too much of an advantage?
#23
I just noticed the Autogun and the Hvy. Assault Rifle are exactly the same except the Autogun uses 1 more matter per shot. Are there any other items like that? Does it matter?
#24
Ideas / Attachment hotkeys?
June 13, 2015, 03:26:23 AM
Just throwing this out there. Do you folks think that being able to set some sort of inventory hotkeys to quickly swap equipment would be useful enough to bother adding?

For example, I'm walking around with a large storage unit, and I have a few weapons, my heatsink, and weapon shielding; but on the other hand my datajack, sensor array, and signal analyzer (or hacking suite). Would it be useful to be able to set a hotkey for one loadout and another hotkey for the second, so that you could perform all of the swaps faster? Obviously it would break once those items left your inventory, although it could be made to work in a logical way somehow. I'm unsure about this idea since I haven't reached the higher levels yet, so I don't know how hectic it gets there.
#25
Ideas / Re: Improved running
June 13, 2015, 02:38:32 AM
I started out going hybrid: keypad for movement but mouse for inventory, examining, etc. Now I've transitioned to full keyboard.