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Messages - Sylverone

Pages: [1] 2 3
1
Ideas / Re: Inventory: absolute integrity / vulnerabiliy graphs
« on: April 07, 2017, 05:34:00 AM »
It was a neat surprise to stumble across this in-game. :) I'm curious to know if anyone has found it useful.

2
Ideas / Re: Inventory: absolute integrity / vulnerabiliy graphs
« on: June 15, 2016, 01:34:47 AM »
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
Ideas / Inventory: absolute integrity / vulnerabiliy graphs
« on: June 14, 2016, 11:15:28 AM »
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
Competitions / Re: Weekly Seed #40 [Alpha 8] [Seed: Hauler Hunter]
« on: May 16, 2016, 07:52:55 PM »
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 (click to show/hide)

5
Ideas / Advanced Volley Breakdown/Analysis
« on: 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
« on: May 06, 2016, 10:53:34 PM »
If I make it there I'll comment on it here.

7
Ideas / Re: Cycle Propultion
« on: 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
« on: 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
Fixed Bugs & Non-Bugs / Crash on switching target with Tab
« on: January 25, 2016, 05:18:39 AM »
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:
Code: [Select]
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
« on: 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
Competitions / Re: Weekly Seed #20 [Alpha 5b] [Seed: Recycling Vacation]
« on: December 22, 2015, 06:12:10 AM »
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!

Spoiler: Le Points (click to show/hide)

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
« on: 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
« on: 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
« on: 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
« on: July 11, 2015, 01:35:06 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
Fixed Bugs & Non-Bugs / Re: Are there duplicate Components?
« on: June 14, 2015, 03:58:47 PM »
Ah, and to think I passed it right by! :)

18
Ideas / Re: Improved running
« on: June 13, 2015, 04:07:47 PM »
I've been using r+numpad.

19
Ideas / Re: Improved running
« on: 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!
« on: June 13, 2015, 04:53:43 AM »
Oh! *Whisper whisper*  ;D

21
Ideas / Re: Attachment hotkeys?
« on: 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!
« on: 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
Fixed Bugs & Non-Bugs / Are there duplicate Components?
« on: June 13, 2015, 03:35:00 AM »
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?
« on: 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
« on: 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.

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