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Messages - Joshua

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1
Ideas / Re: Faster Micro-Nukes
« on: October 19, 2024, 01:19:05 PM »
Is this suggestion to make it faster in game time (turns) or is it referring to the animation time (wall clock time)?

2
General Discussion / Artifact purpose [spoiler question]
« on: August 06, 2022, 02:23:35 PM »
Is there any use for the

Spoiler (click to show/hide)

artifact other than the obvious effect? Trying to figure out if it is just a joke item or if it's worth trying again under some other circumstances without having to throw any more late-game runs because of the obvious effect. :)

3
Ideas / Tags in Scanalyzer menu
« on: March 04, 2022, 06:28:49 PM »
It would be nice if tags showed up when inserting an item into a scanalyzer (so you don't waste a scan on an item you already know the identity of).

4
General Discussion / Re: Can you be safe in this area? (spoilers?)
« on: December 18, 2021, 03:34:54 AM »
There's always the possibility of traps.

I've never managed to trigger sterilization anywhere in the game at all, kind of curious to see how people use it for cheese but not good enough at combat to survive repeated heavy assault waves. (Maybe it's easier to trigger in newer versions, before entering high sec?) It's an impressive achievement if you've managed to neutralize everything in C, though.

Since many of the endings you can get depend on decisions you make in C (decisions in earlier branches can matter, too) I suggest playing some more and seeing what kinds of things can happen. :)

5
Fixed Bugs & Non-Bugs / Re: [beta 10.2] Player 2 is paralyzed
« on: May 03, 2021, 10:43:18 AM »
I ended up walking P2 towards the exit and once he picked up an engine he was fine, so this is probably due to poor energy budgeting in the AI. (If you don't have enough energy to move, turn something off!) And shortly thereafter lost because I forgot it was a bad idea to go into T with Farcom. Oh well - I might try this mode again, this was actually the first time since it was released.

6
Fixed Bugs & Non-Bugs / [beta 10.2] Player 2 is paralyzed
« on: April 30, 2021, 07:46:40 PM »
Not sure if this because P2 is overweight but he hasn't moved in several hundred turns except for swapping places with Cogmind. I suppose I could walk him to an exit that way but isn't there a better way?

7
Fixed Bugs & Non-Bugs / Re: [beta 10.2] Props resistance
« on: December 06, 2020, 07:58:41 AM »
Thanks for the explanation. That makes a lot more sense of what is happening even though my intuition says -50% resistance should mean it does twice as much damage.

8
Fixed Bugs & Non-Bugs / [beta 10.2] Props resistance
« on: December 06, 2020, 05:49:16 AM »
The Nuclear Reactor in this screenshot says it has armor 30, EM resistance -50%. Unless I'm mistaken that means it should only take 15 units of EM damage to blow up, which means the Lgt. EM Pulse Cannon (18-20 EM) I keep shooting it with should've destroyed it on the first hit. Did I misunderstand something about this or is it a bug? :)

I will add that one small enhancement to the Combat log I've wanted to see is the amount of damage applied to a wall or prop when you hit it. In the past when trying to break through sealed barriers or reinforced walls with launchers or with melee, it hasn't always been obvious why they weren't doing enough damage to break through.

9
Strategies / Re: Win After Limping into Command?
« on: November 28, 2020, 03:15:00 PM »
First, Command is optional. You don't need to enter it to win; there is another exit. That said you do generally want to be prepared when entering Command, especially if you want to do more than reach the exit. (If only trying to reach the exit, there are a number of helpful items: hacking, Terrain Scanning, high-powered cannons to dig, Stasis Cancelling, prop slots to fill with tread armor.)

Goodies from R branches do help considerably in Command, as do alliances you can make earlier in caves branches. I'd suggest exploring those parts of the game some more if you haven't yet.

10
Announcements / Re: Cogmind Beta 10.2 "Forbidden Lore: Cogmind the ARG"
« on: November 25, 2020, 05:26:22 AM »
  • MOD: Nerfed CR-A16's weapon

Spoiler (click to show/hide)

11
Fixed Bugs & Non-Bugs / [beta 10.2] Exiles exit not hidden
« on: November 04, 2020, 03:42:44 AM »
Seed: PortableCompactSplitter

The wall on the right side (where the cursor is) did vanish as I approached it, but the exit is completely open from the other side. See screenshot. Not sure if this is a bug or just an acceptable mapgen oddity.

12
Ideas / Re: Balance Overhaul
« on: October 15, 2020, 04:08:31 AM »
Metafield is an item you have to build your entire slot distribution and loadout around. If its use becomes limited like this, any time you're not using it, you're limping around on a mutilated build. The very fact that this is even being considered as a nerf makes me feel like the people who have agreed to this suggestion have never played this sort of build.

I've played this sort of build, following Valguris's 2-slot flight guide, and I would be fine with the nerf. Flight by itself is almost always fast enough, metafield is only needed in the same situations where overloading prop is helpful - running past enemies, getting away fast, dodging around corners, getting out of range to run ECM, getting to a terminal before an operator, potentially sneak attacking an enemy with melee. Overloaded prop is not meant to be something you use continuously either though I sometimes try on the last map where the consequences don't matter as much -- the same place where I would have enough energy to sustain MF continuously.

I find fabhack builds reliable and boring already, would agree that trying to get metafield does make the game more interesting and it would still be very powerful with the proposed nerf (slowly burning out propulsion), just more situational. If you're playing flight even burnout from cld. propulsion takes a long time to become a danger.

Not sure what to suggest about mass support. I would say, after having tried the 2-flight strategy several times, it still takes considerable practice and skill to pull off; it is just not that interesting waiting for fabricators most of the game. (It's more interesting when they pop out a sentry or grunt right when your part is done!) Changing mass support to a percent increase would make its goodness proportional to the support you're on, but probably make it OP for treads/legs. It is neat that you can do 2-flight which would be extremely difficult or impossible otherwise; maybe it's OK that it shifts the difficulty for it to the beginning/middle of the game? I've looked at mass support as being the equivalent of additional prop slots, with more flexibility (you could swap in other utilities) but also higher risk - if you lose the utilities your build is doomed.

Re: flight boredom, maybe there should be other dangers besides swarmers that pose a significant threat to flight - perhaps immobilizer turrets, or a higher chance of stasis traps appearing in later levels, or a slow enemy that can fire volleys quickly+accurately to get more than one or two off before you run past. (B-90 Cyclops are the only enemies I can think of that are like this now, and very easy to avoid because they stand in alcoves.) Swarm Drone Bays are interesting, maybe some hunters should have them or at least the hunter drones could be armed.

13
I think no. But there is a way to make traps using a unique item, and a few other ways to get them.

14
Ideas / Re: Visual sound effects for ambient sounds
« on: September 17, 2020, 07:00:54 PM »
Resurrecting this old thread to point out that the "Audio Log" is one of the big features in Beta 10. I wrote an article about it on the blog: Audio Accessibility Features for Roguelikes.

Yes. I turned it on immediately once it was available. It also helps with faint sounds that I have trouble hearing over louder, closer ones. :)

15
Ideas / Core mutator
« on: September 15, 2020, 07:02:22 PM »
It might be interesting if there was a way (one time) to change some evolved slots into different types. It could be either controlled (bring up the menu and let the player choose what to give up in exchange for others) or random. Sorry if this has already been suggested somewhere.

16
Ideas / Re: We make bad suggestions and come up with horrible ideas
« on: July 26, 2020, 07:54:47 AM »
A BehEMoth armed with a giant EM cannon. It's right there in the name!

17
Ideas / Re: We make bad suggestions and come up with horrible ideas
« on: July 23, 2020, 03:30:04 AM »
Garrisons that are built in volcanoes that erupt 100-200 turns after you enter them so you have to escape quickly.

18
Ideas / Re: We make bad suggestions and come up with horrible ideas
« on: July 04, 2020, 06:27:48 AM »
Noetic Entanglement Device: when core is destroyed with this equipped, wake in another place with all memories and mutations.

Spoiler (click to show/hide)

19
Yeah I know about this one, it's been in there since the first release but only a couple people have ever noticed it since it's quite rare, and not easy to fix so I kept putting it off.

I don't know how the animation system works, but my first thought is to just force everything there to completely visible when leaving the menu. At that point probably no one cares if the animation doesn't finish. Maybe that's still not easy, I don't know what the internals look like. :)

20
Fixed Bugs & Non-Bugs / Status HUD sometimes never completely appears
« on: June 16, 2020, 03:15:00 AM »
Sometimes the upper right corner of the HUD only shows Core, Matter, Energy bars, and not location etc. I think this happens when I go into the menu too soon after the game starts (before the animation with them appearing finishes) but even then still seems to be a bit dependent on exact timing. This screenshot is from beta 10 X1 but I've also seen it more than once in previous versions.

Restarting the game fixes it.

21
Ideas / Re: We make bad suggestions and come up with horrible ideas
« on: June 16, 2020, 03:07:43 AM »
If you wait in Scrapyard long enough, they uncover stairs to Ancient Caves, which leads to a 2,000 floor labyrinth that tunnels through the planet's core and eventually out to the other side.

22
Perhaps this is intentional, but I have four items left to complete my gallery, yet it says 100% complete and I got the curator achievement. On the one hand I am relieved (didn't have to keep rolling the dice to get all the Zion Hero weapons), on the other hand that seems to be not quite 100%?

Now I can try Player 2 mode, anyway - was putting it off wanting to get all the items before you added anymore.

23
Heyo, I've owned Cogmind for a while now and finally decided to get off my arse and register an acct here to give feedback and ask for advice.

Spoilers, obviously.

I'm about ~80% lore, 170 hours in, and have gotten... four? different endings. Escape, Nuke, Meet the Fleet, and Murder Main.C. My next big lore/exploration push is probably finding out more about the Conspirators. I've unencrypted the Lab, but still have no idea how to get to the extra hidden map at -1. I've walked around behind Main.C's room with a terrain scanner but no cigar, so if someone could be so kind as to give a gentle hint where I should focus my efforts.

Spoiler (click to show/hide)

Are you looking for hints on all these questions? I will just address a few that might save frustration.

Quote

Extension:
How to decode the archives? Possible at all? Where should I be exploring beforehand?


Spoiler (click to show/hide)

Quote

A7 didn't give me the main.c code. Maybe because I was RIF'd?


Spoiler (click to show/hide)

Quote

I'd really love some way of browsing items ingame instead of searching the wiki.


You know about the gallery, of course? It's in the menu and you can also export data to txt, html, csv for easier searching.

Quote

Haulers and distress signals - I can see that they pierce transmission jammers, but they also seem to ignore a datajack's hack of "no distress". Sometimes they won't call for help at all. I really have can't make heads or tails of the system.


You can see descriptions of RIF hacks by right-clicking on them or pressing shift-letter for the menu entry. no_distress is about local distress calls to other combat robots within range, not the remote call for reinforcements. They are also more likely to call for help when escorted and when you are higher up in the complex (carrying more valuable cargo).

Spoiler (click to show/hide)

24
Competitions / Unofficial high scores (beta 9-9.5)
« on: April 13, 2020, 04:52:11 AM »
Data from April 12.

Rogue
1. Nikolayag Ascended 679427
2. Pimski Ascended 300886 Farcom
3. int Ascended=0; Ascended++ 179671 DC
4. FacGarFacGarFacWasFacGar Ascended++ 121031 CRM, RIF, Farcom
5. Trione Ascended++ 110782 RIF, Farcom
6. Alexbot -1/Access_0+ 93367 Farcom
7. Terminus Ascended++ 90620 CRM, Imprinted
8. Joshua Ascended+ 87116 Imprinted
9. whitenitro0 Ascended++ 86569
10. kiedra -1/Command 83455

Adventurer
1. Suslik -3/Section 7 73320 RIF
2. sideriver81 -1/Access 59919 CRM
3. Snowflake -1/Access 40181 RIF, Farcom
4. Broncho -1/Access 33443 Farcom
5. Demise -3/Armory 32752 RIF, Farcom
6. FooBarZisch -1/Access 30361 Imprinted
7. HALFCOOL -2/Quarantine 30356 CRM
8. Plarzay -3/Research 27671
9. toad3k -3/Research 27438
10. Donnie -2/Section 7 26482

Explorer
1. ApolliniaD Ascended+ 90642 DC, Farcom
2. Khal42 Ascended 55385 CRM
3. Kiks Ascended 52436 Imprinted
4. K.Ioz -1/Access 45219 Imprinted
5. Xax -2/Research 40988 Farcom
6. sideriver81 Ascended 29106 RIF, Farcom
7. Pseudo-ku -1/Access 28853
8. RezTeKK -3/Testing 26762 RIF, Farcom
9. n8leveler -2/Research 22819
10. viper -4/Factory 22665

Halloween2019/Abominations Rogue
1. PhenomPhear Ascended 31292
2. Pimski Ascended 26508
3. Trione Ascended 25058
4. Valguris Ascended 25017
5. Gitida Ascended 20207
6. lsend Ascended 19985
7. Nikolayag Ascended 19459
8. Puzzlebark Ascended 17509
9. Zyalin Ascended 16957
10. tourn Ascended 16676

Halloween2019/Abominations Adventurer
1. Ms Vella -7/Factory 4371
2. MojoPoop -8/Materials 3608
3. core_nxt -9/Materials 2620
4. sideriver81 -8/Materials 2275
5. Zntyl -9/Materials 1515
6. Joseph -10/Materials 926
7. Scandroid -10/Materials 508

Halloween2019/Abominations Explorer
1. sideriver81 Ascended 18935
2. K.Ioz -1/Lair 10718
3. n8leveler -9/Materials 2166
4. Arctrect -10/Materials 372

Experiment/BattleRoyale Rogue
1. PlasticHeart Ascended 38909
2. cptwinky Ascended 25188
3. Terminus -5/Wartown 2120

AFD2018/Launchers Rogue
1. Kyzrati -3/Research 18075
2. sideriver81 -2/Research 16709 Imprinted
3. Judas -8/Storage 3960

AFD2019/Pay2Buy Rogue
1. sideriver81 Ascended 25734
2. FontPeg -7/Garrison 12822
3. Cookie -6/Factory 11775
4. K.Ioz -9/Materials 1926

AFD2020/Player2 Rogue
1. Ctrl_Alt_X -1/Access 49695 RIF
2. 3.14 -1/Access 40915 RIF
3. Kyzrati -1/Access 40521
4. Valguris -5/Factory 39816
5. Finestep -5/Factory 32919
6. cptwinky Ascended 31900 RIF
7. Ape -5/Garrison 29133 RIF, Farcom
8. Nalzok -2/Research 26766 Imprinted
9. Xii -1/Access 23258
10. Omewes -5/Factory 23132 RIF, Farcom

AFD2020/Player2 Adventurer
1. ShurikenKat -3/Research 11648
2. Amao -5/Factory 10336
3. Nuc_Temeron -4/Factory 8159
4. Najkers -6/Proximity Caves 3878 Imprinted
5. Chinolee -10/Materials 268
6. elbjorno -10/Materials 167

AFD2020/Player2 Explorer
1. Dre2Dee2 -4/Factory 13124
2. Quiddy -5/Factory 10130
3. Snake Mistress -10/Mines 796

Winter2019/RPGLIKE Rogue
1. Valguris Ascended++ 308052 Farcom, Imprinted
2. Terminus Ascended++ 212967 CRM, Imprinted
3. Invest in Accuracy Ascended++ 202396 CRM
4. Nikolayag -1/Command+ 174314 RIF, Farcom
5. spruce (@macklemurr) Ascended+ 163866
6. Pimski -1/Command 160756 Farcom
7. badjay Ascended+ 157794
8. Trione -1/Command 140796 RIF, Farcom
9. Joshua Ascended++ 133805 DC, Farcom
10. cptwinky Ascended 118191 CRM, Farcom

Winter2019/RPGLIKE Adventurer
1. DanielJ -2/Research 60069 RIF
2. slh -1/Command 53920
3. BW-032 -1/Access 49284 RIF
4. PaultheNerd -4/Factory 43484 RIF
5. Rev -3/Quarantine 42784 Farcom
6. Zntyl -1/Access 37822 CRM
7. Sir Arcana -1/Command 36709 RIF
8. Driana Ascended 35526
9. Legion -6/Factory 34842
10. Kolo -5/Warlord 34762

Winter2019/RPGLIKE Explorer
1. Solar Sloth Ascended++ 119385 RIF
2. ApolliniaD Ascended 96879 RIF, DC, Farcom
3. K.Ioz -2/Quarantine 82235 RIF, Farcom
4. n8leveler -3/Armory 76484
5. RezTeKK -1/Command 67078 RIF
6. zill -3/Quarantine 60088 Farcom
7. viper -2/Research 54024 RIF
8. BillyNate -1/Access 42347
9. Asura Daeva -1/Command 42093
10. hemo -5/Hub_04(d) 37642 RIF

Rogue Challenge
1. Alexbot Ascended 71378 Gauntlet, RIF
2. Zyalin Ascended+ 68608 Pure Core, Imprinted
3. Filthy Flyin Ascended 62204 Fragile Parts, Pure Core, Simple Hacker, Unstable Evolution, CRM
4. cptwinky Ascended 42191 Simple Hacker, Farcom, RIF
5. Joshua Ascended 33574 Devolution, Farcom
6. Nikolayag -9/Materials 2661 Gauntlet, Scavenger

Explorer Challenge
1. K.Ioz -1/Access 46902 Gauntlet
2. Solar Sloth Ascended 40420 Unstable Evolution, Farcom
3. hemo -9/Materials 3225 Fragile Parts, No Salvage, Pure Core, Simple Hacker, Unstable Evolution

TotalWinWin Rate (%)
Overall59293475.9
Rogue49263226.5
Adventurer66881.2
Explorer335175.1
CRM1596540.9
DC751418.7
Farcom93213414.4
Imprinted3534512.7
RIF6467010.8
Arrows492102.0
Mouse1920402.1
Numpad27132178.0
Vi8048010.0

25
I've noticed something similar in other situations with ordinary enemies, e.g. a squad of grunts stepping into a doorway one at a time and standing there for several volleys without shooting as I destroyed them from across the room (actually I think I was shooting from a secret passage connected to the room, in case that is relevant to their decision making not to come closer). I think I've also noticed it with AI allies where they sometimes decide not to shoot for a few turns but aren't apparently doing anything else.

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