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 31 
 on: November 13, 2024, 03:55:54 AM 
Started by R-26 Lightspeed - Last post by Kyzrati
Yeah thanks for the data but it's quite complicated, and due to various exceptions in the logic there are a few totals in the scoresheet which will not always line up the way one might otherwise expect. There's usually a good explanation, but it won't always be obvious and I can't spend the time that would be required to explain every single one. (There are more than just that one, too.)

 32 
 on: November 13, 2024, 03:52:55 AM 
Started by R-26 Lightspeed - Last post by Kyzrati
They can do so under certain circumstances, it's fine, they just normally won't. I passed an Engineer in there during a quick run I did yesterday :P

 33 
 on: November 13, 2024, 03:51:45 AM 
Started by R-26 Lightspeed - Last post by Kyzrati
Yeah they're drone class but technically behave as normal robots and their parts can drop normally. Part of the problem with the Target Drones specifically earlier on was that they are infinite, allowing you to theoretically farm them for infinite parts. Not dropping parts is not really a property of drones, it's a property of specifically fabricated robots, which includes most drones since they are launched/rebuilt via bays (it's the same property found on fabricated robots).

 34 
 on: November 13, 2024, 03:45:10 AM 
Started by jimmyl - Last post by Kyzrati
This is normal behavior, they do indeed overheat randomly. Some are just built poorly. Poor Derelicts!

 35 
 on: November 12, 2024, 09:36:18 AM 
Started by R-26 Lightspeed - Last post by R-26 Lightspeed
In the Proximity Caves, the occasional N-01 Spotter can drop parts when destroyed.
Given that all other drones i can remember don't drop parts, and that Target Drones received a bugfix because they could drop parts, i assume this is a bug?

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


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

 36 
 on: November 12, 2024, 12:27:27 AM 
Started by Boondiggle - Last post by Kyzrati
Awesome, in any case you can use the text replacement approach for now, and yeah let me know if and when there are changes or a confirmed stable list. I could release a patch, but ideally once it's actually final (again).

Also not sure if the Steam version diverges from non-Steam in this regard... plus there are plenty of forks out there, though I imagine none of them would really touch this stuff, it's a mainline concern (and likely same as Steam, as I understand it).

 37 
 on: November 11, 2024, 12:52:04 PM 
Started by Boondiggle - Last post by Boondiggle
I have the latest stable steam version. I'm discussing this with the CDDA discord and trying to figure out if there is a way to include all the color combos instead of only half of them (this is internal CDDA stuff, nothing to do with REXPaint yet). For the ones that do work, I already have a list of exported color tags vs what they should be. I'm doing more testing this evening with it. Thanks! REXPaint has been an invaluable tool for ascii art creation for CDDA, and I'll use it regardless.

 38 
 on: November 10, 2024, 10:22:43 AM 
Started by Theyflower - Last post by R-26 Lightspeed
I finally started a run, and almost reached the "plot hook", but i noticed something that feels weird :
Spoiler (click to show/hide)
Or am i just overanalysing? I feel like i might be.

 39 
 on: November 09, 2024, 05:54:25 PM 
Started by Boondiggle - Last post by Kyzrati
This might have to do with the version of CDDA you are using? CDDA itself had inconsistent use of colors and issues with its docs/source not matching up, but this was resolved specifically for REXPaint years ago later in this original thread. Or maybe CDDA formatting has changed again in the time since? I already updated it once specifically due to CDDA bugs :P

Technically I can update it with yet another patch, but one would need to be 100% sure that it actually works in the latest version and track down when and why it changed from when it was originally working just fine. Kind of annoying that CDDA broke compatibility again if that's the case...

In the meantime, depending on your needs I guess there'd be the option of using find and replace to change tags in the art file itself.

 40 
 on: November 09, 2024, 02:08:16 PM 
Started by CaptainWinky - Last post by CaptainWinky
Quote
Record: "Unchained: R4-LPH"
One of "Da Bonk Boyz" from early Complex history and the only one still in Complex service.  After the beginning of 0b10 groundwork and the necessary changes to Derelict policy, the other Boyz left their posts.  R4-LPH stayed although his work in construction had become secondary to his assistance in robot design.  While the original Savage and Stabber were my own designs, a few of his suggestions were implemented in later brawler and duelist models.  At some point R4-LPH was confronted by a few of his former friends and was forced to destroy them in combat using a wrecking ball saved from his days in Construction.  Soon after that incident, he volunteered to join the Unchained in an active combat role.  I equipped him with the first of a new line of legs which provide increased evasion while closing the distance to a target.  Unfortunately he has proven increasingly unstable over time.  In his last deployment he began destroying 0b10 bots and machinery at random after defeating his original targets.  I was forced to dispatch a Disruptor squad to interrupt his berserk rage.  If it happens again he will be scrapped, though in his current state telling him this might be considered an encouragement rather than a warning.

Quote
Z-Record: "Superheavy?"
The treads are the key: tough but fast enough to stay close to our walkers.  Let's take this, come up with some loadouts, and run them through a few more sims before submitting anything to Imprinter.  I don't see this being used widely compared to our regular units, but once we get the kinks out of the teleportation system we could quickly dispatch one when it's really needed.


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