I keep getting swarmed by soldiers who go "HEY DAWG I HEARD YOU LIKE LIVING, SO LET ME SHOOT YOUR WEAPONS BECAUSE IT'S NOT FAIR FOR YOU TO BE ABLE TO SHOOT ME BACK" and then they crit my weapon systems while I somehow hit everything that isn't them.Lots of things you can do about that:
I find having a lazer or assualt rifle is useful for when stealthing around taking out lone enemies is useful, along with a deactivated rocket launcher or grenade launcher for when lots of enemies feel like runing your day.Yep, that's what I do, carry around an extra launcher for the groups (but I usually wait until I have three weapon slots--before that you can usually fight groups around a corner and kill them one by one if you're fast enough)
Heat gets too high you'll shut down for a bit.When you make it to later parts of the game, you'll find that overheating has a wide range of other nasty effects as well, depending on how hot you are. It's hard to overheat in the early game, since nothing produces much more heat than you can naturally dissipate. After a few levels you'll need to consider using heat sinks and cooling systems depending on your build.
Not sure about coverage and support. I think I had figured it out at one point, but have since forgotten.It's covered in the manual, but there's no example (and it probably needs one) so here it is:
I managed to get to stage 6-Factory, but with few itemsNice job making it to level 6! Entering a new level can be risky if you've got nothing left, but I suppose you had no choice, eh? ;) You did it pretty quickly, too--I spent almost 5000 turns on my last run to 6.
Just want to say your RL engine is amazing. ASCII particle effects are beautiful things. And I can't wait for the next X@COM release.Nor can I... (though I shouldn't be the one waiting, now should I :P)
Game crashed as the text reporting this came in...Damn, that's one thing I didn't test well but left on the list to do later... Destroying your own stuff with explosions might be a problem in rare cases. I'll test it soon and if I find something, upload a fix.
Oh, also, HUGE storage units are a must for maximum flexebility and carrying plenty of spare parts.Storage units are the single most useful item in the game, IMO.
Is there a list of controls somewhere? For now I'm just looking for the one that lets me unequip things, if it even excists.Press F1.
Arrrgh, so hard. I apparently keep missing everything I shoot at even at point-blank, because things rarely die without 5+ turns of shooting at them. Meanwhile all my components are getting destroyed, and humongous swarms of soldiers, swarms and defenders chase me unshakably through the entire level.Fleeing into unexplored areas is dangerous. There are some strategy hints in the manual. I might do a more in-depth play guide / tutorial some time (maybe even a video tut), but then, learning how to do all those things can be half the fun.
I think I'm doing something wrong, but I don't know what.
Posting to follow, and to remind me to play this soon. Sounds cool.Hi mendonca, was wondering when you'd show up ;)
-snip-
Really, what can I do now (no explosive weapons)? :(
Am I missing something with the flight units? The speed's nice, but carrying practically anything is a pain.
How would a stealth build work?
Am I missing something with the flight units? The speed's nice, but carrying practically anything is a pain.
How would a stealth build work?
I agree on both accounts. I assume flight units are generally used for stealth/pacifist builds because decent weapons are around 2-4 weight each. I haven't seen a cloaking device yet either, but I found an ECM suite, which made some enemies a bit fiddly with spotting me, depending on how far away they are.
In any case, I don't think a stealth build would work all that well by virtue of the corridors in the game.
EDIT: Okay, Hover Units are really fast. Like, really really fast. I'm carrying only a light ion engine, but I'm moving at 222% speed when not overweight. Picked up two light assault rifles at the start. Let's see how well this goes. My mass is maxed out at light ion engine, terrain scanner, 2 hover units, and 2 light assault rifles, though.
What. I start a lightweight build and the moment I get out of the scrapyard, I find a huge storage unit. Argh, but Jesus, I'm fast. I'm evading bolts left and right.
Victory! No one can beat that score! 8)Oops, I'm pretty sure I know where that came from. I'll find and correct it in the next fix.
On a more serious note...look at Value destroyed. Bug? Or are walls made of diamond in the future? You decide!
BTW, I can confirm the crash resulting from self-destructing cannons. And in my first Factory run too. :(Sorry about that, I thought I'd tested that situation already. Sure seems like there's potential for a bug there. I'll fix it in the next release, too. Probably later today. Thanks for the reports and confirmation guys!
Yeah, those little bastards are fast at rebuilding. Hunters don't start to gradually appear until level 3, so there's pretty much no way out of that situation before then unless you can shoot your own way out. It's true that on later levels you could theoretically wait for a Hunter to track you down, but by then you might have a crapload of Programmers waiting around the area.Really, what can I do now (no explosive weapons)? :(Wait around and hope the game spawns some hunters on you? They've got explosive weapons, and the sensors to try and peg you through walls.
BTW, I found a bug: if I make the game fullscreen and use Tab to scroll through targets, they are incorrectly offset.Thanks for the report. I didn't have a chance to actually test fullscreen mode at all yet. I'll fix it for the next release.
Do targeting modules stack? I spent some time with 2 of them equipped and didnt see an immediate improvement.Yep, they *do* stack. You can even get >100% hit chance if you have enough of them. If you were using the basic version, they only add 4% each, so the effects are not as immediately noticeable, especially with all the factors that go into hit calculations (which cause them to fluctuate a little each turn, making small bonuses harder to spot). The prototype targeting computer is ridiculously awesome, if you can find one that isn't broken (level 5+).
I don't understand the '* +3%/cell if range > 6' line in the manual. Larger range is supposed to decrease accuracy, isn't it?...Um... yeah... I wrote the manual too quickly :-[ Don't worry, the game code is correct. Manual updated for next version.
Also, it would be nice to have a detailed hitting and missing log.Hm, does everyone really want that much extra text filling the message log? Perhaps not all hits/misses, but instead just a summary of your own volleys? Enemy hits on you are apparent because your parts lose integrity. So maybe you fire and it says something like: "Volley (3): 2 misses, 1 hit"
And could you please make fullscreen increase the usable space instead of just putting a black border around the field?I wish I could, but keep in mind that the game was made in only a week, so I made a huge number of assumptions in order to cut down coding time to leave time for making the game more fun. One of those assumptions was that the window size wouldn't change. I could go back through and fix that, but it wouldn't be part of a quick fix.
Hm, does everyone really want that much extra text filling the message log? Perhaps not all hits/misses, but instead just a summary of your own volleys? Enemy hits on you are apparent because your parts lose integrity. So maybe you fire and it says something like: "Volley (3): 2 misses, 1 hit"Er, integrity changes aren't all that evident unless you're specifically watching the equipped parts, so yeah. Besides, it would be nice to know when your shots are simply hitting some unimportant part and when they're actually missing. So I'd prefer as much details as possible. :) Maybe you should make a poll about it?
I wish I could, but keep in mind that the game was made in only a week, so I made a huge number of assumptions in order to cut down coding time to leave time for making the game more fun. One of those assumptions was that the window size wouldn't change. I could go back through and fix that, but it wouldn't be part of a quick fix.Well, then remove the fullscreen entirely. In it's current state it's completely useless.
Also, it would be nice to have a detailed hitting and missing log.Hm, does everyone really want that much extra text filling the message log? Perhaps not all hits/misses, but instead just a summary of your own volleys? Enemy hits on you are apparent because your parts lose integrity. So maybe you fire and it says something like: "Volley (3): 2 misses, 1 hit"
A toggle might be nice, to test out new weapon configurations.Good idea, adding it right now. There'll be four levels of detail you can cycle through, from the current default down to specifics for every weapon fired.
Well, then remove the fullscreen entirely. In it's current state it's completely useless.It was originally an experimental addition to the engine for X@COM. I accidentally removed the "not fully implemented" comment from its description, thinking I had finished it some time ago. Just don't use it for now.
Love the game. Have anyone managed to make a successful combat efficient flying robot? With the weight limits, I have to few parts to survive any engagement. It's pretty easy to just breeze through levels with it though.Flying robots are generally not going to be truly combat efficient. That would take a lot of prototype parts, some of which you can't find until the later levels.
How exactly do propulsion stats work? Treads have 100 speed and flight units have 35, but that doesn't seem right. Also, what are 'mod/extra' and 'penalty' parameters?The "speed" stat should really be renamed. It refers to the amount of time units it requires to move one cell, so unburdened flight at 35 is about 3x as fast as treads (100). Lower = better (as it describes in the manual).
When a bot sends a distress signal, does that spawn more guards or just cause nearby ones to close in to that point?A message about a "distress signal" means it has notified some nearby combat robots.
The "penalty" is the speed penalty (+X) for being overweight. It is applied once if you are overweight, and more times again for each "support amount" you are overweight beyond that. Ex: Light treads speed = 100, support = 10, and penalty = 20. You can carry up to 10 weight without being penalized, but if you carry 11, your speed value is increased to 120 (takes more time to move one cell). Carrying <= 19 weight is all that same speed. As soon as you carry 20+, your speed is again penalized (+20), so then it's 140. It'll keep penalizing you the more you go overweight, but only in intervals equal to the base support value.Oh. Manual entry pleeease?
Holy fuck, that was fast. Downloading right now. You're awesome, Kyzrati. :DOf course I'm fast, how else could I have made this game in 7 days? ;)
Also, how exactly do enemies get player's position? Do they know the whole level at all times? How do they track the player? Is their field of view the same as the player's? Can they not see the player if the player sees them? Do they use some non-visual spotting? Can enemies interact with each other apart from distress signal sending?My, my, so full of questions! ;D
And some miscellanous questions:Thanks for all the questions. I do want to put all the stats and more explanations in the manual, because it really is a lot of them. I'll get around to it.
1) How does recoil work?
2) What is the base chance of hitting before all the bonuses in the manual are applied?
3) Something is wrong with the energy (and possibly also heat and matter) calculation. For example, in the screenshot below the total energy should be positive. However, every time I move, 6 energy for movement is substracted, but nothing is added and no upkeep is substracted. The last two changes are only applied every several turns (every 5, judging by my speed).4) What do engine's rating and heat stability affect?Spoiler (click to show/hide)
5) What does weapon's 'time' parameter affect?
6) What's the movement speed and penalty of the core? (i.e. if I'm moving without any propulsion)
Really, a detailed description of every parameter in the manual would be epic.
EDIT: Ok, downloaded. First impressions: YAY LOG. Second: argh, not sufficiently detailed. Maybe add displaying which parts are hit? Also, display of specific hit bonuses would be awesome. And the salvage modifiers in the volley display. But the parts display is the top priority, along with the chance of hitting the hit part.I guess I could add which parts are hit, and yeah, the weapon-specific bonuses would be a nice addition, but I wanted to try and avoid each line from getting too long though, since there are so many. Chance of hitting the hit part, too, hm... You want a lot of info. Almost sounds like you want to debug the game! 8) The log is way small for all this...
EDIT2: What.I'm sure there's a logical explanation for that. I'll have to find it. I haven't actually played with the new log info yet.How did I destroy him after a miss?... BTW, different colors for the player's and enemies' misses would be awesome.Spoiler (click to show/hide)
EDIT3: Also, please add an option to remove the matrix-style text loading when viewing descriptions. Makes comparing different items' stats a pain.I could do that. It'd be low on the priority list for now though.
EDIT4: Could you please add an option to scrap the unhelpful speed in percentages and instead use the time per tile? And add some way to get the speed of enemies.I think the percentages are more helpful for the average player, since most aren't calculating out the details (nor do I). An option would be okay, but then the stats would also need to be renamed under each option so that they make sense.
5) Time it takes to fire that weapon. 200 is the base time it takes to fire.So the weapons in a volley get their times summed, but get a little less due to the volley effect?
Yep. Volley fire times:5) Time it takes to fire that weapon. 200 is the base time it takes to fire.So the weapons in a volley get their times summed, but get a little less due to the volley effect?
Also, yay bugs.Actually, neither of those are bugs ;D
1) When an enemy fires from outside FOV, his shots aren't reported in the log;
2) Faulty prototypes are auto-identified.
Yep. Volley fire times:Yaaay. Manual entry please? Oh, and BTW, how does time parameter affect this table? Is it flat bonus/penalty applied to the total volley fire time? (also, please rename it to something like delay or something ;))
#weps time
As you can see, firing a huge volley has its advantages. You can fire 10 times as many weapons for only 3 times the time cost.
1) I did that on purpose since you can't see who is firing. I could have given partial info, but decided not to do that yet.But can we at least see whether it hit or missed and which part it hit? :(
Unrelated edit: So this is how being completely, utterly fucked feels...
Unrelated edit: So this is how being completely, utterly fucked feels...
At least your enemies had the decency to move out of the doorway.
Nine grenade launchers in plain sight. What more could a man wish for? Oh, maybe not picking a speed'n'stealth build for the first time ever.
Nine grenade launchers in plain sight. What more could a man wish for? Oh, maybe not picking a speed'n'stealth build for the first time ever.
Actually, having a grenade launcher (or any kind of launcher, really) seems like it would be really useful to have around on a speed build. Not all the time, of course, but to keep in your inventory and equip when you need to widen corridors or blow open rooms to escape enemies.
Ah well. Is there a way to climb the stairs back up? And when/how do you evolve?
So uh... How do I save my game? The ? menu says Control-S is Save & Quit, but I'm hammering Control-S (and Shift-S, Alt-S, and S) and no save/quit is happening.Note that "in Ctrl-S", the 'S' is upper case, so saving is actually ctrl-shift-s. It may look a bit confusing from the commands list, but I was trying to minimize the amount of space taken up by a given command entry to keep down the clutter. Upper case letters on the list always require a shift mod.
Oh, a little thing :Yeah, I wanted to do that but didn't have enough time.
Shouldn't miners' weapons be able to cut through walls ?
Oh great, another crash. I had two different armors equipped, was looking over my parts. I selected light plating and the game crashed. :( Maybe you should add some kind of infodump at crash to ease the determination of the cause?If it's a normal error caught by the game, it will show you a specific error message, but if it's something like a ptr issue it'll just CTD. There is a file called run.log created by the game during each run, and there's a small chance that even if there is no game error message it might contain indications of what caused the problem (though it's mostly used to record errors the game *does* know about). Some kind of dump probably wouldn't be as useful for me, since I've never learned how to use those. Normally I don't have to rely much on people helping me debug, since I code as slowly as necessary to make sure it's thoroughly debugged as I go (that's why there are almost no crash reports for X@COM, even though it's a *much* bigger game). But this being a 7DRL, didn't have that luxury.
BTW, an idea: add a 'panic mode': if it's turned on and you attempt to move without having enough energy, you instead wait a turn. Prevents the problem of frantically mashing the 'wait' button, waiting for the energy to recover.I think auto-waiting might be a bad thing if you didn't know you were low on energy and suddenly find out. If you haven't realized you're out of energy, you may want to think a bit before charging up, since you may want to use the energy on something else depending on the circumstances.
And, for that matter, an indication of how overweight you are: either by using different adjectives or something like 'overweight x3'.Sure I can add that.
I'll expand the manual with all this info at some point.Yep. Volley fire times:Yaaay. Manual entry please? Oh, and BTW, how does time parameter affect this table? Is it flat bonus/penalty applied to the total volley fire time? (also, please rename it to something like delay or something ;))
#weps time
As you can see, firing a huge volley has its advantages. You can fire 10 times as many weapons for only 3 times the time cost.
Not now you can't! ;)1) I did that on purpose since you can't see who is firing. I could have given partial info, but decided not to do that yet.But can we at least see whether it hit or missed and which part it hit? :(
EDIT: Oh, and could you add an option to edit the order of weapon firing without manually taking them off and reputting on in a different order?I'll see about adding a command to reassign part letters.
EDIT2:I totally didn't get that when I first looked at it. *Now* I know what you were referring to. Oops. That's because in fix3 I finally added the red color to faulty prototypes, but forgot that you may not have identified that prototype yet. Made that change too quick... Damnit, that sucks! I'll remove it in fix4.Are you absolutely sure this isn't a bug?Spoiler (click to show/hide)
I think auto-waiting might be a bad thing if you didn't know you were low on energy and suddenly find out. If you haven't realized you're out of energy, you may want to think a bit before charging up, since you may want to use the energy on something else depending on the circumstances.That's why it's a separate mode that can be manually activated by the player (and notify him through somewhere in the status window).
Hm. First run, made it to Factory/5 or 6. Is that good?
Definitely very good for a first run (unless you can't do it again, in which case it was luck ;)). And yes, you should submit your score. Anyone should if they have at least 1000 points. It'll be more fun if the ranking changes a bit over the next couple weeks rather than everyone practicing in secret and then suddenly I receive a deluge of record sheets right before the deadline... So far I've only go two people on the high scores list, though I know more of you are participating.Hm. First run, made it to Factory/5 or 6. Is that good?
Very good. You should submit your score.
The Factory is so unfair.Dude, I've never had that happen. Running from everything can get you into a lot of trouble if you don't have the right equipment (a good ECM works wonders). I prefer to either avoid all enemies in the first place (sensors) or pick off everything I can one by one until/unless there's no other choice but flee.Spoiler (click to show/hide)
How do you guys get all those hit percentage chances and whatnot in the box when you fire your weapons? Is it some kind of option or...?New feature in fix3: press 'q' a few times.
By the way, could you please make it so that after moving onto a tile, regardless of where the mouse is placed, scan displays the item immediatly underneath you, to prevent confusion?Actually, it does that automatically if the cursor is hidden (precisely to prevent confusion), but the way it's coded I can't easily have it do that if you're using the mouse--the mouse pointer location always has priority. You have to play without the cursor (F2) to get that functionality. Playing purely with the keyboard is almost always much faster anyway.
I'll look into it.I think auto-waiting might be a bad thing if you didn't know you were low on energy and suddenly find out. If you haven't realized you're out of energy, you may want to think a bit before charging up, since you may want to use the energy on something else depending on the circumstances.That's why it's a separate mode that can be manually activated by the player (and notify him through somewhere in the status window).
When can we expect fix4?It's already done, I just haven't released it yet since I was busy with something else this afternoon and still have to finish updating the new manual. I'll probably upload it in a short while.
EDIT: Oh, and it would be nice if 'insufficient energy' upon firing was displayed before targeting.I'll look into it.
EDIT2: FUCK. I overheated without noticing it. Again. Could you please add some noticeable special effects (like screen corners gaining a yellow tint) to display overheating and, possibly, other negative afflictions like being overweight (for example, by showing light blue 'cracks' around the edges)?You're so full of good ideas... Actually, UI effects for that and more were in the design docs, but I couldn't do them in time because the best way to implement them would require a rather central addition to my RL engine. Support for that feature is inevitable because I'll need it for X@COM, but I haven't gotten around to it (though it's already been planned out). Perhaps in a future version.
Also, I stumbled onto the cut features on the site. Are you going to put them into the game sooner or later? :(Much later, if ever. I need to get back to working on X@COM soon. I'm already spending more time on Cogmind than I anticipated, and half the reason is you keep asking for stuff ;)
EDIT: BTW, could we get a manual entry about every class and their typical characteristics like type of propulsion and size?I was going to put that in there eventually; it's not in the current version, though. You can get some of that detailed information by attaching a robot scan processor.
Dariush, added even more juicy details for you in the combat log, but if you want to know the exact chance to hit each part on a target, you'll have to attach a robot scan processor.Okaaaaaay. :( How about the chance to hit each part on the player?
Much later, if ever. I need to get back to working on X@COM soon. I'm already spending more time on Cogmind than I anticipated, and half the reason is you keep asking for stuff ;):'(
Watch your back for angry and impatient X@COM fans! :o
In the log? Maybe... Seems like unnecessary clutter, since you can gauge approximately what it'll be based on the type of part and how many parts you have. With a bit of play experience (combined with occasionally checking the data screen) that kind of stuff should start to come to you. Do you really have to know the exact percent every time you take a hit? You really are a numbers guy.Dariush, added even more juicy details for you in the combat log, but if you want to know the exact chance to hit each part on a target, you'll have to attach a robot scan processor.Okaaaaaay. :( How about the chance to hit each part on the player?
I do like Cogmind myself, a lot, but I promised to do great things with X@COM, and I will.Much later, if ever. I need to get back to working on X@COM soon. I'm already spending more time on Cogmind than I anticipated, and half the reason is you keep asking for stuff ;):'(
Watch your back for angry and impatient X@COM fans! :o
Also, if I were going to make Cogmind a bigger game, I'd almost certainly start over from scratch. I don't like the way it's coded.
In the log? Maybe... Seems like unnecessary clutter, since you can gauge approximately what it'll be based on the type of part and how many parts you have. With a bit of play experience (combined with occasionally checking the data screen) that kind of stuff should start to come to you. Do you really have to know the exact percent every time you take a hit? You really are a numbers guy.Well, it would help deciding which part to add, which parts to protect and so forth. I adore roguelikes specifically because it's impossible to get by on pure luck and the player must calculate and decide on the most optimal build.
Don't focus on one game too much just because there are rapid fans who'll tear your throat out if you don't. ;)I do like Cogmind myself, a lot, but I promised to do great things with X@COM, and I will.Much later, if ever. I need to get back to working on X@COM soon. I'm already spending more time on Cogmind than I anticipated, and half the reason is you keep asking for stuff ;):'(
Watch your back for angry and impatient X@COM fans! :o
Also, if I were going to make Cogmind a bigger game, I'd almost certainly start over from scratch. I don't like the way it's coded.
You got it.In the log? Maybe... Seems like unnecessary clutter, since you can gauge approximately what it'll be based on the type of part and how many parts you have. With a bit of play experience (combined with occasionally checking the data screen) that kind of stuff should start to come to you. Do you really have to know the exact percent every time you take a hit? You really are a numbers guy.Well, it would help deciding which part to add, which parts to protect and so forth. I adore roguelikes specifically because it's impossible to get by on pure luck and the player must calculate and decide on the most optimal build.
Hehe. I focus on one thing at a time (usually for a long time) because it's my nature, and in this case, the next X@COM release is already going to be late...Don't focus on one game too much just because there are rapid fans who'll tear your throat out if you don't. ;)I do like Cogmind myself, a lot, but I promised to do great things with X@COM, and I will.Much later, if ever. I need to get back to working on X@COM soon. I'm already spending more time on Cogmind than I anticipated, and half the reason is you keep asking for stuff ;):'(
Watch your back for angry and impatient X@COM fans! :o
Also, if I were going to make Cogmind a bigger game, I'd almost certainly start over from scratch. I don't like the way it's coded.
BTW, couldThat's why I didn't want all that info in there to begin with--there's just not enough room! I could make it a different size easily, but it'd have to remain static, and the only way to make it larger would be to have it take over some of the map space, which would reduce the visible area below the current minimum decent amount.Iwe please get resizeable log window?
Edit: Oh, and by the way, why are there 1 and 2 percent penalties to a lot of shots? And what about that detailed breakdown of bonuses and penalties? :'(Ah, you wanted a detailed breakdown of *everything* in the volley hit%? I'm not sure where I'd put all that info... Right now the log shows [volley] +/- [wep bonus] + [launcher bonus] - [recoil], leaving out any zeros (the -1's you see come from the small recoil values of the earlier weapons).
That's why I didn't want all that info in there to begin with--there's just not enough room! I could make it a different size easily, but it'd have to remain static, and the only way to make it larger would be to have it take over some of the map space, which would reduce the visible area below the current minimum decent amount.Then maybe a separate log window that will cover the entire screen?
Ah, you wanted a detailed breakdown of *everything* in the volley hit%? I'm not sure where I'd put all that info... Right now the log shows [volley] +/- [wep bonus] + [launcher bonus] - [recoil], leaving out any zeros (the -1's you see come from the small recoil values of the earlier weapons).Well, just label it like '60-10(s)-15(h)-4(r)+12(t)' and so forth, where s - target size, h - heat, t - targeting computer or something like that.
Fuck, I died yet again. No matter what I do, I always get curbstomped in factory. I pick off individual enemies, but sooner or later a scout finds me, sends off a distress signal and I'm dead. If I, on the other hand, try to do a speed/stealth build, I need better engines which can only be dropped by enemies whom I can't kill due to relying on speed. Fuck.
Keep a rocket or grenade launcer stashed away - when in your inventory and unequipped it wont burden you, and you can deal with the speed hit for a turn or 2 to launch a rocket/grenade in order to get what you need from a sentinel before putting it back away again. Of course, the tricky bit is wounding the target, switching your explosive weapon off and finishing it as gently as possible to not waste the high value part you need.I just saw a guardian (yellow Y) take three direct (i.e. displayed as 'hit') missile shots (plus several non-explosive shots) to the face. It's health barely got down to orange. Granted, it was in open field, so misses were less likely to damage it, but still. Explosives don't seem such a good way of speedy disposal of individual enemies. Oh, and the items are damaged when they are still attached to the enemy and explosives damage them just as much as usual weapons.
I remember you saying that once you learnt the controls, the first 3 levels weren't too hard.
being swarmed by 5 g, g and 3 Y is hard.
happened to me on the second level. 3 times.
and the fact that, so long as you are within vision of ANY robot, they know where you are doesn't help.
Hm, I could pretty easily add a big message log that opens up over the screen (the X@COM R6 I'm sitting on already has one); then you could more easily review what's going on, though you'd have to open a window to do that, obviously.That's why I didn't want all that info in there to begin with--there's just not enough room! I could make it a different size easily, but it'd have to remain static, and the only way to make it larger would be to have it take over some of the map space, which would reduce the visible area below the current minimum decent amount.Then maybe a separate log window that will cover the entire screen?
That could potentially be a very, very long string... lots of factors. (Also note that it wouldn't be completely accurate shown as whole numbers, since the game is using decimals.) Would definitely need a bigger log window to show all that stuff.Ah, you wanted a detailed breakdown of *everything* in the volley hit%? I'm not sure where I'd put all that info... Right now the log shows [volley] +/- [wep bonus] + [launcher bonus] - [recoil], leaving out any zeros (the -1's you see come from the small recoil values of the earlier weapons).Well, just label it like '60-10(s)-15(h)-4(r)+12(t)' and so forth, where s - target size, h - heat, t - targeting computer or something like that.
Edit: by the way, for consistency's sake, could you please make hits to the core be displayed as such, along with damage done?Oh yeah, forgot about the core. I'll add it.
This is a blast - sent in a score. Do you prefer em as attachments or can it go in the email body?Attachments, definitely, since I save and upload the record files for everyone to peruse.
Also, one request on the default targeting - what is the current criteria that it uses for targeting order? Could you PLEASE have it default to enemies with weapons first instead of some useless engineer 20 squares away? Ideally in order of "my best to hit %" or "most damaged" or "biggest threat" or all possibilities with a toggle to select :DYeah, right now it's simply picking the upper-left-most robot, and cycles through them in rows. I agree, this change is needed.
ED:Wow, using the mouse with the invisible cursor, now there's a hybrid I didn't expect :D
2nd request - a mode for cursor on inventory only. Although I *should* get used to the ctrl/alt stuff fairly soon, I'm still finding it easier to use the mouse with the invisible cursor :p
3rd request - some kind of swap function, ideally a "swap from ground" too so I don't have to do the "drop item, drop equipped item, pick up new item, equip new item, pick up inventory item" dance for the thousandth time especially under fire :D It should probably take a *little* longer than a simple item equip, but not the 3 to 6 (with movement) turns that is required now...Yeah, that's definitely annoying. I'll see if I can fit it into the control scheme (and code it without breaking the already fragile game... I made a lot of assumptions during the 7DRLC to finish the game quickly, and if I can't remember all those assumptions while coding new stuff, I might break something)
Yeah, until you get the really powerful explosive weapons later, they aren't as reliable for taking out individual enemies, primarily because their damage spreads on targets (haven't yet added the details of how that works to the advanced player's guide). One thing you might not know is that certain robots are weak/strong against certain types of damage. If you are seeing one weapon type is not effective against a robot class, try others. You'll need a more advanced robot scan processor to find the details, though. Let me just say that using explosives on Sentries is a bad idea.Keep a rocket or grenade launcer stashed away - when in your inventory and unequipped it wont burden you, and you can deal with the speed hit for a turn or 2 to launch a rocket/grenade in order to get what you need from a sentinel before putting it back away again. Of course, the tricky bit is wounding the target, switching your explosive weapon off and finishing it as gently as possible to not waste the high value part you need.I just saw a guardian (yellow Y) take three direct (i.e. displayed as 'hit') missile shots (plus several non-explosive shots) to the face. It's health barely got down to orange. Granted, it was in open field, so misses were less likely to damage it, but still. Explosives don't seem such a good way of speedy disposal of individual enemies. Oh, and the items are damaged when they are still attached to the enemy and explosives damage them just as much as usual weapons.
AlStar is right, they don't always know where you are. It's all handled on an individual robot-by-robot basis. Do any of you ever actually use sensors? They are awesome, and the long-range versions will also allow you to see what the enemy robots are doing, and you can study their behavior that way if you like. Take out a Watcher and steal its scanning equipment--later on a good sensor and interpreter can tell you exactly what class a robot is, through walls, up to 18-25 spaces in every direction...and the fact that, so long as you are within vision of ANY robot, they know where you are doesn't help.
I don't think that last part is true.
From Kyzrati:Spoiler (click to show/hide)
The important part in that: Most enemies know about you only when they see you, and only notify allies who are within their alert range, which varies by robot. Watchers should always be a top kill priority because they have a huge alert range and can call enemies from all over the place to come get you!
I've had several instances where there's a "city block" style area where there's a closed off area surrounded on all four sides by corridors. I've run around them only to find the enemy is coming up the other way to intercept me. They're either tracking me or have really good AI.They'll split up and come at you from different directions, yeah, but the stupid ones can't go too far since they'll lose track of you. The smart ones, well, they're dangerous what can I say.
From Kyzrati:I love that description :DSpoiler (click to show/hide)
Hey, sounds like a function that could be added via a new Utility part - "behavior analyzer" or something - a scut bot headed for floor trash should be easy to ID (and bonus you get to cry as you see he's headed for the only visible pair of myomer legs you need to get your movement back up but won't be able to beat him to), the commandos/highly tactical types should be increasingly harder to predict as they will both react to your moves and throw in behavior camoflaging actions... Although some would consider themselves so badass they don't need the sissy fakes and just have external speakers to play Ride of the Valkyries and shout "EXTERMINATE! EXTERMINATE!".
Made it to research. Its all purplely. :oYou sir, are the first person to report such a success. I am impressed. 8)
I must say, this game is quite impressive. I started playing a few days ago, and have progressively gotten better. My furthest run was to Factory Level 6, I believe, though that was with Fix #1. I'm downloading Fix #4 now to see if I can improve my score.I am very happy to hear that!
I've played plenty of Roguelikes before, yet this is one of the few I'm actually able to get in to :)
AlStar is right, they don't always know where you are. It's all handled on an individual robot-by-robot basis. Do any of you ever actually use sensors? They are awesome, and the long-range versions will also allow you to see what the enemy robots are doing, and you can study their behavior that way if you like. Take out a Watcher and steal its scanning equipment--later on a good sensor and interpreter can tell you exactly what class a robot is, through walls, up to 18-25 spaces in every direction...and the fact that, so long as you are within vision of ANY robot, they know where you are doesn't help.
I don't think that last part is true.
From Kyzrati:Spoiler (click to show/hide)
The important part in that: Most enemies know about you only when they see you, and only notify allies who are within their alert range, which varies by robot. Watchers should always be a top kill priority because they have a huge alert range and can call enemies from all over the place to come get you!
Made it to research. Its all purplely. :oHow?! Which build did you use and which parts did you find?
Hm, I could pretty easily add a big message log that opens up over the screen (the X@COM R6 I'm sitting on already has one); then you could more easily review what's going on, though you'd have to open a window to do that, obviously.That's what I meant.
That could potentially be a very, very long string... lots of factors. (Also note that it wouldn't be completely accurate shown as whole numbers, since the game is using decimals.) Would definitely need a bigger log window to show all that stuff.Well, maybe then make it possible to remove some of those factors?
Wow, using the mouse with the invisible cursor, now there's a hybrid I didn't expect :DThat's what I'm doing too, mostly because I don't know of any way to scroll the inventory via keyboard. :D
Do any of you ever actually use sensors? They are awesome, and the long-range versions will also allow you to see what the enemy robots are doing, and you can study their behavior that way if you like. Take out a Watcher and steal its scanning equipment--later on a good sensor and interpreter can tell you exactly what class a robot is, through walls, up to 18-25 spaces in every direction...To use sensors you have to find a sensor array and a processor and they take up two utility slots while being far less of a priority than storage tanks or targeting computers. So it's no wonder people prefer to use their visual processing. :D
AlStar is right, they don't always know where you are. It's all handled on an individual robot-by-robot basis. Do any of you ever actually use sensors? They are awesome, and the long-range versions will also allow you to see what the enemy robots are doing, and you can study their behavior that way if you like. Take out a Watcher and steal its scanning equipment--later on a good sensor and interpreter can tell you exactly what class a robot is, through walls, up to 18-25 spaces in every direction...I've had several instances where there's a "city block" style area where there's a closed off area surrounded on all four sides by corridors. I've run around them only to find the enemy is coming up the other way to intercept me. They're either tracking me or have really good AI.They'll split up and come at you from different directions, yeah, but the stupid ones can't go too far since they'll lose track of you. The smart ones, well, they're dangerous what can I say.
To use sensors you have to find a sensor array and a processor and they take up two utility slots while being far less of a priority than storage tanks or targeting computers. So it's no wonder people prefer to use their visual processing. :DI just did a looong level's worth that started with this - I was a big packrat coming up from Factory/3 with 2 huge storages full of engines, legs, armor and good stuff I found (especially the extra Advanced Targeting and Heavy EMP Shotguns/Improved Pulse Rifles) that I was able to drop off in an isolated room as an initial replenishment stash. I had found an "advanced scanner array" that spots all enemies within 18 tiles, whee! And used that to sweep back and forth and nail all the annoying scavengers before they could get to my stuff. I'd swap in the decoder when there was a group of enemies to see if they were dangerous, if not I'd wade in and kill em, if dangerous I'd wait til they separated a bit and then dance in and pick off a couple before retreating. A few times I got swarmed and most of my equipment blown off, then if I couldn't find equipment during the retreat I'd fight a running battle back to my stash and re-equip quickly and take out the enemies as they came through the door.
Also, I found that some utilities are faaaaar too specialized to be of any use. For example, core heat shield: it only prevents heat damage, only to the core and only in 40% of cases. That's ridiculous. At the very least it should be something like 80% if not all 100%."Specialized utilities" - yeah, but remember that these aren't designed to be most useful to your robot, they were part of a robot designed for some other purpose that, when attached to your robot, has these specific characteristics. Whether they're useful or not at any point in time is the decisions you have to make. That being said, I also almost never equip those unless I pick one up in passing when there's nothing else better available. Although somebody willing to do the sensor work could equip them at just the right time to fight a tough thermal-damage-dealing bot spotted on the sensors.
Made it to research. Its all purplely. :oHow?! Which build did you use and which parts did you find?
uppercase B.Which level was that? o_0 And how did you begin the game, before finding IFUs and VTOLs?
Micro Fission Core
Electron Diverter
Advanced Power Amplifier
Mini Smartbomb Launcher
heavy shock bomb launcher
Non-combat robots do not alert allies of your presence unless you shoot at them. There must've been some other reason they found you. One likely possibility is that they were headed into that room to begin with (don't know what you mean by "guards", Grunts or Sentries?). When I have sensors, I wait out patrolling groups fairly often, but they can still decide to check out a room (has nothing to do with you being there).AlStar is right, they don't always know where you are. It's all handled on an individual robot-by-robot basis. Do any of you ever actually use sensors? They are awesome, and the long-range versions will also allow you to see what the enemy robots are doing, and you can study their behavior that way if you like. Take out a Watcher and steal its scanning equipment--later on a good sensor and interpreter can tell you exactly what class a robot is, through walls, up to 18-25 spaces in every direction...and the fact that, so long as you are within vision of ANY robot, they know where you are doesn't help.
I don't think that last part is true.
From Kyzrati:Spoiler (click to show/hide)
The important part in that: Most enemies know about you only when they see you, and only notify allies who are within their alert range, which varies by robot. Watchers should always be a top kill priority because they have a huge alert range and can call enemies from all over the place to come get you!
Argh. So, can serfs alert nearby guards, then, without actually signaling the alarm like a watcher? Because in one game, I did have sensors equipped. In fact, I ran away and hid in the corner of a small room hoping that they'd patrol right past, since I could see them. Then a serf comes in and they swarm kill me.
Use bracket keys (it's on the command list).Wow, using the mouse with the invisible cursor, now there's a hybrid I didn't expect :DThat's what I'm doing too, mostly because I don't know of any way to scroll the inventory via keyboard. :D
"Far less a priority" is an opinion, though. I would prefer sensor information any day. Superior tactical information is very, very useful. One way to manage all that is to have more utility slots. I'm one of those players who puts everything I can into utilities, precisely for that reason.Do any of you ever actually use sensors? They are awesome, and the long-range versions will also allow you to see what the enemy robots are doing, and you can study their behavior that way if you like. Take out a Watcher and steal its scanning equipment--later on a good sensor and interpreter can tell you exactly what class a robot is, through walls, up to 18-25 spaces in every direction...To use sensors you have to find a sensor array and a processor and they take up two utility slots while being far less of a priority than storage tanks or targeting computers. So it's no wonder people prefer to use their visual processing. :D
There are better heat shields later (70% and 100%), and they are totally useful for some builds. In the early game heat isn't much of an issue, but by the mid- to late-game, overheating engines becomes a lot more common if you are using thermal weapons (esp. if facing off against other robots with thermal weapons). Some of the more powerful energy cannons create over 100 heat per shot. Have just a few of those, combined with insulation from armor, heat transfer from enemy thermal shots, and if you are low on heat sinks you will be overheating like crazy. Most common / first thing to happen will be all your engines shutting down one by one. Not fun.Also, I found that some utilities are faaaaar too specialized to be of any use. For example, core heat shield: it only prevents heat damage, only to the core and only in 40% of cases. That's ridiculous. At the very least it should be something like 80% if not all 100%.but remember that these aren't designed to be most useful to your robot, they were part of a robot designed for some other purpose that, when attached to your robot, has these specific characteristics. Whether they're useful or not at any point in time is the decisions you have to make.
So that's how you did it... It'll work to a point, though a complete escape that way would be pretty difficult since the later levels aren't as forgiving to naked cores.So I stuck with the rather fast basic hover, when you don't have any propulsion.Made it to research. Its all purplely. :oHow?! Which build did you use and which parts did you find?
From there, it was a simple act of dodging everything.
Could we pleeeease have full screen log window now? And 'closest enemy' setting for auto-targeting. And an option to fast-swap an equipped item and an item in my inventory. And a way to save all the options I have to reset every game. And a way to see the detailed percentages before firing.Then my arrogant face will be happy. ^_^Are you sure about that? ;)
Oh hey, first crash. Several enemies were on the screen, specifically a pest and an engineer. I pressed x, then tab twice. Either after the first or the second tab the game crashed.Yeah, I released before testing much, just because I wanted to get it the new action out there. It was late, and I coded it the easiest way I could think of, without thoroughly checking all the possible consequences...
Bugs ahoy!That was an unidentified fast-attached gun, by the way. And after I tried to remove it (dunno whether I had space in inventory) the game crashed.Spoiler (click to show/hide)
Also, it would be awesome if for future versions you greatly lessened the number of utilities, combining their functions. For example, a basic sensor array and a single type of processor that fully identifies the object, because processors that merely tell you the size of the target are... not exactly useful.I split those two apart very intentionally, because having all that information in one package would be way too useful. And as for distinguishing the size of an unseen enemy, it can actually be pretty useful in certain situations (esp. if you have a long-range sensor but have yet to find a better processor).
That is a very nice build. And with two advanced ECMs... you must've been able to shake almost anyone on your tail.Advanced power amps are pretty sweet, though electron diverters really suck up too much energy to be useful. Improved jet thrusters/flight units are still awesome.Spoiler (click to show/hide)
I've just crashed out of both games I tried on fix5. Sadly, I forgot to copy the error text from run.log for the first one, but it occured when I had just picked up a flight unit with 'a' while 'p' was enabled. The turn before, I'd autoequipped another flight unit, and I noticed that the display didn't update my movement away from core.Thanks so much for the report. I'll have it fixed soon. (Too bad I'll be busy almost all of today, though. Might not get around to fix6 until tonight.)
Second crash happened when I tried to drop an equipped Terrain Scanner, which would've fallen to the ground, since I didn't have any extra inventory space.
Run.log:Spoiler (click to show/hide)
Since you've brought it up I'll look into fixing it. Once I fix it, "misses" at point blank should be even more likely to hit the target anyway.How are you going to fix it?
It should pick a random target within a reasonable forward range of you; right now it's probably picking from a random area anywhere within a certain range of the target, which would obviously include areas behind you if you are close enough to that target.Since you've brought it up I'll look into fixing it. Once I fix it, "misses" at point blank should be even more likely to hit the target anyway.How are you going to fix it?
Also, an idea for the future: maybe rate the misses by degree of severity, somehow like this:Yeah, it would help to have some visual reinforcement as to how much you missed by. Right now it's pretty random. Wouldn't be too hard to change. No matter your chance of hitting though, shots should never be flying backwards, so once I remove that it'll be less of an issue either way.
The maximum percentage of hitting + 0-5: close miss, the projectile flies at the target;
The maximum percentage of hitting + 5-10: minor miss, projectile flies in the general direction of the target;
...
The maximum percentage of hitting + 30-40: catastrophic miss, projectile flies backwards or explodes under your feet.
For example, if you have a chance of hitting 70% and RNG gives you 79, that would be classified as a minor miss. However, if RNG gives 79 with 40% chance of hitting, that would be a catastrophic miss.
That would IMO prevent strange setups like shot flying backwards at the almost-perfect hit chance of 95%.
After firing from a beam projector the game froze. First there appeared a red line over Cogmind, hang there for several seconds then disappeared and now the game doesn't answer to my commands, however I still can select things with my mouse.Still able to select things with your mouse? Do you mean get scan info by hovering over them? Sounds like the particle engine might've gone into an infinite loop from a bad particle. I thought I had a last resort check on that like X@COM does, but maybe I don't. I'll have a look at the beam projector particle script and see if that might be it.
-Extra Slots: Certain parts could give additional slots, but be themselves vulnerable to getting shot off (in which case anything attached to it drops on the floor). Could give specialist slot types.
I'd like something that allows me to selfrepair (not sure if balanced)
Yeah if there are any repairs you'll have to be REAL careful to make sure a cogmind can't camp on one level forever (or maybe levels could stop spawning enemies after a while, so there'd be no point - but make an announcement 'cause searching around when that happens would be boring. Even more boring than camping on levels :D).
I disagree with repair, for the most part. The whole game is about scavenging the landscape. Your wheel is yellow? Blast that near by engineer and take his wheel. I always go with wheels since there's always a readied supply, until half way-ish through factory where legs start to get really good.Orb has stated my position exactly.
I have also, never, ever died due to core damage unless I have lost most/all of my equipment(in which case, I was going to die anyway). I know that's kind of a redundant sentence(you can only die from core damage), but I hope my point is made.
If repair is implemented though, it should take a lot of time(no combat repair), and cost a lot of matter. It should also cost more and more matter/time as parts get more complicated, making it not viable once you get to late factory.
No matter how much of a powerful behemoth you build, you'll still be worn down via core damage, so tanking/heavy builds are FAR less sustainable than light, underpowered builds.Not true, see calculations above. I only ever go with the heaviest thing I can build, precisely because it enables me to carry a crapload of armor and other parts to protect my core. Light builds can be entertaining, but IMO tough to maintain. With treads and legs you also don't have to worry much about being overweight, since they'll generally still move at a reasonable speed. I am ALWAYS overweight when I play (I ignore mass completely, in fact, so long as my speed is 80%+, which it usually is with treads/legs).
As much as I'm anticipating the completion of X@COM, Cogmind just has so much promise! The whole concept behind it seems, at least from what I've seen, completely original.If I do them both at the same time, though, that'd slow progress on both, and I don't like slow :-\
Ideas for features once you are happy with it as it is and done (bored) with working on X@COM:Every single thing on your list was in the design docs ;) Just not enough time for it in a 7DRL. You can read the original completion blog post (http://cogmindrl.blogspot.com/2012/03/you-are-cogmind.html) to see a list of some of the things I cut.
-New terrain: Tougher/softer walls and ground with effects? Like an acid lake that can be crossed without damage by hovering and flying, or different terrains with different speed modifiers depending on propulsion type.
-Consumable items: Items used directly when picked up or need a specific utility part to carry around (backpack?). Not repair kits, rather something that upgrades a part, changes a slot or gives a temporary bonus to accuracy/speed/resistance.
-Crafting: Not of parts (which would be boring and unnecessary), but what about robots? Have the correct utility part and the right parts in inventory and you can strap them together to create your own pest/serf/warrior/whatever that wanders around.
-Specialist Slots: Projectile (Matter shooters), Energy (energy shooters) weapon slots; Articulate (legs/flight), Fixed (wheels/treads/hover) propulsion slots; Electronic (Targeting computer), Mechanical (Weight Distributor) utility slots; Inductive (Ion Engine?), Reactive (Nuclear Engine?) power slots. These would be in addition to normal slot types, just further restricted.
-Extra Slots: Certain parts could give additional slots, but be themselves vulnerable to getting shot off (in which case anything attached to it drops on the floor). Could give specialist slot types.
-Melee weapons: Not necessarily range 1, just really short range (1-4) but use no matter and produces no heat. Both as backup weapon and just because running around with 4 chainsaws sounds like fun.
BTW, I really think flight and hover units energy requirements should be significantly lowered, since they were apparently calculated based on 100% speed. Even if I attach a light ion engine, two flight units and nothing else from the scrapyard, I'll still be losing a whopping 10 energy per turn. Doesn't look balanced at all.Hover/flight aren't meant to be very viable for the player in the early levels--do I have to remove those units from the Scrapyard to convince you? :)
I found a fusion compressor, which converts matter to energy (at a 1:60 ratio- not bad.) Is there a reverse utility?The reverse utility didn't make it into the game. It lives on in the design docs as a "Matter Fabricator". I could possibly add it in later.
Also, does utility shielding cover armor plating? That seems like it'd be a nasty combo.Armor is considered a utility, so yes that works.
Or degradation something like "Use matter+the Welding Torch (actually something much rarer probably) on the Huge Storage, SUCCESS! Your Huge Storage has been jury-rigged to an undamaged Large Storage!"I like that idea--didn't have that one on the list.
Ooh question - has anyone had success with the Terrain Scanner/Seismic Interpreter - even if I equip both I can't see any difference in what is displayed - is the low level stuff just not powerful enough? I *think* I tried it with "advanced" type stuff though, and didn't see any difference either?The low-level ones carried by engineers suck. They're there just to show you more or less how they work. The better ones are definitely very useful: Improved Terrain Scanner + Improved Terrain Scan Processor or better will get you a pretty detailed map of everything over a rather large radius (it happens gradually, and make sure you have both turned on). And if you can find the prototype versions (around level 5+), you'll pretty much be able to see the entire level map perfectly...
Non-EM explosives aren't very effective against Sentries....Darn. There were 3 shock launchers on the level. D:
Send me your score record to be added to the high scores! 4/Factory on a second try is already pretty good.I didn't think it was anything amazing but okay.
You can always send me a better one later to replace it. I like to see how people are playing and progressing (I haven't had much time to play lately since I'm busy working on the game :()Send me your score record to be added to the high scores! 4/Factory on a second try is already pretty good.I didn't think it was anything amazing but okay.
Hover/flight was also supposed to be better if there was different terrain, but I didn't get to adding that.Well, if they're worse than they're supposed to be, shouldn't be they buffed a bit?
They shouldn't be buffed, because they need to carry less and be faster. That's the way they work. I think I'll take them out of the scrapyard to avoid having players think they can start off with such a build. You can find them later.Hover/flight was also supposed to be better if there was different terrain, but I didn't get to adding that.Well, if they're worse than they're supposed to be, shouldn't be they buffed a bit?
And yes, removing them from scrapyard seems like the best idea.
BTW, do you play without detailed logs? o_0I don't play with any detail on the logs at all. Default all the way. So far I even just stick with default targeting preference, but I'm about to change the default to a new "closest enemy" setting--no more row-based cycling at all.
Speaking of Research, I got to level 9 on nothing but my core. I died, sure, but I frigging got there.Impressive run. Everyone can check out his record on the high scores list. Can you really get by with that little power and all those slots? Surprising. Or is that just because you were stacking on a lot of random extra slots at the end while you ran around naked?
* FIX: Missed close-range shots will no longer follow strange trajectoriesDoesn't look like a fix - more like a highscore-compatibility-breaking new feature.
At your request, I'll put them back in. Good thing you wrote, because I just took them out ;) (Didn't know anyone actually found them useful that early, since most of the games I've seen people either don't bother, or just get trashed that way.)
Besides, the scrapyard started to look a lot less scrappy with 4 fewer items in it ;)
Nah, it actually has a very tiny impact on whether or not you hit something. It's more a visual change than a mechanics change, and it only impacts about 50% of point-blank shots (range=1), and was important to fix because a percentage of those could crash the game. So if you've had a crash before while fighting up close, that was probably when it would've impacted your score, but you couldn't get that score anyway, because your game crashed... Believe me, I do a lot of close-range combat, and it hasn't gotten any easier.* FIX: Missed close-range shots will no longer follow strange trajectoriesDoesn't look like a fix - more like a highscore-compatibility-breaking new feature.
They're in there, so happy hovering ;)At your request, I'll put them back in. Good thing you wrote, because I just took them out ;) (Didn't know anyone actually found them useful that early, since most of the games I've seen people either don't bother, or just get trashed that way.)
Besides, the scrapyard started to look a lot less scrappy with 4 fewer items in it ;)
Yeah, I totally agree with not taking out flight and hover units from the scrapyard. If nothing else, it at least lets players experiment with these movement types. I'm rather fond of the hover units, myself.
Also, for material levels, NEVER pass up lgt pulse cannons. They do incredible EMP damage for material levels, and have a cool particle effect.AND +targeting too, right? Yea I squeal with delight whenever I spot those :o
Impressive run. Everyone can check out his record on the high scores list. Can you really get by with that little power and all those slots? Surprising. Or is that just because you were stacking on a lot of random extra slots at the end while you ran around naked?Latter. I was hoping to eventually get lucky and get armed again when I found some propulsion and matter. And I got close at level 8.
Spoiler (click to show/hide)
Welp, my best try yet. Unfortunately, I did NOT pay attention to my core.For the next fix, I'm going to add a warning message and sound if your core is low on integrity. This after I find myself often forgetting about the core as well since it generally takes damage so gradually...
Hi Kyzrati, this game is freaking awesome! So far my best run is still my first, around 12.5k points at factory 6.Thanks! And that's a damn nice score for 6/Factory--patiently awaiting your record sheet (obviously there's still time to improve ;))
The RNG in this game is reminding me of Nethack of all things, very unfair at times, and quite the gift-giver at others.I'm sometimes suspicious of the RNG myself, but every time I go actually look at what it produces in testing, nothing seems out of the ordinary... How strange :-\
Not to question the dev's strategy, but aren't you a little short on firepower?No problem, ask away!
Or are you just so full up on armor that you can simply outlast the enemy?
Cogmind (7DRL fix2) - Attempt #3
---[ CORE DESTROYED ]---
Performance
-------------
Evolutions (4) 2000
Robots Destroyed (377) 1885
Value Destroyed (8666) 8666
Prototype IDs (21) 105
TOTAL SCORE: 12656
Cogmind
---------
Core Integrity 0/700
Matter 144/300
Energy 22/50
System Corruption 5%
Temperature Cool (0)
Location 5/Factory
Parts
-------
Power (1)
Propulsion (6)
Biomechanical Wings
Biomechanical Wings
Biomechanical Wings
Cesium-ion Thruster
Utility (5)
Experimental Terrain Scanner
Weapon (3)
Inventory
-----------
Cesium-ion Thruster
Light Nuclear Core
Peak State
------------
Power
Light Anti-Matter Reactor
Propulsion
Biomechanical Wings
Biomechanical Wings
Biomechanical Wings
Biomechanical Wings
Biomechanical Wings
Biomechanical Wings
Utility
Experimental Sensor Array
Targeting Computer
Targeting Computer
Improved Target Analyzer
Weapon
Improved Proton Missile Launcher
KE Penetrator
KE Penetrator
Stats
-------
Classes Destroyed 11
Workers 60
Builders 37
Tunnelers 7
Haulers 18
Recyclers 22
Watchers 21
Swarmers 74
Grunts 83
Sentries 38
Hunters 9
Programmers 8
Behemoths 0
Matter Collected 9664
Salvage Created 17510
Parts Attached 275
Power 37
Propulsion 96
Utility 59
Weapon 83
Parts Lost 150
Power 15
Propulsion 62
Utility 34
Weapon 39
Core Damage Taken 1951
Volleys Fired 1087
Largest 3
Hottest 106
Shots Fired 2095
Gun 1500
Cannon 441
Launcher 154
Special 0
Kinetic 1593
Thermal 129
Explosive 89
Electromagnetic 284
Highest Temperature 355
Shutdowns 1
Energy Bleed 0
Interference 0
Matter Decay 0
Short Circuit 1
Damage (minor) 0
Damage (major) 0
Damage (core) 0
Highest Corruption 5
Message Error 16
Data loss (log) 19
Data loss (map) 18
Data loss (database) 24
Haulers Intercepted 18
Tactical Retreats 48
Turns Passed 13849
0/Scrapyard 43
1/Materials 2352
2/Materials 2119
3/Materials 3605
4/Factory 3859
5/Factory 1871
Prototype IDs
---------------
Heavy Ion Engine
Heavy Deuterium Engine
Enhanced Nuclear Core
F-Cell Engine
Improved Flight Unit
Improved Jet Thruster
Heavy Particle Gun
Advanced Beam Rifle
High-powered Electrolaser
Improved Heavy Laser
Improved EM Shotgun
Heavy EM Shotgun
Precision Shock Rifle
Advanced Beam Projector
Cooled Particle Cannon
Improved Assault Rifle
Mini Assault Cannnon
Rocket Battery
Experimental Sensor Array
Experimental Terrain Scanner
Now, whether destroying these bots or not increases your score, I did not test, but I'm going to take a gander that a 7 day project didn't include that. Otherwise, you're a very fast coder, and can make an impressive game to boot.
Now, whether destroying these bots or not increases your score, I did not test, but I'm going to take a gander that a 7 day project didn't include that. Otherwise, you're a very fast coder, and can make an impressive game to boot.
Just tested it. It works.
Twice now I've had it crash after digging to the edge of the map and then killing something. Not really a problem (I've never made it far, and it's fairly easy to avoid).Ah, I'll look into that one. (It also helps if you can be a bit more specific about what you were doing. Was the enemy at the edge of the map or were you? Were you firing an area-effect weapon? Etc. Anything you can tell me that might be more specific and help narrow down the cause.)
I don't think you tested it long enough to realize there's no exploit, because the scrapyard does not spawn robots indefinitely. A few fixes ago I added a couple extra waves of Tunnelers that show up later is all. I did that simply so that anyone waiting around to watch the level generation wouldn't have to wait quite so long. I'm looking at the code right now: They arrive in 3 waves, once every 200 turns, thus you won't see any new ones after turn 600. Just hold down the wait key for 600+ turns and you'll see what I mean.Now, whether destroying these bots or not increases your score, I did not test, but I'm going to take a gander that a 7 day project didn't include that. Otherwise, you're a very fast coder, and can make an impressive game to boot.
Just tested it. It works.
Oh god.Someone finally made it to Command. Not the most elegant ascension, but you got there nonetheless :)
Record:Spoiler (click to show/hide)
Commentary:Spoiler (click to show/hide)
Sorry I haven't been around much the past couple days, guys. No progress on fixes, either. My son was just born today so I've spent most of the past 48 hours hanging around at the hospital with the wife.
The enemy was near the edge. Got a screenshot:Thanks!
(http://dl.dropbox.com/u/26846767/images/cogmind-crash.PNG)
The enemy was at the %, and there were already items on the ground.
Also thanks ;DSorry I haven't been around much the past couple days, guys. No progress on fixes, either. My son was just born today so I've spent most of the past 48 hours hanging around at the hospital with the wife.
Congratulations!
Ah. I stuck around for three waves, headed up and suicided. So they do give points... they just don't spawn infinitely. =PYeah, they give points, but seeing how differences between adjacent high-score earners are currently several hundred to a thousand points, it's probably not worth it since it doesn't do much for your score to kill a few extra Tunnelers ;)
how about "with insufficient matter available, attaching an item results in 2 points of core-damage per unit of missing matter"
* since there is no way to go elsewhere from the Shift-X detailed info screen, I suggest that pressing Shift-X twice(an even number of times) will FILTER the inventory to show me only items of the same type as X. (if it would work the same way for the # details, that would just be great!)Shift-x twice would still open the info window, though (engine does not support separate commands for repeated keys). I'm going to go with gimlet's suggestion to enable inventory sorting, which should satisfy most needs. What are you referring to by "# details"?
Died on lvl 7 with just over 20,000 points.
I think I'll aim to escape Command instead of aiming for the high score then. =P
>What are you referring to by "# details"Now I get it. By "# details" you meant the inventory item data. That's a good idea. I'll add repeat-key support to the engine and do this. Sorting would still be useful for other purposes, though.
i didnt like the sorting because it would make its own 'work' because of the inevitable scrolling. but if the inventory was always sorted and *you* would have the engine scroll the inventory for us when in a detail screen (Shift-Letter or # (#details)) then if would just 'work' and be obvious without pressing keys twice.
Definitely would be an impressive feat. In terms of points, Micha's latest run is dominating the chart right now. For any Cogminds aspiring to make the complete surface run, I will tell you now that 10/Command is the last level. If you can find the exit (and there is only one ;) ), you'll be free!I think I'll aim to escape Command instead of aiming for the high score then. =Pfirst to discover and escape would make for cool bragging rights Aoi :)
Anyway my video is here (http://www.youtube.com/watch?v=lUYMAaoK7wk&feature=colike)Oooh, a video. I'll check this one out soon.
All hail Aoi, the number one Cogmind and first winner!
All hail Aoi, the number one Cogmind and first winner!Definitely very sweet. You can share your strategy after the competition, then I can fix whatever exploit you found, if there is one ;)
Doesn't run for me in linux, for some reason. Can't be the dlls- I already have those.Hm, I actually don't have any confirmation of Cogmind running on linux yet, and haven't tried it myself. I know earlier versions of X@COM worked, but that was before I modified the engine to include sound and archive file access, which may have affected something. Anyone else out there gotten Cogmind working on linux?
Ouch.Spoiler (click to show/hide)
A consideration for a post-tourny change: a command to push past robots. Enemy bots can pass you- why not the reverse?
A few days ago I added to my list the ability for flight propulsion to allow you to fly over robots, to give flying some other kind of realistic advantage since as is those parts are a little underpowered. With the right fast build, that would make sprinting to the end a bit easier, too, for players that want to do that.
Are the mis-labeled scattered parts fixed yet?Hm... No one's reported this problem before, and I've never encountered it. It seems like confusion surrounding scan data misinterpretation, caused by your next comment:
Cause it has the little orange tracks symbol for wheels and then it's an ion engine...
Very annoying when I loot stuff :/
*allowing both the mouse cursor, and walking on the tile.True, current tile scan should be separate, and normally I would've done that, but I couldn't easily find the extra room on the HUD during the initial dev phase, so I combined the two.
to read to the same part.
Visual scan and current tile scan should be seperate.
I'd like it if base accuracy without sensors or whatever was a bit higher, because for realism's sake I should not have a less than %30 chance to point blank someone with an assault rifle.There are a lot of factors that go into hit calculations, and in my experience under standard conditions at point blank you should rarely have less than 50%, much less 30%.
Kyzrati, I noticed that turning off sound is F11, next to suicide (F10).Yeah, I've been adding so many options in all these fixes, and there used to be nothing over by F10, but now all the F-keys are getting full (there are even more used for the upcoming fix11, which has some new options). I'll probably switch F10 to Alt-F10 since you don't need it very often. That should keep people from accidentally killing themselves just to turn off the sound ;)
May I suggest moving it away from F10, or adding a warning to committing suicide? Because one mistake on pressing the buttons and you're dead instantly, with no way to undo it.
Submitted my High Score, currently 10th. Hopefully I'll get an achievement :Dbadger_pl just pushed you out of the top 10, but you might still get an achievement, we'll see. I decided on about 15 meaningful/interesting achievements which won't necessarily go to top score earners, but will be waiting on the official end of the competition to see who actually earns each one (only one player per achievement).
Quick question: What exact time do you consider to be the end of today? Because I'm going for one more run.Well, for me in Asia April 8th is long over, but for contest purposes it's only fair that I consider April 8th anywhere in the world, so everyone's still got some time. Go for it ;)
Prototypes are generally equivalent to or slightly better than a common item that is one rating level higher (or even far better for some of the rarer awesome prototypes you can find in the late game ;D ).
I think the prototype designation that's already right there is sufficient. The fact that you had to "ID" it and it was potentially "cursed" makes it an "enchanted" item, to put it in more familiar RL terms.Not really. One ID reveals them all, faulty and functional, for the rest of the game. And often the bad effects aren't serious as far as I'm concerned. And even when IDing, the chance of you getting a faulty one is not that high.
Not really. One ID reveals them all, faulty and functional, for the rest of the game. And often the bad effects aren't serious as far as I'm concerned. And even when IDing, the chance of you getting a faulty one is not that high.
In addition, you'll only know the rating after you test it.
Research/Command, and my strategy!:Spoiler (click to show/hide)
If it makes you feel better, there are no prototype special weapons. Your system corruption made you forget about a normal welding torch or plasma cutter ;D The only "special weapons" I added were those that aren't really weapons at all, but can be used as weapons, hence the "special" designation. I could've called them "Tools" or something, but I wanted to make it obvious they are equippable in your weapon slots.Prototypes are generally equivalent to or slightly better than a common item that is one rating level higher (or even far better for some of the rarer awesome prototypes you can find in the late game ;D ).
*shakes fist* In all my games, I've found ONE prototype 'special weapon', on Research/8... and I destroyed it since I was attacking with cannons at the time.
I STILL wonder what on earth makes it 'special'. :'(
In my personal experience, I have never seriously been screwed over by prototypes. And I try prototypes immediately whenever I'm safe. Really.I think Aoi is just referring to the fact that a faulty item which malfunctions on you can damage (or in some cases even destroy) some other attached part, which does really suck if it's a rare part that's vital to your build. That can affect you even outside combat.
Anyway, besides that, just because the faulty versions of an item suck, doesn't mean that the fully functional version is also worse. Think about it. If there was a tank better than the M1, but 2/5 are faulty, is the entire tank class worse than the M1 even though the functional ones are clearly better?
If it makes you feel better, there are no prototype special weapons. Your system corruption made you forget about a normal welding torch or plasma cutter ;DOh that is just evil. :D
I think Aoi is just referring to the fact that a faulty item which malfunctions on you can damage (or in some cases even destroy) some other attached part, which does really suck if it's a rare part that's vital to your build. That can affect you even outside combat.I know.
If it makes you feel better, there are no prototype special weapons.
I still don't remember any traumatizing moments where a faulty part messed me up so bad that I'd be more catious.True, I usually don't worry about it myself, either, though I try to only test prototypes outside combat just in case. Aoi is just uber-cautious... That's why he's the first to successfully escape 8)
Cool ideas for the design notes ;) (I was going to add floppies with one-use programs to the game, but dropped that as well.)If it makes you feel better, there are no prototype special weapons.Aww. I thought there might've been some exceptionally rare weapons that have unique effects, like firing through walls [only really useful if you have sensors...] or firing a transponder at another robot, making them think it's you for a short time or just a guaranteed one-use instant kill [BSOD floppy? =P]
True, I usually don't worry about it myself, either, though I try to only test prototypes outside combat just in case. Aoi is just uber-cautious... That's why he's the first to successfully escape 8)
Well, my final run is done. And crap, I didn't move up any. :P Oh well, at least I have more score and I got further through to Research.Definitely a good game! Tough to jump from 3rd to 2nd the scores being what they are. Aoi and Micha were pretty persistent ;)
And of course, my death is similar to my first time in Research: out of stuff, and surrounded by everyone. Seems to be a reoccurring theme.Spoiler: Record for those who are interested (click to show/hide)
I tried so hard to find the stairs, but it was like the RNG put the stairs all the way on the other side of the level because I just could not find it.Heh, it may surprise you to know the RNG is not responsible for the stairs; if that makes you feel better ;) (Actually, I guess that that means I'm responsible for your inability to find the stairs :o) I'm not giving out any details, though.
The Materials stairs are usually at the end of a 3-tile wide hallway, often around a short bend, for example.Yes, that seems to be the case on all the levels from Materials to Research.
Neat stuff - didn't think I'd end up with any achievements after I got kicked down to 6th place, scorewise.The achievements chosen reflect play style more than ability, and you pretty much blew everyone away in the death-dealing category (only a.f. was close behind you, and you guys were a good 30% ahead of the pack). You must've been destroying everything you saw :)
Let's hear it for quick violence!
I really like your little icons used for the achievements. =PThanks :D
Glad I still ended up in the top 10, even if barely.You would've actually been pushed off tenth for the tournament if Heart-of-Darkness hadn't sent in his better score one day late, so lucky you ;)
Cogmind Notable Achievements: Researcher, Power Monger, Escapist, Skirmisher, ScavengerAnd I love your new signature, btw :D
What can I say? I'm a curious coward.
Just because I don't see it mentioned in the blog post, are you still planning on giving Cogmind either the ability to sac some hitpoints or an intrinsic minor recycling ability so that running out of matter (ie, not being able to attach a part) isn't as much of a problem?Yeah, I considered writing that into the post, but I decided to instead wait to see if anyone would bring it up again. It's on my list of probable changes. I like the idea of cannibalization, but I think I'm going to give the recycle ability to keep it simple. It normally takes 10 to attach, so I was thinking of giving 5 back for default recycling? Not sure about giving a full 10, which could make it too easy to keep running around picking up parts for a long time, especially if you have an inventory full of parts which would act as a semi-infinite partial shield. What do you guys think?
I definately think one or the other should be added, just because running out of matter (especially if you're out of weapons or only have matter-based weapons equipped) can be so crippling.
Just giving Cogmind 5 matter per item unequip should be a simple and effective method to assist with matter shortages. One question, does "getting item blown off" count as an unequip? If not, that should probably give some small amount of matter, maybe 1 or 2, as it is the scenario when all my stuff gets blown off and no matter is stored that leads to "game over".Actually, that's the only scenario where I was thinking to give matter--not for unequipping, but only when you get something blown off. Since you are more likely to be able to recover/recycle matter when there's a lot more debris. Just taking something off would give you nothing back.
A small bug (or oversight) found in fix10.Hm, that's weird. I could've sworn I had prevented that from the very first version (since the confirm button doesn't even appear until you have chosen all the upgrades). I thought pressing Enter wouldn't allow you to go onward until then, either. I'll look into it and it'll definitely be fixed in the next version. Thanks for the report!
If you press Enter on evolution screen while not upgrading anything, it simply exits to playscreen doing nothing. Actually in first playthrough I lost 2 evolution upgrades to this bug (and was mauled by bots soon afterwards), thinking that I must "earn" upgrades , through selecting what I need to upgrade in each evolution (and upgrade slot unlocks from at least second or third point invested into each slot type).
There's also supplementary information in there for anyone who would like to make some kind of online parts database for everyone to reference.
I dumped it into Excel for people who prefer working in data tables that way. You SHOULD be able to dump it back out as a tab-deliminated file, but I haven't actually tested it yet due to various reasons on my end.Totally thanks for doing this Aoi. Looks like you eventually got it working; hopefully Elmzran or someone else will make good use of your work.
I also added in some additional notes as to what labels mean, if I didn't find them intuitive enough. Also, I had to tweak the descriptions of things slightly such that exporting to tab-deliminated didn't cause things to kerplode.
Hrm. Can't upload files here. Well-- dumped it to GDocs. Hope nothing broke in the process. https://docs.google.com/spreadsheet/ccc?key=0AsKtQkfz6x48dEQyZ2g5VVlPWEhzaTAwaGRFYTRfN3c
Host it anywhere you like! I'll definitely put a link to it on the Cogmind site.There's also supplementary information in there for anyone who would like to make some kind of online parts database for everyone to reference.I'm definitely interested in doing this. I could host it off another Subdomain of my site, if that's good with you.
The problem is that, ultimately, there's no easy way of having Excel export to tab-deliminated with double quotes... unless the cell in question has a comma.Sheesh, how annoying...
Every equipment description, except for the mining laser and prototypes had a comma, so it took me a bit to figure out what was going on... then I tried a few fixes. Ultimately culminating in just editing the description so there's now a comma in it.
Any thoughts about giving a way to change what the Cogmind starts with, either directly or what the junkyard spawns?Scrapyard spawns are controlled internally, so no luck there, but it's pretty easy to change
I think customized descriptions for the parts would also be nice, There's a lot of wasted space in the item description screen devoted to very basic information about game mechanics.Yeah, I would normally have done custom descriptions, but I only had 7 days, and there are 400 items... At 1 minute per item description (optimistic), that would've taken me over 6 hours. But I figured something was better than nothing, so I decided to throw in at least a basic description. I'll do real descriptions if I want to put out a non-7DRL version some day.
Host it anywhere you like! I'll definitely put a link to it on the Cogmind site.
So, any update on how to run it on wine? I've not had any success with it so far :/I've got confirmation that it works under Wine as described. Did you by any chance accidentally use "unrar e" to unpack the game? "unrar x" would be the proper command.
Gah, maybe using Ubuntu's wine repositories in debian wasn't such a bright idea. But so far it had kind of worked...Sounds like it has something to do with your Wine setup... Sorry I can't help much on that front since I don't use linux. If/when I ever get X@COM building on linux, I could do a Cogmind linux ver, too, but don't wait for it.
A few thoughts while modding:Unfortunately it would be a problem because items should autodeactivate when you have insufficient energy for upkeep, but the game won't be able to deactivate them because they are passive. It would normally work fine, but since I didn't create any such items, I assumed in the code that wouldn't be an issue and didn't put a solution for that contingency. I'm not quite sure what will, but even if the game does manage to deactivate them when necessary, some other part of the game may assume they're always active, depending on the item. One example would be inventory capacity mods, which I don't think even check for item activation state.
Is there any particular reason why passive/autoactivate items can't have upkeep?
How about a way to corrupt the user, or set a degree of corruption from the start?Presently there's no way to have a robot start corrupted unless I add a new entities.xt entry. I'd do it for the final version, though Elmzran might get mad at me because he's already making a database from the current files =P
A few thoughts while modding:Unfortunately it would be a problem because items should autodeactivate when you have insufficient energy for upkeep, but the game won't be able to deactivate them because they are passive. It would normally work fine, but since I didn't create any such items, I assumed in the code that wouldn't be an issue and didn't put a solution for that contingency. I'm not quite sure what will, but even if the game does manage to deactivate them when necessary, some other part of the game may assume they're always active, depending on the item. One example would be inventory capacity mods, which I don't think even check for item activation state.
Is there any particular reason why passive/autoactivate items can't have upkeep?
Also, I only gave Utilities abilities for the game, to keep it simple, but technically any item can have an ability effect. I don't think it would cause any problems, anyway...
Woot! Thanks!How about a way to corrupt the user, or set a degree of corruption from the start?Presently there's no way to have a robot start corrupted unless I add a new entities.xt entry. I'd do it for the final version, though Elmzran might get mad at me because he's already making a database from the current files =P
Put together a prototype for mod with a slightly different flavor...Wow, this sounds cool. I like the idea (it also hints at the ending message you get when you beat the game, which only you have seen at this point). It makes me want to make the game more moddable, but I didn't start out with modding in mind for this one, so it's missing a lot...
Matter containers and heat sinks pretty much don't exist, unless you manage to salvage them off of somebody else. (Good luck... their size is increased, so destroying them is now that much more likely.) [At least, they SHOULDN'T, if I've got how this works correctly.]Increasing an item's size should have that effect, at least relative to other parts. However, one thing I should tell you about the entities.xt exposure values: the "negative" values for enemy robots (unlike the positive value for Cogmind), tell the game to calculate the core exposure such that its hit chance is equal to that percentage, given whatever starting parts you've put on that robot. This makes it much easier to control how easy it is to hit and damage a given robot's core, rather than having that value be totally opaque (or at least difficult to calculate) for the designer. Ex: Serf has "-50" core exposure--that means the game will calculate whatever core exposure is needed to result in a 50% chance to target/hit the core, assuming all the Serf's starting parts are intact.
no slots beyond the equipment you start withWhat do you mean by this? You don't gain slots from evolution? All the evolution mods are controlled internally, including slots gained. I could externalize slot upgrading if you need me to, though.
Yep! I was intentionally playing off of that, actually. (Though I went with the implication that the default game is the first cogmind to escape.)Put together a prototype for mod with a slightly different flavor...Wow, this sounds cool. I like the idea (it also hints at the ending message you get when you beat the game, which only you have seen at this point). It makes me want to make the game more moddable, but I didn't start out with modding in mind for this one, so it's missing a lot...
Ahh... so, for the purposes of enemy robots, increasing the size increases the odds that a particular part is hit, but it won't modify the odds of a part being hit, vs the core. Got it.Matter containers and heat sinks pretty much don't exist, unless you manage to salvage them off of somebody else. (Good luck... their size is increased, so destroying them is now that much more likely.) [At least, they SHOULDN'T, if I've got how this works correctly.]Increasing an item's size should have that effect, at least relative to other parts. However, one thing I should tell you about the entities.xt exposure values: the "negative" values for enemy robots (unlike the positive value for Cogmind), tell the game to calculate the core exposure such that its hit chance is equal to that percentage, given whatever starting parts you've put on that robot. This makes it much easier to control how easy it is to hit and damage a given robot's core, rather than having that value be totally opaque (or at least difficult to calculate) for the designer. Ex: Serf has "-50" core exposure--that means the game will calculate whatever core exposure is needed to result in a 50% chance to target/hit the core, assuming all the Serf's starting parts are intact.
Oh, heh. Bad wording on my part. You start off with 2 utility slots and 2 weapon slots. No propulsion, no power. Evolution proceeds as usual. (Interesting side effect I discovered: Even if you set slots to zero, you automatically gain them if you set starting parts. That is, the slot doesn't disappear if you remove a part. However, you can't put anything into that slot... so it's listed as unused, but it can't be used.)no slots beyond the equipment you start withWhat do you mean by this? You don't gain slots from evolution? All the evolution mods are controlled internally, including slots gained. I could externalize slot upgrading if you need me to, though.
Interesting side effect I discovered: Even if you set slots to zero, you automatically gain them if you set starting parts. That is, the slot doesn't disappear if you remove a part. However, you can't put anything into that slot... so it's listed as unused, but it can't be used.Yeah, I just went with the assumptions I had set down while creating the original dataset, so Entity auto-equipping on startup doesn't bother to actually check requirements, and the parts window is based purely on what you actually have when it's created.
Edit: On second thought, letting us change what happens upon evolution would be good. Personally, I'd like to ditch that heat dissipation upgrade...That's a pretty easy addition, since it could fit into entities.xt.
bots aren't spawning where I want them to. Hrm.I'd like to make this possible, at least the ability to control what spawns (since it's not as easy to control location--only the game's few special rooms have set placement, while everything else is just thrown in there randomly). Doing this would require adding more data files, though. I'll think about it. The next version might have more stuff for modding, since you're so into it ;D
A small request, can you make the restart/suicide button have a prompt? It's a little despiriting to accidentaly suicide when you're aiming to hide the mouse.A similar request was made earlier, and a change was made in fix11. Are you using the latest version? Some F-keys were switched around--now the only Alt-F key combinations are suicide and quit. F2 is hide mouse; seems hard to mix up F2 and Alt-F10 (or Alt-F4).
bots aren't spawning where I want them to. Hrm.I'd like to make this possible, at least the ability to control what spawns (since it's not as easy to control location--only the game's few special rooms have set placement, while everything else is just thrown in there randomly). Doing this would require adding more data files, though. I'll think about it. The next version might have more stuff for modding, since you're so into it ;D
While strapped for time during initial development, I made the following assumptions about entities.xt (I'm pulling this from my comments in the code):bots aren't spawning where I want them to. Hrm.I'd like to make this possible, at least the ability to control what spawns (since it's not as easy to control location--only the game's few special rooms have set placement, while everything else is just thrown in there randomly). Doing this would require adding more data files, though. I'll think about it. The next version might have more stuff for modding, since you're so into it ;D
I would've guessed that the level at which types start spawning at would be related to Level or Threat in entities.xt, but I was seeing Watcher/9/4 and Hunter/9/5s showing up as early as floors 2 and 4, respectively. Is it related to something else?
I'm not sure what will happen if not all of these conditions are met. (Threat is only used for coloring--no impact on placement.)
Haha, well, I'm just really busy, otherwise I could look at the code and figure it out for sure. A quick checks show me that if you fail to meet req#1, all subsequent groups of the same Ent will be ignored for placement purposes. The entity selection code used a stupid straightforward method rather than some interesting scaling/percentage-based randomization, because the latter would've taken more than a few minutes to put together... I wouldn't want to change it now, since it could affect the difficulty.I'm not sure what will happen if not all of these conditions are met. (Threat is only used for coloring--no impact on placement.)
Well! I'll see if I can answer that! =P
Aoi (and other modders?) can also now change much more about the game, as fix12 includes methods for modifying previously unexposed game mechanics.
It's already been eight months? o_0
Threw a vote in.
It's already been eight months? o_0Thanks Dariush, EuchreJack, and others! The poll is almost over and it looks as if Cogmind will easily be the highest-voted 7DRL release of the year! Of course, I did run a tournament and the game had quite a following during post-7DRL development, so it's not that much a surprise, but hey, it's nice anyway. Makes me want to go back and work on it as a proper roguelike, but X@COM got more votes ;p
Threw a vote in.
I could never make progress. As much as I like these sort of things, the inability to repair items means that the best laid plans WILL fail and it becomes entirely to the luck of what you pick up in the next few minutes. So as much as I wanted to get into some good gear and spec out a decent build, I quickly realized that making a build was impossible and the only way to do anything was to make a mad dash to the exit.For sure in the early/middle levels, IF you can stand the time it takes, it's pretty viable to play very conservatively and completely/near-completely clear levels, then go around gathering the best of the stuff into 4 of the big backpacks before going down a level. (Lots of armor, some of the better short range weapons, a couple engines, and some spare legs/wheels/wings are sure nice) Then try to get to an edge or corner or slightly defendable area, drop most of the spares and backpacks and get into combat configuration. Then make brief thrusts out of the area, knowing you have a nice stockpile to fall back on if you have to.
My personal, selfish opinion is that you should never work on any game except X@Com (Six Echo).My personal, selfish opinion: Fate should bestow unimaginable wealth on me through the lottery because I'd much prefer to just work on X@COM (maybe Six Echo) full time (this is an unlikely scenario given that I don't play the lottery).
For a more balanced opinion, I'm not sure how well it would sell. Games like these seem like they sell better on the mobile market.
I could never make progress. As much as I like these sort of things, the inability to repair items means that the best laid plans WILL fail and it becomes entirely to the luck of what you pick up in the next few minutes. So as much as I wanted to get into some good gear and spec out a decent build, I quickly realized that making a build was impossible and the only way to do anything was to make a mad dash to the exit.Not every game's for everyone, of course. While gimlet's got a viable (albeit occasionally tedious) strategy, you do have a very valid point about the fragility of builds in general. It can be difficult to maintain a particular type of build for long in a lot of scenarios, since getting shot to pieces can be difficult to avoid (especially later on).
Very fun game, it's got a SOLID engine (particularly like the terrain sensor function!) but as far as roguelikes go, it's a bit 'fast paced' and I personally can't get into it much... Then again I never tried looking at mods so *shrug*.
I remember playing this, though not much about it right now. I'll probably go get it again to be more detailed later, but for now your plan sounds sorta like the announcement I'd seen earlier related to Paradox and an improved edition of Teleglitch. Not a bad thing to compare it to, hopefully. :)Nope, not bad at all, though if the original version of Cogmind was a 1, the new version's going to be a 10 ("improved" is hopefully going to be a huge understatement).
One thing, though - WHERE THE HELL CAN I SEE THE DAMN CONTROLS?F1. Or '?'. Once you know what you're doing, manual2.txt has the advanced control set with some pretty useful features and customizations (almost exclusively the result of suggestions by B12'ers during development last year).
I could never make progress. As much as I like these sort of things, the inability to repair items means that the best laid plans WILL fail and it becomes entirely to the luck of what you pick up in the next few minutes.
If you want to sell the game, you need graphics. A simple tile set overlay would be the bare minimum.Most certainly. As mentioned ASCII is going to become an optional mode and the default will be a professional sprite set (= by artist, not me). The GUI will also be overhauled to make every command mouse-accessible, and there will be a *lot* more visual effects both on the map and HUD consoles. Remember, Cogmind was a souped up 7DRL that wasn't visually expanded at all after the first week (besides the addition of a sprite set and a couple low-resource indicators). The game will become an example of what I plan to do with X@COM.
they are so small, tiny, itty-bitty things you need a magnifying glass to see them - that would be my request, Kyrzati, please make the sprites larger, or scaleable at least.There'll be larger versions, so long as you have enough screen space. (I didn't make any larger sets for the original 7DRL, just the small ones.)
As for builds, my first and best run was based around heroically running away a lot.Since the game is about escaping to the surface and no killing is required to advance, running will still be a viable strategy (even more so than before since it should become easier to maintain fast stealth builds), but there will be several new strategies as well, some of which can be more fun while just as effective.
If repairing is going to be implemented, I'd say to make it cannibalize another item of a similar type to repair a portion of the damage. Possibly something like 25% of the remaining durability of the disassembled item, up to 90% (nothing ever gets fixed perfectly...), plus 10% per tier if it's of a superior type, or -10% per tier if it's an inferior type. (So if there's a jump of more than 3 tiers, pretty much impossible unless you're running for the exit, you won't get any benefit at all. Technology's just too outdated.)I think repairing is necessary to some extent, but it will not be a way to always stay in perfect shape because you are, after all, on the run, and repairing takes time. Thus I intend for it to in most cases be feasible only to repair a few of your more vital components (which those are is obviously up to you). *If* there are consumable items (haven't decided on those yet), some should have limited repair capabilities. And of course note that the core, as usual, will still be impossible to repair without evolving, though it may become easier to protect your core from damage using certain strategies.
I'm guessing that this mockup was made in REXpaint?
With the friendlies/allies, would they be autonomous or are your plans for all to move together, (like a squad)?You'll be happy to know that is exactly what I'm thinking. They'll be autonomous and you issue instructions like "follow me," "defend this area," "attack my target," "collect parts and bring them to me," "escort X," "move to X and wait," "excavate here," "build a wall here"... Obviously available instructions depend on what they're capable of actually doing.
Itching to build a mass of pests and just set them free to explore a level and engage everything they find.
Can't wait to try this new version of Cogmind.Since I haven't started yet (and it's being written from scratch again), it'll be a while. (Not an "X@COM while" mind you--a more reasonable while than that.)
awesome!Thanks!
Cool.The 7DRL could've used better balance, for sure, but I'm still going for a more traditional roguelike difficulty curve that means you'll have to be pretty good to actually win.
I remember liking this game, it just... proved a little difficult.
Make sure you link the new thread in here for us PTWers.I will totally not forget to do that ;p
The 7DRL's later levels were usually outright unfair in the number of enemies swarming you, and you were pretty much doomed without some massive weapon.
Aoi would know, being the only known Cogmind to successfully reach the surface, and having achieved the last stretch of that goal by cunningly taking advantage of "non-combat robot behaviors."The 7DRL's later levels were usually outright unfair in the number of enemies swarming you, and you were pretty much doomed without some massive weapon.
Or creative strategy with patience, orenough chunks of yourself to absorb shotsablative armor and good mobility... =)