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Author Topic: Cogmind 7DRL (sci-fi roguelike from the creator of X@COM)  (Read 109028 times)

Kyzrati

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Re: Cogmind (new sci-fi RL from the creator of X@COM)
« Reply #195 on: April 01, 2012, 03:33:41 am »

And I'm still playing the same game. Took out pretty much everything on 5/Factory, and right before leaving found both a long-range terrain scanner and prototype terrain scan processor to place in my two new util slots.
Walked into level 6:
Spoiler (click to show/hide)
And over a mere 20 turns of waiting my scanner gives me this:
Spoiler (click to show/hide)
Just showing you guys what the better ones can do... (too bad I lost my long-range sensor--would've been a nice combination)
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

Tarran

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Re: Cogmind (new sci-fi RL from the creator of X@COM)
« Reply #196 on: April 01, 2012, 03:41:39 am »

Not to question the dev's strategy, but aren't you a little short on firepower?

Or are you just so full up on armor that you can simply outlast the enemy?
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

miauw62

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Re: Cogmind (new sci-fi RL from the creator of X@COM)
« Reply #197 on: April 01, 2012, 03:42:17 am »

This looks nice, but i think im going to try aurora first.
i love these kind of games.
Also, when i saw system corruption, i was instantly thinking about portal 2 xD
I'll sure try it one day!
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Kyzrati

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Re: Cogmind (new sci-fi RL from the creator of X@COM)
« Reply #198 on: April 01, 2012, 06:07:57 am »

Not to question the dev's strategy, but aren't you a little short on firepower?

Or are you just so full up on armor that you can simply outlast the enemy?
No problem, ask away!

The key to my own strategy is to make sure I only fight enemies one-on-one, in which case a few weapons should be plenty since nothing can best Cogmind in single combat. That's why I find sensors invaluable--to keep me from running into larger groups of enemies.

Even up against a group, though, if you plan it right you can still fight them more or less one on one by tactically forcing them to come at you that way (block them in doorways or narrow hallways, for example). And I always, always carry a powerful launcher and start using it to soften up unavoidable groups that threaten to swarm me.

Having a ton of armor also helps ;) (although it's really quite hot and I need to lay off the energy weapons--one cooling system is way insufficient) And I was happy to take that B's treads off him in the previous level.

EDIT: Yay, 200th thread post! And in only one week, whoa...

EDIT2: Found me a new sensor array, and this one's a prototype--now that's range! Have the full set of scanning gear now, minus the prototype terrain scanner which would enable me to spot an exit up to 50 spaces away. Right now all I have is 35 ::)
Spoiler (click to show/hide)
Next task is to go up around the left and open fire on that Behemoth and Grunts with my long-range missile launcher.
« Last Edit: April 01, 2012, 07:12:30 am by Kyzrati »
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

Toaster

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Re: Cogmind (new sci-fi RL from the creator of X@COM)
« Reply #199 on: April 01, 2012, 11:09:34 am »

How feasible is using a LR scanner to shoot enemies from where they can't see you?  How would they react?
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Re: Cogmind (new sci-fi RL from the creator of X@COM)
« Reply #200 on: April 02, 2012, 01:40:37 am »

Oh god.

Record:
Spoiler (click to show/hide)

Commentary:
Spoiler (click to show/hide)
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Tarran

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Re: Cogmind (new sci-fi RL from the creator of X@COM)
« Reply #201 on: April 02, 2012, 02:13:26 am »

Goodness. Great job man. Submit that badboy and join us on the high scores list.

Jooooiiiiinnnn uuuuussssss...
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Quote from: Phantom
Unknown to most but the insane and the mystics, Tarran is actually Earth itself, as Earth is sentient like that planet in Avatar. Originally Earth used names such as Terra on the internet, but to protect it's identity it changed letters, now becoming the Tarran you know today.
Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

Huey

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Re: Cogmind (new sci-fi RL from the creator of X@COM)
« Reply #202 on: April 02, 2012, 03:23:20 am »

So it's cool that sound effects are already kind of supported, how would I go about getting them in there? Also I agree with Orb, an option to disable would be necessary after you listen to it once lol. Maybe have  a frequency or something that can be set ie: 10% means you hear roughly 1 in 10 effects in range, something like that.

I also submitted my best score so far, of note was the stash of Biomechanical Wings I found on the 4th floor. Those with a pair of KE Penetrator's borrowed from a couple of hunters served me pretty well, until I had my wings removed :)

Code: [Select]
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

Anyway, that is that so far. Maybe I will surpass it soon, but the last few games haven't gone so well lol.
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Orb

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Re: Cogmind (new sci-fi RL from the creator of X@COM)
« Reply #203 on: April 02, 2012, 06:07:29 am »

Just wanted to mention an exploit I found. I meant to 'exploit' it for the, as my friend puts things like this, "the lulz", but I got lazy, since its time consuming.

Unless your score decreases over time, which would be an interesting discovery, I found that new bots enter the scrapyard every 100-ish turns once all the other ones are dead.

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.

Anyway, I thought I'd mention it. Its kind of obvious if you did look at someones score ("Spent 10k turns in Scrapyard").
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qwertyuiopas

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Re: Cogmind (new sci-fi RL from the creator of X@COM)
« Reply #204 on: April 02, 2012, 07:22:42 am »

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).
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Aoi

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Re: Cogmind (new sci-fi RL from the creator of X@COM)
« Reply #205 on: April 02, 2012, 10:43:40 am »

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.
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AlStar

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Re: Cogmind (new sci-fi RL from the creator of X@COM)
« Reply #206 on: April 02, 2012, 11:01:52 am »

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.

Hmm, I wonder what the best fix for that would be.

As I see it, there are two different options:
1) Make it so any points earned in the scrapyard are not counted. This has the upside that it doesn't invalidate prior scores (unless someone was farming the scrapyard, which as Orb said, it should be fairly obvious if someone hangs around for more than a couple hundred turns.)
2) Change the scoring formula to include the total number of turns, with more points for less time taken. This will discourage farming in general, on any level, and encourage players to move on ASAP. It will also completely muck up the current scoreboard.

1 seems like a good short-term fix, but honestly, I'd want to move in the direction of 2; mostly to prevent people from getting massive scores by taking 2k turns on each floor, hunting down every last robot.

Kyzrati

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Re: Cogmind (new sci-fi RL from the creator of X@COM)
« Reply #207 on: April 02, 2012, 11:08:34 am »

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.

I'll try and get something out there soon.

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.)

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.
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.

Oh god.

Record:
Spoiler (click to show/hide)

Commentary:
Spoiler (click to show/hide)
Someone finally made it to Command. Not the most elegant ascension, but you got there nonetheless :)
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Cogmind - Sci-fi Roguelike (devblog) | X@COM - The X-COM RL | REXPaint - ASCII art editor | Patreon

qwertyuiopas

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Re: Cogmind (new sci-fi RL from the creator of X@COM)
« Reply #208 on: April 02, 2012, 11:44:08 am »

The enemy was near the edge. Got a screenshot:



The enemy was at the %, and there were already items on the ground.
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Aoi

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Re: Cogmind (new sci-fi RL from the creator of X@COM)
« Reply #209 on: April 02, 2012, 12:37:22 pm »

Ah. I stuck around for three waves, headed up and suicided. So they do give points... they just don't spawn infinitely. =P
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