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Author Topic: Prospector, a roguelike in development  (Read 284569 times)

GrayFox

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Re: Prospector, a roguelike in development
« Reply #2040 on: August 19, 2013, 09:07:36 am »

I like this game! ...Even though I'm terrible at it.
Ship combat really needs some work. It's pretty odd.  ???
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copperd

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Re: Prospector, a roguelike in development
« Reply #2041 on: August 19, 2013, 12:24:22 pm »

You're the best, copperd.

 :D As much as I would like to take the credit, Magellan is doing 99% of the code changes right now including a big overhaul to the overlay system.

I have mainly been doing polishing and bug hunting. This weekend was a total flop for me as I hurt my back and didn't do much coding. Ive managed to changed 3 bytes but it fixed two CTD bugs.

Sharp

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Re: Prospector, a roguelike in development
« Reply #2042 on: August 19, 2013, 03:58:48 pm »

So I feel like scum because I save-scummed :(

Before I only save scummed because of game breaking bugs like
Spoiler (click to show/hide)

but this time I landed on a special world next to a slightly damaged alien scoutship, I repaired it and fended off attacks from the metallic natives and then when I got the message to swap it for my old ship I pressed a direction key by accident and my setting has it so that anything which isn't y is a no, so I had to save-scum 12 times until I finally was able to successfully repair it again and swap it, but now I have the ultimate ship but it is tainted!
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Niveras

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Re: Prospector, a roguelike in development
« Reply #2043 on: August 19, 2013, 04:29:39 pm »

R143: Nothing fancy just a fix for auto explore CTD
http://fred.neurotica.com/Prospector_R143_Win_X86.zip

Please post if you manage to get a auto explore CTD


Just put a fix in for "0.3 Error #6 in 4096:SPACE_RADIO F:\Prospector\rlprospector\prospector.bas" this should be taken care of in R144

I don't know about autoexplore CTDs but I notice sometimes that when autoexplore ends or is interrupted, it still plays out several (sometimes several dozen) turns. For example, autoexplore might reach my ship and report "You are at the ship. Press l to launch. (x112)." Worse is when I interrupt autoexplore because I want enough oxygen to get back to my ship, but despite interrupting it at Oyxgen:125, I end up with Oxygen:80.

This is mostly avoidable since the autoexplore could do with some improvements but I don't expect it is high priority. I've taking to just exploring manually (particularly once I have jetpacks) and only using autoexplore to clean up items on the planet before I leave.
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Akhier the Dragon hearted

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Re: Prospector, a roguelike in development
« Reply #2044 on: August 19, 2013, 10:05:45 pm »

   I actually use autoexplore quite a bit myself though I think it should prioritize picking up stuff more then it does. In other news the examine is a little messed up when trying to look at creatures. My latest video shows what I mean but basically when I try to look at some creature at a distance the image of the creature shifts. Once I get to the square it was on it gives me the description so its just a visual bug but still annoying. Also I managed to freeze the game and produce a crash that did not leave an error so I can't provide anything about it though if it happens again I will try to determine what causes it.
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Quote
Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Neonivek

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Re: Prospector, a roguelike in development
« Reply #2045 on: August 19, 2013, 10:35:44 pm »

Honestly one thing I really noticed about the game is that the far superior way to start the game is to be a trader.

Since that will earn you some small amounts of cash and once you are ready to explore it would have taken soo much time that artifacts start littering the planet like they grew from the trees.
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Man of Paper

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Re: Prospector, a roguelike in development
« Reply #2046 on: August 20, 2013, 08:10:39 am »

So, uh, the Fang of Horus and it's crew. Hm. Well, here's stock of their inventory so far. Keep in mind I've sold exactly nothing to shops since I don't need the bank, and looted all the stuff save for ship upgrades and the combat gloves.

Spoiler (click to show/hide)

As for the Heavy Scout Fang of Horus...

Spoiler (click to show/hide)

Crew Summary...

Spoiler (click to show/hide)

Exploration Log...

Spoiler (click to show/hide)

And Finally, Unique Planets Discovered...

Spoiler (click to show/hide)

For the first time in my Roguelike career, I am very, very happy with my progress. Of course, I haven't won yet. Not until I kill everything and burn every planet.

EDIT: Oh, and if I didn't savescum, ending it here nets me 95,484 Credits and 404418 Points.
« Last Edit: August 20, 2013, 08:16:41 am by Man of Paper »
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puke

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Re: Prospector, a roguelike in development
« Reply #2047 on: August 20, 2013, 09:17:29 pm »

Honestly one thing I really noticed about the game is that the far superior way to start the game is to be a trader.

Since that will earn you some small amounts of cash and once you are ready to explore it would have taken soo much time that artifacts start littering the planet like they grew from the trees.

Wait, artifacts increase over time?  Is that a new feature?

I thought the longer you waited, the more your competitors would arrive before you and harvest minerals and such.
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Neonivek

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Re: Prospector, a roguelike in development
« Reply #2048 on: August 20, 2013, 09:56:38 pm »

Quote
Wait, artifacts increase over time?

Artifacts are on a timed release. Since planets are not generated until you explore then, if you explore planets after that wait time, every planet you explore will have artifacts.

it is pretty much gaming the system.

Quote
would arrive before you and harvest minerals and such

Yeah it doesn't really matter... The money in early game exploration is such small potatoes you will die the majority of the time before you make anything worthwhile.
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EuchreJack

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Re: Prospector, a roguelike in development
« Reply #2049 on: August 21, 2013, 06:22:17 am »

So I feel like scum because I save-scummed :(

Before I only save scummed because of game breaking bugs like
Spoiler (click to show/hide)

but this time I landed on a special world next to a slightly damaged alien scoutship, I repaired it and fended off attacks from the metallic natives and then when I got the message to swap it for my old ship I pressed a direction key by accident and my setting has it so that anything which isn't y is a no, so I had to save-scum 12 times until I finally was able to successfully repair it again and swap it, but now I have the ultimate ship but it is tainted!

It isn't tainted, in my mind.  You got cheated by a misclick, and were well within your rights to save-scum to fix it.  I generally alt-tab-close when I do stuff like that, and feel completely justified.

Honestly one thing I really noticed about the game is that the far superior way to start the game is to be a trader.

Since that will earn you some small amounts of cash and once you are ready to explore it would have taken soo much time that artifacts start littering the planet like they grew from the trees.
Quote
Wait, artifacts increase over time?

Artifacts are on a timed release. Since planets are not generated until you explore then, if you explore planets after that wait time, every planet you explore will have artifacts.

it is pretty much gaming the system.

Quote
would arrive before you and harvest minerals and such

Yeah it doesn't really matter... The money in early game exploration is such small potatoes you will die the majority of the time before you make anything worthwhile.

I've gotta disagree with you.  Mining robots earn thousands of credits, and you can just buy two simple ones for 80 credits each and just bounce between two planets until you get bored.  No paying crew for every delivery (which can get expensive), and your ship isn't junk just because it caries more cargo.

Plus, more artifacts aren't the only things that get generated the longer you wait.  The enemies also get stronger.  So unless you've got tons of credits to outfit your crew with top-of-the-line equipment, you're fragged.  Especially as approximately half of all artifacts are only good for resale, you've got about a 50/50 chance of correctly identifying the artifacts, and only a handful of them are weapons or armor.  And trading instead of exploring means those redshirts can't take a hit like my xenocidal redshirt army.

LordSlowpoke

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Re: Prospector, a roguelike in development
« Reply #2050 on: August 21, 2013, 06:23:23 am »

that's why the most efficientTM way of playing the game is to ship drugs and hightech around until you can afford a battleship and equipment for everyone in it

and then you can just fuck around firing the ship's weapons at everything in sight since you have five goddamn arrays of them

Especially as approximately half of all artifacts are only good for resale, you've got about a 50/50 chance of correctly identifying the artifacts, and only a handful of them are weapons or armor.  And trading instead of exploring means those redshirts can't take a hit like my xenocidal redshirt army.

relies heavily on science officer skill, rule of thumb don't bother unless 3+
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EuchreJack

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Re: Prospector, a roguelike in development
« Reply #2051 on: August 21, 2013, 06:27:35 am »

So, uh, the Fang of Horus and it's crew. Hm. Well, here's stock of their inventory so far. Keep in mind I've sold exactly nothing to shops since I don't need the bank, and looted all the stuff save for ship upgrades and the combat gloves.

Spoiler (click to show/hide)

As for the Heavy Scout Fang of Horus...

Spoiler (click to show/hide)

Crew Summary...

Spoiler (click to show/hide)

Exploration Log...

Spoiler (click to show/hide)

And Finally, Unique Planets Discovered...

Spoiler (click to show/hide)

For the first time in my Roguelike career, I am very, very happy with my progress. Of course, I haven't won yet. Not until I kill everything and burn every planet.

EDIT: Oh, and if I didn't savescum, ending it here nets me 95,484 Credits and 404418 Points.

Look out Apollo, a new god is born!

Akhier the Dragon hearted

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Re: Prospector, a roguelike in development
« Reply #2052 on: August 21, 2013, 10:51:03 am »

   I have actually been starting scout because I like the extra fuel. I have been tending more towards exploration rather then cargo and such. Thats mostly because its more exciting to see me going around a planet then carrying things between stations in my videos.
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Quote
Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Sharp

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Re: Prospector, a roguelike in development
« Reply #2053 on: August 21, 2013, 03:37:02 pm »

I tend to go Troop Transport start and get max redshirts after a few planets to explore and then I try and find a stranded tier 3 ship and then try and clear it out.

Also does anyone else just try and go for like 12/13 perks at the start and have no money? Money can be obtained later but perks are much harder to come by so I like to get lots, the Aim perk helps a lot early on as well to kill monsters from afar. The only real problem with starting with no money is that getting the few stars from the scientist is really handy for only 50 credits, can save a lot of time that would be spent on searching for stars.

Once I have around 1000 credits I fire my crappy starting officers and try to hire lvl 4-5 officers and then once I can afford it I fit them all with slave loyalty chips, redshirts are expendable so I don't care if the odd one retires but losing a lvl 9 pilot to retirement can be deadly.
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Niveras

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Re: Prospector, a roguelike in development
« Reply #2054 on: August 21, 2013, 04:08:55 pm »

Most of the perks don't seem that beneficial to me. I guess haggler and merchant are the most important, but all the rest only buff your captain I would think? I guess that's helpful at the start, but later on I was swimming in cash so I didn't care how much things cost or need to trade to make money, and no matter how skillful your captain is, another redshirt is generally more effective than a bump or two to a captain's stat.
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