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Author Topic: Prospector, a roguelike in development  (Read 284533 times)

Sharp

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Re: Prospector, a roguelike in development
« Reply #2055 on: August 21, 2013, 04:22:08 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.

Yeah the point is money is easy to get later on in the game, however surviving up to there can be more tricky, giving yourself like 5 Aim means that monsters can be hit from more then 2 tiles away, haggler isn't necessary, confident is nice to get some missions early especially if you start of in or near an Omega Research base as the finding a planet for them is pretty easy, I normally do 5 Aim, 5 Sharpshooter and then Confident and random item, sometimes you get some really nice starting items.
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Il Palazzo

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Re: Prospector, a roguelike in development
« Reply #2056 on: August 21, 2013, 04:26:53 pm »

Charrrming pirate is the only way to go. It is also the most painful.
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Neonivek

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Re: Prospector, a roguelike in development
« Reply #2057 on: August 21, 2013, 04:27:13 pm »

Quote
So unless you've got tons of credits to outfit your crew with top-of-the-line equipment, you're fragged

Good thing with trading you not only can afford to equip your crew with what is needed... but artifacts are the best equipment in the game. Plus no risk on any planet.

Also you can make tens of thousands with trading.

Quote
The enemies also get stronger. 


Yeah, there are few enemies that even matter in this game once you start to enter the late game.

Quote
you've got about a 50/50 chance of correctly identifying the artifacts, and only a handful of them are weapons or armor

And every planet will have 4 of them AND the game rarely has repeats. I've had my entire 50 person crew have their own.

Then if you don't identify them correctly, you get a huge infusion of cash. Equip the rest of your crew.

Either way the best strategies are just "not doing anything interesting until you build a bankroll" whether it be trading or mining robots.
« Last Edit: August 21, 2013, 04:29:45 pm by Neonivek »
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Akhier the Dragon hearted

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Re: Prospector, a roguelike in development
« Reply #2058 on: August 23, 2013, 11:29:28 am »

   I go full talent. The money you lose is picked up within the first few planets and even if your just getting a couple extra items your better off. Perks of course are amazing, its on your captain yes but hey, he is the one that gets the best ranged weapon by default so I don't mind if he can actually shoot things.
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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.

Neon Green

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Re: Prospector, a roguelike in development
« Reply #2059 on: August 23, 2013, 06:33:32 pm »

Anyone else find that talents don't seem to do what they claim to do? Close Combat Expert doesn't seem to do anything, Sharp Shooter increases ranged accuracy instead of damage, Aim improves melee accuracy instead of ranged, stuff like that?
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Tnx

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Re: Prospector, a roguelike in development
« Reply #2060 on: August 25, 2013, 05:53:12 pm »

What settings would I change to make the tiles bigger/easier to see?  With 1920 x 1080 resolution the screen is way too small to see anything.  I've tried all the settings in options but they don't seem to actually do anything.
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copperd

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Re: Prospector, a roguelike in development
« Reply #2061 on: August 27, 2013, 08:56:57 am »

Just a quick update while I am out on the road. I plan to be back later in the week.

This comes from Magellan on the prospect main forum.
http://prospector.freeforums.org/latest-experimental-builds-and-notes-t374-10.html

r155
http://www.mediafire.com/?uttms57xqwci2mx

Savegames are not compatible!
Cursor wierdness should be fixed.
Minor bugfixes.
You can now hunt animals for food or luxury items!

Akhier the Dragon hearted

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Re: Prospector, a roguelike in development
« Reply #2062 on: August 27, 2013, 11:47:27 am »

   Well I guess it is a good thing I died to a giant space worm while refueling in my last video. It will be nice to have the cursor weirdness gone. Also being able to hunt animals for luxury items will be nice as I seem to occasionally go a little crazy and just kill things on random planets for no particular reason. It seems to be attached to either being a really good shot or getting a really shiny gun.
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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.

EuchreJack

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Re: Prospector, a roguelike in development
« Reply #2063 on: August 29, 2013, 01:12:59 am »

   Well I guess it is a good thing I died to a giant space worm while refueling in my last video. It will be nice to have the cursor weirdness gone. Also being able to hunt animals for luxury items will be nice as I seem to occasionally go a little crazy and just kill things on random planets for no particular reason. It seems to be attached to either being a really good shot or getting a really shiny gun.

I'm pretty sure that I've read somewhere that in Prospector, the best strategy is to kill now, loot later.  Better to kill the xenoscum now rather than wait for it to get angry for no good reason and kill you.  Herbavore just means it won't eat you after it kills you.

guessingo

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Re: Prospector, a roguelike in development
« Reply #2064 on: August 30, 2013, 12:49:50 pm »

so this game is back in development? wasnt it abandoned for a long time? Have their been major updates?
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Neonivek

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Re: Prospector, a roguelike in development
« Reply #2065 on: August 30, 2013, 12:51:08 pm »

so this game is back in development? wasnt it abandoned for a long time? Have their been major updates?

To me it wasn't so much abandoned so much as it is near most pretty much finished.
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Akhier the Dragon hearted

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Re: Prospector, a roguelike in development
« Reply #2066 on: September 02, 2013, 10:36:26 pm »

   So I have another video up and I found a bug though it might just be on my end. I am sure with this save I am playing that when I last played I was able to dock with things in space like the mini space stations and what not but now when I try to the game crashes. I don't know whats up with it but the error message I get is as follows:
0.3 Error #6 in 563:LANDING F:\Prospector\rlprospector\prospector.bas
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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.

Gamerlord

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Re: Prospector, a roguelike in development
« Reply #2067 on: September 03, 2013, 12:12:20 am »

EHEHEHEHEHEH.

I found an exploit. If you get rid of all your starting money for more points and bury all those points in Merchant, you can buy things for less than you sell them.

EXAMPLE:

I buy 1 Weapons Parts for 3000
at the SAME station WITHOUT leaving, I can then sell it for 3900.

Geen

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Re: Prospector, a roguelike in development
« Reply #2068 on: September 03, 2013, 02:46:28 pm »

EHEHEHEHEHEH.

I found an exploit. If you get rid of all your starting money for more points and bury all those points in Merchant, you can buy things for less than you sell them.

EXAMPLE:

I buy 1 Weapons Parts for 3000
at the SAME station WITHOUT leaving, I can then sell it for 3900.
lods emone
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Akhier the Dragon hearted

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Re: Prospector, a roguelike in development
« Reply #2069 on: September 10, 2013, 02:01:48 am »

   So uh, in my latest video all my crew got narcolepsy at one point and when I went back to the ship then tried to go explore some more my game ended with everyone dead apparently. What I assume happened is that they all got assigned not go with the away team because of the whole narcolepsy thing and then when I tried to leave it went "oh noes, ya dont have crew with ya so they musta died" and game overed me. If this is what happened then there should probably be a warning about leaving the ship without crew.
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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.
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