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Author Topic: Prospector, a roguelike in development  (Read 284992 times)

a1s

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Re: Prospector, a roguelike in developpement
« Reply #720 on: October 15, 2009, 08:47:25 am »

not a bug, but combat knife has a damage rating of 0.1 and a price of 25 credits, while a vibro knife has a damage rating of 0.4 (4 times more) and a price of 100 (also 4 times more). this means that there is no reason to buy a combat knife (as you can get the same damage/$ ratio with a vibro knife, but VN will provide more damage as you start to lose men or gradually upgrade to better equipment)
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

Ampersand

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Re: Prospector, a roguelike in developpement
« Reply #721 on: October 15, 2009, 10:13:08 am »

Say you have four security personnel, each equipped with a combat knife.

You start with each doing .1 damage for a total of .4. If you lose one member, then it drops to .3, then .2. then .1

If you had the same squad with one equipped with one Vibro knife, you get a damage rating of .4, but if the squad member with that knife goes down, your damage drops to 0 instantly, assuming the other members do not re-equip as soon as the first member falls. Additionally, each squad member has to make a successful attack roll. A squad all equipped with combat knives may have more damage output on average than a single man with a vibro knife over the long term, simply because there are more opportunities for successful rolls.
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!!&!!

a1s

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Re: Prospector, a roguelike in developpement
« Reply #722 on: October 15, 2009, 10:40:58 am »

bugs:
1.as crew members die the damage rating displayed remains the same (because of how combat works it's hard to say if it's just an interface bug or a game mechanics bug. but my bet goes to it being an interface bug)
2.
Spoiler (click to show/hide)

I had discovered the featureless rock (very boring planet) and the game said I found no remarkable planets in the summary. tell me this is a feature! :D
« Last Edit: October 15, 2009, 11:24:40 am by a1s »
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

Neonivek

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Re: Prospector, a roguelike in developpement
« Reply #723 on: October 15, 2009, 11:40:20 am »

It may not be a bug so to say... but I always thought if you wanted to get oxygen on a planet without taking off your helmet you need a filter system..

If you got a great filter system you will notice that on planets with certain features that prevent you from getting oxygen that it can increase once you leave those features. (which is rather unique)

Goodness I really should start using spoiler tags instead of being vague.
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BishopX

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Re: Prospector, a roguelike in developpement
« Reply #724 on: October 15, 2009, 02:09:37 pm »

Hmmm.... The satalite bug isn't fixed yet.
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #725 on: October 15, 2009, 03:53:40 pm »

Hmmm.... The satalite bug isn't fixed yet.
Please, please, please
Tell me you have a savegame to look at? :/
Anybody else has the sat dissapear?
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

BishopX

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Re: Prospector, a roguelike in developpement
« Reply #726 on: October 15, 2009, 06:00:17 pm »

No, but I can get one :)

It's cave related again I get a message saying "Cannot destroy object XXX" when I enter.

Also, there seems to be a blank starship weapon being sold on a special planet, which also doesn't have any unique text....
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thobal

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Re: Prospector, a roguelike in developpement
« Reply #727 on: October 15, 2009, 08:20:06 pm »

When I get combat the explosion sound effect plays over repeatedly even after exiting combat, getting blown up, starting a new life, ext.

Also, oxygen beeps no longer beep, but launch and landing and meteor impacts still play.
« Last Edit: October 15, 2009, 10:06:24 pm by thobal »
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #728 on: October 17, 2009, 07:41:24 am »

Ok, guess bugfix will find its way from my HD tomorrow, I've been quite squishy the last few days...
Can i have a savegame pretty please bishopx?
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

BishopX

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Re: Prospector, a roguelike in developpement
« Reply #729 on: October 17, 2009, 04:29:44 pm »

I've been trying, but it seems to be intermittent (only some caves?), the cannot destroy object number message specified object 179.
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Evaristo Carriego

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Re: Prospector, a roguelike in developpement
« Reply #730 on: October 17, 2009, 04:42:04 pm »

Introduce booze, beards, menacing spikes and rename it Star Dorfs.
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #731 on: October 18, 2009, 08:05:34 am »

The 179ish thing is the location where he was told to destroy an item, but didn't find one.
... Now that i think of it it isn't that helpful of an error message...
Ah well, maybe some day I will just rewrite that part from scratch.
Anyway: 0.1.8a is out. Now with space station sick bays! (and some other bugs squashed.)
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

thobal

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Re: Prospector, a roguelike in developpement
« Reply #732 on: October 19, 2009, 03:11:20 am »

oh, alien whores that need protection and transport. whores that have busy schedules.

I'm dying out here. At least the new update has abandoned ships, without the biodata I'm lost.

More realistic though, I suppose...
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magellan

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Re: Prospector, a roguelike in developpement
« Reply #733 on: October 19, 2009, 06:23:22 am »

you know, i always thought that firefly got canceled at just the right moment. I had the feeling that they already started to run out of ideas, and that a 2nd or even 3rd season would have just gotten staler and staler ... and i think the move was proof of that.

Please don't kill me for saying this

Anyway: so, nah... no whores :)
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Deon

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Re: Prospector, a roguelike in developpement
« Reply #734 on: October 19, 2009, 06:59:59 am »

WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH!
*Deon has been struck down by sheer awesomeness*.

Damn! I saw this thread hundred of times and thought that it's something like a mining simulator roguelike which I saw a lot. And today, bored and almost sleeping at work, I finally open this thread and look at a Youtube video.... HOW COULD I MISS IT!

Man, space exploration game where you look for lifeforms and rare plants and minerals is the game I wanted to have all my life! Too bad there's no really good game like that, mostly arcades or adventures only and they lacked random factor.

I am going to be one of your best fans now :).

Say, are flora/fauna species randomly generated by templates or is there some kind of a template database? Is there a way for you to make those templates moddable? Even in the code as an additional file, I can code a bit. I simply enjoy modding and it would be fun to allow us to make and share creature designs and plant descriptions, it would allow the world to grow faster and to make it more interesting for others.
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