Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 65 66 [67] 68 69 ... 152

Author Topic: Prospector, a roguelike in development  (Read 285246 times)

BishopX

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #990 on: November 09, 2009, 08:59:05 pm »

Alright found another bug on a dying world my science officer started wanting to leave 10 turns after he was killed in an earthquake.

And buying a heavy scount from a light scout duplicated my rocket launcher.
« Last Edit: November 09, 2009, 09:01:07 pm by BishopX »
Logged

Micro102

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #991 on: November 09, 2009, 09:37:16 pm »

someone plzzzzzz tell me if i can transfer all my weapons and cryocells to a destroyer if i buy one.
Logged

Blaze

  • Bay Watcher
  • The Chaos that Crawls up on you with a Smile.
    • View Profile
Re: Prospector, a roguelike in development
« Reply #992 on: November 09, 2009, 09:42:38 pm »

I'm pretty sure all your ship equipment is transferred to your new ship if you're buying it.

If there aren't enough slots, I think it just disappears.
Logged

Micro102

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #993 on: November 10, 2009, 01:18:06 pm »

But will i have the chance to switch better parts? if a desroyer has 4 lasers, and my old ship has a disintegrator, will the disintiegrator end up on my destroyer?
Logged

BishopX

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #994 on: November 10, 2009, 01:24:42 pm »

sort of. Buying a new hull doesn't upgrade any components. That is, if you start of with a light scout with a plasma gun, and then buy a destroyer, you will still have sensors 1, engine 1, shields 0 and a plasma gun (although there is a bug which might give you 4 of them instead).
Logged

Neonivek

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #995 on: November 10, 2009, 01:28:49 pm »

But will i have the chance to switch better parts? if a desroyer has 4 lasers, and my old ship has a disintegrator, will the disintiegrator end up on my destroyer?

Realistically wouldn't that take hard labour or even be impossible?
Logged

magellan

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #996 on: November 10, 2009, 01:40:42 pm »

Supposed to be like this: If your new ship has less weapon slots you can pick and chose what to transfer. But there may be bugs. :)
@Neonivek: yup, lots and lots of work! Ha! An explanation why you don't get to cash in your  old hull? :D thx!
Logged
Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Micro102

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #997 on: November 10, 2009, 01:41:08 pm »

So? i picked the dinsintegrator cannon off another ship and replaced my first cannon with it. it's more along the lines of "was it programmed in or not"
Logged

magellan

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #998 on: November 10, 2009, 01:54:53 pm »

Well, there have been reports of weapons duplicating and turning into other kinds. Weapons dissapearing would be new. Gotta look into that soonish.

If you want to be on the save side: savescum! (Save the game, copy the savefile, buy the new ship, and if something goes wrong, tell me, and reuse your old save)
Logged
Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Micro102

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #999 on: November 10, 2009, 01:57:25 pm »

Are ASCII games incapable of a multiple save feature?
Logged

magellan

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #1000 on: November 10, 2009, 01:59:26 pm »

It's a roguelike tradition, very few are willing to break with. It's propably one of the oldest even older than savescuming ;)
Logged
Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Micro102

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #1001 on: November 10, 2009, 04:31:57 pm »

lol of course its older then savescumming because save scumming was made to counter that tradition.

Logged

BishopX

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #1002 on: November 10, 2009, 04:50:44 pm »

Some rogue-like only offer one save slot... Prospector is generous.
Logged

Neonivek

  • Bay Watcher
    • View Profile
Re: Prospector, a roguelike in development
« Reply #1003 on: November 10, 2009, 05:04:01 pm »

I went to a planet and the entire population was nothing but people turned into frozen statues. My scientist thought he could thaw a few of them out but because he was low skilled he killed the emperor who could have warned me of the creature who froze my team solid.

Ok that didn't happen... but wouldn't it be cool if it did?
Logged

Paul

  • Bay Watcher
  • Polite discourse with a dash of insanity.
    • View Profile
    • Need an affordable website? I can help.
Re: Prospector, a roguelike in development
« Reply #1004 on: November 10, 2009, 05:18:42 pm »

Not only do you only get 1 save slot, the game eats that save when you load a game - you only get it back when you save and exit. That doesn't bother me really, but imagine if you had been playing a game for a couple days and suddenly your power went out. Bye-bye savegame :)

That would have happened to me the other day when my power suddenly dropped for like 10 minutes, but my UPS saved me.
Logged
Do you like Science Fiction? I'm writing the Weaveborn Saga over on Royal Road and my website. Link
Pages: 1 ... 65 66 [67] 68 69 ... 152