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Author Topic: Prospector, a roguelike in development  (Read 285144 times)

BishopX

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Re: Prospector, a roguelike in development
« Reply #1395 on: September 27, 2010, 04:11:43 pm »

I'm liking what I'm seeing so far, with a couple of caveats:

1)I "Dove" into the sun, I did not "Dived" on the high score table
1a) despite being torn in half by meteorites, my science officer kept ranting at me about trying to get off this god forsaken rock.
2)Hiring crew at a truck stop decreases your oxygen (I hired 7 and it went from 200 to 60). I imagine this is the game simply re-calculating your current per capita oxygen, but it's still disconcerting for people to be sitting around in the temp agency without air.

3)I'm getting a whole bunch of cannot destroy nonexistent item (items 369-372, although this may not be constant) spam the first time I sell minerals (I have choose best and autosell off).

4) I'm liking the new quantity adjectives on minerals, do you think you could keep them for pick up and condense it in my item display? It's annoying to have to scroll through several pages of mineral to sell mud by spare pocket knife.

5) When landing on a planet owned by hostile star faring aliens, perhaps we could get a warning message like "Your gunner observes that the planet is beginning to open fire on us, are you sure you want to land?)

6) The truck stop is a colony if you listen to the inhabitants. This seems weird.

7)Why can I use alien guns and blades but not primitive handguns?

8) what is heat? and how does it effect space combat?

9)Where is the in game documentation? the help page doesn't contain any useful information.

10)The neural computer doesn't seem to help my captain gain experience any faster than normal, I haven't tested it on anyone else yet.

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a1s

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Re: Prospector, a roguelike in development
« Reply #1396 on: September 27, 2010, 04:20:04 pm »

more bugs:
  • Tried a pirate's life this time, the ending credits said I made 1940 credits trading goods, when in reality (as you might imagine) I didn't earn a single credit through honest labor in this life. (I also "set new safety standards for space exploration", after dying from lack of fuel. not a bug, but funny)
  • heat doesn't dissipate out of combat
  • the game will occasionally tell you that you ran into plasma exhaust, you don't lose any HP though.
  • the amount of movement points (near engine grade) never decreases, but it does increase every turn by the appropriate amount (so you can end up with over a 1000 MPs). It might also be true that you only make one move per turn... (I'm not sure on that one)
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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.

Cheese

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Re: Prospector, a roguelike in development
« Reply #1397 on: September 27, 2010, 04:20:28 pm »


9)Where is the in game documentation? the help page doesn't contain any useful information.

It seems to be messed up in the current version, I think all the stuff that was suppsoed to be in the ? help is in the readme file.

I bumped into "A huge ship on an intercept course", pressed n and then ended up in combat where I was killed by merchant escorts. Strange.
Is the light scout actually a decent starting ship? Are all planets worth exploring or should I only explore for minerals, quests and remarkable features?
Thanks, Cheese.
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BishopX

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Re: Prospector, a roguelike in development
« Reply #1398 on: September 27, 2010, 04:31:03 pm »

I always start with the light scout (when I'm not a pirate). Start by exploring lifeless rocks with good minerals. Buy guns, then explore rocks with minerals. Don't start thinking about on planet quests (exept for the lizard people one), until you have at least 10 guys in heavy armor with at least laser weapons.
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a1s

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Re: Prospector, a roguelike in development
« Reply #1399 on: September 27, 2010, 06:10:25 pm »

just got 2 tons of computers confiscated... since when are those illegal? ???
also retiring sill says you got filthy rich, even if you retire dirt poor.
« Last Edit: September 27, 2010, 06:14:45 pm 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.

BishopX

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Re: Prospector, a roguelike in development
« Reply #1400 on: September 27, 2010, 07:13:06 pm »

I think you get stuff confiscated based on where you bought it, e.g. luxury goods from the insects are illegal.
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magellan

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Re: Prospector, a roguelike in development
« Reply #1401 on: September 28, 2010, 05:34:48 am »

Allright fixed the stock trading bug, and going to look into the item destroyed thingy.
Thanks for the reports, and keep them coming.

Heat: if your weapon gets really hot it might shut down or even be irreperably damaged.

I still do have no idea what a streetcar named desire has to do with truckstops in space, but thats propably just me :)
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Cheese

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Re: Prospector, a roguelike in development
« Reply #1402 on: September 28, 2010, 10:25:53 am »

Allright fixed the stock trading bug, and going to look into the item destroyed thingy.
Thanks for the reports, and keep them coming.

Heat: if your weapon gets really hot it might shut down or even be irreperably damaged.

I still do have no idea what a streetcar named desire has to do with truckstops in space, but thats propably just me :)
Something to do with this perhaps. And then that kind of stuff at a truckstop?
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a1s

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Re: Prospector, a roguelike in development
« Reply #1403 on: September 28, 2010, 10:34:10 am »

more bugs:
*you don't actually get paid for exploring wormholes and anomalies, it just says you do, but the credits are unchanged.
*it would seem that you always repair for the maximum amount (no matter what number you put in) even if you can't pay for it.
*finally, I might have just been lucky, but I never had a run-in with the pirates in 0.1.14. I did come across trade convoys and anti-pirate ships though.

edit: on topic of desirable truckstops, I've managed to dig up this Drew Carey quote: "So ends another evening of trailer park dinner theater. Join us tomorrow when we present Tennessee William's a truck stop named desire", I wonder if this is what Neonivek refers to?
« Last Edit: September 28, 2010, 10:42:13 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.

Cheese

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Re: Prospector, a roguelike in development
« Reply #1404 on: September 28, 2010, 11:49:40 am »

When playing the pirate cruiser start, how are you supposed to get fuel seeing as you can't dock anywhere?
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Drakale

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Re: Prospector, a roguelike in development
« Reply #1405 on: September 28, 2010, 12:13:59 pm »

Oh man this game is HARD. Also for some reason, 80% of the alien population have conic heads :p

Maybe you should make landing the craft a little easier, at the start i can barely repay the repair bills as my klutz pilot keep ramming it into the ground. Also I noticed that snow hides minerals that are underneath, is that intended? It look a little weird when you pick it up on radar and it disappear when in line of sight.
 
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a1s

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Re: Prospector, a roguelike in development
« Reply #1406 on: September 28, 2010, 12:22:03 pm »

When playing the pirate cruiser start, how are you supposed to get fuel seeing as you can't dock anywhere?
As a pirate you start in the pirate base system. just scan each planet and you'll find it. (Pirate bases offer most of the functionality of a starbase, and you don't have to pay your crew (for some reason....))
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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.

Cheese

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Re: Prospector, a roguelike in development
« Reply #1407 on: September 28, 2010, 12:23:54 pm »

When playing the pirate cruiser start, how are you supposed to get fuel seeing as you can't dock anywhere?
As a pirate you start in the pirate base system. just scan each planet and you'll find it. (Pirate bases offer most of the functionality of a starbase, and you don't have to pay your crew (for some reason....))
Slave crew, epic.
Is that easy start thing on by default?
Also, is it known that unconscious creatures follow you around the planet while unconscious?
« Last Edit: September 28, 2010, 12:37:02 pm by Cheese »
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a1s

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Re: Prospector, a roguelike in development
« Reply #1408 on: September 28, 2010, 12:48:33 pm »

Apparently you can't plunder alien vessels. why?
speaking of alien vessels, they are always hailing you, so is there a way to interact with them out of combat?
« Last Edit: September 28, 2010, 12:51:30 pm 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.

Cheese

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Re: Prospector, a roguelike in development
« Reply #1409 on: September 28, 2010, 12:53:41 pm »

Apparently you can't plunder alien vessels. why?
speaking of alien vessels, they are always hailing you, so is there a way to interact with them out of combat?
All vessels seem to hail, but as far as I know there's no way to interact other than opening fire.
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