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Author Topic: Prospector, a roguelike in development  (Read 285090 times)

Captain Mayday

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Re: Prospector, a roguelike in development
« Reply #1470 on: December 06, 2010, 07:54:27 am »

I was immediately killed on the first little station, by a giant flying arachnid. I'm sure this isn't intended.
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magellan

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Re: Prospector, a roguelike in development
« Reply #1471 on: December 06, 2010, 08:32:13 am »

@ Cpt Mayday:
There was a bug, that I (thought) I fixed. the one that says "Prospector 0.1.15 With Hull Designer Bug Fixed" shouldn't have it anymore. If that is the version you have, and it still does do that, I need to look into it again...

Things like that *can* happen on space stations, though very rarely. And there should be a warning if they do.

@Tarran
Ahhh I see what happened here.
Stupid map generator added some caves underneath the complex, putting the sought after computer somewhere down there. Thanks! Consider it fixed.
« Last Edit: December 06, 2010, 08:36:15 am by magellan »
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

1freeman

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Re: Prospector, a roguelike in development
« Reply #1472 on: December 06, 2010, 10:41:07 am »

I am really enjoying the game but i have some questions.

What do squad leaders do?, is there some sort of bonus or something.

same with sniper's, i assume they are better with guns than a regular red shirt.

also i have never seen my paramedic's heal people, just the doctor.

thank's to anyone that can answer my question's

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magellan

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Re: Prospector, a roguelike in development
« Reply #1473 on: December 06, 2010, 10:59:18 am »

Yeah, someone somehow just didn't write anything about them, anywhere...

Squadleaders give a +1 to hit to up to 5 normal crewmen.
Snipers get a +3 to hit for themselves
Paramedics add to the doctors healing ratio

Sorry, Crewmembers will get blue explanatory boxes in the future.
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

1freeman

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Re: Prospector, a roguelike in development
« Reply #1474 on: December 06, 2010, 04:29:22 pm »

Thank you for the answer's.

but why would i bother hiring regular red shirts when i can get snipers for the same price, or is there something i am missing.
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Tarran

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Re: Prospector, a roguelike in development
« Reply #1475 on: December 06, 2010, 04:55:06 pm »

@Tarran
Ahhh I see what happened here.
Stupid map generator added some caves underneath the complex, putting the sought after computer somewhere down there. Thanks! Consider it fixed.
So it's somewhere in the caves?

No matter, I will push buttons on that computer no matter what it takes.

but why would i bother hiring regular red shirts when i can get snipers for the same price, or is there something i am missing.
Yeah, what do normal security members have that snipers don't? Melee bonuses?
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Quote from: Ze Spy
Tarran has the "Tarran Bug", a bug which causes the affected character to repeatedly hit teammates while dual-wielding instead of whatever the hell he is shooting at.

magellan

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Re: Prospector, a roguelike in development
« Reply #1476 on: December 06, 2010, 05:02:24 pm »

Snipers (and the other lower rank officers) take 1.5 times the pay compared to regular redshirts.
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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 development
« Reply #1477 on: December 06, 2010, 08:51:09 pm »

Do squad leaders improve snipers to hit? Also, how high of a bonus to you need to generally autohit?
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1freeman

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Re: Prospector, a roguelike in development
« Reply #1478 on: December 07, 2010, 01:02:46 pm »

What does it mean when a crewmember has Improvise Mine in the (A) menu in the same place where augments and stuff is

thanks for all your answers so far. am absolutly Loving the game.
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magellan

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Re: Prospector, a roguelike in development
« Reply #1479 on: December 07, 2010, 04:26:28 pm »

To hit roll is 1d6+1d6+boni-range>9
So to get a 100% autohit at point blank you need a +8
And squad leaders do add to anybody, snipers included.

Improvise mines allows you to drop ship mines in space combat without having any. You are rigging some extra parts +5 units of fuel into something that goes boom when an enemy ship hits it (or you fire at it)
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

1freeman

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Re: Prospector, a roguelike in development
« Reply #1480 on: December 07, 2010, 09:14:43 pm »

cool, can you buy skills like that or is it just a random attribute given to crew members when they are hired?

just lost everyone but my gunner with the improvised mines while investigating a derelict battleship floating in space.

is it even possible to kill everything on a ship because I was killing them non-stop for 2 minuets but they just kept coming.


*shudders in horror*

EDIT: i returned to the infested battleship with a squad leader and 4 security members accompanying myself, Doc, and the scientist, we managed to clean the ship but not without loss, only myself, doc and a red shirt made it out alive. on the bright side i am now cruising the galaxy with a free battleship which is awesome.
« Last Edit: December 07, 2010, 10:25:18 pm by 1freeman »
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puke

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Re: Prospector, a roguelike in development
« Reply #1481 on: December 07, 2010, 11:21:40 pm »

cool, can you buy skills like that or is it just a random attribute given to crew members when they are hired?

just lost everyone but my gunner with the improvised mines while investigating a derelict battleship floating in space.

is it even possible to kill everything on a ship because I was killing them non-stop for 2 minuets but they just kept coming.


*shudders in horror*

EDIT: i returned to the infested battleship with a squad leader and 4 security members accompanying myself, Doc, and the scientist, we managed to clean the ship but not without loss, only myself, doc and a red shirt made it out alive. on the bright side i am now cruising the galaxy with a free battleship which is awesome.

I dont know if this still works, but on the ships that are infested with quickly replicating aliens, you used to be able to blow a hole in the hull and kill them by exposing them to vaccuum.
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magellan

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Re: Prospector, a roguelike in development
« Reply #1482 on: December 09, 2010, 10:08:08 am »

Of course that still works.
Also, some bugs have been fixed an 0.1.15a has been uploaded. Enjoy.
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

hawkeye_de

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Re: Prospector, a roguelike in development
« Reply #1483 on: December 11, 2010, 08:19:25 am »

That games looks interesting...does it provide already deep gameplay?
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Orb

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Re: Prospector, a roguelike in development
« Reply #1484 on: December 11, 2010, 01:23:40 pm »

That games looks interesting...does it provide already deep gameplay?

Its got a lot of content, that's for sure. Deep? Maybe not, you can't get too deep with mostly randomized gameplay. However you can form strategies so your games last longer, but sometimes you are just going to die because you got overconfident.

Had a question of my own.

First, do auxiliary O2 tanks stack? If so, how many can I have that will remain in use? Is it one per person?
« Last Edit: December 11, 2010, 01:41:35 pm by Orb »
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