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Author Topic: Prospector, a roguelike in development  (Read 284689 times)

Orb

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Re: Prospector, a roguelike in development
« Reply #1905 on: January 20, 2012, 11:20:36 pm »

So, there's a reoccurring message in the space travel portion of the game, and I have no idea what it means.

"Making Fleet Called"

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Akhier the Dragon hearted

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Re: Prospector, a roguelike in development
« Reply #1906 on: January 21, 2012, 12:49:53 am »

Yeah, I think I ponder about that a few times in my lets play. Its only happened as of 0.2.4 so I am guessing it is something new. What I figure is it is either new fun stuff coming to kill me in many new fun and exciting ways or its some debug related thing that was accidentally left in and is simply a station calling for repairs or reports that something we should not know about is happening in the background.

Edit: video 13 will not be going up no nor any time in the future. It has disapeered from my computer. I went to upload it and it was gone and I can't find it. As 13 is unlucky or something the next video will be labeled number 14 because
« Last Edit: January 21, 2012, 08:29:34 pm by Akhier the Dragon hearted »
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Re: Prospector, a roguelike in development
« Reply #1907 on: January 21, 2012, 09:03:53 pm »

So, I joined a battle that was a station vs. unknown sensor blip(assumed pirate due to weapon configuration).

I join on the station's side, logically. I enter space combat with "Space Station Fires X weapons! Something else fires Y Weapons!" Stations I assume gets blown up.


...then gameover.


Now, I know I didn't get blown up, so I assume this is a glitch.

There was a name, like Aggenoman, or something. I didn't really pay attention to it at the time. I assumed it was the Space Station's name. But...Space Stations are named 1-3. So, hm. Oh, and my death message said I died trying to be a pirate. =/
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Hanzoku

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Re: Prospector, a roguelike in development
« Reply #1908 on: January 31, 2012, 01:35:25 pm »

On the other hand, if you have a few disintegrators and suits of adaptive body armor, it's more amusing when you blow him away and then turn his source of power into a smoking crater.
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LordSlowpoke

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Re: Prospector, a roguelike in development
« Reply #1909 on: January 31, 2012, 01:45:36 pm »

I'm just going to straight out say I didn't read all the numerous pages of this thread, but I must say the game in question is... good. To be honest, it's one of the better games I've played recently. Sure, it took me more than 20 tries to not get killed before turn 300, but that's what roguelikes are about, right?

Still, I got a question that the forums and readme didn't really answer - is there a way to use ground penetrating radars? I've made sure it's in the equipment menu when I landed on a planet, but it didn't really give me any of the effects I expected (being able to see through mountains or walls) Perhaps you need to activate it - if yes, then how? Thanks in advance.
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Mictlantecuhtli

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Re: Prospector, a roguelike in development
« Reply #1910 on: January 31, 2012, 02:28:53 pm »

Still, I got a question that the forums and readme didn't really answer - is there a way to use ground penetrating radars? I've made sure it's in the equipment menu when I landed on a planet, but it didn't really give me any of the effects I expected (being able to see through mountains or walls) Perhaps you need to activate it - if yes, then how? Thanks in advance.

I'm pretty sure the GPR is used to detect units, not to 'see.' Atleast that's what it's always done for me, it's pretty handy in cramped places when you don't know which corridor a
Spoiler (click to show/hide)
is hiding. It makes blind firing easier since it can sometimes pick up units when you cannot even see them, which allows you to tell your redshirt army to open fire.

I remember Apollo.. I landed in my Heavy Explorer rammed full of redshirts/disintegrators and he promptly told me that I should be worshipping him. I told him to bugger off, blasted the hell out of his copies ('f' '0' is your friend with lots of enemies around, but don't split your fire if you don't have enough firepower to make it worthwhile) and found his temple, melted his face in 4 rounds, and obliterated his temple.

Then about 4 hours later I found
Spoiler (click to show/hide)
, and I was pissed.

Spoiler (click to show/hide)
« Last Edit: January 31, 2012, 02:35:41 pm by Mictlantecuhtli »
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GrayFox

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Re: Prospector, a roguelike in development
« Reply #1911 on: March 23, 2012, 03:14:36 am »

I am enjoying this game, but I don't understand space battles. I press "f" to fire my weapons, but it just usually doesn't work. My weapons don't fire, I don't get any message as to why, the enemy attacks me, and I die. :( I've only been able to actually attack enemy ships a few times. I only destroyed one because it came too close... hitting a plasma stream behind my ship.

I'm dying a lot against alien creatures too. I've only found a few I was able to defeat. Everything else kills me. I guess I need more crew with more weapons.
« Last Edit: March 23, 2012, 08:10:00 am by GrayFox »
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ollobrains

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Re: Prospector, a roguelike in development
« Reply #1912 on: May 09, 2012, 05:36:00 am »

its a good game but they wont open source it and its still fairly narrow as far as not being a sandbox
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Deon

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Re: Prospector, a roguelike in development
« Reply #1913 on: May 09, 2012, 06:10:50 am »

I am enjoying this game, but I don't understand space battles. I press "f" to fire my weapons, but it just usually doesn't work. My weapons don't fire, I don't get any message as to why, the enemy attacks me, and I die. :( I've only been able to actually attack enemy ships a few times. I only destroyed one because it came too close... hitting a plasma stream behind my ship.

I'm dying a lot against alien creatures too. I've only found a few I was able to defeat. Everything else kills me. I guess I need more crew with more weapons.
I've never fought space battles myself, but aliens are easy. You don't need MORE people, you need BETTER people. You want people with good perks and amount of HP, and also you need best armor you can find and good weapons. Also don't forget to use grenades and rocket weapons, they make surface fight much easier. Still, to fight robots you need a 15-men team with personal forcefields and grenades.
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Robsoie

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Re: Prospector, a roguelike in development
« Reply #1914 on: May 09, 2012, 07:22:54 am »

its a good game but they wont open source it and its still fairly narrow as far as not being a sandbox
You're probably posting in the wrong thread, because Prospector source is actually available :
http://code.google.com/p/rlprospector/source/checkout
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pilgrimboy

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Re: Prospector, a roguelike in development
« Reply #1915 on: May 09, 2012, 10:57:21 am »

I am enjoying this game, but I don't understand space battles. I press "f" to fire my weapons, but it just usually doesn't work. My weapons don't fire, I don't get any message as to why, the enemy attacks me, and I die. :( I've only been able to actually attack enemy ships a few times. I only destroyed one because it came too close... hitting a plasma stream behind my ship.

I'm dying a lot against alien creatures too. I've only found a few I was able to defeat. Everything else kills me. I guess I need more crew with more weapons.

I am also having the same problem in the last time I played around a month ago. I lost every space battle. Game over many times.
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Mictlantecuhtli

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Re: Prospector, a roguelike in development
« Reply #1916 on: May 09, 2012, 05:30:46 pm »

The first 'f' in Space Battles brings a selection of which weapon you're trying to use, if I remember right. So really you need to press 'f' 'f' and then target the enemy, and press 'f' again. But I'm just trying to remember from when I played about a year ago. Space battles are pretty much the easiest thing ever if you have a disintegration[once again, not sure on the name. Devastator? the one that does full damage at all ranges] cannon, since it one-hits any space creatures and ships with tough shield go down after a few direct hits. I never lost a single space battle, even with my explorer, once I did find one of those cannons.

I am enjoying this game, but I don't understand space battles. I press "f" to fire my weapons, but it just usually doesn't work. My weapons don't fire, I don't get any message as to why, the enemy attacks me, and I die. :( I've only been able to actually attack enemy ships a few times. I only destroyed one because it came too close... hitting a plasma stream behind my ship.

I'm dying a lot against alien creatures too. I've only found a few I was able to defeat. Everything else kills me. I guess I need more crew with more weapons.
I've never fought space battles myself, but aliens are easy. You don't need MORE people, you need BETTER people. You want people with good perks and amount of HP, and also you need best armor you can find and good weapons. Also don't forget to use grenades and rocket weapons, they make surface fight much easier. Still, to fight robots you need a 15-men team with personal forcefields and grenades.

Well, as far as this game goes, the more redshirts, the better. If you can embark with a group of 15 'elites' you can easily embark with a 30+ group of soldiers, fully equipped. You don't even need personal forcefields for most of the meatshields, heavy armor will do since they're going to get ripped to shreds anyway. I never went onto planets without my entire away crew, which amounted to 30 soldiers, give or take. The numbers are to keep you best troops from getting unlucky and getting annihilated while exploring.
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Asra

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Re: Prospector, a roguelike in development
« Reply #1917 on: May 28, 2012, 02:57:19 am »

So the forum for this seems dead. Does anyone know if it's still being worked on? :C
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sambojin

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Re: Prospector, a roguelike in development
« Reply #1918 on: May 28, 2012, 08:42:36 am »

At the start of Prospector, you really need to cherry pick what planets you go for. You don't have the equipment (or the cash) at the start to do much else. Avoid creatures, space-ships and everything else entirely if possible. Sometimes you can risk it for easy minerals on worlds with lifeforms, but it often just means that you'll die early.

Find lifeless planets, explore and grab minerals, repeat. Once you start trading those resources and mapping data you can start to get some decent weapons and armour for your troops. The cash bonuses get pretty massive later on in the game, more than the minerals you're trading. Smith Heavy Industries is my favourite station type, just because you get a bit of extra cash early on and friggen huge bonuses later, for doing what you'd be doing anyway.

The easiest start that I've found is the Troop Transport with 2 medics, 3 squad leaders, the rest as snipers. Upgrade all your officers, with a priority on doctors, then gunners, then science officers (but hire any officer that's higher in level than your current one, keep the next highest one, fire the rest). Special troop types are awesome, as are multiples of officers. Red-shirts might get an extra HP pip at high levels, but squad leaders, medics and snipers ensure you never need it. Early-on your specialists are far better. Ships doctors are very important, and medics stack with them (an extra level worth for every two medics, so bring lots of medics), so it's pretty easy to have almost instant regeneration after your upgrade your ship a couple of times for away team capacity. Squad leaders leading four snipers are great for the massive to-hit bonus early on as well. Get (and level) red-shirts after you've got an elite team going and heaps of excess cash. With the high cost of decent weapons, armour, equipment and ships (for bigger crews) early-on, crew cost isn't a huge concern, quality of the troops using those weapons is. Dead stuff never saps your HP, medics remove the consequence of environmental hazards, plus you'll be punching above your weight at the beginning which cheapens your equipment costs/needs. Which is your main early constraint in Prospector. Simply buying enough plasma rifles, armour, jetpacks and stuff is really damn pricey. Once you have enough, most planets are a walkover and you can level new crew members, buy stuff and get biodata/minerals as and when you want (by wiping out anything on the planet with f 0, or aimed attacks).

Basically there's four phases in Prospector. Beginning, when you've got almost nothing. Early, when you've got a bit and most planets are do-able but challenging. Late, where most planets are walkovers. End-game, where you're on a robot and crystal killing spree in your disruptor laden alien ship, just rounding out your stuff for the final battles.

Get past the beginning phase and the rest just follows on naturally. Unless you're really not paying attention, have a meteor-moment, a brain-fart or a game crash.
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Lexx

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Re: Prospector, a roguelike in development
« Reply #1919 on: May 29, 2012, 05:37:17 am »

Been playing this a few months on and off. The above poster offers some solid advice. Its great fun all the same. The risk you can lose everything or strike it lucky on every planet is really entertaining. Find what works for you. Persistence pays off.
« Last Edit: May 29, 2012, 08:53:05 am by Lexx »
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