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Author Topic: Prospector, a roguelike in development  (Read 284608 times)

puke

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Re: Prospector, a roguelike in development
« Reply #2010 on: August 16, 2013, 06:33:36 pm »

Right now you can just hit t to teleport over them. Also radioing (Radio then command fire)the ship gun is pretty cool if you want to kill them.

Ah, the good old ships guns. 

I remember in an older version I was fleeing from a nasty group of aliens, which were right on my heels.  I'd continually call down fire on my location and run a couple of steps.  Usually the edge of the blast missed me and got them, and I eventually escaped with only a couple guys left in my away team.

Got rich off that haul, hired new crew, bought more equipment.  At some point later I think I salvaged a better gun from a derelict or something.  It's been a while, but I seem to remember that it had a significantly larger blast pattern when you called the ship for fire support. 

I'm pretty sure this caused me to accidentally kill my away team.  But to be honest it has been so long and I accidentally killed so many away teams so many different ways, it all sort of blurs together.
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copperd

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Re: Prospector, a roguelike in development
« Reply #2011 on: August 16, 2013, 07:01:23 pm »

It looks like one of the errors with random crashing while exploring is linked to the freetype6.dll file. I have a 100% reproducible error with it kicking me out of the game while auto exploring. Most likely the incorrect version was packaged in the zip.

These being unofficial builds I would expect stuff missing or incomplete. I also spend hours at work playing the game while I wait for tests to complete so I know about a lot of the bugs.  ;D

Don't ever think you need to hold a bug report back because it could be something that was missed. I just don't want anyone to think I was ignoring them if its not fixed in the next release or I don't comment on your bug. I think at this time I care more about features or improvements.

I plan on tackling the Tribble maybe tonight or later this weekend. I have some good surprises in store for these guys. Currently they are a good cheap way to boost moral.

Imp

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Re: Prospector, a roguelike in development
« Reply #2012 on: August 16, 2013, 07:08:03 pm »

Don't ever think you need to hold a bug report back...

Still very glad game exists and has improvements into the future.  Had nearly forgotten how very much I liked this game, except for a few things that made me not like it; most of those 'eww, I changed my mind' things seem less common, a few maybe even gone in the current game.

Where do you want bug reports posted, here?
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For every trouble under the sun, there is an answer, or there is none.
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copperd

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Re: Prospector, a roguelike in development
« Reply #2013 on: August 16, 2013, 07:08:53 pm »

I'm pretty sure one of the best bugs is going to the casino, meeting Buisnessman Richard Something and finding out that Richard Something owes money to Richard Something, then talking to Richard Something to get Richard Something to pay Richard Something and then getting a commission for it. I can't even claim split personality disorder for that one so I guess it's Alzheimers for the win!

I almost messed myself when I read that. I think I would call that a feature :)

copperd

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Re: Prospector, a roguelike in development
« Reply #2014 on: August 16, 2013, 07:14:47 pm »

Where do you want bug reports posted, here?

Here or the game forum (Would be nice to have some active people back on) or even better https://code.google.com/p/rlprospector/issues/list

I would like to start using the issue tracker as it keeps track of everything. I might see about clearing it out and starting fresh also. Dont worry if you add anything they have time stamps.

Sharp

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Re: Prospector, a roguelike in development
« Reply #2015 on: August 16, 2013, 08:08:05 pm »

Ah, the good old ships guns. 

I remember in an older version I was fleeing from a nasty group of aliens, which were right on my heels.  I'd continually call down fire on my location and run a couple of steps.  Usually the edge of the blast missed me and got them, and I eventually escaped with only a couple guys left in my away team.

I did this while docked with a stranded destroyer full of those damned purple crystals, cost me 5 vet redshirts, doctor and pilot but hell of an upgrade from Lvl 1 Troop Transport to Lvl 3? Destroyer. Although I am missing a few interior walls in my destroyer, nothing bad has happened so far.....
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Niveras

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Re: Prospector, a roguelike in development
« Reply #2016 on: August 17, 2013, 12:10:45 pm »

I don't know if the difficulty has been tweaked or if I just lucked out, but I am having a much easier time surviving in the latest version compared to the old long-dead release. I only have the main set of officers (no security or medics) but enemies pretty much aren't doing any damage to me.

There were a couple close calls. Some old robot factory thing with five "so thin they're almost invisible" metal blades put the hurt on pretty bad. But by comparison, I just waltzed through a "perfectly spherical metal planet" that had tons of bots and a reactor at the bottom of a cave that I repaired without any damage at all. (Got a nice 75k bonus from the Trading corp for reporting about it. Though now I wonder if any of the others would have granted more.)

Is there anything I can do to better survive corrosive atmospheres? Do I simply have to ensure everything every person has equipped is corrosion resistant? (Or, at least, only send out people equipped in such a way?)

Are all equipment functional? The ground penetrating radar and the seismograph don't seem to do what they say they do. I haven't been able to see through walls, underground or otherwise (or mountains or rubble) nor do notice anything being pointed out when an earthquake occurs.

Edit: yikes, just got blasted by a living planet. It took a bunch of turns as soon as combat began, then took a bunch more while I tried to open '?' to view keybinds so I could look at the backlog and see what the heck it was doing.
« Last Edit: August 17, 2013, 12:31:06 pm by Niveras »
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SharpKris

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Re: Prospector, a roguelike in development
« Reply #2017 on: August 17, 2013, 12:58:21 pm »

Wow its been so long since i've played this :P
i really hope this will keep developing
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Imp

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Re: Prospector, a roguelike in development
« Reply #2018 on: August 17, 2013, 01:13:57 pm »

Are all equipment functional? The ground penetrating radar and the seismograph don't seem to do what they say they do. I haven't been able to see through walls, underground or otherwise (or mountains or rubble) nor do notice anything being pointed out when an earthquake occurs.

I haven't been able to test this in the current version yet, as I've never gotten all the equipment at one time yet, but in an older version I needed to have both ground penetrating radar and a portable sensorset in order to see through terrain that blocked sight.  I never have seen the seismograph provide much information, but I never really tested that item plus the other pieces of equipment that might enhance the interpretation of its data.

I don't know if the difficulty has been tweaked or if I just lucked out, but I am having a much easier time surviving in the latest version compared to the old long-dead release. I only have the main set of officers (no security or medics) but enemies pretty much aren't doing any damage to me.

Difficulty seems greatly adjusted to me as well; but there had been that option of 'easy start', around turn 500 or so fights get harder instead of starting hard and it appears that this is turned on by default in this version + actually works; typically by turn 500 I've found some very nice armor and people seem to continue to survive well.  Maybe too well; but I'm sure balance will continue to be adjusted as the game continues to be improved.  And even given 'invincible characters'... my games keep ending in death for all from one thing or another, I'm just getting to see a lot more of the game then I ever had before in one play now.
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Akhier the Dragon hearted

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Re: Prospector, a roguelike in development
« Reply #2019 on: August 17, 2013, 02:10:06 pm »

   Thats one of the things I like about the game. Even with nigh invisible crew and the best ship you can get it just means that when you derp it up its all the more embarrassing when you die. Your never completely safe.
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LordSlowpoke

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Re: Prospector, a roguelike in development
« Reply #2020 on: August 17, 2013, 02:21:23 pm »

Even with nigh invisible crew

Spoiler (click to show/hide)
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Niveras

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Re: Prospector, a roguelike in development
« Reply #2021 on: August 17, 2013, 02:27:37 pm »

I'm having trouble changing the resolution/tile size. It seems like no matter what I set it to, it defaults to height 12 and 33 lines. (Classic mode is disabled.) This happens even when I quit completely and change the settings in config.txt, then load the game: sets it back to 12, 12, 33.

The default is getting to be a bit of an eyestrain, what with the having to squint to make sure I'm not missing surface features (like caves).

Any tips?
« Last Edit: August 17, 2013, 02:29:35 pm by Niveras »
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copperd

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Re: Prospector, a roguelike in development
« Reply #2022 on: August 17, 2013, 05:18:51 pm »


The default is getting to be a bit of an eyestrain, what with the having to squint to make sure I'm not missing surface features (like caves).


I think what your asking for is a larger title set or having the view windows stretched to a larger resolution. The only title size right now is 24x24. I been wanting to do work on a 32x32 title set and see where that goes.

On a more serious note and I not trying to be a dick here (I've spent a number of years working in the field of eye care and health) but you should consider getting your eyes checked or glasses cleaned. You should not have to squint to see details on the computer monitor. There could be lots of other reasons for the eye strain but this would be the most common.

Niveras

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Re: Prospector, a roguelike in development
« Reply #2023 on: August 17, 2013, 06:04:19 pm »

If the tile sets could be stretched that would be fine; for example, still being 24x24 but stretched to fit a 36x36 tile. Obviously that won't be the best thing to do, but better than the alternatives.

I don't generally have a problem with eye strain when using my computer, it is just the combination of monitor distance, monitor resolution, and tileset size when playing Prospector. I can lean in (squinting was a bad way to describe it) and it's not a problem, or I could move my monitor closer (and move it back when not playing prospector) or change my desktop resolution. But these are less elegant solutions than changing prospector's tile sizes. I presume it should be possible because the option exists, but - if it worked at all - it was broken/temporarily disabled along with a few other things during the recent development.

It's not big deal. I was only exploring my current options, wondering whether I misunderstood the configuration settings or if there was something to it that I was missing. If it is not possible at this time, I'm more than willing to wait patiently until it is implemented or fixed.
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Mictlantecuhtli

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Re: Prospector, a roguelike in development
« Reply #2024 on: August 17, 2013, 06:17:20 pm »

Get a screenshot of how it looks? I'm curious what you mean, my tileset got fudged by changing resolutions a tiny bit.
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