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Author Topic: Prospector, a roguelike in development  (Read 285243 times)

magellan

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Re: Prospector, a roguelike in development
« Reply #945 on: November 07, 2009, 02:36:03 pm »

Gunners and Medics didn't. There was a bug.
Fixed now in 0.1.8c

@Duke: (A)wayteam now shows what they have equipped, and even gives the faceless crowd names :)
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Blaze

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Re: Prospector, a roguelike in development
« Reply #946 on: November 07, 2009, 03:10:04 pm »

Bug: Running into plasma streams in Ship to Ship combat adds +1 to hull strength.

1. I've got a mission to find a planet for the Omega Bioengineering office, is there a way to see what I needed to do?

2. Why do my tractor beams ALWAYS break down after 1 move? I've tried 4 times to tow a ship so far and I got nothing. Also, I dragged it on top of a space station, now what?

3. Are desert sandworms supposed to be practically immune to my laser rifles, tear through my layered p. forcefields with ease, AND multiply???

4. Is there any way to mass drop/sell old equipment? I can't scroll down because the inventory bug kicks in.

5. Bug? I just entered a natural cave. Cue aliens spawning and mass dying from asphyxiation. Biodata! Yoink!

6. What do I do with "Pots of burnt clay" and "handwritten book" and stuff like that?
« Last Edit: November 07, 2009, 08:31:55 pm by Blaze »
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Micro102

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Re: Prospector, a roguelike in development
« Reply #947 on: November 07, 2009, 05:14:03 pm »

Some laptops dont have numpads :(


And wouldn't the those 40 extra people cost you like....2000 more credits everytime you dock on a station? Those extra guys don't help with the
Spoiler (click to show/hide)
or space battles.

I dont see where you can get the resorces to pay off all those guys?
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magellan

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Re: Prospector, a roguelike in development
« Reply #948 on: November 07, 2009, 05:25:45 pm »

@ blaze
1)(Q) shows you the quests you have
2) get a better pilot, then dock and visit the company office.
3) They are tough critters, yes
4) Erm... no selling no
5) Ooops... yes, thanks
6) did i say no selling? i lied
Looks like i have work ahead

@micro102
Several remedies:
there is a "chose diagonal" or soemthing like that thingy in config. If straight ahead is blocked he goes sideways. I've been told it works
You could also rebind the direction keys in keybindings.txt
or use the 1 3 5 6 keys, they work as well

40 redshirts would cost 400 cr per docking. And if they don't come alive back they don't get paid...  ;) 
« Last Edit: November 07, 2009, 06:08:22 pm by magellan »
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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 #949 on: November 07, 2009, 05:47:21 pm »

You don't need the numpad to move with numbers...1 is SW, 2 is S, 3 is SE...

when will we see 1.8c?

Also is there a way to re-order our redshirts? I want my strong guy to carry the best melee weapon.

EDIT: I seem to be able to spell better when I'm drunk?
« Last Edit: November 08, 2009, 02:20:12 am by BishopX »
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Micro102

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Re: Prospector, a roguelike in development
« Reply #950 on: November 07, 2009, 05:53:18 pm »

AH i see it only costs 50 to buy them.

And thx for the direction info. Maybe i will die 20% less now.
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magellan

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Re: Prospector, a roguelike in development
« Reply #951 on: November 07, 2009, 05:59:32 pm »

You don't need the numpad to move with numbers...1 is SW, 2 is S, 3 is SE...

when with we see 1.8c?

3 hours ago. Happens all the time with FTL travel... ;)

Also is there a way to re-order our redshirts? I want my strong guy to carry the best melee weapon.

Not yet... still in the "Now how the hell do i do that" phase to be honest ...
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Ampersand

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Re: Prospector, a roguelike in development
« Reply #952 on: November 07, 2009, 06:39:58 pm »

Below is a copy of my keybindings file, for all those without numberpads.
Spoiler (click to show/hide)
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!!&!!

Blaze

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Re: Prospector, a roguelike in development
« Reply #953 on: November 07, 2009, 06:54:55 pm »

Visual bug, being too close to the edge of the galaxy causes the system view to be shifted due to lack of space.

Spoiler (click to show/hide)

Oh, and auxilery jetpack fuel containers don't seem to work at all.
« Last Edit: November 07, 2009, 06:59:34 pm by Blaze »
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Little

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Re: Prospector, a roguelike in development
« Reply #954 on: November 07, 2009, 07:35:14 pm »

Found a bug.

Was playing as a pirate, and after a battle, there was some rapid screen scrolling, and then this appeared:

ERROR: Please inform the author and send him the file error.log
matthias.mennel@gmail.com
error #6 in 1466:SHOW_STARS C:/Prospector/src/ProsIO.bas

My save is still there, but when I select it the error appears. I was doing so well. :'(
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Jay

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Re: Prospector, a roguelike in development
« Reply #955 on: November 07, 2009, 07:52:56 pm »

Oh wow.  I completely forgot about this.  What have I missed since 0.6?  >.>
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Blaze

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Re: Prospector, a roguelike in development
« Reply #956 on: November 07, 2009, 09:29:19 pm »

Another bug, when you find an abandoned ship. You can skip the repair time by choosing no, then interacting with the ship again.
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Paul

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Re: Prospector, a roguelike in development
« Reply #957 on: November 07, 2009, 10:08:08 pm »

You might want make towing a little bit easier. It took me 6 tractor beams to tow a Destroyer 3 squares to a dock with a level 4 pilot. Luckily they paid me 10k, but even with such a big payoff I only netted about 2000 due to 500cr for each tractor beam and about 800 for each docking in wages to buy more beams. Plus I had the initial costs of having to kill off the previous inhabitants - a bunch of mushrooms that killed 9 of my security people.

This also makes towing in ships for 500 cr worthless, since it will cost you at least several tractor beams to get one in. I towed in a troop carrier and got paid 500 cr and I had to buy 2 additional beams to get it in. Also with a level 4 pilot.

You also might want to cut the wage costs for high level people a bit, or at least make it depend on the length of the journey. Maybe have it divide by 100 and multiply by the amount of turns since you docked? That way you'd pay the full amount every 100 turns, but if you're trying to trade or something and taking only 25 turns from station to station it doesn't charge you the full amount every time and you can actually pull a bit of a profit. Having to pay 800 every time I dock means I can't make any profits at all trading, and every excursion requires me to stay out a few hundred turns and make a fortune to pay for the wages. Lowering my wages just makes them retire at every single dock, which gets excessively annoying.
« Last Edit: November 07, 2009, 10:12:15 pm by Paul »
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Do you like Science Fiction? I'm writing the Weaveborn Saga over on Royal Road and my website. Link

Blaze

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Re: Prospector, a roguelike in development
« Reply #958 on: November 07, 2009, 10:55:17 pm »

The easiest way to clear a mushroom ship is to blow a hole in the hull.

Then collect the Biodata from the corpses for loads of profit.
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Neonivek

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Re: Prospector, a roguelike in development
« Reply #959 on: November 07, 2009, 11:05:36 pm »

Quote
My complaint is how lethal some aliens can be. Give them bows and they will wreck your armored and energy weapon armed screw any time

I do agree that a lot of the time these Aliens break my sense of emmersion when their primative abilities, small size, or Stone age technology trumps space age technology and highly trained personel.
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