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Author Topic: Prospector, a roguelike in development  (Read 285247 times)

Tilla

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Re: Prospector, a roguelike in development
« Reply #960 on: November 07, 2009, 11:26:38 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.

Yah, it's sort of a civlization situation, where not just occasionally but OFTEN spearmen can take down mechanized infantry. I imagine there's a trope for that
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Neonivek

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Re: Prospector, a roguelike in development
« Reply #961 on: November 07, 2009, 11:28:58 pm »

Are you kidding there is a GAME based around the Concept: Civilisation 4

Ohh wait that is what you meant

If an Archer starts killing infantry (I can understand it going through forcefields) the arrows better be made out of some sort of material or the creature better be large enough that these arrows are like balistae
« Last Edit: November 07, 2009, 11:30:59 pm by Neonivek »
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Tilla

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Re: Prospector, a roguelike in development
« Reply #962 on: November 07, 2009, 11:32:55 pm »

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Micro102

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Re: Prospector, a roguelike in development
« Reply #963 on: November 07, 2009, 11:36:03 pm »

Getting elites is both awsome and scary. I got a sharp shooter and a Strong, but apparently they cost hundreds as when i docked i got a -626 credits. Thank got a hit a jackpot.
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magellan

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Re: Prospector, a roguelike in development
« Reply #964 on: November 08, 2009, 04:49:39 am »

Oh, and auxilery jetpack fuel containers don't seem to work at all.

Work fine here. 25 fuel without, 50 with. They aren't supposed to stack
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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 #965 on: November 08, 2009, 12:37:31 pm »

New bugs:

-Drifting spaceships don't have engines. While this may explain why they are drifting, it should make using them as your ship more difficult.

-Creatures in caves on airless worlds are still asphyxiating.

-Blowing holes in spaceship hulls leaves black squares rather than space.
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Paul

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Re: Prospector, a roguelike in development
« Reply #966 on: November 08, 2009, 03:09:11 pm »

Playing around with it a bit today I got this while engaging an unidentified sensor blip:
error #6 in  68:DISPBASE C:/Prospector/src/math.bas
error #12 in  -1:DISPBASE C:/Prospector/src/math.bas

This happens every pirate encounter. I think it might be related to the fact that I killed some pirates on a planet I explored, and apparently got rewarded for destroying a pirate base (10k).


On another note, is there any way to actually capture an alien scout ship? I managed to clear one out through extensive use of mines and grenades and the death of many many redshirts, but was disappointed to find that nothing on the ship let me claim it. I got a ton of money towing it in as salvage, but I was hoping to fly it as my own.
« Last Edit: November 08, 2009, 04:50:37 pm by Paul »
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Blaze

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Re: Prospector, a roguelike in development
« Reply #967 on: November 08, 2009, 05:17:21 pm »

I've got that error too, now my save game is completely unusable since the pirates just try to attack me every time I move. I only had 11,000 more credits to go...

As for those stranded ships, I'm pretty sure you can take over everything except the generation ship, which doesn't have an interactable bridge.
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magellan

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Re: Prospector, a roguelike in development
« Reply #968 on: November 08, 2009, 05:28:00 pm »

Playing around with it a bit today I got this while engaging an unidentified sensor blip:
error #6 in  68:DISPBASE C:/Prospector/src/math.bas
error #12 in  -1:DISPBASE C:/Prospector/src/math.bas

This happens every pirate encounter. I think it might be related to the fact that I killed some pirates on a planet I explored, and apparently got rewarded for destroying a pirate base (10k).


On another note, is there any way to actually capture an alien scout ship? I managed to clear one out through extensive use of mines and grenades and the death of many many redshirts, but was disappointed to find that nothing on the ship let me claim it. I got a ton of money towing it in as salvage, but I was hoping to fly it as my own.

Thanks for the bug reports. will look into... would it be possible to have one of those unusable savegames? That one looks wierd...

As for the alien scoutship: you need to find one that has been a little bit better preserved...
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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 #969 on: November 08, 2009, 06:32:39 pm »

I had an odd incident in which a pirate cruiser in an asteroid belt ran into my plasma stream, while firing it's weapons at me. It was destroyed, but my health also instantly dropped to zero.
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Micro102

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Re: Prospector, a roguelike in development
« Reply #970 on: November 08, 2009, 06:43:19 pm »

Is there a way to shoot at different angles. I find it unfair to have ranged units be able to shoot one tile down 3 tiles across, when i can only shoot diagonally or straight.

Also, anyone got a suggestion to escaping 2 prirate "C"s? Or am i dead....Also they can shoot at me when i can't even see them. I feel that without a destroyer i won't survive a space battle aganst a "C"
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BishopX

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Re: Prospector, a roguelike in development
« Reply #971 on: November 08, 2009, 06:51:44 pm »

If you toggle active sensors you should see them. Missiles help as well.
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Blaze

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Re: Prospector, a roguelike in development
« Reply #972 on: November 08, 2009, 07:13:58 pm »

Can we have an easier way to see which creatures are attacking you and which aren't?

"x"-> scroll to creature-> scroll down description is pretty tedious when you have to do it 5 times just to miss the message about it going hostile and ending up losing 12 people to it.
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Ampersand

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Re: Prospector, a roguelike in development
« Reply #973 on: November 08, 2009, 09:26:29 pm »

I had large bits of my inventory vanish after returning to a station with a large amount of resources.
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Micro102

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Re: Prospector, a roguelike in development
« Reply #974 on: November 08, 2009, 09:32:12 pm »

That sounds like retirement.
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