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Author Topic: Prospector, a roguelike in development  (Read 285237 times)

magellan

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Re: Prospector, a roguelike in development
« Reply #1050 on: January 12, 2010, 05:17:52 pm »

Only works in space. So you can't do it while on a planet (obviously) or while at the station (less obviously, i confess)
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Maha

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Re: Prospector, a roguelike in development
« Reply #1051 on: January 12, 2010, 05:37:38 pm »

Ooh, I see. Thanks!
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Maha

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Re: Prospector, a roguelike in development
« Reply #1052 on: January 12, 2010, 09:31:32 pm »

Alright, one more: my level V shields are stuck at 2 points and aren't regenerating back. Repairing doesn't work, game won't let me buy them again or buy a weaker version.
Already tried saving the game and reloading, didn't work either.
Spoiler (click to show/hide)

edit: they do regenerate in battle (as long as I don't get hit, of course). Also, they seem to be level 6.
« Last Edit: January 12, 2010, 10:24:20 pm by Maha »
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penguinofhonor

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Re: Prospector, a roguelike in development
« Reply #1053 on: January 12, 2010, 09:49:23 pm »

So there seems to be a glitch where gathering information on plants makes your research score negative. I've had it go from over a hundred to negative twelve.
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terren

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Re: Prospector, a roguelike in development
« Reply #1054 on: January 12, 2010, 11:15:34 pm »

Got the same bug, reported it at the issues page.  Feal free to add your own comments and save file :)

http://code.google.com/p/rlprospector/issues/detail?id=73
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BishopX

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Re: Prospector, a roguelike in development
« Reply #1055 on: January 13, 2010, 03:49:13 pm »

Was your science officer dead? The captain can accomplish other officers roles he just has a -5 penalty. Which eliminates biodata.
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Maha

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Re: Prospector, a roguelike in development
« Reply #1056 on: January 18, 2010, 08:53:57 pm »

Please please please add a "buy this augment for everyone" option, buying four augments one at a time for all members in a crew of 50+ is horrible right now.
And in an unrelated note, pirate groups with 4+ battleships are just tantamount to a forced game over no matter what you're flying.
Spoiler (click to show/hide)
« Last Edit: January 18, 2010, 10:37:25 pm by Maha »
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magellan

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Re: Prospector, a roguelike in development
« Reply #1057 on: January 19, 2010, 12:44:27 am »

Just saw your post over at somethingawful and gotta say...
Spoiler (click to show/hide)
Balancing stuff is hard :/
Did you try to whittle them down from a distance? With your weapons you should be able to destroy one of the cruisers per turn, and battleships should be gone within 3 Turns tops. And with 5 Movement points they can't really close in. Just checking if tactics might have helped.
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Maha

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Re: Prospector, a roguelike in development
« Reply #1058 on: January 19, 2010, 03:33:44 am »

Just saw your post over at somethingawful and gotta say...
Spoiler (click to show/hide)
Balancing stuff is hard :/
Did you try to whittle them down from a distance? With your weapons you should be able to destroy one of the cruisers per turn, and battleships should be gone within 3 Turns tops. And with 5 Movement points they can't really close in. Just checking if tactics might have helped.

Oops, you read the SA post? Haha, I tried to be nicer here where I knew you'd read it and left the venting for there.
Yeah, I probably should have stayed at range and tried to pick them off one by one, it's basically what I tell myself everytime I die to pirates. But once I tried to escape, failed and got thrown in the middle of 3 Bs and a few Cs, at single-digit HP, it was all over.
Let me ask you, though:
Spoiler (click to show/hide)
Also I don't think the Seismograph does anything right now, and I'm pretty sure oxygen and jetpack fuel tanks are stacking. They weren't supposed to, right?
And to close, let me just say I've been playing the hell out of your game, I love it and can't wait for the next version!

edit: oh yeah, just remembered another bug:
Spoiler (click to show/hide)
« Last Edit: January 19, 2010, 03:40:54 am by Maha »
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magellan

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Re: Prospector, a roguelike in development
« Reply #1059 on: January 19, 2010, 05:10:20 am »

Hehe, no worries about the venting.
You are also not the first person to go "OMFG" at late game pirate fleets, and gave me an idea for an additional item. :)

How to stop pirates

Spoiler (click to show/hide)
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Keita

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Re: Prospector, a roguelike in development
« Reply #1060 on: January 19, 2010, 06:17:33 am »

It would be awesome if some one did an LP of this, as I'm really not understanding how this game works (game mechanic wise) I just seem to die in the first few minuets =/
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Gravity is a government conspiracy to keep us down

magellan

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Re: Prospector, a roguelike in development
« Reply #1061 on: January 19, 2010, 06:33:08 am »

There would be this:
http://forum.rpg.net/showthread.php?t=478840

Its slightly older and a tad on the humorous side though :) Also by some strange cooincidence i started watching Ghost in the Shell Stand Alone Society yesterday :)
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/

Keita

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Re: Prospector, a roguelike in development
« Reply #1062 on: January 19, 2010, 07:41:35 am »

There would be this:
http://forum.rpg.net/showthread.php?t=478840

Its slightly older and a tad on the humorous side though :) Also by some strange cooincidence i started watching Ghost in the Shell Stand Alone Society yesterday :)

Thanks and how cool. Hope you enjoy the series as much as I did.
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Gravity is a government conspiracy to keep us down

Maha

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Re: Prospector, a roguelike in development
« Reply #1063 on: January 19, 2010, 04:46:49 pm »

Bug: whenever I die and tell the game to save my character to file, it does so, but fails to make the "equipment" section, crashes in the process and reverts my game to just before my death. Then if I try to play that save, it kills me instantly for "ignoring the station commander's wishes", and puts me down in the highscore as "got blasted into atoms while trying to be a pirate".
Also, I don't think the "minimum safe distance to pirate planets" option in the configuration screen does anything, or at least not when I change it mid-game.
« Last Edit: January 19, 2010, 04:48:21 pm by Maha »
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Ampersand

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Re: Prospector, a roguelike in development
« Reply #1064 on: January 19, 2010, 09:38:04 pm »

If I may make a suggestion. As far as the galaxy map goes, I think it would be beneficial to traders to provide an item of some kind that will provide players with some way of knowing dangerous pirate infested areas to avoid. A buyable map of some kind.

Gameplay wise, you could make it a map-overlay. Just change the background tile colors to red or blue while the map is active to illustrate which areas are deemed relatively safe by patrol ships, and which areas are pirate controlled. This may be something that comes default if you play as a pirate.
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!!&!!
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