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Author Topic: Prospector, a roguelike in development  (Read 285189 times)

magellan

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Re: Prospector, a roguelike in development
« Reply #1095 on: January 26, 2010, 04:31:37 am »

Dead captain - If you still make it back to the ship, he will get better. If everybody else dies too it is game over.

... at least that is what is supposed to happen

Also: found the asteroid mining space battle bug. As good as fixed
« Last Edit: January 26, 2010, 04:50:11 am by magellan »
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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 #1096 on: January 26, 2010, 06:49:44 am »

Just found
Spoiler (click to show/hide)
Bug or intended?
Also, it seems the square metal rooms that appeared underground sometimes and used to be full of robots are now being generated empty.
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magellan

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Re: Prospector, a roguelike in development
« Reply #1097 on: January 26, 2010, 09:10:25 am »

They shouldn't be in a wall, but if it was
Spoiler (click to show/hide)
then they are in the right spot. Hope you have fun turning paradises into lifeless deserts :)
Also thanks for telling about the robots. Will have to look into that.

Oh, and
Spoiler (click to show/hide)
« Last Edit: January 26, 2010, 10:40:57 am by magellan »
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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 #1098 on: January 26, 2010, 11:25:55 am »

Nice, thank you. Yeah, that was the planet. E-mailing you an unrelated bug report, by the way.
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Run Comrades

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Re: Prospector, a roguelike in development
« Reply #1099 on: January 26, 2010, 03:08:12 pm »

I've been playing version 0.1.9 for a few days now (btw is this the most current version?) and have been loving this game.

I've only been playing as a pirate so far, just for kicks. It was a bit hard starting out, but I finally (after a dozen or so failed attempts) have a promising game going (around 3k turns, so still young).

I have noticed a bug playing as a pirate though. I've been trying to search this thread but so far every way I think to search comes up with no results.

The bug is this: I've taken over a merchant vessel I found drifting around that gives me room for redshirts. I noticed thought that in space battles, whenever I shoot a merchant vessel and I kill its crew, my redshirts die instead.

Example, the last battle I fought, I was fully staffed. 5 regular staff, 5 redshirts. I encounter a merchant ship and hit it with my railgun array. Four of their members get killed. I get shot a few times but shields hold. Eventually I destroyed the ship, but when I landed to refuel and whatnot four of my redshirts were dead instead.

edit: I can't be sure, but I think it happens regardless of the type of ship I attack, as long as I kill their crewmen in battle, mine die instead.
« Last Edit: January 26, 2010, 03:56:38 pm by Run Comrades »
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magellan

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Re: Prospector, a roguelike in development
« Reply #1100 on: January 26, 2010, 04:06:04 pm »

0.1.10 is the current version.
Thanks for the bugreports! I have declared this week to be the week of reckless insecticide, and am hoping to make some progress there.
Also: 3000 turns as a pirate is nothing to sneeze at i'd say.
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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 #1101 on: January 26, 2010, 08:20:52 pm »

The doctor in the tree planet (called Ted Rofes in my game) seems kinda bugged in general.
First, he's still on the planet and asking to join even after already having joined my crew. Second, when he joined he took over my previous doctor's augments and level, and now he displays level 6 even though he doesn't have the HP for it (only 6 with imp. metabolism), and won't level up anymore.
« Last Edit: January 26, 2010, 08:24:41 pm by Maha »
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quinnr

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Re: Prospector, a roguelike in development
« Reply #1102 on: January 26, 2010, 08:30:02 pm »

Looks fun! I'll try it while I wait for the next DF. >.<
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Logical2u

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Re: Prospector, a roguelike in development
« Reply #1103 on: January 26, 2010, 09:51:34 pm »

The doctor in the tree planet (called Ted Rofes in my game) seems kinda bugged in general.
First, he's still on the planet and asking to join even after already having joined my crew. Second, when he joined he took over my previous doctor's augments and level, and now he displays level 6 even though he doesn't have the HP for it (only 6 with imp. metabolism), and won't level up anymore.
I'm pretty sure the planet is random, as is the doctor.
I think the 1st one is a bug, since my science office seemed to work.
The augments are weird.
Level six is not uncommon - he's a rare, high level officer - for some reason I think the game only goes to level 5 or so, so he probably hit the HP/level cap?
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Run Comrades

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Re: Prospector, a roguelike in development
« Reply #1104 on: January 27, 2010, 04:09:36 pm »

Well I just booted up 1.10 for the first time just now.
My game as a pirate captain ended in the old version about ten minutes ago (after around 4.5k turns)...to accidentally not actually refueling on that gas giant like I thought I did.

Oh well, new toys to try out!

I have so far noticed something buggy while playing as a pirate again on 1.10.

This time it looks like when my crew members decide to leave when I go into the bar (which they never actually leave) their level jumps up to five.

It must have been a very good drink they were serving at the bar. :P
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Run Comrades

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Re: Prospector, a roguelike in development
« Reply #1105 on: January 27, 2010, 11:45:26 pm »

Now that's strange.

The thing happening with my officers "leaving" and then their level going up definitely did happen. But it doesn't seem to be happening in this particular play now.

I just had a gunner actually leave, and had to hire another one. Still playing pirate.

edit: okay so the bug happened again where, this time my science officer, decided to stay at the bar on the pirate base. Like before he didn't leave, and when I got to my ship his level was level 5.
« Last Edit: January 28, 2010, 01:03:32 am by Run Comrades »
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kcwong

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Re: Prospector, a roguelike in development
« Reply #1106 on: January 28, 2010, 01:38:57 am »

Prospector has gained yet another player. :)

My first scout ship was lost in 51 turns, when I tried to enter a gas cloud to get to the first star I saw.

Second one got the whole crew cooked in an ammonium geyser. Now I know exotic atmosphere can be pretty bad...

Third one is still alive and kicking, gained several thousands credits from scouting. Found a 100% safe planet with lots of resources, chased off another planet by a giant earthworm. Woot!
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Run Comrades

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Re: Prospector, a roguelike in development
« Reply #1107 on: January 28, 2010, 02:38:34 am »

On my pirate game still.

I am pretty sure this happened before on a previous game for this version.

I ran into a Cruiser Class ship that was stranded (which is the same class as the pirate cruiser)
Spoiler (click to show/hide)
.

After running into that ship it seems like I can't find or run into any more merchant convoys. I have been flying around an area that has been filled with them for a while and I don't run into anything.
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kcwong

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Re: Prospector, a roguelike in development
« Reply #1108 on: January 28, 2010, 11:15:45 am »

I have questions...

1) Can you sell personal equipment?

2) How can you tell if a certain armor/weapon is enough for critters you're going to face, other than from the price tag?

3) How you do use mining robots? I dropped them as the description said, but they never seem to dig up anything, even when I place them right next to some mountain/ore tiles.

I kept over-estimating my crew's personal combat prowess and thus getting them killed (couldn't even kill a sing herbivore lizard that wasn't even fighting back for many turns), so I don't have anyone with better skills. Makes it very difficult to land on rough planets or going through gas clouds.

Edit: Finally my pilot is skill 2, and I've got everyone a personal force field (layered version for captain). Hopefully that's enough for me to run away when I got attacked by critters.
« Last Edit: January 28, 2010, 11:32:04 am by kcwong »
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magellan

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Re: Prospector, a roguelike in development
« Reply #1109 on: January 28, 2010, 12:24:24 pm »

1) No. Actually... guess i am going to add a "buy all" guy somewhere, since a whole bunch of people seem to see this as a critical thing
2) Just pricetag actually. But I guess it would not hurt telling the player the value. Will add that
3) They actually don't do anything while you are on the planet, you have to leave and need to collect them again later. Propably should change that...

That said:
I do hope you know about the (T)actics command?
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Prospector, my space exploration roguelike:
http://code.google.com/p/rlprospector/
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