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91
Starward Rogue / Re: Starward Rogue Unlock Overhaul Brainstorming
« Last post by Logorouge on May 24, 2018, 02:10:50 PM »
The only system I can really compare it to is the scrolls and potions in Pixel Dungeon (which, yes, I realize points back farther all the way to Rogue).
It's much easier to compare it to Isaac's pills. Starting from there, the big problem with Starward (like you mentioned) would be their rarity vs the size of the existing selection. But that's an easy fix. Cut the fat, making sure unknowns are worth the risk and add new sources that can drop the circuits. Easy peasy. :) (Probations were in worse shape than that.)
92
Off Topic / Anyone experienced with programs to edit videos for youtube?
« Last post by chemical_art on May 24, 2018, 01:51:40 PM »
I am really late to the game, but I am developing an interest in uploading a videos to youtube for various things.

It turns out I already have the hardware for it, with 100's of GB's of solid state drive just being unused.

All I ineed now is a video editor. I can gather raw video, but the videos can last over 30 minutes and so need to be cut down so youtube uploads them at 1080p.

If anyone has any experience I could use a pointer.  I don't need professional stuff but I'm willing to drop 50 dollars or so for stuff that is easy to use and helps guide me through the process.
93
Starward Rogue / Re: Starward Rogue Unlock Overhaul Brainstorming
« Last post by Draco18s on May 24, 2018, 12:51:44 PM »
I imagine this would require engine work, although probably very basic. The main reason I'm not too excited about this one is that I really don't like the mysterious circuits...at all! Those need a big overhaul of some kind.

Yeah, they do. :\

The only system I can really compare it to is the scrolls and potions in Pixel Dungeon (which, yes, I realize points back farther all the way to Rogue). The main reason it works in Pixel Dungeon comes down to four things:

  • You can carry lots of items (like, twelve different things, its not a LOT but its more than two)
  • You can carry more than one of the same potion/scroll
  • There aren't that many possibilities
  • Potions generally come in two types: good for you and bad for them
  • Drinking a bad-for-them type IDs the potion and you get poisoned/set on fire/etc. Minor detriment for knowledge.
  • Throwing a good-for-you type IDs the potion (most of the time) and usually doesn't do much to the enemy. Minor detriment for knowledge.
  • Its usually best to drink any un-IDed potion you have when in a "safe" place, usually near a door and near water.
  • Most potions you have lots of (i.e. a stack of 4) are usually good-for-you
  • Some "secret" locations require a potion of a known type to get into, and depending on what it is, save the "I have one" to try out in that area. All rooms of these sort are guaranteed to make the dungeon generate the requisite potion elsewhere on the level (i.e. the bottom less pit room generates a potion of levitation, the barricaded library generates a potion of fire). These can provide hints.

Starward Rogue's mysterious circuits on the other hand are:
  • Rare. Even if you identify one, the likelyhood that you run into a second copy of that exact same circuit is vanishingly small
  • Either Good-for-You or Bad-for-You. Some of the good-for-you ones are also bad-for-them, but they're activated in the same way, so the distinction is less important.
    • Activating a Bad-for-You around enemies is BAD
    • Activating a Good-for-You-Bad-for-Them in a safe location is BAD
[/list] <-- no, I can't edit that out.
94
Starward Rogue / Re: Starward Rogue Unlock Overhaul Brainstorming
« Last post by Logorouge on May 24, 2018, 11:53:28 AM »
Hmmm, I'm not exactly sure what you have in mind, but I've already created a grenade launcher based on the one from SMASH TV which sounds quite similar.  So, maybe I've already created something like that. Maybe!
It would be closer to the Hornet mine, but you rapidly lay a grid of tiny mines behind/beneath you.
95
Starward Rogue / Re: Starward Rogue Unlock Overhaul Brainstorming
« Last post by Pepisolo on May 24, 2018, 10:52:37 AM »
Quote
-Swarm Mines (Energy Weapon): Low cost, high firerate, field of tiny low power mines. (Similar to Cluster Grenade in style for the mines)

Hmmm, I'm not exactly sure what you have in mind, but I've already created a grenade launcher based on the one from SMASH TV which sounds quite similar.  So, maybe I've already created something like that. Maybe!

Quote
-Oversol: Picking up healing while full gives temp HP that drop by 1 per new room entered. Incredibility?

Sounds cool, but I just can't see how I would implement that in the engine currently. It doesn't sound like an incredibility to me, though, just a really nice power up of some sort. Although I've always been a little unsure on what an incredibility should be like.

Quote
Mystery Solver/Circuit Analyst: Sac item, All mystery circuits effects known.

I imagine this would require engine work, although probably very basic. The main reason I'm not too excited about this one is that I really don't like the mysterious circuits...at all! Those need a big overhaul of some kind.

Quote
The list would be longer, but I kinda want to try and make some of them before suggesting.

Sounds good. Cheers!
96
AI War Classic / Re: Encapsulated/AI Co-Processors
« Last post by chemical_art on May 23, 2018, 11:32:54 PM »
Knocking out the command centers so the civilian leaders can stop increasing AIP which is a good start. Grab them later as you are able but don't rush it.

246 AIP is not game breaking, be calm and work through lowering the AIP.
97
AI War Classic / Re: Encapsulated/AI Co-Processors
« Last post by BadgerBadger on May 23, 2018, 11:13:28 PM »
So one thing about Spire Civilian Leaders is you don't need to capture the planets, you just have to kill the Command Station on those planets to make the planets neutral. My advice would be to deepstrike to take out the Spire Civilian Leader planets, then play defense until you can bring the AI Progress under control.

That said, I was never very good at AIWC.....
98
AI War Classic / Encapsulated/AI Co-Processors
« Last post by Commander Killswitch on May 23, 2018, 08:50:16 PM »
Hey all,

I rolled up a 40 planet encapsulated map and I picked the system where the ring and the larger circle of systems connect. I also had spire civilian leaders active. Two of the three (both on the ring) neighboring systems had AI Co-Processors. I took them early and obviously my AIP ballooned quickly, hampered further by the first tick of captive civilian leaders. An hour passed and I was nearing 100AIP. Now I'm nearing 5 hours with 9 planets and 246 AIP, accidentally destroyed a liberated civilian outpost, and there's still a bunch out there. What sucks is feel like I've got my military and defenses in a good position, but I've managed my AIP poorly. What's the best way forward? Try and deep strike the last two AI-Coprocessors? I've only got a few games under my belt so I'm not entirely sure about deepstrike mechanics, but I'm not sure if a very slow and systematic carving of connected territory like I usually do will work.

Thanks!
99
Starward Rogue / Re: Starward Rogue Unlock Overhaul Brainstorming
« Last post by Logorouge on May 23, 2018, 02:52:17 PM »
Here's a few things I would love to see in the game:

-Swarm Mines (Energy Weapon): Low cost, high firerate, field of tiny low power mines. (Similar to Cluster Grenade in style for the mines)

-Oversol: Picking up healing while full gives temp HP that drop by 1 per new room entered. Incredibility?

-Mystery Solver/Circuit Analyst: Sac item, All mystery circuits effects known.

That last one isn't much of a surprise I guess.  :P
The list would be longer, but I kinda want to try and make some of them before suggesting.
100
AI War II / Re: Double typing issue
« Last post by TechSY730 on May 22, 2018, 08:54:07 PM »
If I recall, this is a known bug in Unity for certain flavours of Linux. I believe this is https://issuetracker.unity3d.com/issues/linux-keystrokes-recorded-twice; you can see Chris posting on the bug report. I'm not sure if AIW2 is going to be able to move to a new enough version of Unity to pick up this bugfix, but it would be really nice if possible.

That said, it only affects some flavours of linux; I am on Fedora 27 and I've not seen these issues. What distro are you running?

Ok, so it is a known issue of sorts.
I can work around it. I dealt with glitchy text boxes on Linux in AI War 1 for many versions, I can deal with it again now. :P

Ubuntu 18.04 (well, actually, a distribution built on top of it, Pop!OS (System76's official distro)) for me.

TechSY730 -- fantastic to see you! :)

We're in the midst of an upheaval right now, but I greatly look forward to having you around during the post-pivot testing phase if you are.

Thanks, good to be back.

Oh my, how much have I missed in the year or so since I have popped in here? (Rhetorical question, don't feel like you need to answer)

Also, sorry for not being a bigger part of the Alpha phase, but I just couldn't get "into" it when all the keyboard shortcuts I had grown used to weren't implemented yet. :P
Hopefully I can give some feedback in the Beta though.

Quote
We should be able to move to a newer version of unity by the time we're reaching Early Access in July, if not sooner.  Upgrading is no longer so huge a time sink as it was before, since Keith no longer has to do as much to make it work.
[...]
I figure sometime in June might be ideal to make the switch, we'll see.

Ok, good to know that a potential fix (engine upgrade) is on the radar. Thanks
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