Cyberboy2000

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About Cyberboy2000

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Converted

  • Location It's a secret to nobody
  • Interests Espionage, cyberpunk, game design and mod making
  • Occupation Industrial tactical espionage

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  1. Duplicants are practically robots already (the word originally meant laborer), I see no need for automating their tasks. That being said, some more basic machinery could be interesting, say if the harvester was stationary and could only harvest crops in a small radius.
  2. Oh okay so wanting to have an easy mode is a big no-no but a hard mode is perfectly fine. It's perfect logic trust me.
  3. What do you mean? What part of it isn't backwards compatible?
  4. The way I see it, Golem is the ideal starting program for Seed, because you can consistently break 2 firewalls per turn with it. Yes, Lockpick 2.0 does the same thing, but Lockpick 2.0 is more expensive and cannot be chosen as a starting program. And if you can find another program that costs a relatively high amount of power, like Wisp, Hammer or Oracle, you can use seed on them instead and you'll be able to take advantage of Golem's decreasing cost. Mercenary on the other hand is great for any starting generator other than seed. You can break 8 firewalls per alarm level before it becomes worse value than Lockpick, something you are rarely able to do with another breaker, other than maybe Parasite or Golem, even taking into account that you'll sometimes have to hack a device with only 1 firewall. True, both of them fall of in use late game, but I don't think it's a big deal. It's a roguelike, so it's understandable that there are things meant to be used early on and then replaced.
  5. To be specific, this is the website you have to go to: https://oxygenalphagift.klei.com/
  6. Could you clarify? Is it enough to own Best Of Klei or are there other games as well?
  7. No, archive International does use TRG_ALARM_STATE_CHANGE, and TRG_ALARM_STATE_CHANGE does continue to trigger after alarm level 6. You should not use TRG_START_TURN to test for alarm change because that doesn't detect alarm change if alarm level increases by more than one during a turn, say because of a daemon or a heartmonitor. I believe your mistake comes from this line: local stage = self:getTrackerStage() if stage > self._trackerStage then self._trackerStage = stage but getTrackerStage can increase beyond alarm level 6 function simengine:getTrackerStage( tracker ) if not tracker then tracker = self:getTracker() end -- Note that self._tracker increases without cap; this is so alarm stages past TRACKER_MAXCOUNT continue to execute. -- The UI caps the tracker for display purposes only. There is therefore no limit on the stage this function returns. return math.floor( tracker / simdefs.TRACKER_INCREMENT ) end Those comments were made by the devs, not me by the way.
  8. That Faust idea sounds wonderful.
  9. Also, Charge Generators and Extended Charge Packs don't work correctly when reloading Widow's Kiss in Sniper mode (that same code used for the other types of reloads should work), and when thrown Translocators are labelled as Venom Mines, can be teleported to even if the exit is blocked, and cause guards to be alerted on sight. Not sure if that last one is intentional or not, it is has the laptop trait which as far as I know does nothing other than causing guards to be drawn to it. Maybe it should have the hidesInCover trait? This is code from Derek's Transport Beacon rewritten to fit the context: local cell = sim:getCell(targetUnit:getLocation()) if cell.impass > 0 or sim:getQuery().checkDynamicImpass(sim, cell) then return false, STRINGS.UI.REASON.BLOCKED end
  10. Small tweak update. Unfortunately I haven't been able to reproduce that glitch, wodzu, so if it happens again I'd gladly take a look at your savefile.
  11. Oh man, I haven't written any updates in a while because I thought it was boring, but that final mission? Here's my team going in: Here's right before I hack the Security Hub: And here's what it looked like by the time I got to the exit: I thought I was well prepared, but right as I have completed the Monst3r hack, I get a freaking Sleep daemon! Stealth goes out the window, magazines are emptied, darts fly and disrupters smoke. Watchdog leaves only one stressful turn for everyone to get out while guards are down. I'm very grateful I had two Combat Stims, and that I managed to take some heartmonitors out early on with an emp pack! And the best part is, it was entirely my fault! Because if I had remembered to use Reflect, I wouldn't have gotten that Sleep daemon (new least favourite daemon of all time) This mission serves as a reminder as to why I love this game so much, and why I started modding it.
  12. 100 pages, noot!
  13. Ah, you are modifying the original icebreak is that it? Well looking at the code you uploaded it's clear what the problem is. function Mod_icebreak:acquireTargets( self, targets, game, sim, unit ) Colon tells lua to insert self as the first parameter. All you have to do is either remove self as a parameter or replace the colon with a dot.
  14. Yes, that's what I meant. Take a look at how jackin does it. acquireTargets = function( self, targets, game, sim, abilityOwner, unit ) When you're jackin in manually, abilityOwner and unit are the same thing, because agents have the jackin ability. If an agent picks up an Accelerator chip, which also has the jackin ability, abilityOwner and unit are no longer the same, because unit is still referring to the agent but abilityOwner is referring to the Accelerator Chip. You are using code that expects abilityOwner to be an item when it actually is an agent. Hope that clears things up.
  15. Rip endless servers.