Go dig :)This week's seed: Happy MinerThe Weekly Seed is open to anyone. High scores are not the only feature of the runs and the main reason for putting this together is to share our experiences, stories, and tactics over the course of your run.
Rules are as follows:
- The Weekly Seed begins from the date this thread is posted and lasts about seven days.
- Make sure you are running the correct version of Cogmind (see thread subject).
- Enter the seed and abort your current game to initiate the seed (more details are below).
- Verify you are not running the tutorial and that the screenshot below of the Scrapyard and Level -10 matches your seed
- Play through the game once. This is a friendly competition and we are all honest people.
- When finished post your scoresheet here (it should be the newest file in /scores) and any other screenshots/stories/strategies you wish to share with the community.
- Due to the spoilerific nature of this thread do not read the comments if you are intending to participate and haven't played your run!
- Any scoresheets submitted after seven days will not be included.
- Good luck!
(https://i.imgur.com/eslGbBb.png)
(https://i.imgur.com/WzavzON.png)
HOW TO ENTER A SEEDPress F1 to go to the MENU, select OPTIONS, select Seed, and enter this week's seed:
(https://i.imgur.com/vx1UQW3.png)
Select GAME, select ABORT:
(https://i.imgur.com/cCLoJgu.png)
If you have followed the steps [Manual seed applied: Happy Miner] should display in the log window.
Congratulations on entering the seed, now get in there!
I won't be doing any intentional mining--that's up to Decker, I believe--but I will be streaming (http://www.twitch.tv/kyzrati/) this week's seed @ Wednesday 12/9, 10:30 PM EST.
I'm out of practice (again...) but I swear there will be revenge for last time!
Noooooooo...
The stream went extremely smoothly, and then shortly after entering -4/Factory I got completely surrounded by quite a few hostiles and had to drop everything and run (all because I didn't have any AOE, to be honest).
I managed to escape several times, and found lots of gear but nothing worth taking a stand with considering what was tracking me. And I was so busy talking about dying that I missed the fact that I was quite close to a chute :/. Argh. (Happylisk kindly screamed at me to point it out, but by then I was already game over!) I would've had to drop down at 80 integrity, but it would've been better than nothing :P
This time I was a five-legged beast. Next time I think I'll do a true heavy run instead.
Score 9,240
Cogmind - Alpha 4b
Name: Kyzrati
---[ CORE DESTROYED ]---
Performance
-------------
Evolutions (6) 3000
Robots Destroyed (143) 715
Value Destroyed (5305) 5305
Prototype IDs (11) 220
Alien Tech Identified (0) 0
Bonus (0) 0
TOTAL SCORE: 9240
Cogmind
---------
Core Integrity 0/1150
Matter 266/300
Energy 50/50
System Corruption 0%
Temperature Cool (0)
Location -4/Factory
Parts
-------
Power (3)
Propulsion (5)
Utility (7)
Weapon (4)
Autogun
Inventory
-----------
Improved Terrain Scanner
Large Storage Unit
Anti-matter Cannon
Peak State
------------
Power
Light Angular Momentum Engine
Micro Fission Core
Light Anti-Matter Reactor
Propulsion
Carbon-fiber Leg
Flexi-carbon Leg
Flexi-carbon Leg
Improved Carbon-fiber Leg
Utility
Advanced Power Amplifier
Improved Target Analyzer
Large Storage Unit
Advanced Heat Sink
Advanced Heat Sink
Remote Shield Generator
Weapon
High-powered Shock Rifle
Variable Charge Gun
KE Penetrator
Improved Arc Projector
[Rating: 86]
Favorites
-----------
Power Light Nuclear Core
Engine Light Ion Engine
Power Core Light Nuclear Core
Reactor Light Anti-Matter Reactor
Propulsion Aluminum Leg
Leg Aluminum Leg
Utility Small Storage Unit
Device Improved Heat Sink
Storage Small Storage Unit
Processor Terrain Scan Processor
Hackware Improved Footprint Analyzer
Protection Core Shielding
Weapon Gauss Rifle
Energy Gun Cooled Pulse Rifle
Energy Cannon Proton Cannon
Ballistic Gun Gauss Rifle
Ballistic Cannon Anti-matter Cannon
Launcher Rocket Launcher
Slashing Weapon Katana
Stats
-------
Classes Destroyed 13
Worker 9
Builder 12
Tunneler 4
Hauler 1
Recycler 9
Operator 1
Swarmer 23
Grunt 57
Brawler 1
Duelist 3
Sentry 12
Hunter 7
Programmer 4
NPCs Destroyed 0
Best Kill Streak 11
Combat Bots Only 10
Matter Collected 2690
Salvage Created 6206
Parts Attached 158
Power 24
Propulsion 37
Utility 41
Weapon 56
Parts Lost 79
Power 14
Propulsion 18
Utility 22
Weapon 25
Average Slot Usage (%) 85
Naked Turns 137
Spaces Moved 2624
Fastest Speed (%) 200
Average Speed (%) 90
Slowest Speed (%) 52
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 1
Cave-ins Triggered 0
Teleports 0
Heaviest Build 70
Greatest Overweight (x) 3
Average Overweight (x) 0
Largest Inventory 10
Most Items Carried 10
Average Items Carried 6
Core Damage Taken 2113
Average Core Remaining (%) 73
Depth 10 End 68
Depth 9 End 96
Depth 8 End 66
Depth 7 End 40
Depth 6 End 78
Depth 5 End 91
Volleys Fired 273
Largest 4
Hottest 233
Shots Fired 544
Gun 487
Cannon 27
Launcher 30
Special 0
Kinetic 294
Thermal 81
Explosive 30
Electromagnetic 139
Shots Hit Robots 404
Core Hits 262
Overload Shots 12
Energy Bleed 1
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 40
Impact 0
Slashing 40
Piercing 0
Damage Inflicted 13380
Projectiles 7611
Explosions 4779
Melee 984
Ramming 6
Kinetic 4124
Thermal 2684
Explosive 3148
Electromagnetic 2434
Impact 0
Slashing 984
Piercing 0
Self-Inflicted Damage 268
Shots 6
Rammed 1
Highest Temperature 357
Average Temperature 51
Shutdowns 0
Energy Bleed 0
Interference 3
Matter Decay 0
Short Circuit 0
Damage (minor) 0
Damage (major) 0
Damage (core) 0
Highest Corruption 3
Average Corruption 2
Message Errors 6
Parts Rejected 0
Data loss (map) 2
Data loss (database) 3
Misfires 0
Misdirections 2
Targeting Errors 3
Weapon Failures 0
Depth 6 End 3
Depth 5 End 3
Haulers Intercepted 1
Robots Corrupted 12
Robots Melted 0
Power Chain Reactions 0
Tactical Retreats 20
Communications Jammed 0
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 0
Drone Recoveries 0
Derelicts Assembled 0
Traps Triggered 0
Indirectly 0
Trap Hack Attempts 0
Triggered 0
Disarmed 0
Reprogrammed 0
Reused 0
Machine Familiarity 10
Terminals 8
Fabricators 1
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 1
Machines Hacked 10
Terminals 8
Fabricators 1
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 1
Total Hacks 24
Successful 10
Failed 14
Catastrophic 1
Database Lockouts 0
Manual 8
Unauthorized 8
Terminals 17
Fabricators 3
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 4
Terminal Hacks 5
Record 0
Part Schematic 0
Robot Schematic 0
Robot Analysis 0
Prototype ID Bank 1
Open Door 0
Level Access Points 0
Branch Access Points 0
Emergency Access Points 0
Machine Index 0
Terminal Index 0
Fabricator Index 0
Repair Station Index 0
Recycling Unit Index 0
Scanalyzer Index 0
Garrison Index 0
Alert Level 3
Unreport Threat 1
Locate Traps 0
Disarm Traps 0
Reprogram Traps 0
Dispatch Records 0
Maintenance Status 0
Security Status 0
Surveillance Status 0
Patrol Status 0
Transport Status 0
Investigation Status 0
Extermination Status 0
Reinforcement Status 0
Assault Status 0
Recall Investigation 0
Recall Extermination 0
Recall Reinforcements 0
Recall Assault 0
Hauler Manifests 0
Registered Components 0
Registered Prototypes 0
Zone Layout 0
Sector Layout 0
Machine Controls 0
Hacking Detections 3
Full Trace Events 0
Feedback Events 0
Feedback Corruption 0
Feedback Part Disabled 0
Feedback Blocked 0
Garrisons Disabled 1
Garrisons Compromised 0
Robot Schematics Acquired 0
Robots Built 0
Total Robot Build Rating 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 0
Parts Built 0
Total Part Build Rating 0
Part Fabrication Matter 0
Part Fabrication Time 0
Parts Repaired 0
Part Repair Time 0
Parts Recycled 0
Recycled Matter 0
Retrieved Matter 0
Parts Scanalyzed 0
Part Schematics Acquired 0
Parts Damaged 0
Robot Analysis Total 0
Robots Rewired 0
Robots Hacked 0
Non-combat 0
Combat 0
Parse 0
Link 0
Rebooted 0
Overloaded 0
Assimilated 0
Manual 0
Secondary 0
Robot Hack Failures 0
Allies Hacked 0
Hacks Repelled 0
Total Allies 0
Largest Group 0
Highest-Rated Group 0
Highest-Rated Ally 0
Total Orders 0
STAY 0
GOTO 0
ROAM 0
FOLLOW 0
GUARD 0
AID 0
BUILD 0
TUNNEL 0
DROP 0
PICKUP 0
COLLECT 0
EXPLORE 0
RETURN 0
Terraforming Orders 0
Walls Built 0
Walls Tunneled 0
Ally Attacks 0
Total Damage 0
Kills 0
Allies Corrupted 0
Allies Melted 0
Peak Influence 710
Average Influence 237
Final Influence 300
Maximum Alert Level 3
Low Security (%) 41
Level 1 44
Level 2 13
Level 3 0
Level 4 0
Level 5 0
Squads Dispatched 17
Investigation 2
Extermination 3
Reinforcement 9
Assault 0
Garrison 3
Exploration Rate (%) 19
Regions Visited 8
Garrisons Visited 0
Relays Disabled 0
Generators Disabled 0
Turns Passed 4688
Depth 11 69
Depth 10 413
Depth 9 432
Depth 8 625
Depth 7 1201
Depth 6 862
Depth 5 784
Depth 4 302
Scrapyard 69
Materials 1470
Factory 3149
Prototype IDs
---------------
Heavy Deuterium Engine
Advanced Beam Rifle
Cooled Pulse Rifle
Improved EM Shotgun
Heavy EM Shotgun
Improved Assault Rifle
Anti-matter Cannon
Rocket Array
Experimental Signal Interpreter
Advanced Power Amplifier
Precision Energy Filter
Improved Footprint Analyzer
Alien Tech Recovered
----------------------
None
Game
------
Seed: Happy Miner
^Manual?: 1
Play Time: 75 min
Sessions: 1
Mod: N/A
Game No.: 9
ASCII: 0
Keyboard: 1
Movement: Numpad
Fullscreen: 1
Font: 20/Cogmind
Map View: 66x50
eugh. got surrounded really early by mercenaries - maybe stepped on an alarm trap or something that I didn't notice.
Spoiler
Cogmind - Alpha 4b
Name: karlnp
---[ CORE DESTROYED ]---
Performance
-------------
Evolutions (0) 0
Robots Destroyed (8) 40
Value Destroyed (161) 161
Prototype IDs (0) 0
Alien Tech Identified (0) 0
Bonus (0) 0
TOTAL SCORE: 201
Cogmind
---------
Core Integrity 0/250
Matter 277/300
Energy 50/50
System Corruption 0%
Temperature Cool (2)
Location -10/Materials
Parts
-------
Power (1)
Propulsion (2)
Utility (2)
Core Shielding
Weapon (2)
Inventory
-----------
Empty
Peak State
------------
Power
Light Ion Engine
Propulsion
Aluminum Leg
Aluminum Leg
Utility
Large Matter Storage Unit
Light Armor Plating
Weapon
Assault Rifle
Assault Rifle
[Rating: 7]
Favorites
-----------
Power Light Ion Engine
Engine Light Ion Engine
Propulsion Aluminum Leg
Wheel Compact Wheel
Leg Aluminum Leg
Utility Large Matter Storage Unit
Storage Large Matter Storage Unit
Protection Light Armor Plating
Weapon Assault Rifle
Energy Gun Medium Laser
Ballistic Gun Assault Rifle
Special Melee Weapon Datajack
Stats
-------
Classes Destroyed 3
Recycler 1
Swarmer 4
Grunt 3
NPCs Destroyed 0
Best Kill Streak 3
Combat Bots Only 3
Matter Collected 417
Salvage Created 299
Parts Attached 16
Power 2
Propulsion 3
Utility 4
Weapon 7
Parts Lost 13
Power 2
Propulsion 2
Utility 3
Weapon 6
Average Slot Usage (%) 73
Naked Turns 7
Spaces Moved 350
Fastest Speed (%) 200
Average Speed (%) 117
Slowest Speed (%) 66
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 0
Cave-ins Triggered 0
Teleports 0
Heaviest Build 13
Greatest Overweight (x) 3
Average Overweight (x) 0
Largest Inventory 4
Most Items Carried 4
Average Items Carried 2
Core Damage Taken 261
Average Core Remaining (%) 0
Volleys Fired 37
Largest 2
Hottest 50
Shots Fired 44
Gun 44
Cannon 0
Launcher 0
Special 0
Kinetic 41
Thermal 3
Explosive 0
Electromagnetic 0
Shots Hit Robots 44
Core Hits 11
Overload Shots 0
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 21
Impact 0
Slashing 0
Piercing 0
Damage Inflicted 345
Projectiles 345
Explosions 0
Melee 0
Ramming 0
Kinetic 319
Thermal 26
Explosive 0
Electromagnetic 0
Impact 0
Slashing 0
Piercing 0
Self-Inflicted Damage 0
Shots 0
Rammed 0
Highest Temperature 49
Average Temperature 24
Shutdowns 0
Energy Bleed 0
Interference 0
Matter Decay 0
Short Circuit 0
Damage (minor) 0
Damage (major) 0
Damage (core) 0
Highest Corruption 0
Average Corruption 0
Message Errors 0
Parts Rejected 0
Data loss (map) 0
Data loss (database) 0
Misfires 0
Misdirections 0
Targeting Errors 0
Weapon Failures 0
Haulers Intercepted 0
Robots Corrupted 0
Robots Melted 0
Power Chain Reactions 0
Tactical Retreats 1
Communications Jammed 0
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 0
Drone Recoveries 0
Derelicts Assembled 0
Traps Triggered 0
Indirectly 0
Trap Hack Attempts 0
Triggered 0
Disarmed 0
Reprogrammed 0
Reused 0
Machine Familiarity 2
Terminals 1
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 1
Garrison Access 0
Machines Hacked 2
Terminals 1
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 1
Garrison Access 0
Total Hacks 7
Successful 5
Failed 2
Catastrophic 1
Database Lockouts 0
Manual 1
Unauthorized 0
Terminals 5
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 2
Garrison Access 0
Terminal Hacks 3
Record 3
Part Schematic 0
Robot Schematic 0
Robot Analysis 0
Prototype ID Bank 0
Open Door 0
Level Access Points 0
Branch Access Points 0
Emergency Access Points 0
Machine Index 0
Terminal Index 0
Fabricator Index 0
Repair Station Index 0
Recycling Unit Index 0
Scanalyzer Index 0
Garrison Index 0
Alert Level 0
Unreport Threat 0
Locate Traps 0
Disarm Traps 0
Reprogram Traps 0
Dispatch Records 0
Maintenance Status 0
Security Status 0
Surveillance Status 0
Patrol Status 0
Transport Status 0
Investigation Status 0
Extermination Status 0
Reinforcement Status 0
Assault Status 0
Recall Investigation 0
Recall Extermination 0
Recall Reinforcements 0
Recall Assault 0
Hauler Manifests 0
Registered Components 0
Registered Prototypes 0
Zone Layout 0
Sector Layout 0
Machine Controls 0
Hacking Detections 2
Full Trace Events 1
Feedback Events 0
Feedback Corruption 0
Feedback Part Disabled 0
Feedback Blocked 0
Garrisons Disabled 0
Garrisons Compromised 0
Robot Schematics Acquired 0
Robots Built 0
Total Robot Build Rating 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 1
Parts Built 0
Total Part Build Rating 0
Part Fabrication Matter 0
Part Fabrication Time 0
Parts Repaired 0
Part Repair Time 0
Parts Recycled 0
Recycled Matter 0
Retrieved Matter 0
Parts Scanalyzed 1
Part Schematics Acquired 1
Parts Damaged 0
Robot Analysis Total 0
Robots Rewired 0
Robots Hacked 0
Non-combat 0
Combat 3
Parse 1
Link 1
Rebooted 1
Overloaded 0
Assimilated 0
Manual 0
Secondary 0
Robot Hack Failures 2
Allies Hacked 0
Hacks Repelled 0
Total Allies 0
Largest Group 0
Highest-Rated Group 0
Highest-Rated Ally 0
Total Orders 0
STAY 0
GOTO 0
ROAM 0
FOLLOW 0
GUARD 0
AID 0
BUILD 0
TUNNEL 0
DROP 0
PICKUP 0
COLLECT 0
EXPLORE 0
RETURN 0
Terraforming Orders 0
Walls Built 0
Walls Tunneled 0
Ally Attacks 0
Total Damage 0
Kills 0
Allies Corrupted 0
Allies Melted 0
Peak Influence 117
Average Influence 43
Final Influence 0
Maximum Alert Level 0
Low Security (%) 100
Level 1 0
Level 2 0
Level 3 0
Level 4 0
Level 5 0
Squads Dispatched 1
Investigation 1
Extermination 0
Reinforcement 0
Assault 0
Garrison 0
Exploration Rate (%) 17
Regions Visited 2
Garrisons Visited 0
Relays Disabled 0
Generators Disabled 0
Turns Passed 515
Depth 11 120
Depth 10 395
Scrapyard 120
Materials 395
Prototype IDs
---------------
None
Alien Tech Recovered
----------------------
None
Game
------
Seed: Happy Miner
^Manual?: 1
Play Time: 6 min
Sessions: 1
Mod: N/A
Game No.: 10
ASCII: 1
Keyboard: 1
Movement: Vi
Fullscreen: 1
Font: 18/Cogmind
Map View: 76x50
X=9943969629339210001886803800
000030333900350089030838000333
011000168330506311300030651309
090088776008038010163068097390
131100868008168880030080031190
170000383608030080183900038000
000000830008038080030800038003
800080000003059330839800331000
000000830008030080030800038000
000000833808030080030300038000
018000830883030000030800038000
000000830008030833190880008300
030908330003310089838383008059
8900593788038018776936
Tried to use the pile of Datajacks to hack some robots, but I had a really low percentage... I suppose the idea is to find hacking ware and then hack garrison units (or what have you), but the percentages are so low I don't know how it's doable. I did just start playing yesterday, though.
Datajack hacking of robots is tough without any additional supporting gear, especially so at the very beginning. Not really recommended. And certainly with aid from a Garrison it can become quite easy, so much so that you can own nearly everyone you meet, but it's not easy to achieve that.
It's more possible around the mid-game, and in the future will probably be a more viable strategy overall once we overhaul the hacking gear using one of the methods being discussed (http://www.gridsagegames.com/forums/index.php?topic=348.0).
And we should all be using the tt BBCode to format our scores so nicely like you :P
Yeah, it was more out of desperation rather than a real attempt - but it was disheartening nonetheless, as it feels like it should function as a last-ditch gambit or backstab and I'm not sure where its place is in the playstyle spectrum currently. It seems like it should be a 'controller' or pet player tool, or an applicator for debuffs (and indeed rebooting was very useful and kept me alive a few turns longer than it would have otherwise.)
But it's also an alpha, so I'm hesitant to speculate too much.
Quote from: Kyzrati on December 10, 2015, 11:33:50 PM
And we should all be using the tt BBCode to format our scores so nicely like you :P
Yeah, I'm a trendsetter.
Simple things like rebooting are just about all you'll be able to manage at that point.
By comparison, turning a hostile into an ally, or outright destroying them, are both extremely powerful, so they'll always be tough unless you are dedicated / built for it. In theory you can be more effective--it depends on whether you find the right parts (but good hacking parts are tough to come by, which is why we sorta need to change something to retain their long-term effectiveness, otherwise you're likely to lose them before long).
While it would be beneficial to beginners to remove some items that aren't as easy to use without more experience, this would negatively affect the experienced players :/. For example, I'll sometimes carry around a Datajack found in the early game for a while, in case it comes in handy in later areas (so I don't have to go looking for one).
And don't forget they also have other important uses, like disabling traps!
Yeah, certainly. I might try this seed again while waiting for Clion to fix itself.
Description:
Spoiler
I did a combat build and everything was going smoothly until I decided to go to the mines on -9 at a whim. This was a huge mistake and ultimately cost me the game. A bunch of infestation spawned right next to me, but luckily they got distracted by some demolishers. Ran in the opposite direction only to discover I was pinned in the starting area. I waited it out until the sounds of combat died out. Then I slowly began to explore again. Ran into some pests, lost all of my spare parts and had to ram a few of them and barely made it out of the mines. I went from medium storage unit and like 5 extra weapons down to practically nothing. The rest I ran pretty much like a skeleton with one engine and one flight unit, zipping over all the patrols I could (since I had no weapons). Found a staircase but it led to storage. I zipped around a lot looking for the exit, aggroing defender after defender. I was kind of impressed with the huge crowd I managed to get following me, and I utterly got demolished after my last flight unit was destroyed. I knew the risk of the mines but I think I'll be more cautious in future weekly seeds.
Score log:
Spoiler
Cogmind - Alpha 4b
Name: SquigglyJ
---[ CORE DESTROYED ]---
Performance
-------------
Evolutions (2) 1000
Robots Destroyed (55) 275
Value Destroyed (1106) 1106
Prototype IDs (2) 40
Alien Tech Identified (0) 0
Bonus (0) 0
TOTAL SCORE: 2421
Cogmind
---------
Core Integrity 0/550
Matter 300/300
Energy 50/50
System Corruption 0%
Temperature Cool (18)
Location -8/Storage
Parts
-------
Power (2)
Propulsion (2)
Utility (3)
Weapon (4)
Inventory
-----------
Aluminum Leg
Medium Storage Unit
Peak State
------------
Power
Improved Ion Engine
Propulsion
Light Treads
Light Treads
Utility
Core Shielding
Hardened Light Armor Plating
Signal Interpreter
Weapon
Light Assault Rifle
Small Laser
Heavy Assault Rifle
[Rating: 12]
Favorites
-----------
Power Light Ion Engine
Engine Light Ion Engine
Power Core Light Nuclear Core
Propulsion Light Treads
Treads Light Treads
Leg Improved Aluminum Leg
Flight Unit Flight Unit
Utility Core Shielding
Device Improved Terrain Scanner
Storage Medium Storage Unit
Processor Signal Interpreter
Protection Core Shielding
Weapon Light Assault Rifle
Energy Gun Small Laser
Energy Cannon Beam Cannon
Ballistic Gun Light Assault Rifle
Stats
-------
Classes Destroyed 9
Worker 2
Builder 3
Tunneler 3
Recycler 4
Watcher 2
Swarmer 21
Grunt 15
Duelist 1
Sentry 4
NPCs Destroyed 0
Best Kill Streak 7
Combat Bots Only 6
Matter Collected 1113
Salvage Created 1654
Parts Attached 64
Power 13
Propulsion 11
Utility 14
Weapon 26
Parts Lost 47
Power 10
Propulsion 11
Utility 6
Weapon 20
Average Slot Usage (%) 83
Naked Turns 5
Spaces Moved 1819
Fastest Speed (%) 370
Average Speed (%) 149
Slowest Speed (%) 28
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 22
Cave-ins Triggered 1
Teleports 0
Heaviest Build 26
Greatest Overweight (x) 6
Average Overweight (x) 0
Largest Inventory 8
Most Items Carried 8
Average Items Carried 3
Core Damage Taken 1044
Average Core Remaining (%) 28
Depth 10 End 46
Depth 9 End 10
Volleys Fired 154
Largest 3
Hottest 138
Shots Fired 323
Gun 317
Cannon 6
Launcher 0
Special 0
Kinetic 228
Thermal 84
Explosive 0
Electromagnetic 11
Shots Hit Robots 185
Core Hits 98
Overload Shots 0
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 0
Impact 0
Slashing 0
Piercing 0
Damage Inflicted 2577
Projectiles 2476
Explosions 80
Melee 0
Ramming 21
Kinetic 1668
Thermal 665
Explosive 80
Electromagnetic 143
Impact 0
Slashing 0
Piercing 0
Self-Inflicted Damage 82
Shots 1
Rammed 22
Highest Temperature 164
Average Temperature 29
Shutdowns 0
Energy Bleed 0
Interference 0
Matter Decay 0
Short Circuit 0
Damage (minor) 0
Damage (major) 0
Damage (core) 0
Highest Corruption 2
Average Corruption 2
Message Errors 0
Parts Rejected 0
Data loss (map) 0
Data loss (database) 0
Misfires 0
Misdirections 1
Targeting Errors 0
Weapon Failures 0
Depth 9 End 2
Haulers Intercepted 0
Robots Corrupted 0
Robots Melted 0
Power Chain Reactions 0
Tactical Retreats 7
Communications Jammed 0
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 0
Drone Recoveries 0
Derelicts Assembled 0
Traps Triggered 0
Indirectly 0
Trap Hack Attempts 0
Triggered 0
Disarmed 0
Reprogrammed 0
Reused 0
Machine Familiarity 11
Terminals 11
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 0
Machines Hacked 11
Terminals 11
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 0
Total Hacks 24
Successful 8
Failed 16
Catastrophic 3
Database Lockouts 0
Manual 6
Unauthorized 0
Terminals 24
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 0
Terminal Hacks 8
Record 0
Part Schematic 0
Robot Schematic 0
Robot Analysis 0
Prototype ID Bank 0
Open Door 1
Level Access Points 0
Branch Access Points 0
Emergency Access Points 0
Machine Index 0
Terminal Index 0
Fabricator Index 0
Repair Station Index 0
Recycling Unit Index 0
Scanalyzer Index 0
Garrison Index 0
Alert Level 2
Unreport Threat 1
Locate Traps 1
Disarm Traps 0
Reprogram Traps 0
Dispatch Records 1
Maintenance Status 0
Security Status 0
Surveillance Status 0
Patrol Status 0
Transport Status 0
Investigation Status 0
Extermination Status 0
Reinforcement Status 0
Assault Status 0
Recall Investigation 0
Recall Extermination 0
Recall Reinforcements 0
Recall Assault 0
Hauler Manifests 0
Registered Components 1
Registered Prototypes 0
Zone Layout 0
Sector Layout 0
Machine Controls 0
Hacking Detections 11
Full Trace Events 1
Feedback Events 0
Feedback Corruption 0
Feedback Part Disabled 0
Feedback Blocked 0
Garrisons Disabled 0
Garrisons Compromised 0
Robot Schematics Acquired 0
Robots Built 0
Total Robot Build Rating 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 0
Parts Built 0
Total Part Build Rating 0
Part Fabrication Matter 0
Part Fabrication Time 0
Parts Repaired 0
Part Repair Time 0
Parts Recycled 0
Recycled Matter 0
Retrieved Matter 0
Parts Scanalyzed 0
Part Schematics Acquired 0
Parts Damaged 0
Robot Analysis Total 0
Robots Rewired 0
Robots Hacked 0
Non-combat 0
Combat 0
Parse 0
Link 0
Rebooted 0
Overloaded 0
Assimilated 0
Manual 0
Secondary 0
Robot Hack Failures 0
Allies Hacked 0
Hacks Repelled 0
Total Allies 0
Largest Group 0
Highest-Rated Group 0
Highest-Rated Ally 0
Total Orders 0
STAY 0
GOTO 0
ROAM 0
FOLLOW 0
GUARD 0
AID 0
BUILD 0
TUNNEL 0
DROP 0
PICKUP 0
COLLECT 0
EXPLORE 0
RETURN 0
Terraforming Orders 0
Walls Built 0
Walls Tunneled 0
Ally Attacks 0
Total Damage 0
Kills 0
Allies Corrupted 0
Allies Melted 0
Peak Influence 193
Average Influence 54
Final Influence 0
Maximum Alert Level 0
Low Security (%) 100
Level 1 0
Level 2 0
Level 3 0
Level 4 0
Level 5 0
Squads Dispatched 9
Investigation 1
Extermination 0
Reinforcement 8
Assault 0
Garrison 0
Exploration Rate (%) 36
Regions Visited 6
Garrisons Visited 0
Relays Disabled 0
Generators Disabled 0
Turns Passed 3019
Depth 11 215
Depth 10 1222
Depth 9 1255
Depth 8 327
Scrapyard 215
Materials 2084
Mines 428
Storage 292
Prototype IDs
---------------
Heavy Ion Engine
Improved VTOL Module
Alien Tech Recovered
----------------------
None
Game
------
Seed: Happy Miner
^Manual?: 1
Play Time: 42 min
Sessions: 1
Mod: N/A
Game No.: 74
ASCII: 0
Keyboard: 0
Movement: Numpad
Fullscreen: 1
Font: 12/Cogmind
Map View: 83x54
X=9915155854222410444801380047
004031474444147048817047448404
475517740131484110000447071070
084740770081047041051457005037
770431540110440745570484140447
304084477571740704447554400158
344404444447837147754410030500
850047414310110081314440444114
014404441444430444444044414410
004440470004044414540740418444
415044440404414440410044114444
404444410044440104414404444440
414444044444474444440444414044
444404414440444444014403704440
411414744084374504700440710300
708040181301883717178745441573
17410544400138840
Spoiler
Still, bravo for surviving the infestation!
I almost think we should award points for that, but only if they actually spotted you, since the entire thing could play out beyond where it matters to you.
Tried an all-propulsion challenge: only propulsion slots can be added. Died in -4 after getting surrounded. Surprisingly, one power source is enough. Heat is a problem when shooting.
Spoiler
Cogmind - Alpha 4b
Name: Decker
---[ CORE DESTROYED ]---
Performance
-------------
Evolutions (6) 3000
Robots Destroyed (201) 1005
Value Destroyed (7178) 7178
Prototype IDs (14) 280
Alien Tech Identified (0) 0
Bonus (0) 0
TOTAL SCORE: 11463
Cogmind
---------
Core Integrity 0/1150
Matter 247/300
Energy 120/120
System Corruption 15%
Temperature Cool (8)
Location -4/Factory
Parts
-------
Power (1)
Micro Fission Core
Propulsion (14)
Utility (2)
Weapon (2)
Autogun
High-powered Shock Rifle
Inventory
-----------
Empty
Peak State
------------
Power
Fission Core
Propulsion
Flexi-carbon Leg
Carbon-fiber Leg
VTOL Module
Improved Medium Treads
VTOL Module
Carbon-fiber Leg
Medium Treads
Carbon-fiber Leg
Field Propulsion Drive
Heavy Treads
Medium Treads
Field Propulsion Array
Utility
Large Storage Unit
Large Storage Unit
Weapon
Tesla Rifle
Tesla Rifle
[Rating: 82]
Favorites
-----------
Power Fission Core
Engine Improved Ion Engine
Power Core Fission Core
Propulsion Light Treads
Treads Light Treads
Wheel Wheel
Leg Carbon-fiber Leg
Hover Unit Gravmag System
Flight Unit Improved VTOL Module
Utility Medium Storage Unit
Storage Medium Storage Unit
Protection Light Armor Plating
Weapon High-powered Shock Rifle
Energy Gun High-powered Shock Rifle
Energy Cannon Compact Ion Cannon
Ballistic Gun Improved Assault Rifle
Ballistic Cannon Advanced Assault Cannon
Launcher Rocket Launcher
Stats
-------
Classes Destroyed 16
Worker 22
Builder 13
Tunneler 1
Hauler 10
Recycler 23
Operator 2
Watcher 2
Swarmer 25
Grunt 61
Brawler 4
Duelist 5
Sentry 15
Hunter 7
Programmer 9
Behemoth 1
Assembled 1
NPCs Destroyed 0
Best Kill Streak 14
Combat Bots Only 9
Matter Collected 4111
Salvage Created 9574
Parts Attached 213
Power 20
Propulsion 101
Utility 20
Weapon 72
Parts Lost 103
Power 11
Propulsion 57
Utility 6
Weapon 29
Average Slot Usage (%) 92
Naked Turns 4
Spaces Moved 4774
Fastest Speed (%) 333
Average Speed (%) 134
Slowest Speed (%) 52
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 0
Cave-ins Triggered 0
Teleports 0
Heaviest Build 49
Greatest Overweight (x) 14
Average Overweight (x) 0
Largest Inventory 16
Most Items Carried 16
Average Items Carried 9
Core Damage Taken 2662
Average Core Remaining (%) 59
Depth 10 End 41
Depth 9 End 80
Depth 8 End 64
Depth 7 End 81
Depth 6 End 13
Depth 5 End 78
Volleys Fired 550
Largest 2
Hottest 225
Shots Fired 1037
Gun 697
Cannon 333
Launcher 7
Special 0
Kinetic 451
Thermal 359
Explosive 7
Electromagnetic 220
Shots Hit Robots 777
Core Hits 366
Overload Shots 5
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 0
Impact 0
Slashing 0
Piercing 0
Damage Inflicted 20757
Projectiles 17657
Explosions 3100
Melee 0
Ramming 0
Kinetic 7768
Thermal 7407
Explosive 1698
Electromagnetic 3884
Impact 0
Slashing 0
Piercing 0
Self-Inflicted Damage 460
Shots 13
Rammed 0
Highest Temperature 415
Average Temperature 68
Shutdowns 1
Energy Bleed 0
Interference 3
Matter Decay 0
Short Circuit 0
Damage (minor) 0
Damage (major) 0
Damage (core) 0
Highest Corruption 15
Average Corruption 3
Message Errors 10
Parts Rejected 2
Data loss (map) 11
Data loss (database) 3
Misfires 1
Misdirections 0
Targeting Errors 2
Weapon Failures 1
Depth 8 End 5
Depth 7 End 2
Depth 6 End 3
Depth 5 End 1
Haulers Intercepted 10
Robots Corrupted 9
Robots Melted 0
Power Chain Reactions 0
Tactical Retreats 30
Communications Jammed 0
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 0
Drone Recoveries 0
Derelicts Assembled 0
Traps Triggered 0
Indirectly 0
Trap Hack Attempts 0
Triggered 0
Disarmed 0
Reprogrammed 0
Reused 0
Machine Familiarity 17
Terminals 17
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 0
Machines Hacked 17
Terminals 17
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 0
Total Hacks 46
Successful 8
Failed 38
Catastrophic 15
Database Lockouts 0
Manual 35
Unauthorized 18
Terminals 46
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 0
Terminal Hacks 4
Record 0
Part Schematic 0
Robot Schematic 0
Robot Analysis 0
Prototype ID Bank 0
Open Door 0
Level Access Points 3
Branch Access Points 0
Emergency Access Points 0
Machine Index 0
Terminal Index 0
Fabricator Index 0
Repair Station Index 0
Recycling Unit Index 0
Scanalyzer Index 0
Garrison Index 0
Alert Level 0
Unreport Threat 0
Locate Traps 0
Disarm Traps 0
Reprogram Traps 0
Dispatch Records 0
Maintenance Status 0
Security Status 0
Surveillance Status 0
Patrol Status 0
Transport Status 0
Investigation Status 0
Extermination Status 0
Reinforcement Status 0
Assault Status 0
Recall Investigation 0
Recall Extermination 0
Recall Reinforcements 0
Recall Assault 0
Hauler Manifests 0
Registered Components 0
Registered Prototypes 0
Zone Layout 0
Sector Layout 1
Machine Controls 0
Hacking Detections 20
Full Trace Events 0
Feedback Events 0
Feedback Corruption 0
Feedback Part Disabled 0
Feedback Blocked 0
Garrisons Disabled 1
Garrisons Compromised 0
Robot Schematics Acquired 0
Robots Built 0
Total Robot Build Rating 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 0
Parts Built 0
Total Part Build Rating 0
Part Fabrication Matter 0
Part Fabrication Time 0
Parts Repaired 0
Part Repair Time 0
Parts Recycled 0
Recycled Matter 0
Retrieved Matter 0
Parts Scanalyzed 0
Part Schematics Acquired 0
Parts Damaged 0
Robot Analysis Total 0
Robots Rewired 0
Robots Hacked 0
Non-combat 0
Combat 0
Parse 0
Link 0
Rebooted 0
Overloaded 0
Assimilated 0
Manual 0
Secondary 0
Robot Hack Failures 0
Allies Hacked 0
Hacks Repelled 0
Total Allies 0
Largest Group 0
Highest-Rated Group 0
Highest-Rated Ally 0
Total Orders 0
STAY 0
GOTO 0
ROAM 0
FOLLOW 0
GUARD 0
AID 0
BUILD 0
TUNNEL 0
DROP 0
PICKUP 0
COLLECT 0
EXPLORE 0
RETURN 0
Terraforming Orders 0
Walls Built 0
Walls Tunneled 0
Ally Attacks 0
Total Damage 0
Kills 0
Allies Corrupted 0
Allies Melted 0
Peak Influence 908
Average Influence 260
Final Influence 295
Maximum Alert Level 3
Low Security (%) 38
Level 1 43
Level 2 13
Level 3 5
Level 4 0
Level 5 0
Squads Dispatched 23
Investigation 2
Extermination 7
Reinforcement 8
Assault 2
Garrison 4
Exploration Rate (%) 20
Regions Visited 11
Garrisons Visited 0
Relays Disabled 0
Generators Disabled 0
Turns Passed 6743
Depth 11 53
Depth 10 810
Depth 9 787
Depth 8 584
Depth 7 754
Depth 6 1763
Depth 5 1637
Depth 4 355
Scrapyard 53
Materials 1702
Factory 4397
Mines 479
Waste 112
Prototype IDs
---------------
Heavy Deuterium Engine
Experimental Airjet
Improved Flight Unit
Improved VTOL Module
Improved Medium Laser
Precision Beam Rifle
Advanced Beam Rifle
Cooled Pulse Rifle
Heavy Gatling Laser
Improved EM Shotgun
Heavy EM Shotgun
Compact Ion Cannon
Improved Assault Rifle
Anti-matter Cannon
Alien Tech Recovered
----------------------
None
Game
------
Seed: Happy Miner
^Manual?: 1
Play Time: 130 min
Sessions: 1
Mod: N/A
Game No.: 15
ASCII: 0
Keyboard: 1
Movement: Numpad
Fullscreen: 1
Font: 18/Terminus
Map View: 66x50
X=9230845540338722442555245526
569590636063956562266326452646
563266322222602522532556304252
552939229692293236596352632092
432222222222252222292252222222
252222292252222222252222292252
222225252222995252222222252222
292252222222252226292252322222
422526265232432222225652292225
652222252222292256220255234962
269296559256292222222504253265
263222322600456236266622295622
465626262222292244466662966026
563226666504665529999220626545
262422206329029449049452355325
222923653663664392094625565596
296255965936209553036259062523
544999699553599459296355326526
529522662922559642552222226352
650269622255295226436
Quote from: Decker on December 13, 2015, 03:02:05 PM
Tried an all-propulsion challenge: only propulsion slots can be added. Died in -4 after getting surrounded. Surprisingly, one power source is enough. Heat is a problem when shooting.
Spoiler
Cogmind - Alpha 4b
Name: Decker
---[ CORE DESTROYED ]---
Performance
-------------
Evolutions (6) 3000
Robots Destroyed (201) 1005
Value Destroyed (7178) 7178
Prototype IDs (14) 280
Alien Tech Identified (0) 0
Bonus (0) 0
TOTAL SCORE: 11463
Cogmind
---------
Core Integrity 0/1150
Matter 247/300
Energy 120/120
System Corruption 15%
Temperature Cool (8)
Location -4/Factory
Parts
-------
Power (1)
Micro Fission Core
Propulsion (14)
Utility (2)
Weapon (2)
Autogun
High-powered Shock Rifle
Inventory
-----------
Empty
Peak State
------------
Power
Fission Core
Propulsion
Flexi-carbon Leg
Carbon-fiber Leg
VTOL Module
Improved Medium Treads
VTOL Module
Carbon-fiber Leg
Medium Treads
Carbon-fiber Leg
Field Propulsion Drive
Heavy Treads
Medium Treads
Field Propulsion Array
Utility
Large Storage Unit
Large Storage Unit
Weapon
Tesla Rifle
Tesla Rifle
[Rating: 82]
Favorites
-----------
Power Fission Core
Engine Improved Ion Engine
Power Core Fission Core
Propulsion Light Treads
Treads Light Treads
Wheel Wheel
Leg Carbon-fiber Leg
Hover Unit Gravmag System
Flight Unit Improved VTOL Module
Utility Medium Storage Unit
Storage Medium Storage Unit
Protection Light Armor Plating
Weapon High-powered Shock Rifle
Energy Gun High-powered Shock Rifle
Energy Cannon Compact Ion Cannon
Ballistic Gun Improved Assault Rifle
Ballistic Cannon Advanced Assault Cannon
Launcher Rocket Launcher
Stats
-------
Classes Destroyed 16
Worker 22
Builder 13
Tunneler 1
Hauler 10
Recycler 23
Operator 2
Watcher 2
Swarmer 25
Grunt 61
Brawler 4
Duelist 5
Sentry 15
Hunter 7
Programmer 9
Behemoth 1
Assembled 1
NPCs Destroyed 0
Best Kill Streak 14
Combat Bots Only 9
Matter Collected 4111
Salvage Created 9574
Parts Attached 213
Power 20
Propulsion 101
Utility 20
Weapon 72
Parts Lost 103
Power 11
Propulsion 57
Utility 6
Weapon 29
Average Slot Usage (%) 92
Naked Turns 4
Spaces Moved 4774
Fastest Speed (%) 333
Average Speed (%) 134
Slowest Speed (%) 52
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 0
Cave-ins Triggered 0
Teleports 0
Heaviest Build 49
Greatest Overweight (x) 14
Average Overweight (x) 0
Largest Inventory 16
Most Items Carried 16
Average Items Carried 9
Core Damage Taken 2662
Average Core Remaining (%) 59
Depth 10 End 41
Depth 9 End 80
Depth 8 End 64
Depth 7 End 81
Depth 6 End 13
Depth 5 End 78
Volleys Fired 550
Largest 2
Hottest 225
Shots Fired 1037
Gun 697
Cannon 333
Launcher 7
Special 0
Kinetic 451
Thermal 359
Explosive 7
Electromagnetic 220
Shots Hit Robots 777
Core Hits 366
Overload Shots 5
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 0
Impact 0
Slashing 0
Piercing 0
Damage Inflicted 20757
Projectiles 17657
Explosions 3100
Melee 0
Ramming 0
Kinetic 7768
Thermal 7407
Explosive 1698
Electromagnetic 3884
Impact 0
Slashing 0
Piercing 0
Self-Inflicted Damage 460
Shots 13
Rammed 0
Highest Temperature 415
Average Temperature 68
Shutdowns 1
Energy Bleed 0
Interference 3
Matter Decay 0
Short Circuit 0
Damage (minor) 0
Damage (major) 0
Damage (core) 0
Highest Corruption 15
Average Corruption 3
Message Errors 10
Parts Rejected 2
Data loss (map) 11
Data loss (database) 3
Misfires 1
Misdirections 0
Targeting Errors 2
Weapon Failures 1
Depth 8 End 5
Depth 7 End 2
Depth 6 End 3
Depth 5 End 1
Haulers Intercepted 10
Robots Corrupted 9
Robots Melted 0
Power Chain Reactions 0
Tactical Retreats 30
Communications Jammed 0
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 0
Drone Recoveries 0
Derelicts Assembled 0
Traps Triggered 0
Indirectly 0
Trap Hack Attempts 0
Triggered 0
Disarmed 0
Reprogrammed 0
Reused 0
Machine Familiarity 17
Terminals 17
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 0
Machines Hacked 17
Terminals 17
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 0
Total Hacks 46
Successful 8
Failed 38
Catastrophic 15
Database Lockouts 0
Manual 35
Unauthorized 18
Terminals 46
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 0
Terminal Hacks 4
Record 0
Part Schematic 0
Robot Schematic 0
Robot Analysis 0
Prototype ID Bank 0
Open Door 0
Level Access Points 3
Branch Access Points 0
Emergency Access Points 0
Machine Index 0
Terminal Index 0
Fabricator Index 0
Repair Station Index 0
Recycling Unit Index 0
Scanalyzer Index 0
Garrison Index 0
Alert Level 0
Unreport Threat 0
Locate Traps 0
Disarm Traps 0
Reprogram Traps 0
Dispatch Records 0
Maintenance Status 0
Security Status 0
Surveillance Status 0
Patrol Status 0
Transport Status 0
Investigation Status 0
Extermination Status 0
Reinforcement Status 0
Assault Status 0
Recall Investigation 0
Recall Extermination 0
Recall Reinforcements 0
Recall Assault 0
Hauler Manifests 0
Registered Components 0
Registered Prototypes 0
Zone Layout 0
Sector Layout 1
Machine Controls 0
Hacking Detections 20
Full Trace Events 0
Feedback Events 0
Feedback Corruption 0
Feedback Part Disabled 0
Feedback Blocked 0
Garrisons Disabled 1
Garrisons Compromised 0
Robot Schematics Acquired 0
Robots Built 0
Total Robot Build Rating 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 0
Parts Built 0
Total Part Build Rating 0
Part Fabrication Matter 0
Part Fabrication Time 0
Parts Repaired 0
Part Repair Time 0
Parts Recycled 0
Recycled Matter 0
Retrieved Matter 0
Parts Scanalyzed 0
Part Schematics Acquired 0
Parts Damaged 0
Robot Analysis Total 0
Robots Rewired 0
Robots Hacked 0
Non-combat 0
Combat 0
Parse 0
Link 0
Rebooted 0
Overloaded 0
Assimilated 0
Manual 0
Secondary 0
Robot Hack Failures 0
Allies Hacked 0
Hacks Repelled 0
Total Allies 0
Largest Group 0
Highest-Rated Group 0
Highest-Rated Ally 0
Total Orders 0
STAY 0
GOTO 0
ROAM 0
FOLLOW 0
GUARD 0
AID 0
BUILD 0
TUNNEL 0
DROP 0
PICKUP 0
COLLECT 0
EXPLORE 0
RETURN 0
Terraforming Orders 0
Walls Built 0
Walls Tunneled 0
Ally Attacks 0
Total Damage 0
Kills 0
Allies Corrupted 0
Allies Melted 0
Peak Influence 908
Average Influence 260
Final Influence 295
Maximum Alert Level 3
Low Security (%) 38
Level 1 43
Level 2 13
Level 3 5
Level 4 0
Level 5 0
Squads Dispatched 23
Investigation 2
Extermination 7
Reinforcement 8
Assault 2
Garrison 4
Exploration Rate (%) 20
Regions Visited 11
Garrisons Visited 0
Relays Disabled 0
Generators Disabled 0
Turns Passed 6743
Depth 11 53
Depth 10 810
Depth 9 787
Depth 8 584
Depth 7 754
Depth 6 1763
Depth 5 1637
Depth 4 355
Scrapyard 53
Materials 1702
Factory 4397
Mines 479
Waste 112
Prototype IDs
---------------
Heavy Deuterium Engine
Experimental Airjet
Improved Flight Unit
Improved VTOL Module
Improved Medium Laser
Precision Beam Rifle
Advanced Beam Rifle
Cooled Pulse Rifle
Heavy Gatling Laser
Improved EM Shotgun
Heavy EM Shotgun
Compact Ion Cannon
Improved Assault Rifle
Anti-matter Cannon
Alien Tech Recovered
----------------------
None
Game
------
Seed: Happy Miner
^Manual?: 1
Play Time: 130 min
Sessions: 1
Mod: N/A
Game No.: 15
ASCII: 0
Keyboard: 1
Movement: Numpad
Fullscreen: 1
Font: 18/Terminus
Map View: 66x50
X=9230845540338722442555245526
569590636063956562266326452646
563266322222602522532556304252
552939229692293236596352632092
432222222222252222292252222222
252222292252222222252222292252
222225252222995252222222252222
292252222222252226292252322222
422526265232432222225652292225
652222252222292256220255234962
269296559256292222222504253265
263222322600456236266622295622
465626262222292244466662966026
563226666504665529999220626545
262422206329029449049452355325
222923653663664392094625565596
296255965936209553036259062523
544999699553599459296355326526
529522662922559642552222226352
650269622255295226436
You're crazy.
Also, we'll extend this seed a few days to give time for Alpha 5 to come out before the next weekly seed.
My score was 35.
I AM THE COGMIND!!!!!!!
Quote from: zill on December 14, 2015, 03:01:45 AM
My score was 35.
I AM THE COGMIND!!!!!!!
Just have another go then :P
...sick and tired this week, so after 5min i lost all my weapons and died happy.
scoresheet
Cogmind - Alpha 4b
Name: Enno
---[ CORE DESTROYED ]---
Performance
-------------
Evolutions (0) 0
Robots Destroyed (11) 55
Value Destroyed (306) 306
Prototype IDs (0) 0
Alien Tech Identified (0) 0
Bonus (0) 0
TOTAL SCORE: 361
Cogmind
---------
Core Integrity 0/250
Matter 300/300
Energy 50/50
System Corruption 0%
Temperature Cool (0)
Location -10/Materials
Parts
-------
Power (1)
Propulsion (2)
Utility (2)
Small Storage Unit
Weapon (2)
Inventory
-----------
Light Ion Engine
Targeting Computer
Heat Sink
Propulsion Shielding
Hover Unit
Peak State
------------
Power
Light Ion Engine
Propulsion
Light Treads
Light Treads
Utility
Small Storage Unit
Tractor Beam
Weapon
Assault Rifle
Assault Rifle
[Rating: 7]
Favorites
-----------
Power Light Ion Engine
Engine Light Ion Engine
Propulsion Light Treads
Treads Light Treads
Utility Small Storage Unit
Device Tractor Beam
Storage Small Storage Unit
Protection Core Shielding
Weapon Assault Rifle
Energy Gun Particle Gun
Ballistic Gun Assault Rifle
Stats
-------
Classes Destroyed 3
Worker 2
Recycler 1
Grunt 8
NPCs Destroyed 0
Best Kill Streak 4
Combat Bots Only 4
Matter Collected 431
Salvage Created 429
Parts Attached 12
Power 2
Propulsion 2
Utility 3
Weapon 5
Parts Lost 9
Power 2
Propulsion 2
Utility 1
Weapon 4
Average Slot Usage (%) 86
Naked Turns 11
Spaces Moved 313
Fastest Speed (%) 200
Average Speed (%) 71
Slowest Speed (%) 66
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 1
Cave-ins Triggered 0
Teleports 0
Heaviest Build 13
Greatest Overweight (x) 2
Average Overweight (x) 0
Largest Inventory 6
Most Items Carried 5
Average Items Carried 3
Core Damage Taken 251
Average Core Remaining (%) 0
Volleys Fired 42
Largest 2
Hottest 56
Shots Fired 61
Gun 61
Cannon 0
Launcher 0
Special 0
Kinetic 42
Thermal 19
Explosive 0
Electromagnetic 0
Shots Hit Robots 46
Core Hits 20
Overload Shots 0
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 0
Impact 0
Slashing 0
Piercing 0
Damage Inflicted 648
Projectiles 646
Explosions 0
Melee 0
Ramming 2
Kinetic 402
Thermal 244
Explosive 0
Electromagnetic 0
Impact 0
Slashing 0
Piercing 0
Self-Inflicted Damage 1
Shots 0
Rammed 1
Highest Temperature 144
Average Temperature 38
Shutdowns 0
Energy Bleed 0
Interference 0
Matter Decay 0
Short Circuit 0
Damage (minor) 0
Damage (major) 0
Damage (core) 0
Highest Corruption 0
Average Corruption 0
Message Errors 0
Parts Rejected 0
Data loss (map) 0
Data loss (database) 0
Misfires 0
Misdirections 0
Targeting Errors 0
Weapon Failures 0
Haulers Intercepted 0
Robots Corrupted 0
Robots Melted 0
Power Chain Reactions 0
Tactical Retreats 0
Communications Jammed 0
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 0
Drone Recoveries 0
Derelicts Assembled 0
Traps Triggered 0
Indirectly 0
Trap Hack Attempts 0
Triggered 0
Disarmed 0
Reprogrammed 0
Reused 0
Machine Familiarity 1
Terminals 1
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 0
Machines Hacked 1
Terminals 1
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 0
Total Hacks 4
Successful 4
Failed 0
Catastrophic 0
Database Lockouts 0
Manual 2
Unauthorized 2
Terminals 4
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 0
Terminal Hacks 2
Record 2
Part Schematic 0
Robot Schematic 0
Robot Analysis 0
Prototype ID Bank 0
Open Door 0
Level Access Points 0
Branch Access Points 0
Emergency Access Points 0
Machine Index 0
Terminal Index 0
Fabricator Index 0
Repair Station Index 0
Recycling Unit Index 0
Scanalyzer Index 0
Garrison Index 0
Alert Level 0
Unreport Threat 0
Locate Traps 0
Disarm Traps 0
Reprogram Traps 0
Dispatch Records 0
Maintenance Status 0
Security Status 0
Surveillance Status 0
Patrol Status 0
Transport Status 0
Investigation Status 0
Extermination Status 0
Reinforcement Status 0
Assault Status 0
Recall Investigation 0
Recall Extermination 0
Recall Reinforcements 0
Recall Assault 0
Hauler Manifests 0
Registered Components 0
Registered Prototypes 0
Zone Layout 0
Sector Layout 0
Machine Controls 0
Hacking Detections 1
Full Trace Events 1
Feedback Events 0
Feedback Corruption 0
Feedback Part Disabled 0
Feedback Blocked 0
Garrisons Disabled 0
Garrisons Compromised 0
Robot Schematics Acquired 0
Robots Built 0
Total Robot Build Rating 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 0
Parts Built 0
Total Part Build Rating 0
Part Fabrication Matter 0
Part Fabrication Time 0
Parts Repaired 0
Part Repair Time 0
Parts Recycled 0
Recycled Matter 0
Retrieved Matter 0
Parts Scanalyzed 0
Part Schematics Acquired 0
Parts Damaged 0
Robot Analysis Total 0
Robots Rewired 0
Robots Hacked 0
Non-combat 0
Combat 0
Parse 0
Link 0
Rebooted 0
Overloaded 0
Assimilated 0
Manual 0
Secondary 0
Robot Hack Failures 0
Allies Hacked 0
Hacks Repelled 0
Total Allies 0
Largest Group 0
Highest-Rated Group 0
Highest-Rated Ally 0
Total Orders 0
STAY 0
GOTO 0
ROAM 0
FOLLOW 0
GUARD 0
AID 0
BUILD 0
TUNNEL 0
DROP 0
PICKUP 0
COLLECT 0
EXPLORE 0
RETURN 0
Terraforming Orders 0
Walls Built 0
Walls Tunneled 0
Ally Attacks 0
Total Damage 0
Kills 0
Allies Corrupted 0
Allies Melted 0
Peak Influence 135
Average Influence 42
Final Influence 25
Maximum Alert Level 0
Low Security (%) 100
Level 1 0
Level 2 0
Level 3 0
Level 4 0
Level 5 0
Squads Dispatched 2
Investigation 2
Extermination 0
Reinforcement 0
Assault 0
Garrison 0
Exploration Rate (%) 21
Regions Visited 2
Garrisons Visited 0
Relays Disabled 0
Generators Disabled 0
Turns Passed 620
Depth 11 116
Depth 10 504
Scrapyard 116
Materials 504
Prototype IDs
---------------
None
Alien Tech Recovered
----------------------
None
Game
------
Seed: Happy Miner
^Manual?: 1
Play Time: 5 min ???
Sessions: 1
Mod: N/A
Game No.: 396
ASCII: 1
Keyboard: 1
Movement: Numpad
Fullscreen: 1
Font: 14/X11B
Map View: 72x54
X=9473399854334144400884457404
044447044184740744818044040171
781050444704700111703110447007
071047050400440710077180041180
040044447034400744444404410457
404414041444404404078475444044
414404444440414444044444474444
401444410144444484411140444411
014444404444410444444044414404
444440414400044444474444440444
414044444404414440444444014444
404444410444444040774173840440
011744404114447101444714007070
4844010814081730000100071882
Anyone who doesn't make it out of the first floor can really just try again; no one will complain if you go for a regular play through :).
Enno: But if you're not feeling well you should probably just rest do something less intensive than tackle a horde of robots =p
Quote from: Decker on December 13, 2015, 03:02:05 PM
Tried an all-propulsion challenge: only propulsion slots can be added. Died in -4 after getting surrounded. Surprisingly, one power source is enough. Heat is a problem when shooting.
Crazy, but it's probably the most viable "all of one slot" possibility. That's pretty far under such a restriction. Next up is an all-weapon attempt in Alpha 5--it's going to be much more possible with the incoming changes :)
ok here it is... my first second weekly-seed in my weekly-seed-history.
all was fine, i was the king and than he came...a hunter at work who spotted me.
normaly hunters are not a big deal for me but this one know his job. and he know it good.
so i lost more and more parts, beautiful parts...and decide to run, cause the hunter was still alive.
found some new flight units and power sources...fast enough to escape from that gruesome hunter.
anyway, doors later five or six grunts and some pests built me up a nice resting place...
scoresheet
Cogmind - Alpha 4b
Name: Enno
---[ CORE DESTROYED ]---
Performance
-------------
Evolutions (4) 2000
Robots Destroyed (153) 765
Value Destroyed (4510) 4510
Prototype IDs (9) 180
Alien Tech Identified (0) 0
Bonus (0) 0
TOTAL SCORE: 7455
Cogmind
---------
Core Integrity 0/850
Matter 259/300
Energy 49/50
System Corruption 5%
Temperature Cool (0)
Location -6/Factory
Parts
-------
Power (3)
Propulsion (5)
Nuclear Pulse Thruster
Utility (4)
Weapon (3)
Inventory
-----------
Medium Storage Unit
Proton Cannon
Peak State
------------
Power
F-Cell Engine
Heavy Deuterium Engine
Improved Deuterium Engine
Propulsion
Carbon-fiber Leg
Carbon-fiber Leg
Flexi-carbon Leg
Carbon-fiber Leg
Carbon-fiber Leg
Utility
Advanced Heat Sink
Terrain Scan Processor
Shock Absorption System
Large Matter Storage Unit
Weapon
Phase Cannon
Magnetic Acceleration Cannon
Anti-matter Cannon
[Rating: 60]
Favorites
-----------
Power Light Ion Engine
Engine Light Ion Engine
Power Core Light Nuclear Core
Propulsion Aluminum Leg
Treads Light Treads
Leg Aluminum Leg
Hover Unit Improved Hover Unit
Flight Unit Nuclear Pulse Thruster
Utility Small Storage Unit
Device Advanced Heat Sink
Storage Small Storage Unit
Processor Improved Targeting Computer
Hackware Improved Footprint Analyzer
Protection Hardened Light Armor Plating
Weapon Assault Rifle
Energy Gun Particle Gun
Energy Cannon Plasma Cannon
Ballistic Gun Assault Rifle
Ballistic Cannon Light Cannon
Launcher Rocket Launcher
Special Weapon Remote Datajack
Impact Weapon Flail
Slashing Weapon Katana
Stats
-------
Classes Destroyed 13
Worker 20
Builder 14
Tunneler 3
Hauler 2
Recycler 9
Mechanic 1
Swarmer 19
Grunt 63
Brawler 2
Duelist 4
Sentry 11
Hunter 1
Programmer 4
NPCs Destroyed 0
Best Kill Streak 9
Combat Bots Only 7
Matter Collected 3070
Salvage Created 6068
Parts Attached 184
Power 39
Propulsion 44
Utility 38
Weapon 63
Parts Lost 123
Power 30
Propulsion 28
Utility 24
Weapon 41
Average Slot Usage (%) 79
Naked Turns 114
Spaces Moved 2604
Fastest Speed (%) 285
Average Speed (%) 100
Slowest Speed (%) 40
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 40
Cave-ins Triggered 0
Teleports 0
Heaviest Build 65
Greatest Overweight (x) 11
Average Overweight (x) 0
Largest Inventory 10
Most Items Carried 10
Average Items Carried 4
Core Damage Taken 2241
Average Core Remaining (%) 26
Depth 10 End 13
Depth 9 End 49
Depth 8 End 11
Depth 7 End 31
Volleys Fired 403
Largest 3
Hottest 235
Shots Fired 774
Gun 655
Cannon 103
Launcher 11
Special 5
Kinetic 422
Thermal 210
Explosive 11
Electromagnetic 126
Shots Hit Robots 567
Core Hits 297
Overload Shots 0
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 30
Impact 7
Slashing 23
Piercing 0
Damage Inflicted 10643
Projectiles 8809
Explosions 951
Melee 755
Ramming 128
Kinetic 5097
Thermal 2679
Explosive 623
Electromagnetic 1361
Impact 133
Slashing 622
Piercing 0
Self-Inflicted Damage 444
Shots 10
Rammed 40
Highest Temperature 455
Average Temperature 66
Shutdowns 3
Energy Bleed 0
Interference 2
Matter Decay 1
Short Circuit 0
Damage (minor) 0
Damage (major) 0
Damage (core) 0
Highest Corruption 14
Average Corruption 3
Message Errors 2
Parts Rejected 5
Data loss (map) 8
Data loss (database) 6
Misfires 1
Misdirections 7
Targeting Errors 5
Weapon Failures 1
Depth 10 End 1
Depth 7 End 14
Haulers Intercepted 2
Robots Corrupted 4
Robots Melted 0
Power Chain Reactions 0
Tactical Retreats 22
Communications Jammed 0
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 0
Drone Recoveries 0
Derelicts Assembled 0
Traps Triggered 0
Indirectly 0
Trap Hack Attempts 0
Triggered 0
Disarmed 0
Reprogrammed 0
Reused 0
Machine Familiarity 15
Terminals 8
Fabricators 3
Repair Stations 2
Recycling Units 0
Scanalyzers 1
Garrison Access 1
Machines Hacked 13
Terminals 8
Fabricators 1
Repair Stations 2
Recycling Units 0
Scanalyzers 1
Garrison Access 1
Total Hacks 48
Successful 20
Failed 28
Catastrophic 3
Database Lockouts 0
Manual 32
Unauthorized 31
Terminals 31
Fabricators 2
Repair Stations 7
Recycling Units 0
Scanalyzers 5
Garrison Access 3
Terminal Hacks 3
Record 2
Part Schematic 0
Robot Schematic 0
Robot Analysis 0
Prototype ID Bank 0
Open Door 0
Level Access Points 0
Branch Access Points 0
Emergency Access Points 0
Machine Index 0
Terminal Index 0
Fabricator Index 0
Repair Station Index 0
Recycling Unit Index 0
Scanalyzer Index 0
Garrison Index 0
Alert Level 1
Unreport Threat 0
Locate Traps 0
Disarm Traps 0
Reprogram Traps 0
Dispatch Records 0
Maintenance Status 0
Security Status 0
Surveillance Status 0
Patrol Status 0
Transport Status 0
Investigation Status 0
Extermination Status 0
Reinforcement Status 0
Assault Status 0
Recall Investigation 0
Recall Extermination 0
Recall Reinforcements 0
Recall Assault 0
Hauler Manifests 0
Registered Components 0
Registered Prototypes 0
Zone Layout 0
Sector Layout 0
Machine Controls 0
Hacking Detections 12
Full Trace Events 5
Feedback Events 1
Feedback Corruption 1
Feedback Part Disabled 0
Feedback Blocked 0
Garrisons Disabled 0
Garrisons Compromised 0
Robot Schematics Acquired 0
Robots Built 0
Total Robot Build Rating 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 3
Parts Built 0
Total Part Build Rating 0
Part Fabrication Matter 0
Part Fabrication Time 0
Parts Repaired 1
Part Repair Time 30
Parts Recycled 0
Recycled Matter 0
Retrieved Matter 0
Parts Scanalyzed 2
Part Schematics Acquired 2
Parts Damaged 0
Robot Analysis Total 0
Robots Rewired 1
Robots Hacked 1
Non-combat 0
Combat 3
Parse 0
Link 1
Rebooted 1
Overloaded 0
Assimilated 0
Manual 0
Secondary 1
Robot Hack Failures 0
Allies Hacked 0
Hacks Repelled 0
Total Allies 1
Largest Group 1
Highest-Rated Group 22
Highest-Rated Ally 22
Total Orders 1
STAY 0
GOTO 1
ROAM 0
FOLLOW 0
GUARD 0
AID 0
BUILD 0
TUNNEL 0
DROP 0
PICKUP 0
COLLECT 0
EXPLORE 0
RETURN 0
Terraforming Orders 0
Walls Built 0
Walls Tunneled 0
Ally Attacks 0
Total Damage 0
Kills 0
Allies Corrupted 0
Allies Melted 0
Peak Influence 533
Average Influence 190
Final Influence 197
Maximum Alert Level 2
Low Security (%) 61
Level 1 28
Level 2 10
Level 3 0
Level 4 0
Level 5 0
Squads Dispatched 18
Investigation 7
Extermination 3
Reinforcement 7
Assault 0
Garrison 1
Exploration Rate (%) 22
Regions Visited 6
Garrisons Visited 0
Relays Disabled 0
Generators Disabled 0
Turns Passed 5153
Depth 11 135
Depth 10 831
Depth 9 716
Depth 8 1117
Depth 7 1013
Depth 6 1341
Scrapyard 135
Materials 2664
Factory 2354
Prototype IDs
---------------
Heavy Deuterium Engine
F-Cell Engine
Improved Gravmag System
Advanced Beam Rifle
Cooled Pulse Rifle
Improved EM Shotgun
Heavy EM Shotgun
Anti-matter Cannon
Improved Footprint Analyzer
Alien Tech Recovered
----------------------
None
Game
------
Seed: Happy Miner
^Manual?: 1
Play Time: 94 min
Sessions: 1
Mod: N/A
Game No.: 397
ASCII: 1
Keyboard: 1
Movement: Numpad
Fullscreen: 1
Font: 14/X11B
Map View: 72x54
X=9709944325316232965535595606
540522693449235536526555665552
496056295235556252252499596622
522232655929564920520566252222
292252222222255259939592225222
592625592962222652252622529225
225529525222229225222222225222
259225222222225229666266565696
260929236526526555293225229225
222222226922394569255265424963
529229926442235325334296466554
653940643605229522654002222345
526962625222603644495552596932
552254243662693623560550030652
546539939529255242222222329520
932493552653392923695642632063
252426262660239553962059096352
969246322424220322604922226232
22222250552325632666252229231
I retried the seed, and ended up speed/stealth. I had good scanning/sensing equipment and adv. ecm suite, but I could never find any good power sources. I had a power amplifier for a short while, but this only allowed either three flight units and no utilities, or two flight units plus utilities. On -4 I had all my parts shot off, found some treads for armour on -3, and ran into lots of dead ends on -2. High Density Centrium Heavy Treads make great armour. I also found my supporter item, Advanced Powered Armour, but had no power source to make use of it. I think if I could have found a good light power source, or weight distribution, I may have been fast enough and gotten all my scanners into -3, maybe next time.
Spoiler
Cogmind - Alpha 4b
Name: zill
---[ CORE DESTROYED ]---
Performance
-------------
Evolutions (8) 4000
Robots Destroyed (21) 105
Value Destroyed (404) 404
Prototype IDs (15) 300
Alien Tech Identified (0) 0
Bonus (0) 0
TOTAL SCORE: 4809
Cogmind
---------
Core Integrity 0/1450
Matter 284/300
Energy 50/50
System Corruption 5%
Temperature Cool (0)
Location -2/Research
Parts
-------
Power (5)
Propulsion (6)
Utility (9)
Weapon (3)
Chainsword
Inventory
-----------
Experimental Targeting Computer
Experimental Stasis Projector
Light Quantum Reactor
Peak State
------------
Power
Propulsion
Improved Heavy Treads
High-density Centrium Heavy Treads
Heavy Treads
Utility
Experimental Core Analyzer
Anti-missile System
Weapon
Quantum Rifle
Compact Mass Driver
Experimental Stasis Projector
[Rating: 93]
Favorites
-----------
Power Light Ion Engine
Engine Light Ion Engine
Power Core Neutrino Core
Reactor Light Quantum Reactor
Propulsion Improved Flight Unit
Treads Light Treads
Leg Armored Leg
Hover Unit Improved Anti-Grav System
Flight Unit Improved Flight Unit
Utility Small Storage Unit
Device Improved Sensor Array
Storage Small Storage Unit
Processor Signal Interpreter
Hackware Improved Decoy Generator
Protection Core Shielding
Weapon Assault Rifle
Energy Gun Backup Laser III
Energy Cannon Heavy Neutron Cannon
Ballistic Gun Assault Rifle
Ballistic Cannon Compact Mass Driver
Special Weapon Experimental Stasis Projector
Slashing Weapon Chainsword
Stats
-------
Classes Destroyed 6
Worker 4
Tunneler 1
Recycler 2
Watcher 1
Swarmer 7
Grunt 6
NPCs Destroyed 0
Best Kill Streak 8
Combat Bots Only 8
Matter Collected 1093
Salvage Created 636
Parts Attached 95
Power 16
Propulsion 24
Utility 35
Weapon 20
Parts Lost 48
Power 12
Propulsion 13
Utility 14
Weapon 9
Average Slot Usage (%) 69
Naked Turns 148
Spaces Moved 5077
Fastest Speed (%) 1000
Average Speed (%) 340
Slowest Speed (%) 50
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 8
Cave-ins Triggered 0
Teleports 0
Heaviest Build 42
Greatest Overweight (x) 6
Average Overweight (x) 0
Largest Inventory 6
Most Items Carried 6
Average Items Carried 3
Core Damage Taken 2958
Average Core Remaining (%) 75
Depth 10 End 73
Depth 9 End 67
Depth 8 End 84
Depth 7 End 79
Depth 6 End 97
Depth 5 End 71
Depth 4 End 46
Depth 3 End 87
Volleys Fired 69
Largest 2
Hottest 70
Shots Fired 108
Gun 108
Cannon 0
Launcher 0
Special 0
Kinetic 81
Thermal 13
Explosive 0
Electromagnetic 14
Shots Hit Robots 61
Core Hits 32
Overload Shots 0
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 0
Impact 0
Slashing 0
Piercing 0
Damage Inflicted 1018
Projectiles 944
Explosions 17
Melee 0
Ramming 57
Kinetic 766
Thermal 95
Explosive 0
Electromagnetic 100
Impact 0
Slashing 0
Piercing 0
Self-Inflicted Damage 26
Shots 0
Rammed 8
Highest Temperature 283
Average Temperature 41
Shutdowns 0
Energy Bleed 0
Interference 0
Matter Decay 0
Short Circuit 0
Damage (minor) 0
Damage (major) 0
Damage (core) 0
Highest Corruption 5
Average Corruption 2
Message Errors 6
Parts Rejected 1
Data loss (map) 6
Data loss (database) 1
Misfires 1
Misdirections 5
Targeting Errors 0
Weapon Failures 0
Depth 7 End 3
Depth 5 End 2
Depth 4 End 1
Haulers Intercepted 0
Robots Corrupted 0
Robots Melted 0
Power Chain Reactions 0
Tactical Retreats 29
Communications Jammed 0
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 0
Drone Recoveries 0
Derelicts Assembled 0
Traps Triggered 0
Indirectly 0
Trap Hack Attempts 0
Triggered 0
Disarmed 0
Reprogrammed 0
Reused 0
Machine Familiarity 16
Terminals 12
Fabricators 0
Repair Stations 1
Recycling Units 0
Scanalyzers 0
Garrison Access 3
Machines Hacked 16
Terminals 12
Fabricators 0
Repair Stations 1
Recycling Units 0
Scanalyzers 0
Garrison Access 3
Total Hacks 41
Successful 17
Failed 24
Catastrophic 7
Database Lockouts 0
Manual 7
Unauthorized 0
Terminals 36
Fabricators 0
Repair Stations 2
Recycling Units 0
Scanalyzers 0
Garrison Access 3
Terminal Hacks 14
Record 3
Part Schematic 0
Robot Schematic 0
Robot Analysis 1
Prototype ID Bank 0
Open Door 0
Level Access Points 0
Branch Access Points 1
Emergency Access Points 1
Machine Index 0
Terminal Index 0
Fabricator Index 0
Repair Station Index 0
Recycling Unit Index 0
Scanalyzer Index 0
Garrison Index 0
Alert Level 3
Unreport Threat 0
Locate Traps 0
Disarm Traps 0
Reprogram Traps 0
Dispatch Records 0
Maintenance Status 0
Security Status 0
Surveillance Status 0
Patrol Status 0
Transport Status 0
Investigation Status 2
Extermination Status 0
Reinforcement Status 0
Assault Status 0
Recall Investigation 0
Recall Extermination 0
Recall Reinforcements 0
Recall Assault 0
Hauler Manifests 0
Registered Components 0
Registered Prototypes 0
Zone Layout 0
Sector Layout 2
Machine Controls 0
Hacking Detections 16
Full Trace Events 1
Feedback Events 0
Feedback Corruption 0
Feedback Part Disabled 0
Feedback Blocked 0
Garrisons Disabled 2
Garrisons Compromised 0
Robot Schematics Acquired 0
Robots Built 0
Total Robot Build Rating 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 0
Parts Built 0
Total Part Build Rating 0
Part Fabrication Matter 0
Part Fabrication Time 0
Parts Repaired 0
Part Repair Time 0
Parts Recycled 0
Recycled Matter 0
Retrieved Matter 0
Parts Scanalyzed 0
Part Schematics Acquired 0
Parts Damaged 0
Robot Analysis Total 1
Robots Rewired 0
Robots Hacked 0
Non-combat 0
Combat 0
Parse 0
Link 0
Rebooted 0
Overloaded 0
Assimilated 0
Manual 0
Secondary 0
Robot Hack Failures 0
Allies Hacked 0
Hacks Repelled 0
Total Allies 0
Largest Group 0
Highest-Rated Group 0
Highest-Rated Ally 0
Total Orders 0
STAY 0
GOTO 0
ROAM 0
FOLLOW 0
GUARD 0
AID 0
BUILD 0
TUNNEL 0
DROP 0
PICKUP 0
COLLECT 0
EXPLORE 0
RETURN 0
Terraforming Orders 0
Walls Built 0
Walls Tunneled 0
Ally Attacks 0
Total Damage 0
Kills 0
Allies Corrupted 0
Allies Melted 0
Peak Influence 149
Average Influence 22
Final Influence 0
Maximum Alert Level 0
Low Security (%) 100
Level 1 0
Level 2 0
Level 3 0
Level 4 0
Level 5 0
Squads Dispatched 9
Investigation 1
Extermination 1
Reinforcement 7
Assault 0
Garrison 0
Exploration Rate (%) 21
Regions Visited 10
Garrisons Visited 0
Relays Disabled 0
Generators Disabled 0
Turns Passed 3469
Depth 11 152
Depth 10 973
Depth 9 202
Depth 8 236
Depth 7 436
Depth 6 340
Depth 5 394
Depth 4 144
Depth 3 216
Depth 2 376
Scrapyard 152
Materials 1411
Factory 1314
Research 592
Prototype IDs
---------------
Heavy Deuterium Engine
F-Cell Engine
Enhanced Fission Core
High-density Centrium Heavy Treads
Enhanced Flexi-carbon Leg
Experimental Airjet
Improved Flight Unit
Improved VTOL Module
Anti-matter Cannon
Compact Mass Driver
Experimental Stasis Projector
Experimental Reclamation Unit
Experimental Targeting Computer
Experimental Core Analyzer
Advanced Salvage Targeting Computer
Alien Tech Recovered
----------------------
None
Game
------
Seed: Happy Miner
^Manual?: 1
Play Time: 96 min
Sessions: 3
Mod: N/A
Game No.: 115
ASCII: 0
Keyboard: 0
Movement: Arrows
Fullscreen: 1
Font: 18/Cogmind
Map View: 76x50
X=9101152714331851900335513380
837812383332721390879378213228
815289981098757578808337133389
285535337550388513258575355355
878235555555585555555555553555
555555555355575355555535555555
555558555539377555355555557555
535555585555573335553558238357
598505027073215535739383535739
355555355555575875535327180551
330397155555575728070597555533
951899001503123035355555535578
392358338555058053507590089223
010808002000981057100187899597
155055515285538005102389827837
302571827031891988530039037329
888899751515157820851235850255
5355813252252183375552023
QuoteYou're crazy.
I don't suffer from insanity; I enjoy every minute of it!
Quote
Next up is an all-weapon attempt in Alpha 5--it's going to be much more possible with the incoming changes :)
Since you bring up that topic...
Cogmind has a complex model. Finding out the optimal offensive loadout is fun but non-trivial. I tried doing the math by hand, using negative binomial distributions and the like, and I didn't like my approximations. So, I did what a good programmer should do and simulated the hell out of it.
The result is a Python script (work in progress, I'm halfway through the implementation, but busy ATM) that analyzes 10000 encounters with a list of enemies. The loadout (weapons + utilities) matches the in-game mechanics, accounting for hit chances, crit rates, etc. Enemies are described by a list of parts and resistances, along with a user-specified base hit chance that accounts for distance/size/heat/cloaking.
By default the script displays the final statistics: average number of volleys (with standard deviation), average time to kill, and cause of death (core busted, core critted, corrupted, disabled). You can also activate verbose mode if you want to see what happens in a sample run (1 encounter).
Some limitations & assumptions apply. Kyzrati, could you confirm that I got this right?
Spoiler
Model assumptions:
- The following modifiers stack additively.
- Hit chances, crit chances, weapon damage multipliers, resistances, armor integrity.
- Each delay modifier is added to the total time of a volley.
- Effective damage is projectile_damage*(1 + weapon_dmg_mult)*(1 + res).
- Values in ranges are uniformly distributed:
- Weapon damage [min, max].
- EM corruption multiplier [0.5, 1.5].
- Core analyzer damage transfer percentage [0.5, 1.0].
- Number of parts hit with launcher [1, 3].
- If armor integrity procs, armor pieces are ignored when dealing damage.
- Core analyzer does not transfer critical effect to core (no indirect insta-kill).
- Coverage is updated in the loop, i.e. the next weapon/projectile ignores parts that were destroyed previously in the current volley.
Effects not accounted for:
- Varying hit chances in combat (movement, heat, distance).
- Changes in resistance when some protection part breaks down.
- Launcher-specific targetting bonuses.
- Overloaded multipliers (factor this in damage manually).
- Resource usage (compute this manually).
For launchers, the usual hit chance is ignored. Instead, the hit probabilities are given by distance in the weapon descriptor, e.g. [30, 40, 10, 20] means 30% point-blank, 40% dist 1, 10% dist 2, 20% miss.
Quote from: Enno on December 14, 2015, 02:34:20 PM
i was the king and than he came...a hunter at work who spotted me.
Hunters generally scare me more than anything. If not handled properly they can really single-handedly ruin a run.
@zill: Way to switch out towards the end there, and yeah it always sucks to have Powered Armor without the power to operate it!
Quote from: Decker on December 14, 2015, 05:45:02 PM
Since you bring up that topic...
O_o
Sooo many variables to consider--but wow you are really into this :). My desire is to have a system in which you can't say with absolute certainty that X, Y and Z are always better than A, B, C. We want to have many unique strategies with roughly equal validity, and the huge number of parts on top of a flexible slot distribution are ways to achieve this. For Cogmind it's akin to the differences in class found in other roguelikes, only you're not locked into any one play style for the duration of a run.
I wrote a similar script to help determine reasonable numbers, but mine is far far simpler than what you're doing here!
Spoiler
The assumptions hold except for the following notes:
- Hit chances, crit chances, weapon damage multipliers, resistances, armor integrity.
Resistances don't stack, only the highest is taken, otherwise it would be too easy to become completely immune to many attacks. And if by "armor integrity" you mean armor bypass chances, then yes those stack.
- Effective damage is projectile_damage*(1 + weapon_dmg_mult)*(1 + res).
I guess? Not sure what weapon_dmg_mult refers to--there are a number of possible multipliers to damage, but nothing specific to an individual weapon.
- Values in ranges are uniformly distributed:
- Core analyzer damage transfer percentage [0.5, 1.0].
There's X% chance to transfer half the damage; there are no ranges involved here. (And note that half of the damage is not applied multiple times, it is instead redirected to the core.)
- Number of parts hit with launcher [1, 3].
True, except for EM launchers which don't spread at all--always one part.
- If armor integrity procs, armor pieces are ignored when dealing damage.
Not sure what this one means.
Effects not accounted for:
...
There are also things like various shields, special effects like slash-severing, bonuses from analysis records and hacking links, modifiers from utilities like particle chargers, and more :P
I made some decent progress on my roguelike engine, so I'll try this again before the next seed goes up.
Whoof. Finally got a decent run with my score >50. Had to self-destruct because I ran into two Y-type units surrounded by pests, and they took away all my parts. Is there any way to tell where a given exit will go in the Caves? I'd never run into Assembled before and that seems interesting/weird.
Spoiler
Cogmind - Alpha 4b
Name: karlnp
---[ SELF-DESTRUCTED ]---
Performance
-------------
Evolutions (1) 500
Robots Destroyed (8) 40
Value Destroyed (253) 253
Prototype IDs (0) 0
Alien Tech Identified (0) 0
Bonus (0) 0
TOTAL SCORE: 793
Cogmind
---------
Core Integrity 320/400
Matter 252/300
Energy 200/200
System Corruption 0%
Temperature Cool (0)
Location -9/Materials
Parts
-------
Power (2)
Ion Engine
Propulsion (3)
Improved Hover Unit
Utility (2)
Core Shielding
Weapon (2)
Inventory
-----------
Scan Processor
Light Ion Engine
Peak State
------------
Power
Ion Engine
Improved Ion Engine
Propulsion
Aluminum Leg
Hover Unit
Airjet
Utility
Core Shielding
Heat Sink
Weapon
Assault Rifle
Light Assault Rifle
[Rating: 12]
Favorites
-----------
Power Light Nuclear Core
Engine Light Ion Engine
Power Core Light Nuclear Core
Propulsion Aluminum Leg
Leg Aluminum Leg
Hover Unit Hover Unit
Utility Core Shielding
Device Heat Sink
Processor Scan Processor
Protection Core Shielding
Weapon Assault Rifle
Energy Gun Medium Laser
Ballistic Gun Assault Rifle
Stats
-------
Classes Destroyed 3
Swarmer 1
Grunt 6
Assembled 1
NPCs Destroyed 0
Best Kill Streak 2
Combat Bots Only 2
Matter Collected 473
Salvage Created 293
Parts Attached 28
Power 8
Propulsion 9
Utility 5
Weapon 6
Parts Lost 12
Power 1
Propulsion 6
Utility 2
Weapon 3
Average Slot Usage (%) 77
Naked Turns 2
Spaces Moved 693
Fastest Speed (%) 250
Average Speed (%) 152
Slowest Speed (%) 33
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 0
Cave-ins Triggered 0
Teleports 0
Heaviest Build 17
Greatest Overweight (x) 5
Average Overweight (x) 0
Largest Inventory 4
Most Items Carried 4
Average Items Carried 3
Core Damage Taken 144
Average Core Remaining (%) 74
Depth 10 End 74
Volleys Fired 34
Largest 2
Hottest 106
Shots Fired 47
Gun 47
Cannon 0
Launcher 0
Special 0
Kinetic 30
Thermal 17
Explosive 0
Electromagnetic 0
Shots Hit Robots 32
Core Hits 13
Overload Shots 0
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 0
Impact 0
Slashing 0
Piercing 0
Damage Inflicted 487
Projectiles 487
Explosions 0
Melee 0
Ramming 0
Kinetic 273
Thermal 214
Explosive 0
Electromagnetic 0
Impact 0
Slashing 0
Piercing 0
Self-Inflicted Damage 0
Shots 0
Rammed 0
Highest Temperature 339
Average Temperature 135
Shutdowns 0
Energy Bleed 1
Interference 1
Matter Decay 0
Short Circuit 1
Damage (minor) 0
Damage (major) 0
Damage (core) 0
Highest Corruption 0
Average Corruption 0
Message Errors 0
Parts Rejected 0
Data loss (map) 0
Data loss (database) 0
Misfires 0
Misdirections 0
Targeting Errors 0
Weapon Failures 0
Haulers Intercepted 0
Robots Corrupted 0
Robots Melted 0
Power Chain Reactions 0
Tactical Retreats 2
Communications Jammed 0
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 0
Drone Recoveries 0
Derelicts Assembled 0
Traps Triggered 0
Indirectly 0
Trap Hack Attempts 0
Triggered 0
Disarmed 0
Reprogrammed 0
Reused 0
Machine Familiarity 3
Terminals 2
Fabricators 0
Repair Stations 0
Recycling Units 1
Scanalyzers 0
Garrison Access 0
Machines Hacked 3
Terminals 2
Fabricators 0
Repair Stations 0
Recycling Units 1
Scanalyzers 0
Garrison Access 0
Total Hacks 35
Successful 23
Failed 12
Catastrophic 3
Database Lockouts 0
Manual 8
Unauthorized 0
Terminals 33
Fabricators 0
Repair Stations 0
Recycling Units 2
Scanalyzers 0
Garrison Access 0
Terminal Hacks 21
Record 16
Part Schematic 0
Robot Schematic 0
Robot Analysis 0
Prototype ID Bank 0
Open Door 0
Level Access Points 0
Branch Access Points 0
Emergency Access Points 0
Machine Index 0
Terminal Index 0
Fabricator Index 0
Repair Station Index 0
Recycling Unit Index 0
Scanalyzer Index 0
Garrison Index 0
Alert Level 4
Unreport Threat 0
Locate Traps 0
Disarm Traps 0
Reprogram Traps 0
Dispatch Records 0
Maintenance Status 0
Security Status 0
Surveillance Status 0
Patrol Status 0
Transport Status 0
Investigation Status 0
Extermination Status 1
Reinforcement Status 0
Assault Status 0
Recall Investigation 0
Recall Extermination 0
Recall Reinforcements 0
Recall Assault 0
Hauler Manifests 0
Registered Components 0
Registered Prototypes 0
Zone Layout 0
Sector Layout 0
Machine Controls 0
Hacking Detections 6
Full Trace Events 0
Feedback Events 0
Feedback Corruption 0
Feedback Part Disabled 0
Feedback Blocked 0
Garrisons Disabled 0
Garrisons Compromised 0
Robot Schematics Acquired 0
Robots Built 0
Total Robot Build Rating 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 0
Parts Built 0
Total Part Build Rating 0
Part Fabrication Matter 0
Part Fabrication Time 0
Parts Repaired 0
Part Repair Time 0
Parts Recycled 1
Recycled Matter 20
Retrieved Matter 0
Parts Scanalyzed 0
Part Schematics Acquired 0
Parts Damaged 0
Robot Analysis Total 0
Robots Rewired 0
Robots Hacked 0
Non-combat 0
Combat 0
Parse 0
Link 0
Rebooted 0
Overloaded 0
Assimilated 0
Manual 0
Secondary 0
Robot Hack Failures 0
Allies Hacked 0
Hacks Repelled 0
Total Allies 0
Largest Group 0
Highest-Rated Group 0
Highest-Rated Ally 0
Total Orders 0
STAY 0
GOTO 0
ROAM 0
FOLLOW 0
GUARD 0
AID 0
BUILD 0
TUNNEL 0
DROP 0
PICKUP 0
COLLECT 0
EXPLORE 0
RETURN 0
Terraforming Orders 0
Walls Built 0
Walls Tunneled 0
Ally Attacks 0
Total Damage 0
Kills 0
Allies Corrupted 0
Allies Melted 0
Peak Influence 96
Average Influence 27
Final Influence 0
Maximum Alert Level 0
Low Security (%) 100
Level 1 0
Level 2 0
Level 3 0
Level 4 0
Level 5 0
Squads Dispatched 0
Investigation 0
Extermination 0
Reinforcement 0
Assault 0
Garrison 0
Exploration Rate (%) 21
Regions Visited 4
Garrisons Visited 0
Relays Disabled 0
Generators Disabled 0
Turns Passed 1007
Depth 11 47
Depth 10 865
Depth 9 95
Scrapyard 47
Materials 741
Mines 219
Prototype IDs
---------------
None
Alien Tech Recovered
----------------------
None
Game
------
Seed: Happy Miner
^Manual?: 1
Play Time: 14 min
Sessions: 1
Mod: N/A
Game No.: 13
ASCII: 1
Keyboard: 1
Movement: Vi
Fullscreen: 1
Font: 18/Cogmind
Map View: 76x50
X=9239935329289408445401771870
444447177144401817147441444031
811077000417077137755380770017
777037484183177440410784847044
770474747040434544474054481070
444444014574554441787044444044
487317840041414444044444474441
440444414044447104014710404478
780174507744110100044044414404
444440414444044404474444440440
414044444404414440401444014444
404444410444444044414404444440
414444030174444404144444814044
441084410445004704358338457401
001040070100530806
also, how do you drop things in keyboard mode
@karlnp : When you say caves, do you mean mines? Typically, if you see a bunch of med matter storage units and mining lasers around the staircase, then you can safely assume that the staircase will take you to mines. Also, you drop stuff from your inventory by press Alt + (inventory id). So, if you want to drop the first inventory item, press Alt + 1. I don't think you can drop the parts that are attached you directly. I am not sure, though.
Quote from: Sherlockkat on December 15, 2015, 02:59:52 AM
I don't think you can drop the parts that are attached you directly. I am not sure, though.
If your inventory is full, they'll bypass the inventory and auto-drop to the ground, and yeah it was
originally not possible to force skip a non-full inventory in keyboard mode, but I added that in Alpha 4: Press ',' before doing the normal kb detach and it will drop to the ground instead. (That and other related commands are all listed in the advanced commands: F1 > 2.)
Quote from: Sherlockkat on December 15, 2015, 02:59:52 AM
@karlnp : When you say caves, do you mean mines? Typically, if you see a bunch of med matter storage units and mining lasers around the staircase, then you can safely assume that the staircase will take you to mines. Also, you drop stuff from your inventory by press Alt + (inventory id). So, if you want to drop the first inventory item, press Alt + 1. I don't think you can drop the parts that are attached you directly. I am not sure, though.
Huh, I could swear that I'd tried that.
Oh, perhaps I meant mines, but I meant where branches appear in general - aside from garrisons, which I think are red, is there any way to tell if it's a branch or a main area behind a staircase? I'm assuming not.
Quote from: karlnp on December 15, 2015, 03:22:46 AM
Oh, perhaps I meant mines, but I meant where branches appear in general - aside from garrisons, which I think are red, is there any way to tell if it's a branch or a main area behind a staircase? I'm assuming not.
Not until you know where it leads, in which case they will show as a different ASCII/tile. Branches show a door instead of stairs, and in ASCII mode the standard '<' up stairs switches to '>'.
Cool. Lots to discover in this game. It's a fun feeling.
Thanks for the answers.
Spoiler
Quote
- Effective damage is projectile_damage*(1 + weapon_dmg_mult)*(1 + res).
I guess? Not sure what weapon_dmg_mult refers to--there are a number of possible multipliers to damage, but nothing specific to an individual weapon.
weapon_dmg_mult => stuff like particle chargers. So I guess I got the formula right.
Quote
- Core analyzer damage transfer percentage [0.5, 1.0].
There's X% chance to transfer half the damage; there are no ranges involved here. (And note that half of the damage is not applied multiple times, it is instead redirected to the core.)
This explanation conflicts with the in-game part description "Enables X% chance to automatically transfer at least 50% of attack damage to target core". Why is the "at least" qualifier there if it's exactly 50%?
Quote
- Number of parts hit with launcher [1, 3].
True, except for EM launchers which don't spread at all--always one part.
Good to know! I never realized that.
Quote
- If armor integrity procs, armor pieces are ignored when dealing damage.
Not sure what this one means.
"Enables 50% chance to bypass target armor." What does this mean exactly? I interpreted that as "roll a X% dice, if the test passes, then ignore all parts having the 'armor' flag when finding the part to damage with a projectile". In other words, armor is bypassed/unaffected when this effect triggers.
Quote
There are also things like various shields, special effects like slash-severing, bonuses from analysis records and hacking links, modifiers from utilities like particle chargers, and more :P
Essentially true. Analysis records is modeled indirectly through the base hit chance. Same for shield with resistances. Particle charger is modeled directly. Hacking link & slash effect are not accounted for, but rarely come into play.
I'm hoping to use the simulator to show that many combat utitilies have a negligible effect overall.
Also, I formally file a complaint against this prototype. A +400 delay on this is like putting mustard on a chocolate bar. :P
Spoiler
(https://i.imgur.com/ontHnn5.png)
Yes, we pretty much just hide entire threads in spoilers around these parts...
Quote
Quote
- Core analyzer damage transfer percentage [0.5, 1.0].
There's X% chance to transfer half the damage; there are no ranges involved here. (And note that half of the damage is not applied multiple times, it is instead redirected to the core.)
This explanation conflicts with the in-game part description "Enables X% chance to automatically transfer at least 50% of attack damage to target core". Why is the "at least" qualifier there if it's exactly 50%?
That was a bit of a dilemma with the wording, because what it does is split the damage in half and force half to hit the core, while the other half is
still free to choose its own target and possible still hit the core. So you can end up doing 100% of damage to the core. The "at least" in this case refers to the weapon damage as a whole, not really what this part "enables," so it's a bit easy to misinterpret. I'll just remove "at least" to prevent confusion--hadn't realized the other interpretation. It's exactly 50% that transfers (assuming the chance test passes).
Quote
Quote
- Number of parts hit with launcher [1, 3].
True, except for EM launchers which don't spread at all--always one part.
Good to know! I never realized that.
They do such low damage already (more akin to guns) that splitting it would imply the only use is corrupting a target (which would be kind limiting), so we want at least a chance of outright destroying especially smaller robots weak against it (e.g. Swarmers, Watchers...).
The splitting quality is determined by damage type, not weapon type, thus the manual only discusses this feature with respect to EX damage.
Quote
"Enables 50% chance to bypass target armor." What does this mean exactly? I interpreted that as "roll a X% dice, if the test passes, then ignore all parts having the 'armor' flag when finding the part to damage with a projectile". In other words, armor is bypassed/unaffected when this effect triggers.
Yep, that's exactly what it means. ("bypass" sounds more interesting and in-theme
than the very mechanical "ignore" :P)
Quote
I'm hoping to use the simulator to show that many combat utitilies have a negligible effect overall.
Haha, I hope you're wrong ;). It would be difficult to prove that, since you can use various intentional combinations of weapons + utilities to gain some impressive benefits, most especially when you start stacking those benefits. Some of my best runs have been doing things like that. Plus this can depend highly on your intended targets and the environment.
Of course I'm very interested to see the results!
Quote from: Decker on December 15, 2015, 05:09:04 PM
Also, I formally file a complaint against this prototype. A +400 delay on this is like putting mustard on a chocolate bar. :P
Spoiler
(https://i.imgur.com/ontHnn5.png)
I 100% agree :D. Honestly it's a surprisingly terrible weapon to begin with; appearances are deceptive in this case, something I believe should be changed. In Alpha 5 it will definitely have to change given that volley base times are changing. Thanks for bringing it up, as it's an easy mod--I'll look at it today.
HA! We should have a spoiler forum with restricted access to winners only! Improved incentives perhaps?
Hm, that's an interesting idea. I don't think I'd want to fracture the small community at this early point, though technically 90% of the regular posters have won the game... (Of course, there are a number of regular lurkers as well, people who'd just rather not post.)
There was discussion of a dedicated spoilers board before, but not a ton of support for it. And I don't really like the idea much myself, since it can combine lots of different topics into the same board, things that could normally be split into Ideas, Strategies, General, etc. (That's referring to it as an open board, though, not some kind of area restricted to "elite Cogminds" :D. That might work as and when Complex 0b10 gets easier. I believe we'll have yet more new winners in Alpha 5... on that note, it's about time jimmijamjams actually won!)
Maybe one day there will be need for these things. Perhaps when the community is larger? It would be nice to not have to bother spoiler tagging so much stuff :)
I was just kidding. I honestly wouldn't mind such a forum if it meant not bothering with spoiler tags all the time, but I agree that the community is far too small to make this a worthwhile idea.
Everyone is certainly being quite responsible with spoiler tags, that's for sure ;D
I do think it's a possibility for one day, though!
@Decker: Both Rocket Arrays are getting a buff as we speak. I've been wanting to do that for a while, anyway, since I always pass them up when playing. They are fun to watch but relatively worthless.
I'm sitting this one out since I watched K stream and saw where some of the Factory exits are. Have to be an honest cogmind! Really looking forward to Alpha 5 though.