This week's seed: CoreSingularityShredderThe Weekly Seed is open to anyone, and we encourage you to share your experiences, stories, and tactics over the course of your run.
The 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 screenshots below match your game.
- Play through the game once. This is a friendly event 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.
- If you want to share details about the seed or your approach, make sure you use spoiler tags.
- Due to the spoilerific nature of this thread, be sure to avoid reading details about the seed if you haven't completed your run.
- As Cogmind now has multiple difficulty modes and challenges which will affect the world generation, by default it is assumed everyone is playing on regular difficulty with no challenges enabled. You are free to use whichever settings you wish, but if you intend on discussing it, be sure to specify what difficulty/challenges you're using!
Good luck and have fun!
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: CoreSingularityShredder] should display in the log window.
Congratulations on entering the seed, now get in there!
Meh. I triggered an alarm trap and got cornered by a bunch of pests and brutes 2 minutes in. :<
This was my first run in Beta 3, and I had a ton of fun with it. My last few weekly seeds (I don't even think I posted about them) have been super short and disappointing, as I keep getting killed in the prox. caves post zion due to low core. This run, I promised myself, was going to be different! I decided to stick to the survival tips from the manual, legged propulsion with two propulsion slots as my first upgrade and things were going swimmingly. I made it to storage :D and got through without any issues at all. While there, I decided to switch to flight. It's been a long time since I've tried a serious flight build, but they were good units (with extras :D).
Things were going great! (mostly) I'm pretty inexperienced with flight units, so immediately after getting them I decided to evolve an extra propulsion and power slot to handle flying without going negative on energy usage. That backfired :(. I had 2 power, 5 propulsion, 2 utility, and 2 weapon slots, so I didn't even have the utility slots to help out. I ended up only using 4 of my propulsion slots for flight units, and put a beefy treads in the last one to soak up damage (which it did nicely). Experienced flight players: how do you manage the energy to support ratio?
Even after that hullaballoo, I managed pretty well. (Cue dramatic and foreboding music).
At -4/Factory, I decided I needed a parts upgrade. I hadn't picked up much on previous floors and was feeling a bit outclassed. Thus, I tried really hard to keep from being spotted. Alas, inexperience and carelessness reigned supreme and a watcher saw me and called for help. I ran for it, right into a group of enemies. In the ruckus, I spotted a chute trap and my ridiculous brain thought, "I'll just drop through the chute trap and out run the crushers to get a fresh start at this level nbd." I leapt for the trap, taking heavy fire as more enemies swarmed in. 2 tiles to go. 1 tile to go. I got it! And nothing happened.
Standing on a non-activated chute trap (with my flight units ;)) I panicked, I waited, I turned of my flight units. In the meantime, my power sources were destroyed. Finally, I moved off the tile and back on to trigger the trap, but the damage was done. I had no power, and there were crushers waiting for me. I managed to outrun most of them (somehow) and find the exit, but now I was back on -4/Factory in even worse shape than the first time.
My trusty melee weapons helped me scrounge up enough parts to get a decent tread build going, but I kept getting ambushed in places where the enemies could swarm. That or I equipped my BIG GUNS (aka cannons) and gave my enemies more ways to swarm me. I put up a good fight, but it wasn't enough.
Scoresheet - http://www.gridsagegames.com/cogmind/scores/171009/nuzcraft-171018-165407-0-7655.txt
As always, this run will be uploaded to my Youtube channel (https://www.youtube.com/channel/UChfKrCBdatBePGqB1LsAKuw?view_as=subscriber). I try to get Cogmind vids up every M, W, Fri and this one will probably start coming out in a couple weeks.
QuoteExperienced flight players: how do you manage the energy to support ratio?
You ask a very tricky question, sir.
2 power and 5 (or 4) propulsion is a good ratio. Another decent slot distribution for early-mid game flight is 1 power, 3 propulsion slots but you need to run a very processor heavy build. You do need to get good at running on an energy deficit. The only solution for energy issues is to migrate to better cores and learn to identify the better early game cores. Some of the best early game cores are lgt nuclear core and cld. ion. Lgt nuclear has really good generation/weight ratio and cld. ion increases your storage by 180 which lets you run on an energy deficit for a long time. Some good mid-game prototypes are F-cell (+400 to storage!!) and enh. nuclear core (200 to storage). Your capacity to support later power cores also goes up as you find better flight units. Batteries/Energy wells are also great if you happen to have a spare util slot.
As far as carry capacity goes, propulsion arrays are your best bet. Propulsion arrays provide good support, are energy efficient, but slow you down (2 slots for the same speed modifier). Mid-game flight units are somewhat lackluster when it comes to support and the end game units are energy expensive (and fast) and can be difficult to support (from heat/energy perspective) if you fill up all your slots with them. So, the usual late game flight propulsion is a healthy mix of propulsion arrays backed up by good late game flight units to maintain your speed. You can also go all arrays and carry tons of stuff and some players do that at the expense of sacrificing speed. Hope that answers your question.
QuoteIn the ruckus, I spotted a chute trap and my ridiculous brain thought, "I'll just drop through the chute trap and out run the crushers to get a fresh start at this level nbd." I leapt for the trap, taking heavy fire as more enemies swarmed in. 2 tiles to go. 1 tile to go. I got it! And nothing happened.
You can hit '>' while standing on a trap to manually trigger it.
Ha! I guess I should pay more attention to the controls! ;D
What do you think of that sort of strategy? Is it just crazy to try to get to waste?
Wastes is a great escape route for fliers. You will get corrupted a bit, but its worth resetting the floor so that you have a second shot at utilizing the machines. Though, It's better to chute premptively if you feel the situation is getting out of hand rather than as a last resort.
Score sheet:
Spoiler
Cogmind - Beta 3 @@@ ROGUELIKE MODE
Name: Cpt. Piker
---[ CORE DESTROYED ]---
Performance
-------------
Evolutions (3) 1500
Robots Destroyed (118) 590
Value Destroyed (3277) 3277
Prototype IDs (11) 220
Alien Tech Used (0) 0
Bonus (349) 349
TOTAL SCORE: 5936
Cogmind
---------
Core Integrity 0/700
Matter 67/300
Energy 99/100
System Corruption 13%
Temperature Cool (12)
Location -7/Factory
Parts
-------
Power (2)
(None)
Propulsion (4)
(None)
Utility (4)
(None)
Weapon (3)
(None)
Inventory (4)
Heavy Particle Cannon
Mini Assault Cannon
Peak State
------------
Power
Light Deuterium Engine
Propulsion
VTOL Module
VTOL Module
VTOL Module
Xenon Bombardment Thruster
Utility
Improved Heat Sink
Improved Targeting Computer
Weapon Cycler
Improved Light Armor Plating
Weapon
Mini Assault Cannon
Proton Missile Launcher
Precision Grenade Launcher
Inventory
Light Treads
Beam Rifle
Heavy Particle Cannon
Advanced EMP Blaster
[Rating: 40]
Favorites
-----------
Power Light Nuclear Core
Engine Heavy Ion Engine
Power Core Light Nuclear Core
Propulsion Improved Flight Unit
Treads Light Treads
Leg Aluminum Leg
Flight Unit Improved Flight Unit
Utility Improved Targeting Computer
Device Improved Heat Sink
Storage Small Storage Unit
Processor Improved Targeting Computer
Protection Light Armor Plating
Weapon Enhanced Autogun
Energy Gun Small Laser
Energy Cannon Heavy Particle Cannon
Ballistic Gun Enhanced Autogun
Ballistic Cannon Gauss Cannon
Launcher Precision Grenade Launcher
Special Melee Weapon Datajack
Stats
-------
Bonus Breakdown 349
High Alert Combat Kills 349
Classes Destroyed 14
Worker 5
Builder 8
Tunneler 1
Hauler 8
Recycler 3
Operator 3
Watcher 3
Swarmer 31
Grunt 32
Brawler 2
Duelist 2
Sentry 17
Hunter 1
Programmer 2
Major NPCs Destroyed 0
Best Kill Streak 16
Combat Bots Only 12
Best States 0
Heat Dissipation 50
Energy Capacity 460
Matter Capacity 300
Sight Range 16
Robot Scan Range 8
Terrain Scan Density 10
Armor Coverage (%) 32
Weapon Cycling 15
Evasion (%) 64
Targeting Accuracy 6
Recoil Reduction 4
Datajack Penetration 35
Matter Collected 2222
Salvage Created 3657
Parts Attached 114
Power 17
Propulsion 31
Utility 16
Weapon 50
Parts Lost 41
Power 6
Propulsion 14
Utility 9
Weapon 12
Average Slot Usage (%) 87
Naked Turns 39
Spaces Moved 3977
Fastest Speed (%) 370
Average Speed (%) 205
Slowest Speed (%) 20
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 11
Targets Kicked 0
Targets Crushed 0
Cave-ins Triggered 0
Heaviest Build 38
Greatest Support 83
Greatest Overweight (x) 9
Average Overweight (x) 0
Largest Inventory 6
Average Capacity 4
Most Carried 6
Average Carried 3
Final Capacity 4
Final Carried 2
Damage Taken 5395
Core 1477
Absorbed by Shields 0
Average Core Remaining (%) 56
Depth 11 Exit 100
Depth 10 Exit 40
Depth 9 Exit 78
Depth 8 Exit 8
Volleys Fired 284
Largest 3
Hottest 161
Shots Fired 510
Gun 448
Cannon 28
Launcher 34
Special 0
Kinetic 324
Thermal 152
Explosive 26
Electromagnetic 8
Secondary Targets 2
Shots Hit Robots 334
Core Hits 199
Critical Hits 4
Critical Kills 1
Critical Parts Destroyed 3
Overload Shots 0
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 2
Impact 0
Slashing 0
Piercing 0
Sneak Attacks 1
Follow-up Attacks 0
Damage Inflicted 8137
Projectiles 4862
Explosions 3236
Melee 0
Ramming 39
Kinetic 3257
Thermal 2010
Explosive 2676
Electromagnetic 155
Impact 0
Slashing 0
Piercing 0
Overflow Damage 24
Projectiles 0
Explosions 24
Melee 0
Self-Inflicted Damage 157
Shots 7
Rammed 11
Highest Temperature 364
Average Temperature 85
Received Heat Transfer 1541
Energy Bleed 1
Interference 2
Damage (minor) 1
Highest Corruption 13
Average Corruption 3
Corruption Purged 0
Message Errors 1
Heat Flow Error 1
Energy Discharge 4
Parts Rejected 1
Data loss (database) 1
Misdirections 4
Impact Corruptions 0
Haulers Intercepted 8
Robots Corrupted 0
Parts Fried 1
Impact Corruptions 0
Robots Melted 0
Parts Melted 3
Heat Transferred 3565
Parts Sabotaged 0
Parts Stolen 0
Parts Stripped 0
Parts Self-Destructed 0
Prevented 0
Power Chain Reactions 1
Communications Jammed 0
Times Spotted 132
Peak Tracking Total 8
Tactical Retreats 7
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 0
Drone Recoveries 0
Traps Triggered 8
Indirectly 1
Trap Hack Attempts 0
Triggered 0
Disarmed 0
Reprogrammed 0
Reused 0
Traps Extracted 0
Installed 0
Triggered 0
Machines Disabled 16
Machines Sabotaged 0
Data Cores Recovered 0
Used 0
Machines Hacked 19
Terminals 11
Fabricators 1
Repair Stations 4
Recycling Units 2
Scanalyzers 0
Garrison Access 1
Total Hacks 48
Successful 20
Failed 28
Catastrophic 3
Database Lockouts 0
Manual 16
Unauthorized 13
Terminals 33
Fabricators 2
Repair Stations 8
Recycling Units 4
Scanalyzers 0
Garrison Access 1
Terminal Hacks 9
Record 3
Open Door 1
Level Access Points 1
Alert Level 1
Reinforcement Status 1
Hauler Manifests 1
Zone Layout 1
Hacking Detections 17
Full Trace Events 2
Feedback Events 0
Feedback Corruption 0
Feedback Hackware Fried 0
Feedback Blocked 0
Trojans Installed 5
Terminals 5
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 0
Fabricators Overloaded 0
Fabricator Schematic DLs 0
Garrisons Disabled 2
Garrisons Compromised 0
Fab Network Shutdowns 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 1
Part Repair Time 51
Parts Recycled 0
Recycled Matter 0
Retrieved Matter 0
Retrieved Components 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
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
Terraforming Orders 0
Walls Tunneled 0
Ally Attacks 0
Total Damage 0
Kills 0
Allies Corrupted 0
Allies Melted 0
Peak Influence 1038
Average Influence 238
Final Influence 173
Maximum Alert Level 3
Low Security (%) 54
Level 1 25
Level 2 15
Level 3 4
Level 4 0
Level 5 0
Triggered High Security 0
Turns 0
Squads Dispatched 20
Investigation 4
Extermination 2
Reinforcement 9
Assault 1
Garrison 4
Intercept 0
Derelict Logs Recovered 1
Scrap Searched 2
Exploration Rate (%) 31
Regions Visited 7
Pre-discovered Areas 0
Garrisons Visited 0
Relays Disabled 0
Generators Disabled 0
Network Hubs Disabled 0
Actions Taken 5311
Turns Passed 4384
Depth 11 63
Depth 10 1209
Depth 9 910
Depth 8 1027
Depth 7 1175
Scrapyard 63
Materials 2310
Factory 1175
Mines 269
Storage 567
Prototype IDs
---------------
Heavy Ion Engine
Cooled Ion Engine
Improved Flight Unit
Improved Cesium-ion Thruster
Improved Medium Laser
Heavy Particle Gun
Improved Assault Rifle
Enhanced Autogun
Mini Assault Cannon
Advanced EMP Blaster
Precision Grenade Launcher
Fabricated
------------
Nothing
Alien Tech Used
-----------------
None
Route
-------
-11/Scrapyard
-10/Materials
-10/Mines (discovered 2 exits: *Mat x2)
-9/Materials (discovered 2 exits: *Mat / *Sto)
-9/Storage
-8/Materials
-7/Factory
Challenges
------------
None
Game
------
Seed: CoreSingularityShredder
Manual?: 1
Play Time: 83 min
Cumulative: 247 min
Sessions: 1
Easy Mode: 0
Game No.: 7
Easier: 0
Easiest: 0
Win Type: -
Total: 0
Types: 0/0/0/0/0/0/0
Lore%: 2
Gallery%: 10
Options
---------
ASCII: 0
Keyboard: 0
Movement: Arrows
Fullscreen: 1
Font: 18/Cog
Map View: 76x50
FOV Handling: Fade In
Steam: 1
It was... interesting. I only started playing this game yesterday, so all things considered, it was a good run. It was fairly typical until I hit -7, where I decided to do something stupid but really fun. I equipped launchers in all three of my weapon slots. I had a proton bomb launcher, an EM missile launcher, and a precision grenade launcher. Needless to say, this is what got me killed. You see, as fun as they are, launchers are very matter intensive and I had no lasers. Next thing you know, I'm all out of matter, my propulsion is destroyed, and I'm cornered by 3 commandos and 2 hackers. Miraculously, I actually escaped this by kicking everyone out of my way and running, but then I, a naked core with about 50 health left, hits a proton bomb trap. The End
Moral of the story? Always bring a backup laser.
Thanks Sherlockkat! I'll keep that in mind!
Quote from: CptPiker on October 21, 2017, 12:30:29 PM
Moral of the story? Always bring a backup laser.
An important lesson, for sure :)
If you only have room for one backup weapon, melee is often even better, but normally you have more room than that and carrying some energy weapons is a good idea, too.
Matter depletion is actually a common killer of combat builds, so plan for it!
The vids for this seed have started: https://youtu.be/zrF_dNdZi9Q
Check for new parts M, W, F :D