Hey folks! I just won my first Cogmind game, the first of many I hope! Today I finished off an assignment for uni, so I treated myself to some Cogmind! I continued this game where I left it at -3, in a very good state (which is why I wanted to play carefully and not squander such a promising run).
This was my 13th game - perhaps a lucky number. I had reached -1 once before but my play was very disorganised and poor that time. I just ran around a lot on -1 and died after taking a ton of damage. This time round I was far better equipped, and I had a plan.
Random screenshot from -3:
From about factory or just before, I equipped hovercraft propulsion. I'm truly thinking they might be the best propulsion, at least for my playstyle. Flight is amazing of course, but the resource requirements are so high and the storage quite poor. Hovercraft seems to strike an excellent balance between fast speed, decent carry capacity, and high availability (all the watchers have them). Around that same time, I switched to a primarily stealth/speed build. This is what worked for me on my first good run, but with more experience now I was able to make better use of the various utilities on offer.
Sensors + signal interpreters are amazing, definitely the MVP of this run, alongside ECM suites. Being able to both outrun most enemies and know where they are all the time is a fantastic combo, allowing for a whole range of evasion maneuvers. This run was the first time I made use of ECM suites, and they are great. I also think sensors > optical arrays, in terms of sheer utility. Though the optical arrays were good vs hunters before I had long range sensor arrays / advanced signal interpreter (I suppose one of these helps to spot hunters). ECM suites are very expensive energy-wise but you only need to activate them when actually trying to lose enemies.
Also fantastically useful were rocket launchers. I tried to have one throughout the game, and I did manage that for the most part. They are great weapons to complement a stealth build. I got the idea off biomatter's stealth run image album. I also used melee weapons, either regular or datajack - mostly for getting rid of watchers and replenishing on matter off civilian robots when getting low due to rocket use / item switching.
Also super useful were transmission jammers. With a fast speed like I had - 26 - I could ambush watchers and get rid of them, reboot them, or whatever, very safely, without them giving out a distress signal. This allowed for many close-range shenanigans in the midst of many enemies.
Most of the run had been very smooth, but research became very tough because of some of the chokepoints, and -1 was just bonkers at times. I spent a long time on -1 observing and learning patrol patterns, and waiting for the right time to make a move. Reminded me of some classic stealth games like Chaos Theory. -1 was just massive. I can't believe how large that floor was - real epic. I explored pretty much the entire thing, and as I was suspecting, the most heavily defended area was around the exit. Nevertheless, I did manage to reach the exit without alerting anyone except for the occasional robot for brief periods.
One of the things I began to appreciate the most this run was the mechanic of secret/hidden doors. Over the course of this run I began to understand the sort of areas likely to contain hidden doors, and honestly it's pretty fantastic when you come across the perfect secret passage right when you could really use one. Also by observing robots with sensors, you can pick up on some passages that way. This game, played in stealth style, is all about chokepoints and sectors of the map that are in a sense separated from each other due to the terrain or due to certain enemy positions and patrol patterns. Hidden doors played a huge part in tackling -1, sometimes connecting otherwise very separate sections of the level together.
I still find hacking a bit weird. I mean, it's optimal to be using hacking utilities before going ahead with a terminal, but it's also optimal to have a more combat-useful utility equipped the rest of the time. This makes for a lot of switching, which I guess uses up matter, but I find it rather finicky.
Potential bug I found: The first screenshot I have my regular build. The second one I enable overloading on the aerolev unit, and my heat generation goes
down and my speed goes
down (the delay increases). This looks like a bug to me.
Here I thought I found the exit to the surface! Poor me.
Screenshot near the very end of the game. Potentially massive spoiler, so be certain if you want to click. Nevermind, I decided to remove it just in case. I'll wait for what Kyzrati thinks. By the way, that method of ascending is very satisfying.
Some things I still don't quite understand but want to learn about: programmer tracking, and the log message for programmers to report to X location; and what the link hacking function on robots does.
Suggestions: I'd like a prompt when an enemy unexpectedly comes into view or notices me. One time I walked to a wall to start resting, but I just happened to open up a secret door, and a hunter was on the other side that got a shot off while I still hadn't realised what was going on. Something similar to the force_more prompts in DCSS would be sweet, and optional of course.
Final screen:
http://pastebin.com/cXVkAkKVCogmind - Alpha 1b
Name: zzxc
---[ ESCAPED! ]---
Performance
-------------
Evolutions (9) 4500
Robots Destroyed (108) 540
Value Destroyed (2353) 2353
Prototype IDs (6) 30
Alien Tech Identified (0) 0
Bonus (2000) 2000
TOTAL SCORE: 9423
Cogmind
---------
Core Integrity 1471/1600
Matter 244/300
Energy 827/930
System Corruption 0%
Temperature Warm (134)
Location Surface
Parts
-------
Power (3)
Light Anti-Matter Reactor
Particle Reactor
Light Anti-Matter Reactor
Propulsion (5)
Anti-Grav Array
Aerolev Unit
Improved Anti-Grav System
Improved Gravmag System
Utility (14)
Power Amplifier
Large Storage Unit
Gravity Neutralizing Apparatus
Insulated Medium Armor
Energy Well
Advanced Force Field
Improved Transmission Jammer
Advanced Signal Interpreter
Enhanced Optical Array
Advanced Reaction Control System
Advanced Powered Armor
Long-range Sensor Array
Advanced ECM Suite
Improved Hacking Suite
Weapon (3)
Advanced Datajack
Smartbomb Launcher
Inventory
-----------
Advanced ECM Suite
Advanced Force Field
Anti-Grav Array
Improved System Backup Module
Improved Powered Armor
Advanced Signal Interpreter
Particle Reactor
Improved Anti-Grav System
Power Amplifier
Peak State
------------
Power
Particle Reactor
Light Anti-Matter Reactor
Light Quantum Reactor
Propulsion
Improved Anti-Grav System
Anti-Grav Array
Anti-Grav Array
Utility
Enhanced Optical Array
Power Amplifier
Long-range Sensor Array
Large Storage Unit
Insulated Medium Armor
Energy Well
Advanced Force Field
Power Amplifier
Advanced Reaction Control System
Gravity Neutralizing Apparatus
Improved Transmission Jammer
Advanced Signal Interpreter
Advanced Powered Armor
Advanced ECM Suite
Weapon
Advanced Datajack
Smartbomb Launcher
[Rating: 153]
Favorites
-----------
Power Light Anti-Matter Reactor
Engine Ion Engine
Power Core Neutrino Core
Reactor Light Anti-Matter Reactor
Propulsion Aerolev Unit
Treads Light Treads
Wheel Armored Wheel
Leg Aluminum Leg
Hover Unit Aerolev Unit
Flight Unit Xenon Bombardment Thruster
Utility Power Amplifier
Device Power Amplifier
Storage Large Storage Unit
Processor Enhanced Optical Array
Hackware Improved Hacking Suite
Protection Insulated Medium Armor
Weapon Advanced Datajack
Energy Gun Improved EM Shotgun
Energy Cannon Heavy Particle Cannon
Ballistic Gun Assault Rifle
Launcher Smartbomb Launcher
Special Weapon Plasma Cutter
Impact Weapon Powered Hammer
Slashing Weapon Falx
Special Melee Weapon Advanced Datajack
Stats
-------
Classes Destroyed 14
Worker 5
Builder 8
Tunneler 3
Hauler 12
Recycler 9
Mechanic 1
Operator 1
Watcher 5
Swarmer 28
Grunt 27
Duelist 1
Sentry 4
Hunter 1
Programmer 3
NPCs Destroyed 0
Best Kill Streak 31
Combat Bots Only 41
Matter Collected 3421
Salvage Created 4326
Parts Attached 184
Power 28
Propulsion 33
Utility 84
Weapon 39
Parts Lost 43
Power 9
Propulsion 11
Utility 10
Weapon 13
Average Slot Usage (%) 86
Naked Turns 176
Spaces Moved 16173
Fastest Speed (%) 434
Slowest Speed (%) 16
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 16
Cave-ins Triggered 2
Teleports 0
Heaviest Build 99
Greatest Overweight (x) 15
Average Overweight (x) 0
Largest Inventory 12
Most Items Carried 12
Core Damage Taken 1495
Volleys Fired 256
Largest 3
Hottest 166
Shots Fired 430
Gun 360
Cannon 7
Launcher 50
Special 13
Kinetic 213
Thermal 125
Explosive 50
Electromagnetic 42
Overload Shots 0
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 168
Impact 12
Slashing 36
Piercing 0
Damage Inflicted 6957
Projectiles 3266
Explosions 2105
Melee 1514
Ramming 72
Highest Temperature 419
Average Temperature 54
Shutdowns 1
Energy Bleed 2
Interference 4
Matter Decay 2
Short Circuit 0
Damage (minor) 0
Damage (major) 0
Damage (core) 0
Highest Corruption 2
Message Errors 1
Parts Rejected 2
Data loss (map) 5
Data loss (database) 1
Misfires 1
Misdirections 4
Targeting Errors 0
Weapon Failures 0
Haulers Intercepted 12
Robots Corrupted 0
Tactical Retreats 67
Communications Jammed 133
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 0
Drone Recoveries 0
Derelicts Assembled 0
Machine Familiarity 54
Terminals 42
Fabricators 2
Repair Stations 3
Recycling Units 1
Scanalyzers 6
Machines Hacked 54
Terminals 42
Fabricators 2
Repair Stations 3
Recycling Units 1
Scanalyzers 6
Total Hacks 156
Successful 64
Failed 92
Catastrophic 33
Database Lockouts 0
Manual 16
Terminals 129
Fabricators 3
Repair Stations 7
Recycling Units 1
Scanalyzers 16
Terminal Hacks 45
Record 2
Part Schematic 1
Robot Schematic 0
Robot Analysis 1
Prototype ID Bank 6
Open Door 4
Level Access Points 0
Branch Access Points 4
Emergency Access Points 0
Machine Index 0
Terminal Index 0
Fabricator Index 0
Repair Station Index 0
Recycling Unit Index 0
Scanalyzer Index 1
Alert Level 5
Unreport Threat 3
Dispatch Records 1
Maintenance Status 0
Security Status 0
Surveillance Status 0
Patrol Status 0
Transport Status 1
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 3
Registered Components 0
Registered Prototypes 1
Zone Layout 3
Sector Layout 0
Machine Controls 9
Hacking Detections 72
Full Trace Events 22
Feedback Events 2
Feedback Corruption 2
Feedback Part Disabled 0
Feedback Blocked 0
Robot Schematics Acquired 0
Robots Built 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 5
Parts Built 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 6
Part Schematics Acquired 4
Parts Damaged 0
Robot Analysis Total 1
Robots Rewired 0
Robots Hacked 5
Non-combat 21
Combat 0
Parse 1
Link 5
Rebooted 3
Overloaded 7
Assimilated 0
Manual 0
Secondary 5
Robot Hack Failures 17
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
Peak Influence 739
Average Influence 76
Maximum Alert Level 2
Low Security (%) 87
Level 1 5
Level 2 6
Level 3 0
Level 4 0
Level 5 0
Squads Dispatched 39
Investigation 19
Extermination 13
Reinforcement 7
Assault 0
Exploration Rate (%) 40
Regions Visited 11
Turns Passed 13386
Depth 11 109
Depth 10 757
Depth 9 1577
Depth 8 318
Depth 7 675
Depth 6 569
Depth 5 625
Depth 4 535
Depth 3 542
Depth 2 1119
Depth 1 6560
Scrapyard 109
Materials 2652
Factory 2404
Research 1661
Access 6560
Prototype IDs
---------------
Heavy Ion Engine
Improved Airjet
Improved Gravmag System
Aerolev Unit
Improved Medium Laser
Improved Spread Laser
Improved EM Shotgun
Improved Lightning Gun
Ion Burst Cannon
Improved KE Penetrator
Neutron Missile Launcher
Shock Maul
Kinetic Spear
Plasma Lance
Advanced Power Amplifier
Gravity Neutralizing Apparatus
Alien Tech Recovered
----------------------
None
Game
------
Seed: 1436708605
Play Time: 405 min
Sessions: 17
Mod: N/A
Game No.: 22
ASCII: 1
Keyboard: 0
Font: 18/Terminus
Map View: 76x50
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