At the time of this post there's only an hour left for last week's seed, but here goes!
This week's seed: AlwaysRunNote: There is a new build. Make sure you are running Alpha 2b!
The 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. Some
super secret achievements will be selected with some RNG at the end of each week from my steadily growing list. Please leave suggestions for the naming of next seed or other achievements to include to my list
once you have finished your run!Rules are as follows:
- The Weekly Seed begins from the date this thread is posted and lasts exactly 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 (note: [Manual seed applied: AlwaysRun] should display in the log window).
- Play through the game once. This is a friendly competition, 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/Dw4VC2v.png)
(https://i.imgur.com/WfyDEvs.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/WxunFuU.png)
Select GAME, select ABORT:
(https://i.imgur.com/cCLoJgu.png)
If you have followed the steps [Manual seed applied: AlwaysRun] should display in the log window.
Congratulations on entering the seed, queue explosions!
---+--------------------------------------------------+---Previous week's seed [WeeklySeedRuns]:
- Kyzrati: 10708
- jimmijamjams: 5797
- SquigglyJ: 5696
- biomatter: 2256
- Phuket: 211
- AlanWithTea: 193
Previous week's
super secret achievement winners:
"Who needs weapons?"
Most targets rammed
SquigglyJ
"Under the radar"
Lowest average Influence
Phuket
Yeah, I suck ;D
Spoiler
Cogmind - Alpha 2b
Name: Shobalk
---[ CORE DESTROYED ]---
Performance
-------------
Evolutions (1) 500
Robots Destroyed (24) 120
Value Destroyed (511) 511
Prototype IDs (0) 0
Alien Tech Identified (0) 0
Bonus (0) 0
TOTAL SCORE: 1131
Cogmind
---------
Core Integrity 0/400
Matter 280/300
Energy 40/75
System Corruption 5%
Temperature Cool (2)
Location -9/Mines
Parts
-------
Power (1)
Light Ion Engine
Propulsion (3)
Flight Unit
Flight Unit
Utility (3)
Improved Signal Interpreter
Improved Heat Sink
Weapon (2)
Inventory
-----------
Empty
Peak State
------------
Power
Light Nuclear Core
Propulsion
Aluminum Leg
Aluminum Leg
Aluminum Leg
Utility
Medium Storage Unit
Heat Sink
Visual Processing Unit
Weapon
Assault Rifle
EM Pulse Gun
[Rating: 12]
Favorites
-----------
Power Light Nuclear Core
Engine Light Ion Engine
Power Core Light Nuclear Core
Propulsion Aluminum Leg
Leg Aluminum Leg
Flight Unit Flight Unit
Utility Medium Storage Unit
Device Heat Sink
Storage Medium Storage Unit
Processor Visual Processing Unit
Protection Light Armor Plating
Weapon EM Pulse Gun
Energy Gun EM Pulse Gun
Ballistic Gun Assault Rifle
Ballistic Cannon Light Cannon
Special Weapon Mining Laser
Stats
-------
Classes Destroyed 6
Hauler 1
Recycler 1
Watcher 1
Swarmer 11
Grunt 9
Sentry 1
NPCs Destroyed 0
Best Kill Streak 22
Combat Bots Only 19
Matter Collected 642
Salvage Created 800
Parts Attached 34
Power 6
Propulsion 13
Utility 7
Weapon 8
Parts Lost 23
Power 5
Propulsion 8
Utility 4
Weapon 6
Average Slot Usage (%) 79
Naked Turns 2
Spaces Moved 951
Fastest Speed (%) 333
Slowest Speed (%) 40
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 25
Cave-ins Triggered 0
Teleports 0
Heaviest Build 18
Greatest Overweight (x) 4
Average Overweight (x) 0
Largest Inventory 8
Most Items Carried 8
Core Damage Taken 441
Volleys Fired 74
Largest 2
Hottest 100
Shots Fired 138
Gun 120
Cannon 17
Launcher 0
Special 1
Kinetic 84
Thermal 12
Explosive 0
Electromagnetic 42
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 1224
Projectiles 1179
Explosions 0
Melee 0
Ramming 45
Highest Temperature 120
Average Temperature 32
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
Message Errors 0
Parts Rejected 0
Data loss (map) 2
Data loss (database) 1
Misfires 0
Misdirections 1
Targeting Errors 0
Weapon Failures 0
Haulers Intercepted 1
Robots Corrupted 0
Tactical Retreats 4
Communications Jammed 0
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 0
Drone Recoveries 0
Derelicts Assembled 0
Machine Familiarity 4
Terminals 3
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 1
Machines Hacked 4
Terminals 3
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 1
Total Hacks 14
Successful 6
Failed 8
Catastrophic 1
Database Lockouts 0
Manual 2
Terminals 11
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 3
Terminal Hacks 4
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 1
Machine Index 0
Terminal Index 0
Fabricator Index 0
Repair Station Index 0
Recycling Unit Index 0
Scanalyzer Index 0
Alert Level 1
Unreport Threat 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
Robot Schematics Acquired 0
Robots Built 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 1
Parts Built 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 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
Peak Influence 119
Average Influence 42
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
Exploration Rate (%) 24
Regions Visited 5
Turns Passed 1355
Depth 11 74
Depth 10 698
Depth 9 583
Scrapyard 74
Materials 741
Mines 540
Prototype IDs
---------------
None
Alien Tech Recovered
----------------------
None
Game
------
Seed: AlwaysRun
^Manual?: 1
Play Time: 22 min
Sessions: 5
Mod: N/A
Game No.: 2
ASCII: 1
Keyboard: 0
Font: 14/Cogmind
Map View: 72x54
X=9619710239332851488581584154
198818881121868891848848844551
995192191156185566265118922168
159416286584149948885498116861
621845188121158118186198658898
888811566158688611589518858818
488568188116858818869898169818
196261851198896518858811888898
188818858818888898888891858818
881898888811158818888898888818
858818888898888818858811166591
881898956828112889564192419865
826161198684142819545186685468
This is the best I've ever done! I hope that the seed generated properly though, as my game crashed(I think it was a wine problem) and my settings reset in the beginning of the run.
Spoiler
Cogmind - Alpha 2b
Name: Anonymous676210531
---[ CORE DESTROYED ]---
Performance
-------------
Evolutions (9) 4500
Robots Destroyed (14) 70
Value Destroyed (473) 473
Prototype IDs (3) 60
Alien Tech Identified (0) 0
Bonus (0) 0
TOTAL SCORE: 5103
Cogmind
---------
Core Integrity 0/1600
Matter 255/300
Energy 50/50
System Corruption 0%
Temperature Cool (0)
Location -1/Access
Parts
-------
Power (6)
Propulsion (7)
Utility (6)
Weapon (6)
Inventory
-----------
Anti-Grav Array
Peak State
------------
Power
Fission Core
Micro Nuclear Core
Propulsion
Experimental Cesium-ion Thruster
Experimental Cesium-ion Thruster
Nuclear Pulse Array
Diametric Drive
Utility
Improved Heat Sink
Weapon
High-powered Shotgun
[Rating: 44]
Favorites
-----------
Power Light Nuclear Core
Engine Improved Deuterium Engine
Power Core Light Nuclear Core
Propulsion Experimental Cesium-ion Thruster
Wheel Compact Wheel
Leg Aluminum Leg
Hover Unit Airjet
Flight Unit Experimental Cesium-ion Thruster
Utility Seismic Analyzer
Device Improved Terrain Scanner
Processor Seismic Analyzer
Hackware Deep Network Scanner
Weapon Shotgun
Energy Gun Medium Laser
Energy Cannon Improved EM Pulse Cannon
Ballistic Gun Shotgun
Ballistic Cannon Light Cannon
Slashing Weapon Katana
Stats
-------
Classes Destroyed 5
Tunneler 1
Recycler 1
Grunt 10
Brawler 1
Sentry 1
NPCs Destroyed 0
Best Kill Streak 14
Combat Bots Only 12
Matter Collected 789
Salvage Created 562
Parts Attached 57
Power 8
Propulsion 21
Utility 11
Weapon 17
Parts Lost 41
Power 7
Propulsion 14
Utility 8
Weapon 12
Average Slot Usage (%) 40
Naked Turns 257
Spaces Moved 5988
Fastest Speed (%) 1250
Slowest Speed (%) 50
Overloaded Moves 267
Propulsion Burnouts 0
Targets Rammed 0
Cave-ins Triggered 0
Teleports 0
Heaviest Build 30
Greatest Overweight (x) 3
Average Overweight (x) 0
Largest Inventory 4
Most Items Carried 4
Core Damage Taken 3883
Volleys Fired 78
Largest 3
Hottest 142
Shots Fired 120
Gun 74
Cannon 46
Launcher 0
Special 0
Kinetic 70
Thermal 44
Explosive 0
Electromagnetic 6
Overload Shots 0
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 1
Impact 0
Slashing 1
Piercing 0
Damage Inflicted 1377
Projectiles 1334
Explosions 0
Melee 43
Ramming 0
Highest Temperature 299
Average Temperature 80
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
Message Errors 0
Parts Rejected 0
Data loss (map) 0
Data loss (database) 1
Misfires 0
Misdirections 2
Targeting Errors 0
Weapon Failures 0
Haulers Intercepted 0
Robots Corrupted 2
Tactical Retreats 26
Communications Jammed 0
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 2
Drone Recoveries 0
Derelicts Assembled 0
Machine Familiarity 5
Terminals 5
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Machines Hacked 5
Terminals 5
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Total Hacks 15
Successful 6
Failed 9
Catastrophic 1
Database Lockouts 0
Manual 0
Terminals 15
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Terminal Hacks 6
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 2
Machine Index 0
Terminal Index 0
Fabricator Index 0
Repair Station Index 0
Recycling Unit Index 0
Scanalyzer Index 0
Alert Level 1
Unreport Threat 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 0
Registered Prototypes 0
Zone Layout 0
Sector Layout 0
Machine Controls 0
Hacking Detections 5
Full Trace Events 1
Feedback Events 0
Feedback Corruption 0
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 0
Parts Built 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 2
Largest Group 2
Highest-Rated Group 10
Highest-Rated Ally 5
Total Orders 2
STAY 0
GOTO 0
ROAM 0
FOLLOW 0
GUARD 0
AID 0
BUILD 0
TUNNEL 0
DROP 0
PICKUP 0
COLLECT 0
EXPLORE 2
RETURN 0
Terraforming Orders 0
Walls Built 0
Walls Tunneled 0
Ally Attacks 0
Total Damage 0
Kills 0
Peak Influence 144
Average Influence 20
Maximum Alert Level 0
Low Security (%) 100
Level 1 0
Level 2 0
Level 3 0
Level 4 0
Level 5 0
Squads Dispatched 8
Investigation 1
Extermination 4
Reinforcement 3
Assault 0
Exploration Rate (%) 21
Regions Visited 12
Turns Passed 2942
Depth 11 121
Depth 10 345
Depth 9 447
Depth 8 57
Depth 7 611
Depth 6 202
Depth 5 106
Depth 4 120
Depth 3 100
Depth 2 493
Depth 1 340
Scrapyard 121
Materials 599
Factory 1039
Research 593
Access 340
Mines 250
Prototype IDs
---------------
Experimental Cesium-ion Thruster
Improved Q-Thruster
Cooled Particle Cannon
Alien Tech Recovered
----------------------
None
Game
------
Seed: AlwaysRun
^Manual?: 1
Play Time: 58 min
Sessions: 15
Mod: N/A
Game No.: 7
ASCII: 0
Keyboard: 1
Font: 12/Cogmind
Map View: 76x56
X=9667352688232215124659429566
455695395931266664146364164255
366545666415569954444446494266
251255224444512549642942555266
225656216666656349936635234994
266991665659666666446464356453
969342226666426666564646266652
166662465566621566664552466456
466126664666226646646466466626
664666666645426666466666664626
666646666666426666222652666636
666662466666635926646626263616
166493622422212424244639129926
556144126214669426946629232316
424562463252959625641645564455
1512
Summary
Spoiler
Considered skipping the mines this time after some of the failures last week, but in the end decided to take it since I was running into lots of scouts. Nothing memorable in the mines except 2 grunts easily taken care of that spawned by the stairs, and I switched to a faster build after taking care of some pests.
Over -9 I slowly lost this build as I ran into large crowds of enemies around practically every corner.
By -8 I was severely hurting, limping to each exit as soon as I could find it and occasionally tucking into a room with heavy weapons and blasting some iron.
Took some optional branch level 8 and seemed like there was a huge crowd around every corner, tried to outrun them but it was too late.
Log
Spoiler
Cogmind - Alpha 2b
Name: JSquigs
---[ CORE DESTROYED ]---
Performance
-------------
Evolutions (2) 1000
Robots Destroyed (26) 130
Value Destroyed (558) 558
Prototype IDs (0) 0
Alien Tech Identified (0) 0
Bonus (0) 0
TOTAL SCORE: 1688
Cogmind
---------
Core Integrity 0/550
Matter 300/300
Energy 50/50
System Corruption 0%
Temperature Cool (13)
Location -8/Storage
Parts
-------
Power (2)
Propulsion (3)
Utility (4)
Weapon (2)
Inventory
-----------
Light Cannon
Light Armor Plating
EM Pulse Cannon
Peak State
------------
Power
Light Nuclear Core
Propulsion
Flight Unit
Flight Unit
Flight Unit
Utility
Improved Terrain Scanner
Seismic Analyzer
Core Shielding
Weapon
Light Assault Rifle
Datajack
[Rating: 12]
Favorites
-----------
Power Light Nuclear Core
Engine Light Ion Engine
Power Core Light Nuclear Core
Propulsion Aluminum Leg
Wheel Wheel
Leg Aluminum Leg
Flight Unit Flight Unit
Utility Seismic Analyzer
Device Improved Terrain Scanner
Processor Seismic Analyzer
Protection Core Shielding
Weapon Medium Laser
Energy Gun Medium Laser
Energy Cannon EM Pulse Cannon
Ballistic Gun Light Assault Rifle
Ballistic Cannon Light Cannon
Launcher Shock Bomb Launcher
Special Melee Weapon Datajack
Stats
-------
Classes Destroyed 8
Worker 1
Builder 1
Tunneler 3
Recycler 3
Watcher 1
Swarmer 7
Grunt 8
Sentry 2
NPCs Destroyed 0
Best Kill Streak 26
Combat Bots Only 17
Matter Collected 656
Salvage Created 911
Parts Attached 32
Power 6
Propulsion 8
Utility 5
Weapon 13
Parts Lost 16
Power 4
Propulsion 7
Utility 0
Weapon 5
Average Slot Usage (%) 77
Naked Turns 38
Spaces Moved 1180
Fastest Speed (%) 400
Slowest Speed (%) 33
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 4
Cave-ins Triggered 0
Teleports 0
Heaviest Build 16
Greatest Overweight (x) 5
Average Overweight (x) 0
Largest Inventory 4
Most Items Carried 4
Core Damage Taken 724
Volleys Fired 64
Largest 2
Hottest 100
Shots Fired 108
Gun 57
Cannon 42
Launcher 9
Special 0
Kinetic 51
Thermal 47
Explosive 0
Electromagnetic 10
Overload Shots 0
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 6
Impact 0
Slashing 0
Piercing 0
Damage Inflicted 1346
Projectiles 771
Explosions 558
Melee 0
Ramming 17
Highest Temperature 235
Average Temperature 76
Shutdowns 0
Energy Bleed 1
Interference 0
Matter Decay 0
Short Circuit 0
Damage (minor) 0
Damage (major) 0
Damage (core) 0
Highest 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
Tactical Retreats 6
Communications Jammed 0
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 0
Drone Recoveries 0
Derelicts Assembled 0
Machine Familiarity 2
Terminals 2
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Machines Hacked 2
Terminals 2
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Total Hacks 5
Successful 0
Failed 5
Catastrophic 1
Database Lockouts 0
Manual 6
Terminals 5
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Terminal Hacks 0
Record 0
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
Alert Level 0
Unreport Threat 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 0
Feedback Events 0
Feedback Corruption 0
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 0
Parts Built 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
Peak Influence 140
Average Influence 57
Maximum Alert Level 0
Low Security (%) 100
Level 1 0
Level 2 0
Level 3 0
Level 4 0
Level 5 0
Squads Dispatched 5
Investigation 0
Extermination 0
Reinforcement 5
Assault 0
Exploration Rate (%) 26
Regions Visited 6
Turns Passed 1177
Depth 11 113
Depth 10 777
Depth 9 84
Depth 8 203
Scrapyard 113
Materials 524
Mines 371
Storage 169
Prototype IDs
---------------
None
Alien Tech Recovered
----------------------
None
Game
------
Seed: AlwaysRun
^Manual?: 1
Play Time: 22 min
Sessions: 6
Mod: N/A
Game No.: 40
ASCII: 0
Keyboard: 1
Font: 12/Cogmind
Map View: 83x54
X=8571688843110801806633881069
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336333333333363333033333633333
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0803336808
Oh, so you didn't have something interesting happen to you in the mines? I also had some problems with large crowds, even though I was on a low alert level. I went into storage as well, and suffered some severe equipment loss, but luckily I managed to find the stairs and make it out.
Ok, this time I'in, fo' real! Just have to take the time...
EDIT : Ok, I sucked really hard, I don't know why but I rapidly got swarmed by -10, great beginning. Then I desperately ran for the stairs and it was the Mines. 2 more grunts spawned just by the stairs et I got again swarmed by pest/mercenaries... and wrecked. I don't think I made anything but run :'/
As I'm being super honest/do not cheat, here is my score :
Spoiler
Cogmind - Alpha 2b
Name: Kasaris
---[ CORE DESTROYED ]---
Performance
-------------
Evolutions (0) 0
Robots Destroyed (8) 40
Value Destroyed (87) 87
Prototype IDs (0) 0
Alien Tech Identified (0) 0
Bonus (0) 0
TOTAL SCORE: 127
Cogmind
---------
Core Integrity 0/250
Matter 263/300
Energy 50/50
System Corruption 0%
Temperature Cool (0)
Location -10/Mines
Parts
-------
Power (1)
Propulsion (2)
Utility (2)
Weapon (2)
Inventory
-----------
Ion Engine
Wheel
Wheel
Medium Storage Unit
Peak State
------------
Power
Ion Engine
Propulsion
Aluminum Leg
Aluminum Leg
Utility
Medium Storage Unit
Weapon
Light Assault Rifle
Medium Laser
[Rating: 6]
Favorites
-----------
Power Ion Engine
Engine Ion Engine
Propulsion Aluminum Leg
Leg Aluminum Leg
Utility Medium Storage Unit
Storage Medium Storage Unit
Weapon Light Assault Rifle
Energy Gun Medium Laser
Ballistic Gun Light Assault Rifle
Ballistic Cannon Light Cannon
Stats
-------
Classes Destroyed 4
Builder 1
Tunneler 3
Recycler 1
Swarmer 3
NPCs Destroyed 0
Best Kill Streak 4
Combat Bots Only 3
Matter Collected 259
Salvage Created 196
Parts Attached 8
Power 1
Propulsion 2
Utility 1
Weapon 4
Parts Lost 6
Power 1
Propulsion 2
Utility 0
Weapon 3
Average Slot Usage (%) 54
Naked Turns 68
Spaces Moved 281
Fastest Speed (%) 200
Slowest Speed (%) 66
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 4
Cave-ins Triggered 0
Teleports 0
Heaviest Build 16
Greatest Overweight (x) 3
Average Overweight (x) 0
Largest Inventory 8
Most Items Carried 5
Core Damage Taken 254
Volleys Fired 28
Largest 2
Hottest 70
Shots Fired 53
Gun 44
Cannon 9
Launcher 0
Special 0
Kinetic 34
Thermal 19
Explosive 0
Electromagnetic 0
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 307
Projectiles 294
Explosions 0
Melee 0
Ramming 13
Highest Temperature 110
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
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
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
Machine Familiarity 1
Terminals 1
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Machines Hacked 1
Terminals 1
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Total Hacks 2
Successful 2
Failed 0
Catastrophic 0
Database Lockouts 0
Manual 1
Terminals 2
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Terminal Hacks 2
Record 1
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
Alert Level 0
Unreport Threat 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 1
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
Robot Schematics Acquired 0
Robots Built 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 0
Parts Built 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
Peak Influence 118
Average Influence 20
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 1
Extermination 0
Reinforcement 1
Assault 0
Exploration Rate (%) 22
Regions Visited 3
Turns Passed 332
Depth 11 92
Depth 10 240
Scrapyard 92
Materials 160
Mines 80
Prototype IDs
---------------
None
Alien Tech Recovered
----------------------
None
Game
------
Seed: AlwaysRun
^Manual?: 1
Play Time: 10 min
Sessions: 3
Mod: N/A
Game No.: 33
ASCII: 1
Keyboard: 0
Font: 14/Cogmind
Map View: 84x54
X=9413281421316501116119771151
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149341641275113490514956536741
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I really shouldn't have begun the seed at 4am...
Now I'm just waiting for next week fo' revenge >:(
Yeah, it was a really difficult seed in the beginning for me as well.
Quote from: sve9 on July 21, 2015, 09:00:26 PM
Yeah, it was a really difficult seed in the beginning for me as well.
I'm sad now :-X
:'(
Here's the run-down:
Level -10:
Spoiler
This level was tough! I don't know how everyone else dealt with it, but right from the start I bumped into several squads of Swarmers. I found a few exits along the way that I suspected were the Mines (due to location/layout) and my core was down to only 21 from the early (almost catastrophic) encounters. I managed to gear up after taking out some more Swarmers and flew around until I found a likely exit to Level -9.
(https://i.imgur.com/dKzN0bk.png)
Level -9:
Spoiler
I forgot to take any screenshots of this level... After a few engages I was forced to equip Treads for movement and offset the slower movement by equipping armour. After a few engages I upgraded to Legs and made it easily to the exit.
Level -8:
Spoiler
After a shaky start on Level -10 I was starting to feel more powerful. I had been hacking a few terminals and picked up the schematics for for a Sentry. I didn't know exactly how much matter I needed to build it and I was just holding onto Medium Matter Storage Unit in case I came across a Fabricator. In this level I had found a Large Storage Unit and was slowly collecting the right gear to change to a speed/stealth build when the opportunity came up.
This was my build towards the end of Level -8. Right before I saw a nice cache of Armour and Missile Launchers.
(https://i.imgur.com/fTWWSUF.png)
(https://i.imgur.com/miVkLyb.png)
Level -7:
Spoiler
I had been building up my hacking ability and in this level I learned something I never knew about the map layouts and exits. I found a Terminal very early on and it had the option to hack the location of the Maintenance robots (I was purposely not using Manual Command this run to explore some of the other options). This is a very powerful hack in that it indirectly gives you the size of a level and your relative location within it.
I worked out I was in the lower left corner of the map so I deduced that I needed to head to top right if was to find an exit to the level. After several engages with Grunts and Programmers I was forced further into lower left corner of the map and there was the exit! My assumption that I needed to go top right was wrong and it turned out to be a fairly easy level. Below is a shot of me on the exit showing my knowledge the Maintenance robots and a shot of my current items:
(https://i.imgur.com/dqOTHSC.png)
(https://i.imgur.com/34N4QWR.png)
Level -6:
Spoiler
At this stage I was starting to become even more dangerous. I was using mainly melee and taking out Programmers to slowly convert my Propulsion to Hovers. There's not much to say about this level and I only have the one shot of this very nice Cold Plasma Cannon that I found.
(https://i.imgur.com/N6v7u3E.png)
Level -5:
Spoiler
I started the level like this:
(https://i.imgur.com/quN1qxy.png)
By the end this is all I had:
(https://i.imgur.com/hAhRVdF.png)
I made several glaring errors, but mostly I was caught out by several squads of Hunters and Grunts. When ever I tried to run I would hit a room with a Sentry in it, forcing me to back out. I relied too much on my melee weapons earlier not realising I had lost my Melee Analysis Suite, by the time I noticed what was going on I had lost all my propulsion and had to drop everything to make a get away. One thing I remembered to do (which is something I often forget) was to make sure I had a power source and propulsion in my Inventory so when I did come across something useful I wouldn't be struggling to use it.
Level -4:
Spoiler
This was going to be a tough level. I found a Terminal early on and found out I was at the bottom left/middle of the map judging from the location of the Maintenance robots. After some searching I found some very timely caches of gear and then was completely surrounded by Grunts, Programmers, and Hunters. I didn't stick around long this time and ran back the way I came and there was the exit. Below is a shot which shows my movement from where I started, to the Terminal, to the exit.
(https://i.imgur.com/gKEhOTJ.png)
Once again the closest exit was essentially behind me relative to the rest of the level and I was able to gear-up again. I even had to switch to Treads as the number of Legs I had were not enough to give me the optimal speed. At this stage I had also destroyed some Watchers and was able to have a partial stealth kit. The only thing I needed to round it out was some speed.
(https://i.imgur.com/nfmhW51.png)
Level -3:
Spoiler
Moving slowly but with the ability to see through walls worked really well, but very early on Programmers were called to my position right next to a Behemoth. I thought I would try my luck and due to some heat mismanagement and being heavily out-gunned I had to run, but not before I grabbed several Improved Anti-Grav Systems from the dead Programmers. I left the Behemoth in my wake.
(https://i.imgur.com/Xymgzrb.png)
The speed was good, but my Advanced Signal Interpreter and Neutrino Core were non-functional after the encounter. I had a back-up Improved Signal Interpreter, but at this stage I was already at 7% Corruption and was expecting to get lots of false reads on the radar. This didn't seem to be the case and I have a funny feeling that even though the Advanced Signal Interpreter was non-functional it was still providing the buff that stopped the radar glitches.
EDIT: Oops! I was wrong about this one. The Imp. Signal Interpreter is capable of negating false positives on the radar.
This was my kit about halfway through the level:
(https://i.imgur.com/7EErtcQ.png)
This was my kit after getting cornered by Swarmers, Grunts, and Hunters in a one-space corridor that I couldn't escape. I walked right into it hunting down a couple of Watchers that were jamming my radar.
(https://i.imgur.com/cfEoYGS.png)
I ran through the level, out-ran another Behemoth, and just made it to the exit.
(https://i.imgur.com/wCS2ODW.png)
Level -2:
Spoiler
(https://i.imgur.com/N1w5ohe.png)
My starting kit was looking dire. I had a Disruptor Cannon I couldn't use and my trusty, non-funtional Advanced Signal Interpreter. I didn't even get a chance to put anything useful in my inventory before everything went haywire. Something I think I need to learn is when to realise that an encounter can't be fought out and to stash important gear when that happens.
Everywhere I went I kept bumping into Behemoths:
(https://i.imgur.com/ZiRhSEP.png)
(https://i.imgur.com/ABrULT5.png) (https://i.imgur.com/z8jYnQI.png)
(https://i.imgur.com/LTCzlJ9.png)
(https://i.imgur.com/BXWqzfV.png)
I briefly acquired a Nuclear Pulse Array (propulsion) which helped me to make it to the next level, but it too was taken from me by a stray Behemoth rocket. By the end of the level I had the makings of potential comeback with a Light Quantum Reactor and an Advanced ECM Suite, but little else.
Level -1:
Spoiler
(https://i.imgur.com/wqx5MWO.png)
My current kit, once again, was not great. Everything I found was either a weapon I couldn't use or some utility I couldn't carry due to the weight. Until I found an Improved Plasma Cutter. I wish I took a screenshot of it because, despite the short range it saved the day. That weapon enabled me to take out some service robots without using any precious matter and allowed me to gear up with some higher tier gear.
(https://i.imgur.com/4uZHdx1.png)
I then spotted another Behemoth, but was out of sight before it spotted me:
(https://i.imgur.com/yEr8faQ.png)
Close by I found a serious weapon and utility cache I could access and finally was up to the task of fighting back.
(https://i.imgur.com/SNtjGjd.png)
I went straight back to the Behemoth I found earlier, obliterated it, and the became the Behemoth!
(https://i.imgur.com/3QHHMS2.png)
(https://i.imgur.com/EipErzw.png)
Never had I felt so powerful in this game. I was taking out Hunters like they were nothing, bullets were just bouncing off my armour. Until, I discovered a fatal flaw, I ran out of matter... I had not been economical with my volleys, I even had an opportunity to convert to some more energy-based weapons where I killed the Behemoth, but I didn't... Slowly I was pelted to death by what felt like a thousand paper cuts as well over a dozen Hunters sent volley after volley every time I moved. Service bots would be caught in the friendly fire and I would crawl to a meager portion of matter in the hopes it would give me enough for another shot. But it wasn't enough...
(https://i.imgur.com/2r09jtP.png) (https://i.imgur.com/NGgtE3H.png)
(https://i.imgur.com/7GqAjT0.png)
I learned a lot about the value of Matter and I have a pretty good idea how to get through to the end next time. With this current build (Alpha 2b) it seemed more possible than ever to win with a combat-heavy build, but my mistake was the weapons I choose with the resources I had available. There was no one build I stuck with for any length of time and there were several stages where I went from a flying Beserker bashing in robots, to sneaking around like a fat ninja at low/high speeds avoiding conflict, to hacking for key information about the map layout, to finally becoming a complete tank with powerful yet limited weapons.
Funnest game I've had yet :D
Made it further than last time (half-way through -3/Research), but got a somewhat lower score because I skipped past a couple Factory floors really quickly.
000 - -10 was uneventful, skipping past the two Mine entrances and heading up to -9 with random parts. My Lgt. Cannon was perfect for taking
everything out, then not long into -9 (in the pictured room after taking out a Sentry) I found a Rocket Launcher to save for "backup." This run I again decided to go with an assault build on legs, if anything for the POINTS :D. (And in another attempt to show it's possible to get quite far that way!)
Spoiler
(https://i.imgur.com/F3A9GbT.png)
001 - Nasty start on -8! A Watcher almost waiting right there to alert a Sentry and Hunter. I immediately pulled into the neighboring room and waited for the onslaught, before which the Hunter just blew the freaking door open :D. I realized here that the Shotgun "nerf" seems to have made Hunters even more deadly with all those projectiles... a single one blew off all my armor and treads.
Spoiler
(https://i.imgur.com/BZeDSBM.png)
002 - About to head into the Factory after taking out half the level and finding a Force Field and stash of Titanium Legs not far from the exit. Getting somewhat worried since I didn't access any Terminals on this floor to purge threat records... It's okay, I have plenty of matter and explosives! For slots I'd like to attach another leg about now, and another utility.
Spoiler
(https://i.imgur.com/zlUdPC6.png)
003 - Found exit really quick on -7 (one I thought might've been an exit to Storage, but wasn't), but no such luck on -6. Got stuck fighting a long range battle between a Programmer and Grunt squad. Ended up winning by pulling out the explosives, but not before losing all my power and most utilities. Still Plenty of inventory and scrap to rebuild from. Pretty much crushed everything after that, and starting shifting from a ballistic to an energy build, because that's what I had. Even used the opportunity to attach some parts I normally don't bother with, like the Imp. Integration Mediator. Also been liking Target Analyzers combined with a volley of critical-capable guns. I think that's been helping plow through guys. I've also been doing this run entirely without sensors--makes me a little less certain about my route, but it's nice to have the free utility slots.
Spoiler
(https://i.imgur.com/5jnXKxF.png)
004 - Walked into a hall to grab a big stash of weapons I spotted, only to be shot in the back by a Behemoth as soon as I entered. I escaped back down the corridor to the left where he couldn't follow, but then while picking up stuff in the neighboring room, he came looking for me, spotted me through a hole in the wall he blasted open when one of his shots missed earlier, fired at me through the hole, and MADE THE HOLE BIG ENOUGH TO CHASE ME THROUGH. Aaaaaagh get me away from this guy. This image is me running for my life. This whole thing wouldn't have happened if I was using sensors ;). You'll also notice I'm running low on guns--most were blown off in a recent battle with a Sentry, who I had to axe to death. (I saw that coming and intentionally stood on an Axe ready to pick it up when he shot off my weapons--ended up picking it up and killing him in one epic hit =p).
Spoiler
(https://i.imgur.com/PocNdZc.png)
005 - -5 is turning out to be quite a death trap for me. I'm more or less having to rely on my Mini Grenade Launcher since I lost my main weapons, and it's not leaving much in the way of weapons to scrap :/. At least I'm insanely heavily armored... The good news: After that battle I'd blow up so many walls that it revealed an exit!!!
Spoiler
(https://i.imgur.com/nkpClAp.png)
006 - I searched around for more weapons first, because I'm not going into Factory -4 underpowered, and found a large stockpile of energy weapons three rooms over. Ran into a pair of Programmers sitting on the exit by the time I got back. It's nice to have so many heat sinks that I can fire all those energy weapons at once, overloaded even. Got a bunch of EM weapons out of the deal. Left the floor with 12 guns, ha!
Spoiler
(https://i.imgur.com/afJYWQe.png)
007 - I found the exit on -4 very quickly (total luck there--I'd explored like 5% of the floor), but stuck around to take out a squad of Grunts rather than absorb their volleys in a dash for the stairs. Entering Research, at least you can say I won't overheat :D
Spoiler
(https://i.imgur.com/r4NkI1d.png)
008 - Wasn't long before about five Programmers were called down onto my position, and I lost my treads but took all their hover units as payment. I'll probably try to stick with hover the rest of this run, as long as it lasts, because this is getting to be pretty dangerous territory. I won't be hovering for long unless I can find some armor, though.
Spoiler
(https://i.imgur.com/mH9sFKz.png)
009 - Me pulling out my explosives to make a last stand, trapped in a room. Took them all out mwuahaha... Afterwards: Oh my I have no parts left--scrap time!
Spoiler
(https://i.imgur.com/gKtdio7.png)
010 - Then before I'm done rebuilding another 6 robots show up :/. I beat those, too, and was left with 195 core integrity and only a single part, my last weapon. It's a good thing that room was full of weapons to begin with! I didn't have to waste time moving because I let the Brawler smack me backwards over three Mass Drivers and picked them up in turn, then blasted everyone away with them. Those things are deadly.
Spoiler
(https://i.imgur.com/mqHxTgP.png)
011 - While fleeing the scene, two Programmers showed up and I got amazingly lucky when I turned on them and shut the first one down with my first Hvy. Tesla Rifle shot, blocking the corridor! His friend left to take another route, and I rewired the other one! Aw yeah, fully functional Sage on my side... now I have to find some freaking parts and get out of here because my core is about to go.
Spoiler
(https://i.imgur.com/529YqmK.png)
012 - The awesome thing about that Programmer is he kept hacking for me--two Watchers walked in and he rebooted both of them :D. Then a third Watcher walked in with FOUR more Programmers and that's where I went down. I took out two of them with the help of my friend, and there was so much scrap lying around! But I didn't have enough time to pick it up :'(
Spoiler
(https://i.imgur.com/8sMOEt6.png)
013 - The End.
Spoiler
(https://i.imgur.com/24mLD5T.png)
I'll be checking out everyone else's runs a little later; doing this one already took me over two hours!
Quote from: Kyzrati on July 25, 2015, 01:56:08 AM
My Lgt. Cannon was perfect for taking everything out, then not long into -9 (in the pictured room after taking out a Sentry)
I think I found that same weapon! It helped a lot early on until I started equipping weapons from the Sentries. I got swamped by Swarmers and almost died on that first level. I think they got a few lucky, weapon destroying shots in and it was time to run.
Quote from: Kyzrati on July 25, 2015, 01:56:08 AM
-5 is turning out to be quite a death trap for me.
Level -5 absolutely crushed me. I never had an opportunity to effectively use my Missile Launcher because if I did I would have had 10+ hostiles shooting me instead of just the two. When I lost my Large Storage Unit the Missile Launchers dropped too far behind the enemy and I just had to bail (I was already ramming everything out of the way at that point (I really like the new warning for ramming)).
Quote from: Kyzrati on July 25, 2015, 01:56:08 AM
Aw yeah, fully functional Sage on my side...
This is something I would love to happen to me! My only friend was a low level Grunt I rewired who died almost immediately. Sages sound like great allies!
Quote from: Shobalk on July 21, 2015, 10:42:50 AM
Yeah, I suck ;D
I think I'll add "most improved" to my
super secret achievements list :)
Quote from: Kasaris on July 21, 2015, 08:31:45 PM
Ok, this time I'in, fo' real! Just have to take the time...
EDIT : Ok, I sucked really hard, I don't know why but I rapidly got swarmed by -10, great beginning. Then I desperately ran for the stairs and it was the Mines. 2 more grunts spawned just by the stairs et I got again swarmed by pest/mercenaries... and wrecked. I don't think I made anything but run :'/
I got absolutely smashed by the Swarmers early on too! The key difference was that I had an inkling that the the stairs you possibly ended up taking were going to be the Mines. I couldn't afford to risk it with only 21 Core Health left so I explored a little more and found a set of stairs that looked more promising. You get a feel for where the 'real' stairs are after a while. If they seem too close to where you started it's often the Mines.
Quote from: sve9 on July 21, 2015, 04:10:56 PM
This is the best I've ever done! I hope that the seed generated properly though, as my game crashed(I think it was a wine problem) and my settings reset in the beginning of the run.
Spoiler
Cogmind - Alpha 2b
Name: Anonymous676210531
---[ CORE DESTROYED ]---
Performance
-------------
Evolutions (9) 4500
Robots Destroyed (14) 70
Value Destroyed (473) 473
Prototype IDs (3) 60
Alien Tech Identified (0) 0
Bonus (0) 0
TOTAL SCORE: 5103
Cogmind
---------
Core Integrity 0/1600
Matter 255/300
Energy 50/50
System Corruption 0%
Temperature Cool (0)
Location -1/Access
Parts
-------
Power (6)
Propulsion (7)
Utility (6)
Weapon (6)
Inventory
-----------
Anti-Grav Array
Peak State
------------
Power
Fission Core
Micro Nuclear Core
Propulsion
Experimental Cesium-ion Thruster
Experimental Cesium-ion Thruster
Nuclear Pulse Array
Diametric Drive
Utility
Improved Heat Sink
Weapon
High-powered Shotgun
[Rating: 44]
Favorites
-----------
Power Light Nuclear Core
Engine Improved Deuterium Engine
Power Core Light Nuclear Core
Propulsion Experimental Cesium-ion Thruster
Wheel Compact Wheel
Leg Aluminum Leg
Hover Unit Airjet
Flight Unit Experimental Cesium-ion Thruster
Utility Seismic Analyzer
Device Improved Terrain Scanner
Processor Seismic Analyzer
Hackware Deep Network Scanner
Weapon Shotgun
Energy Gun Medium Laser
Energy Cannon Improved EM Pulse Cannon
Ballistic Gun Shotgun
Ballistic Cannon Light Cannon
Slashing Weapon Katana
Stats
-------
Classes Destroyed 5
Tunneler 1
Recycler 1
Grunt 10
Brawler 1
Sentry 1
NPCs Destroyed 0
Best Kill Streak 14
Combat Bots Only 12
Matter Collected 789
Salvage Created 562
Parts Attached 57
Power 8
Propulsion 21
Utility 11
Weapon 17
Parts Lost 41
Power 7
Propulsion 14
Utility 8
Weapon 12
Average Slot Usage (%) 40
Naked Turns 257
Spaces Moved 5988
Fastest Speed (%) 1250
Slowest Speed (%) 50
Overloaded Moves 267
Propulsion Burnouts 0
Targets Rammed 0
Cave-ins Triggered 0
Teleports 0
Heaviest Build 30
Greatest Overweight (x) 3
Average Overweight (x) 0
Largest Inventory 4
Most Items Carried 4
Core Damage Taken 3883
Volleys Fired 78
Largest 3
Hottest 142
Shots Fired 120
Gun 74
Cannon 46
Launcher 0
Special 0
Kinetic 70
Thermal 44
Explosive 0
Electromagnetic 6
Overload Shots 0
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 1
Impact 0
Slashing 1
Piercing 0
Damage Inflicted 1377
Projectiles 1334
Explosions 0
Melee 43
Ramming 0
Highest Temperature 299
Average Temperature 80
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
Message Errors 0
Parts Rejected 0
Data loss (map) 0
Data loss (database) 1
Misfires 0
Misdirections 2
Targeting Errors 0
Weapon Failures 0
Haulers Intercepted 0
Robots Corrupted 2
Tactical Retreats 26
Communications Jammed 0
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 2
Drone Recoveries 0
Derelicts Assembled 0
Machine Familiarity 5
Terminals 5
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Machines Hacked 5
Terminals 5
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Total Hacks 15
Successful 6
Failed 9
Catastrophic 1
Database Lockouts 0
Manual 0
Terminals 15
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Terminal Hacks 6
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 2
Machine Index 0
Terminal Index 0
Fabricator Index 0
Repair Station Index 0
Recycling Unit Index 0
Scanalyzer Index 0
Alert Level 1
Unreport Threat 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 0
Registered Prototypes 0
Zone Layout 0
Sector Layout 0
Machine Controls 0
Hacking Detections 5
Full Trace Events 1
Feedback Events 0
Feedback Corruption 0
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 0
Parts Built 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 2
Largest Group 2
Highest-Rated Group 10
Highest-Rated Ally 5
Total Orders 2
STAY 0
GOTO 0
ROAM 0
FOLLOW 0
GUARD 0
AID 0
BUILD 0
TUNNEL 0
DROP 0
PICKUP 0
COLLECT 0
EXPLORE 2
RETURN 0
Terraforming Orders 0
Walls Built 0
Walls Tunneled 0
Ally Attacks 0
Total Damage 0
Kills 0
Peak Influence 144
Average Influence 20
Maximum Alert Level 0
Low Security (%) 100
Level 1 0
Level 2 0
Level 3 0
Level 4 0
Level 5 0
Squads Dispatched 8
Investigation 1
Extermination 4
Reinforcement 3
Assault 0
Exploration Rate (%) 21
Regions Visited 12
Turns Passed 2942
Depth 11 121
Depth 10 345
Depth 9 447
Depth 8 57
Depth 7 611
Depth 6 202
Depth 5 106
Depth 4 120
Depth 3 100
Depth 2 493
Depth 1 340
Scrapyard 121
Materials 599
Factory 1039
Research 593
Access 340
Mines 250
Prototype IDs
---------------
Experimental Cesium-ion Thruster
Improved Q-Thruster
Cooled Particle Cannon
Alien Tech Recovered
----------------------
None
Game
------
Seed: AlwaysRun
^Manual?: 1
Play Time: 58 min
Sessions: 15
Mod: N/A
Game No.: 7
ASCII: 0
Keyboard: 1
Font: 12/Cogmind
Map View: 76x56
X=9667352688232215124659429566
455695395931266664146364164255
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556144126214669426946629232316
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1512
Woah! You were going seriously fast for that whole run! Not much time spent on any of the levels!
Did you just find the exits really quickly or were you going so fast no-one could spot you?
Quote from: Kasaris on July 21, 2015, 09:08:41 PM
Quote from: sve9 on July 21, 2015, 09:00:26 PM
Yeah, it was a really difficult seed in the beginning for me as well.
I'm sad now :-X
Cheer up, Kasaris :) There's always next week!
Hey all, first-time poster here on the forums :) I've just finished watching all of jimmijamjams' runs on Youtube and it actually gave me a good idea of how to not lose horribly, so I thought I'd try my luck at this week's seed!
Brief report:
Spoiler
-7 is about as far as I can ever get with my limited practice - so I'm proud of this run!
Stayed away from the early mines, ended up in Storage and only managed to escape by the skin of my teeth thanks to WOO DRONE BAYS! By -8 I'd made the catastrophic error of running out of matter with only one bad energy weapon available to me...managed to kill some lowly bot and scraped together 100 matter, which enabled me to continue my run in earnest, but before long all my energy weapons were shot off and I was out of matter again.
Managed to make it to -7 but ran out of weapons and matter again. This time I had Angular Momentum Engines and Cesium-Ion Thrusters so I was able to fly around the map and avoid almost all enemies as my speed was -12! Somehow I just couldn't find the exit - I came across two or three locked branches which was pretty frustrating - at that point I'd have taken any exit. Eventually I got caught in a wide corridor with around 15 enemies closing in, and my flight units all gone...and that was the end of me! I probably could have equipped my armour (I had enough of it!) but I wasn't thinking straight and didn't realise how much matter I had. Ah well!
Stats: (I love how the Temperature: Cool is accompanied by the 8) smiley :D )
Spoiler
Cogmind - Alpha 2b
Name: shinygerbil
---[ CORE DESTROYED ]---
Performance
-------------
Evolutions (3) 1500
Robots Destroyed (103) 515
Value Destroyed (2828) 2828
Prototype IDs (7) 140
Alien Tech Identified (0) 0
Bonus (0) 0
TOTAL SCORE: 4983
Cogmind
---------
Core Integrity 0/700
Matter 174/300
Energy 50/50
System Corruption 8%
Temperature Cool (8)
Location -7/Factory
Parts
-------
Power (2)
Propulsion (4)
Utility (3)
High-capacity Storage Unit
Weapon (4)
Inventory
-----------
Gravmag System
Flak Gun
Layered Light Armor Plating
Layered Light Armor Plating
Layered Light Armor Plating
Layered Light Armor Plating
Peak State
------------
Power
Improved Deuterium Engine
Light Angular Momentum Engine
Propulsion
Hover Unit
Hover Unit
Improved Hover Unit
Carbon-fiber Leg
Utility
Improved Heat Sink
Improved Light Armor Plating
Improved Power Shielding
Weapon
Enhanced Autogun
Flak Gun
Precision Assault Rifle
Remote Datajack
[Rating: 42]
Favorites
-----------
Power Improved Ion Engine
Engine Improved Ion Engine
Power Core Light Nuclear Core
Propulsion Aluminum Leg
Treads Light Treads
Wheel Armored Wheel
Leg Aluminum Leg
Hover Unit Hover Unit
Flight Unit Experimental Cesium-ion Thruster
Utility Improved Heat Sink
Device Improved Heat Sink
Storage High-capacity Storage Unit
Processor Targeting Computer
Protection Light Armor Plating
Weapon Advanced Beam Cannon
Energy Gun Spread Laser
Energy Cannon Advanced Beam Cannon
Ballistic Gun Light Assault Rifle
Ballistic Cannon Light Cannon
Special Weapon Remote Datajack
Stats
-------
Classes Destroyed 11
Worker 5
Builder 1
Tunneler 2
Hauler 3
Recycler 9
Swarmer 31
Grunt 31
Brawler 2
Sentry 15
Hunter 2
Programmer 2
NPCs Destroyed 0
Best Kill Streak 68
Combat Bots Only 54
Matter Collected 2757
Salvage Created 3778
Parts Attached 139
Power 25
Propulsion 47
Utility 37
Weapon 30
Parts Lost 78
Power 14
Propulsion 27
Utility 16
Weapon 21
Average Slot Usage (%) 85
Naked Turns 2
Spaces Moved 3388
Fastest Speed (%) 833
Slowest Speed (%) 18
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 3
Cave-ins Triggered 0
Teleports 0
Heaviest Build 41
Greatest Overweight (x) 13
Average Overweight (x) 1
Largest Inventory 16
Most Items Carried 12
Core Damage Taken 1424
Volleys Fired 320
Largest 4
Hottest 161
Shots Fired 732
Gun 558
Cannon 165
Launcher 0
Special 9
Kinetic 437
Thermal 252
Explosive 0
Electromagnetic 34
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 6148
Projectiles 6137
Explosions 0
Melee 0
Ramming 11
Highest Temperature 473
Average Temperature 102
Shutdowns 3
Energy Bleed 1
Interference 3
Matter Decay 1
Short Circuit 1
Damage (minor) 1
Damage (major) 0
Damage (core) 0
Highest Corruption 8
Message Errors 2
Parts Rejected 0
Data loss (map) 2
Data loss (database) 6
Misfires 1
Misdirections 6
Targeting Errors 0
Weapon Failures 0
Haulers Intercepted 3
Robots Corrupted 0
Tactical Retreats 20
Communications Jammed 0
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 16
Drone Recoveries 0
Derelicts Assembled 0
Machine Familiarity 18
Terminals 12
Fabricators 1
Repair Stations 1
Recycling Units 3
Scanalyzers 1
Machines Hacked 18
Terminals 12
Fabricators 1
Repair Stations 1
Recycling Units 3
Scanalyzers 1
Total Hacks 50
Successful 22
Failed 27
Catastrophic 8
Database Lockouts 0
Manual 8
Terminals 32
Fabricators 2
Repair Stations 4
Recycling Units 9
Scanalyzers 3
Terminal Hacks 15
Record 3
Part Schematic 1
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 2
Fabricator Index 0
Repair Station Index 0
Recycling Unit Index 0
Scanalyzer Index 0
Alert Level 2
Unreport Threat 6
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 18
Full Trace Events 10
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 2
Parts Built 2
Part Fabrication Matter 25
Part Fabrication Time 70
Parts Repaired 0
Part Repair Time 0
Parts Recycled 2
Recycled Matter 16
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 1
Parse 0
Link 0
Rebooted 1
Overloaded 0
Assimilated 0
Manual 0
Secondary 0
Robot Hack Failures 0
Allies Hacked 0
Hacks Repelled 0
Total Allies 16
Largest Group 15
Highest-Rated Group 75
Highest-Rated Ally 5
Total Orders 2
STAY 0
GOTO 1
ROAM 0
FOLLOW 0
GUARD 0
AID 0
BUILD 0
TUNNEL 0
DROP 0
PICKUP 0
COLLECT 0
EXPLORE 1
RETURN 0
Terraforming Orders 0
Walls Built 0
Walls Tunneled 0
Ally Attacks 0
Total Damage 0
Kills 0
Peak Influence 412
Average Influence 125
Maximum Alert Level 2
Low Security (%) 74
Level 1 24
Level 2 1
Level 3 0
Level 4 0
Level 5 0
Squads Dispatched 21
Investigation 10
Extermination 4
Reinforcement 7
Assault 0
Exploration Rate (%) 41
Regions Visited 6
Turns Passed 4607
Depth 11 178
Depth 10 511
Depth 9 1117
Depth 8 1299
Depth 7 1502
Scrapyard 178
Materials 1929
Factory 1502
Storage 998
Prototype IDs
---------------
Heavy Ion Engine
Experimental Cesium-ion Thruster
Heavy EM Shotgun
Advanced Beam Cannon
Improved Assault Rifle
Enhanced Autogun
Precision Assault Rifle
Alien Tech Recovered
----------------------
None
Game
------
Seed: AlwaysRun
^Manual?: 1
Play Time: 71 min
Sessions: 6
Mod: N/A
Game No.: 8
ASCII: 1
Keyboard: 0
Font: 16/Cogmind
Map View: 75x55
X=9549729081266308308800339373
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008000810008370080030800038000
000087333308030003333800303088
000008838008030036833693008000
000008830008068333913983113001
070388863013666078803580903588
807835058900857803509835503386
7108636398
Quote from: sve9 on July 21, 2015, 04:10:56 PM
This is the best I've ever done! I hope that the seed generated properly though, as my game crashed(I think it was a wine problem) and my settings reset in the beginning of the run.
That is a really straight run, amazingly fast all the way to Access!
Your seed generated fine--it's recorded there at the bottom of the score sheet. And even if you restart, the same seed stays until you remove or change it.
The current release should be 100% stable, so the crash was likely to have been an environment issue, although I'd be interested to know if it happens again since no one's reported anything like that in Wine before (something else you were running at the time?).
Quote from: SquigglyJ on July 21, 2015, 06:48:50 PM
Spoiler
By -8 I was severely hurting, limping to each exit as soon as I could find it and occasionally tucking into a room with heavy weapons and blasting some iron.
Took some optional branch level 8 and seemed like there was a huge crowd around every corner, tried to outrun them but it was too late.
Ah you ended up in Storage like sve9.
On first entering Storage is always tougher than same-depth areas, but if you equip local gear quickly enough you'll be in good shape since that's where all the really good stuff is :)
Quote from: Kasaris on July 21, 2015, 08:31:45 PM
I really shouldn't have begun the seed at 4am...
Now I'm just waiting for next week fo' revenge >:(
Last week I was doing really well and got careless because I played past 1 AM as I "had to finish it." This week I decided to head to bed before 1 and finish the next day, but ended up with a slightly lower score =p. Actually, it woulda been higher because I performed a lot better through to the end, but I passed up some Factory levels too quickly and missed some potential points.
Quote from: jimmijamjams on July 24, 2015, 09:36:39 AM
- [PURE EPIC] -
Oh my, that is a hell of a run. So far this is quite likely the best Cogmind combat run ever.
And to think it almost ended on the first floor! Kinda surprised at that. Maybe I was lucky in my route, but I didn't even have anything to say about -10 it was so boring. I did take out maybe 15 robots there, but most fell without issue. That Lgt. Cannon (same one you found, no doubt) just blew
everything away. I love those things.
Interesting that you had the same troubles I did on -5. Was the hardest floor until Research. Your backup plan was a good one.
Quote from: jimmijamjams on July 24, 2015, 09:36:39 AM
(I was purposely not using Manual Command this run to explore some of the other options).
I was doing the same thing! As you noticed security levels aren't nearly as serious in this build, which frees you up to safely do other things.
I did a few purges "just in case," but spent more time using direct hacks to have a higher chance of getting a few of those extra benefits--thing is I didn't find very many Terminals in general, and a few of those I did were reached by Operators first.
Quote from: jimmijamjams on July 24, 2015, 09:36:39 AM
I worked out I was in the lower left corner of the map so I deduced that I needed to head to top right if was to find an exit to the level. After several engages with Grunts and Programmers I was forced further into lower left corner of the map and there was the exit! My assumption that I needed to go top right was wrong and it turned out to be a fairly easy level.
FYI, I tried to design the map generator so that any such "assumption" you make is just as likely to be wrong ;)
You
can make assumptions about where an unidentified exit might lead, and even sometimes what local layout might indicate a nearby exit (as I've seen you correctly predict before), but where they are located on the floor as a whole is less clear without the best hacks.
And you found the same exit I did on -4! I even found it with the shorter route (through the first N-S corridor) and couldn't believe it was so close. I even assumed at first that it should've been a locked branch exit.
Quote from: jimmijamjams on July 24, 2015, 09:36:39 AM
I had a back-up Improved Signal Interpreter, but at this stage I was already at 7% Corruption and was expecting to get lots of false reads on the radar. This didn't seem to be the case and I have a funny feeling that even though the Advanced Signal Interpreter was non-functional it was still providing the buff that stopped the radar glitches.
As mentioned in the bugs thread, the Improved version also provides that benefit :). The Adv. description explicitly states that effect, suggesting it might be exclusive to that level, but so does the Imp. version.
While I agree and believe it would be more logical if only the Adv. one provided that ability, I didn't want to make it too difficult to overcome the effect since you almost always have some corruption for the latter half of the game. The effect might not be that terrible, though, so maybe the Imp. shouldn't be capable of that?
You certainly encountered a lot of Behemoths. I didn't run into any, but only made it part way through -3. Of course, when choosing my routes I also almost always avoid larger halls (when possible) since that's where Behemoths hang out.
I backtrack even when I think there
might be a Behemoth nearby. And to think I used to fight those guys in the 7DRL. I need to get a little braver, because as you discovered in -1, killing a Behemoth is a good way to "become the Behemoth" when they drop all that gear. Good way to put it 8)
That is a sick build you walked away with. Massive armor. And hail to those dual Hvy. Fusion Cannons you took it down with :D. But yeah that build eats matter at a super fast rate, and doesn't leave much after battles. Could've perhaps offset that with a good salvage computer if you saw one.
One of the parts I carried this run that I almost never do is a nice matter storage unit. It was really nice being able to scavenge literally hundreds of extra matter and not worry as much about the occasional battle where there's nothing left.
Quote from: jimmijamjams on July 25, 2015, 03:59:04 AM
This is something I would love to happen to me! My only friend was a low level Grunt I rewired who died almost immediately. Sages sound like great allies!
Sages are the best. With a couple more of those at my back I'd probably unstoppable for a while. My biggest worry there was that the newly arrived Sages would reprogram their former ally and then I'd be screwed over even more quickly ;)
One of these days I want to try some alternative hacking-related strategies like building an army, which should become an increasingly viable long-term strategy in future releases. The thing with allies is they're generally squishy so you have to be able to protect them with shields, or try to aggro hostiles before they do.
Quote from: shinygerbil on July 25, 2015, 08:31:28 AM
Hey all, first-time poster here on the forums :) I've just finished watching all of jimmijamjams' runs on Youtube and it actually gave me a good idea of how to not lose horribly, so I thought I'd try my luck at this week's seed!
Welcome shinygerbil!
That's a really nice run for having just started. The Factory is where the difficulty really starts to ramp up, so practice getting there in good shape and you'll be in a better position to explore more efficient ways of escape despite the locked branches. I want to start opening Factory branches probably in Alpha 4~5.
Quote from: shinygerbil on July 25, 2015, 08:31:28 AM
Stats: (I love how the Temperature: Cool is accompanied by the 8) smiley :D )
I noticed that while parsing the thread earlier, too, and thought that was awesome 8)
Quote from: shinygerbil on July 25, 2015, 08:31:28 AM
Hey all, first-time poster here on the forums :) I've just finished watching all of jimmijamjams' runs on Youtube and it actually gave me a good idea of how to not lose horribly, so I thought I'd try my luck at this week's seed!
Welcome! I'm glad I could help :)
Your score is very impressive for the level you made it to! I can see from your scores sheet that you went hard on taking out as many hostiles as possible, excellent form!
The main thing I don't think my videos don't do well is show all the different styles that people use to approach the game. I definitely go for a more combat-heavy approach which may not be the easiest/best way to win (I've not finished the game yet!).
Happy to have more people participating in the Seed. Good luck for next week!
Quote from: Kyzrati on July 25, 2015, 10:21:00 AM
Quote from: jimmijamjams on July 24, 2015, 09:36:39 AM
(I was purposely not using Manual Command this run to explore some of the other options).
I was doing the same thing! As you noticed security levels aren't nearly as serious in this build, which frees you up to safely do other things.
I did a few purges "just in case," but spent more time using direct hacks to have a higher chance of getting a few of those extra benefits--thing is I didn't find very many Terminals in general, and a few of those I did were reached by Operators first.
I'm really liking the tweaks to how the Security Rating is accrued. Of course, I'm not sure exactly what you've done, but it seems a lot easier than it used to.
Quote from: Kyzrati on July 25, 2015, 10:21:00 AM
Quote from: jimmijamjams on July 24, 2015, 09:36:39 AM
I had a back-up Improved Signal Interpreter, but at this stage I was already at 7% Corruption and was expecting to get lots of false reads on the radar. This didn't seem to be the case and I have a funny feeling that even though the Advanced Signal Interpreter was non-functional it was still providing the buff that stopped the radar glitches.
As mentioned in the bugs thread, the Improved version also provides that benefit :). The Adv. description explicitly states that effect, suggesting it might be exclusive to that level, but so does the Imp. version.
While I agree and believe it would be more logical if only the Adv. one provided that ability, I didn't want to make it too difficult to overcome the effect since you almost always have some corruption for the latter half of the game. The effect might not be that terrible, though, so maybe the Imp. shouldn't be capable of that?
I kind of like the paranoid feeling that false positives on the radar bring up. If it's possible somehow to make it so that the Imp. version only stops 60% of the false positives that could be interesting. Just a thought :)
Quote from: Kyzrati on July 25, 2015, 10:21:00 AM
You certainly encountered a lot of Behemoths. I didn't run into any, but only made it part way through -3. Of course, when choosing my routes I also almost always avoid larger halls (when possible) since that's where Behemoths hang out.
I backtrack even when I think there might be a Behemoth nearby. And to think I used to fight those guys in the 7DRL. I need to get a little braver, because as you discovered in -1, killing a Behemoth is a good way to "become the Behemoth" when they drop all that gear. Good way to put it 8)
Get in there! They're not
that scary :D
Quote from: Kyzrati on July 25, 2015, 10:21:00 AM
That is a sick build you walked away with. Massive armor. And hail to those dual Hvy. Fusion Cannons you took it down with :D. But yeah that build eats matter at a super fast rate, and doesn't leave much after battles. Could've perhaps offset that with a good salvage computer if you saw one.
One of the parts I carried this run that I almost never do is a nice matter storage unit. It was really nice being able to scavenge literally hundreds of extra matter and not worry as much about the occasional battle where there's nothing left.
Behemoths are amazing for the potential items, but even I had never taken on a top tier one before. I think I was just sick of running into them and every time I did it was not at all where I would normally expect them. That said, I've not spent a lot of time on research so my familiarity with those levels is pretty low.
Quote from: jimmijamjams on July 25, 2015, 10:58:25 PM
Quote from: Kyzrati on July 25, 2015, 10:21:00 AM
Quote from: jimmijamjams on July 24, 2015, 09:36:39 AM
I had a back-up Improved Signal Interpreter, but at this stage I was already at 7% Corruption and was expecting to get lots of false reads on the radar. This didn't seem to be the case and I have a funny feeling that even though the Advanced Signal Interpreter was non-functional it was still providing the buff that stopped the radar glitches.
As mentioned in the bugs thread, the Improved version also provides that benefit :). The Adv. description explicitly states that effect, suggesting it might be exclusive to that level, but so does the Imp. version.
While I agree and believe it would be more logical if only the Adv. one provided that ability, I didn't want to make it too difficult to overcome the effect since you almost always have some corruption for the latter half of the game. The effect might not be that terrible, though, so maybe the Imp. shouldn't be capable of that?
I kind of like the paranoid feeling that false positives on the radar bring up. If it's possible somehow to make it so that the Imp. version only stops 60% of the false positives that could be interesting. Just a thought :)
I like that possibility! Though now that I think of it the reason I didn't do it that way is apparent: It's easy at the basic level to just throw up random question marks, but once you get Imp. the signals are already size and class-specific, meaning it would also have to generate random classes, which would be even easier to ignore than random '?' since they're always changing and teleporting around...
I'll still consider what it might look like in action.
My run is finished. I took a few dozen screenshots and I've uploaded 16 into an imgur album. I wrote about the run in the descriptions in the album but if someone can't view imgur for some reason I can paste it here.
http://imgur.com/a/jcnw1
Morgue:
Spoiler
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
...
Cogmind - Alpha 2b
Name: zzxc
---[ ESCAPED! ]---
Performance
-------------
Evolutions (9) 4500
Robots Destroyed (96) 480
Value Destroyed (2101) 2101
Prototype IDs (3) 60
Alien Tech Identified (0) 0
Bonus (2000) 2000
TOTAL SCORE: 9141
Cogmind
---------
Core Integrity 1509/1600
Matter 212/300
Energy 372/380
System Corruption 1%
Temperature Cool (8)
Location Surface
Parts
-------
Power (3)
Fission Core
Light Neutrino Core
Micro Fission Core
Propulsion (4)
Improved Flight Unit
Improved Flight Unit
Improved Flight Unit
Utility (16)
Medium Storage Unit
Advanced Weight Redist. System
Advanced Signal Interpreter
Improved Connection Mask
Hacking Suite
Advanced Weight Redist. System
Advanced Weight Redist. System
Advanced Transmission Jammer
Long-range Sensor Array
Improved Hacking Suite
Hacking Suite
Improved Decoy Generator
Weapon (2)
Micro-nuke Launcher
Inventory
-----------
Improved Transmission Jammer
Experimental Matter Compressor
Reaction Control System
Experimental Heat Sink
Advanced Component Analysis Suite
Gamma Bomb Array
Power Amplifier
Peak State
------------
Power
Fission Core
Light Neutrino Core
Micro Fission Core
Propulsion
Improved Flight Unit
Improved Flight Unit
Improved Flight Unit
Improved Flight Unit
Utility
Medium Storage Unit
Advanced Weight Redist. System
Improved Deep Network Scanner
Advanced Signal Interpreter
Experimental Heat Sink
Experimental Matter Compressor
Improved Connection Mask
Hacking Suite
Advanced Weight Redist. System
Improved Powered Armor
Hacking Suite
Advanced Component Analysis Suite
Improved Maneuvering Thrusters
Advanced Weight Redist. System
Advanced Transmission Jammer
Long-range Sensor Array
Weapon
Missile Launcher
Great Axe
[Rating: 114]
Favorites
-----------
Power Fission Core
Engine Ion Engine
Power Core Fission Core
Propulsion Improved Flight Unit
Leg Aluminum Leg
Hover Unit Hover Unit
Flight Unit Improved Flight Unit
Utility Advanced Weight Redist. System
Device Advanced Weight Redist. System
Storage Medium Storage Unit
Processor Advanced Signal Interpreter
Hackware Hacking Suite
Protection Light Armor Plating
Weapon Great Axe
Energy Gun Improved EM Shotgun
Ballistic Gun Light Assault Rifle
Ballistic Cannon Light Cannon
Launcher Missile Launcher
Slashing Weapon Great Axe
Stats
-------
Classes Destroyed 11
Worker 6
Builder 3
Tunneler 2
Hauler 22
Recycler 9
Watcher 7
Swarmer 15
Grunt 23
Brawler 2
Sentry 6
Hunter 1
NPCs Destroyed 0
Best Kill Streak 52
Combat Bots Only 33
Matter Collected 3658
Salvage Created 4140
Parts Attached 144
Power 12
Propulsion 28
Utility 61
Weapon 43
Parts Lost 22
Power 0
Propulsion 3
Utility 14
Weapon 5
Average Slot Usage (%) 93
Naked Turns 1
Spaces Moved 12710
Fastest Speed (%) 1000
Slowest Speed (%) 33
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 1
Cave-ins Triggered 0
Teleports 0
Heaviest Build 51
Greatest Overweight (x) 12
Average Overweight (x) 0
Largest Inventory 8
Most Items Carried 8
Core Damage Taken 441
Volleys Fired 262
Largest 2
Hottest 100
Shots Fired 448
Gun 299
Cannon 103
Launcher 46
Special 0
Kinetic 258
Thermal 64
Explosive 46
Electromagnetic 80
Overload Shots 0
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 104
Impact 0
Slashing 104
Piercing 0
Damage Inflicted 6630
Projectiles 3313
Explosions 450
Melee 2853
Ramming 14
Highest Temperature 224
Average Temperature 34
Shutdowns 0
Energy Bleed 0
Interference 3
Matter Decay 0
Short Circuit 0
Damage (minor) 0
Damage (major) 0
Damage (core) 0
Highest Corruption 1
Message Errors 6
Parts Rejected 2
Data loss (map) 8
Data loss (database) 5
Misfires 0
Misdirections 3
Targeting Errors 4
Weapon Failures 1
Haulers Intercepted 22
Robots Corrupted 0
Tactical Retreats 39
Communications Jammed 81
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 0
Drone Recoveries 0
Derelicts Assembled 0
Machine Familiarity 60
Terminals 32
Fabricators 7
Repair Stations 8
Recycling Units 5
Scanalyzers 8
Machines Hacked 60
Terminals 32
Fabricators 7
Repair Stations 8
Recycling Units 5
Scanalyzers 8
Total Hacks 212
Successful 86
Failed 125
Catastrophic 35
Database Lockouts 0
Manual 44
Terminals 123
Fabricators 17
Repair Stations 31
Recycling Units 11
Scanalyzers 30
Terminal Hacks 37
Record 0
Part Schematic 2
Robot Schematic 0
Robot Analysis 0
Prototype ID Bank 10
Open Door 1
Level Access Points 4
Branch Access Points 0
Emergency Access Points 0
Machine Index 0
Terminal Index 0
Fabricator Index 1
Repair Station Index 0
Recycling Unit Index 0
Scanalyzer Index 0
Alert Level 3
Unreport Threat 2
Dispatch Records 0
Maintenance Status 0
Security Status 0
Surveillance Status 1
Patrol Status 0
Transport Status 0
Investigation Status 1
Extermination Status 0
Reinforcement Status 0
Assault Status 0
Recall Investigation 0
Recall Extermination 0
Recall Reinforcements 0
Recall Assault 0
Hauler Manifests 4
Registered Components 1
Registered Prototypes 1
Zone Layout 0
Sector Layout 0
Machine Controls 6
Hacking Detections 74
Full Trace Events 25
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 9
Parts Built 0
Part Fabrication Matter 0
Part Fabrication Time 0
Parts Repaired 9
Part Repair Time 330
Parts Recycled 0
Recycled Matter 0
Retrieved Matter 0
Parts Scanalyzed 8
Part Schematics Acquired 7
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
Peak Influence 467
Average Influence 105
Maximum Alert Level 2
Low Security (%) 75
Level 1 22
Level 2 1
Level 3 0
Level 4 0
Level 5 0
Squads Dispatched 38
Investigation 22
Extermination 7
Reinforcement 9
Assault 0
Exploration Rate (%) 29
Regions Visited 11
Turns Passed 7876
Depth 11 111
Depth 10 2002
Depth 9 1353
Depth 8 111
Depth 7 349
Depth 6 689
Depth 5 750
Depth 4 163
Depth 3 516
Depth 2 521
Depth 1 1311
Scrapyard 111
Materials 3466
Factory 1951
Research 1037
Access 1311
Prototype IDs
---------------
Heavy Ion Engine
Light Neutrino Core
Enhanced Biometal Leg
Improved Flight Unit
Improved Field Propulsion Drive
Electron Diverter
Improved Medium Laser
Heavy Particle Gun
Improved EM Shotgun
Improved Assault Rifle
Precision Rocket Launcher
Enhanced Gamma Bomb Array
Experimental Heat Sink
Experimental Cooling System
Experimental Matter Compressor
Dimensional Manipulator
Quantum Shroud
Improved Quantum Shroud
Experimental Reclamation Unit
Experimental Targeting Computer
Precision Matter Filter
Quantum Router
Improved Fusion Compressor
Experimental Field Recycling Unit
Alien Tech Recovered
----------------------
None
Game
------
Seed: AlwaysRun
^Manual?: 1
Play Time: 255 min
Sessions: 15
Mod: N/A
Game No.: 29
ASCII: 1
Keyboard: 0
Font: 18/Terminus
Map View: 76x50
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Quote from: jimmijamjams on July 24, 2015, 09:36:39 AM
Here's the run-down:
Level -10:
Spoiler
This level was tough! I don't know how everyone else dealt with it, but right from the start I bumped into several squads of Swarmers. I found a few exits along the way that I suspected were the Mines (due to location/layout) and my core was down to only 21 from the early (almost catastrophic) encounters. I managed to gear up after taking out some more Swarmers and flew around until I found a likely exit to Level -9.
(https://i.imgur.com/dKzN0bk.png)
Ugh, reading this I now recognise this writeup from your other thread. I thought that thread was about the
first weekly seed. Fortunately I wasn't aware of this and I pretty much completely forgot any details about that game by the time I began this.
Quote from: zxc on July 26, 2015, 06:35:06 AM
My run is finished.
Summary:
*starts out saying wants a combat run**finds cache of favorite prototype propulsion**proceeds to build highly efficient fast hacker and win yet again*;)
That's quite a nice strategy with the low-level prototypes + weight redistribution. You can get up to 2~3 times faster with better propulsion, but it's tougher to maintain, and a speed of 10 is already quite good.
Lots of hacking gear at the end there--you would've been really jamming if you'd been able to obtain better Hacking Suites by that point, which combined with a single datajack could own almost anything you met.
Still, really amazing end-game build.
First post hooray!
The morgue below
Spoiler
Cogmind - Alpha 2b
Name: Anonymous286827285
---[ CORE DESTROYED ]---
Performance
-------------
Evolutions (3) 1500
Robots Destroyed (109) 545
Value Destroyed (3862) 3862
Prototype IDs (1) 20
Alien Tech Identified (0) 0
Bonus (0) 0
TOTAL SCORE: 5927
Cogmind
---------
Core Integrity 0/700
Matter 300/300
Energy 435/435
System Corruption 4%
Temperature Cool (29)
Location -7/Factory
Parts
-------
Power (3)
Heavy Deuterium Engine
Deuterium Engine
Propulsion (3)
Aluminum Leg
Utility (4)
Advanced Targeting Computer
Large Storage Unit
Weapon (3)
Shock Rifle
Inventory
-----------
Medium Storage Unit
Improved Aluminum Leg
Light Nuclear Core
Advanced Heat Sink
Core Shielding
Carbon-fiber Leg
Light Angular Momentum Engine
Nuclear Core
Peak State
------------
Power
Light Nuclear Core
Micro Nuclear Core
Heavy Deuterium Engine
Propulsion
Medium Treads
Medium Treads
Light Treads
Utility
Medium Storage Unit
Matter Filter
Matter Filter
Advanced Visual Processing Unit
Weapon
Missile Launcher
Shotgun
Autogun
[Rating: 40]
Favorites
-----------
Power Ion Engine
Engine Ion Engine
Power Core Micro Nuclear Core
Propulsion Aluminum Leg
Treads Medium Treads
Wheel Compact Wheel
Leg Aluminum Leg
Flight Unit Flight Unit
Utility Improved Heat Sink
Device Improved Heat Sink
Storage Medium Storage Unit
Processor Advanced Targeting Computer
Protection Core Shielding
Weapon Missile Launcher
Energy Gun Particle Gun
Energy Cannon Plasma Cannon
Ballistic Gun Shotgun
Ballistic Cannon Gauss Cannon
Launcher Missile Launcher
Stats
-------
Classes Destroyed 13
Worker 2
Builder 8
Tunneler 3
Hauler 1
Recycler 16
Operator 2
Swarmer 19
Grunt 38
Brawler 1
Duelist 4
Sentry 9
Hunter 1
Programmer 5
NPCs Destroyed 0
Best Kill Streak 109
Combat Bots Only 77
Matter Collected 2474
Salvage Created 3507
Parts Attached 115
Power 20
Propulsion 34
Utility 32
Weapon 29
Parts Lost 75
Power 15
Propulsion 22
Utility 16
Weapon 22
Average Slot Usage (%) 75
Naked Turns 63
Spaces Moved 3028
Fastest Speed (%) 333
Slowest Speed (%) 14
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 9
Cave-ins Triggered 0
Teleports 0
Heaviest Build 58
Greatest Overweight (x) 13
Average Overweight (x) 1
Largest Inventory 12
Most Items Carried 10
Core Damage Taken 1611
Volleys Fired 282
Largest 3
Hottest 184
Shots Fired 502
Gun 260
Cannon 176
Launcher 66
Special 0
Kinetic 223
Thermal 197
Explosive 43
Electromagnetic 39
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 10471
Projectiles 5404
Explosions 5041
Melee 0
Ramming 26
Highest Temperature 410
Average Temperature 105
Shutdowns 2
Energy Bleed 4
Interference 7
Matter Decay 0
Short Circuit 0
Damage (minor) 0
Damage (major) 0
Damage (core) 0
Highest Corruption 4
Message Errors 9
Parts Rejected 6
Data loss (map) 14
Data loss (database) 6
Misfires 1
Misdirections 4
Targeting Errors 7
Weapon Failures 2
Haulers Intercepted 1
Robots Corrupted 2
Tactical Retreats 19
Communications Jammed 0
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 0
Drone Recoveries 0
Derelicts Assembled 0
Machine Familiarity 4
Terminals 4
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Machines Hacked 4
Terminals 4
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Total Hacks 8
Successful 2
Failed 6
Catastrophic 1
Database Lockouts 0
Manual 6
Terminals 8
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Terminal Hacks 2
Record 0
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
Alert Level 0
Unreport Threat 1
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 1
Sector Layout 0
Machine Controls 0
Hacking Detections 2
Full Trace Events 1
Feedback Events 1
Feedback Corruption 1
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 0
Parts Built 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
Peak Influence 997
Average Influence 228
Maximum Alert Level 3
Low Security (%) 71
Level 1 5
Level 2 12
Level 3 10
Level 4 0
Level 5 0
Squads Dispatched 16
Investigation 1
Extermination 5
Reinforcement 8
Assault 2
Exploration Rate (%) 27
Regions Visited 7
Turns Passed 5071
Depth 11 93
Depth 10 516
Depth 9 1294
Depth 8 382
Depth 7 2786
Scrapyard 93
Materials 1322
Factory 2786
Mines 870
Prototype IDs
---------------
Heavy Deuterium Engine
Alien Tech Recovered
----------------------
None
Game
------
Seed: AlwaysRun
^Manual?: 1
Play Time: 43 min
Sessions: 7
Mod: N/A
Game No.: 5
ASCII: 0
Keyboard: 1
Font: 12/Cogmind
Map View: 76x56
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Pretty weak run, just got to -7. As I always do, I went pure blaster. There was a shining moment when I had a gausse cannon, 2 plasma cannons, plenty of heat utilities, and armor, and was one shotting fools throughout the factory. Unfortunately, my shenanigans raised the alert level in the factory pretty bad, and after plowing my way through a horde of commandos the stairs....were to the caverns, shiny and red, and locked. Backtracking resulted in an army being dropped on my head after reaching Alert level 3. RIP blaster cogmind, you were too shooty for this world.
Quote from: zxc on July 26, 2015, 06:35:06 AM
My run is finished. I took a few dozen screenshots and I've uploaded 16 into an imgur album. I wrote about the run in the descriptions in the album but if someone can't view imgur for some reason I can paste it here.
http://imgur.com/a/jcnw1
ô¿ô
O
I never knew how good those flight units were! I picked them up early and had them as back-up for later, but I never picked up quite the right gear to go full stealth. My tendency is still to attack rather than run and I believe I lost them in some fire-fight somewhere along the way.
Quote from: zxc on July 26, 2015, 06:35:06 AM
Ugh, reading this I now recognise this writeup from your other thread. I thought that thread was about the first weekly seed. Fortunately I wasn't aware of this and I pretty much completely forgot any details about that game by the time I began this.
Yeah, apologies about that :-[ It was pretty thoughtless of me to post it in
Stories before the run was over. I didn't even think it would be an issue until you mentioned it, thanks for pointing it out.
EDIT: I've edited the
Story post to better convey that it was this week's seed (I didn't even realise that I listed it as last week's seed :-\ aaaaarrgh).
Quote from: Kyzrati on July 26, 2015, 07:21:43 AM
Quote from: zxc on July 26, 2015, 06:35:06 AM
My run is finished.
Summary:
*starts out saying wants a combat run*
*finds cache of favorite prototype propulsion*
*proceeds to build highly efficient fast hacker and win yet again*
;)
I know, I know. But I adapt to what I find, and those flight units are amazing for something you can find that early. Plus, as I care more about winning than I care about score, this suited me just fine. I now think that this setup is a highly reliable way of winning the current build. The hacking equipment is optional, but they are massless so they are often the only items you can equip with flight.
Quote from: Kyzrati on July 26, 2015, 07:21:43 AM
That's quite a nice strategy with the low-level prototypes + weight redistribution. You can get up to 2~3 times faster with better propulsion, but it's tougher to maintain, and a speed of 10 is already quite good.
Lots of hacking gear at the end there--you would've been really jamming if you'd been able to obtain better Hacking Suites by that point, which combined with a single datajack could own almost anything you met.
Still, really amazing end-game build.
3 times faster would be 3 move delay or less! I certainly haven't seen anything faster than 10, but I haven't really found any high-end flight prototypes in my games so far. Without an ECM suite, I relied primarily on the time-tested tactic of running long laps of circuitous paths with programmers and hunters chasing me far behind.
Re: hacking, I didn't rely on hacking at all, it was just useful like in my last win. The core of my build was flight units + sensor/interpreter combo, and whatever power/utility necessary to sustain that. I often found exits and just flew right past them if I wasn't in any trouble, since exploring for items is good. Signal jammers showing their worth again. I found watchers with signal jammers rather dangerous in fact, but looking back at it, they are a good way of actually getting one yourself if need be. I did hack the -1 exit location early on, but as it turns out, I couldn't win so quickly. I equipped a ton of hacking equipment at the end there because I was trying to employ fabricators to make something I needed... but it didn't really work out, and I ended up finding what I wanted after a long while.
I thought about datajacks but I never really made my mind up about grabbing one. The melee weapon worked just fine. On -1 I ran out of matter due to various circumstances but I was able to ram a repair robot to get some matter in order to equip my matter storage unit in order to then switch out all my other gear. :)
Quote from: jimmijamjams on July 26, 2015, 07:40:09 AM
I never knew how good those flight units were! I picked them up early and had them as back-up for later, but I never picked up quite the right gear to go full stealth. My tendency is still to attack rather than run and I believe I lost them in some fire-fight somewhere along the way.
You can see in my third screenshot the items I had after equipping the flight units. Really, it wasn't a stealth build at that point, lacking good sensors and such. Also I never found an ECM suite. It didn't matter however, since speed is really important. Mostly the main issue early on is energy upkeep, and with flight units you'll generally find that you're net negative on move. Adding sensors into the mix hurts that energy upkeep even further, but when you can see where the enemies are you can make your way between safe zones and rest to restore your energy. Watchers are a good source of sensors, interpreters, jammers and sneaky stuff in general.
Quote from: Happylisk on July 26, 2015, 07:30:12 AM
First post hooray!
Pretty weak run, just got to -7. As I always do, I went pure blaster. There was a shining moment when I had a gausse cannon, 2 plasma cannons, plenty of heat utilities, and armor, and was one shotting fools throughout the factory. Unfortunately, my shenanigans raised the alert level in the factory pretty bad, and after plowing my way through a horde of commandos the stairs....were to the caverns, shiny and red, and locked. Backtracking resulted in an army being dropped on my head after reaching Alert level 3. RIP blaster cogmind, you were too shooty for this world.
Welcome Happylisk!
You managed to get the alert level all the way up to 3?! And only by -7... definitely on the trigger happy side ::). You would've really had your hands full if you'd made it to -5; that's where jimmi and I ran into some serious opposition, even without high alert!
Well, as discussed over on SA, Alpha 3 will come with some more nice features for tanks ;).
Caves will be one of the first new branches to be added, and good thing, too, since there are quite a few entrances from the Factory.
Quote from: zxc on July 26, 2015, 08:25:40 AM
Quote from: Kyzrati on July 26, 2015, 07:21:43 AM
That's quite a nice strategy with the low-level prototypes + weight redistribution. You can get up to 2~3 times faster with better propulsion, but it's tougher to maintain, and a speed of 10 is already quite good.
3 times faster would be 3 move delay or less!
Exactly! By the the stats the absolute fastest you can move is 3, which is crazy. To my knowledge no one's managed it yet, but I've seen a 5 before, and I personally reached 7 a couple weeks ago on a playtesting run.
Quote from: zxc on July 26, 2015, 08:25:40 AMWithout an ECM suite, I relied primarily on the time-tested tactic of running long laps of circuitous paths with programmers and hunters chasing me far behind.
Yep, that'll work even without an ECM, just need big enough laps, and scanners to make sure you don't encounter unwanted company ;)
Nice description of your strategy--it's unsurprising that the one who won a copy of Cogmind through a competition about taking on unbeaten roguelikes is now very quickly becoming a master of its systems :D
Quote from: Kyzrati on July 26, 2015, 09:23:44 AM
Nice description of your strategy--it's unsurprising that the one who won a copy of Cogmind through a competition about taking on unbeaten roguelikes is now very quickly becoming a master of its systems :D
I'm happy to learn such a cool new game :)
I wonder what the other winners have been up to. Haven't spotted them on the forums just yet.
Is there any good reason for propulsion to have both upkeep costs per move and per turn as well? Whenever you rest a turn it's optimal to toggle off all your propulsion for that little bit of extra energy / heat dissipation, and as it's a bit of tedious optimal play I'm thinking it could be changed. Usually I don't bother turning them off and just wait some extra turns, but in energy critical situations like in one of my screenshots, squeezing a little bit more energy regen out is worth the micromanagement.
Quote from: zxc on July 26, 2015, 12:49:02 PM
Quote from: Kyzrati on July 26, 2015, 09:23:44 AM
Nice description of your strategy--it's unsurprising that the one who won a copy of Cogmind through a competition about taking on unbeaten roguelikes is now very quickly becoming a master of its systems :D
I'm happy to learn such a cool new game :)
I wonder what the other winners have been up to. Haven't spotted them on the forums just yet.
biomatter has been taking a break because he Cogminded himself out over the first month.
One of the other winners, KY, doesn't hang out on the forums but I talk to him via Twitter.
So far the only wins managed are the speed variety, but I'm sure we'll have some combat wins before too long. Certainly after the next release where I'll be giving another boost to tank-ish Cogminds.
Quote from: zxc on July 26, 2015, 12:49:02 PM
Is there any good reason for propulsion to have both upkeep costs per move and per turn as well? Whenever you rest a turn it's optimal to toggle off all your propulsion for that little bit of extra energy / heat dissipation, and as it's a bit of tedious optimal play I'm thinking it could be changed. Usually I don't bother turning them off and just wait some extra turns, but in energy critical situations like in one of my screenshots, squeezing a little bit more energy regen out is worth the micromanagement.
I guess it started with the idea that it's "logical" for hover/flight to consume energy even while you're stationary.
I know what you mean--when I play and energy gets tight I do occasionally disable them all, but that doesn't quite apply to all situations. Technically those modes give you an advantage while active, even if you're just sitting around on defense (or during a volley/firefight), because you have a bonus to dodge while flying, and active propulsion can work in tandem with certain utilities like Maneuvering Thrusters for further benefits.
I imagined doing something like assuming no upkeep for those as long as you're out of combat, but being "out of combat" is not always so obvious since you may not be aware of a hostile about to open fire, as with Hunters tracking you through the walls, for example.
Quote from: Kyzrati on July 26, 2015, 08:41:10 PM
Quote from: zxc on July 26, 2015, 12:49:02 PM
Quote from: Kyzrati on July 26, 2015, 09:23:44 AM
Nice description of your strategy--it's unsurprising that the one who won a copy of Cogmind through a competition about taking on unbeaten roguelikes is now very quickly becoming a master of its systems :D
I'm happy to learn such a cool new game :)
I wonder what the other winners have been up to. Haven't spotted them on the forums just yet.
biomatter has been taking a break because he Cogminded himself out over the first month.
One of the other winners, KY, doesn't hang out on the forums but I talk to him via Twitter.
So far the only wins managed are the speed variety, but I'm sure we'll have some combat wins before too long. Certainly after the next release where I'll be giving another boost to tank-ish Cogminds.
I was actually referring to the other three folks that got Cogmind keys along with me :)
I noticed that a lot of the score is derived from 'value destroyed', but I don't know what that refers to. Reactors and stuff like that? I'm thinking you can actually farm up quite a lot of score by flying around with a rocket launcher and just destroying stuff safely while avoiding any tricky combat and then hack down the alert level and keep doing it for a while.
Quote from: Kyzrati on July 26, 2015, 08:41:10 PM
I guess it started with the idea that it's "logical" for hover/flight to consume energy even while you're stationary.
I know what you mean--when I play and energy gets tight I do occasionally disable them all, but that doesn't quite apply to all situations. Technically those modes give you an advantage while active, even if you're just sitting around on defense (or during a volley/firefight), because you have a bonus to dodge while flying, and active propulsion can work in tandem with certain utilities like Maneuvering Thrusters for further benefits.
I imagined doing something like assuming no upkeep for those as long as you're out of combat, but being "out of combat" is not always so obvious since you may not be aware of a hostile about to open fire, as with Hunters tracking you through the walls, for example.
That's fair enough. I forgot about the dodge bonuses. There isn't a readily-apparent ideal solution so what we have now is a good compromise. Unless there were a way to activate/deactivate all propulsion slots with a single hotkey etc, but that would be a niche use and would complicate keybindings.
[This topic was being derailed by an otherwise useful but whole separate discussion about scoring factors, which has been moved to the Ideas board here (http://www.gridsagegames.com/forums/index.php?topic=206.0).]
Not as bad as it could have been...
Spoiler
Cogmind - Alpha 1b
Name: AlanWithTea
---[ CORE DESTROYED ]---
Performance
-------------
Evolutions (1) 500
Robots Destroyed (18) 90
Value Destroyed (426) 426
Prototype IDs (0) 0
Alien Tech Identified (0) 0
Bonus (0) 0
TOTAL SCORE: 1016
Cogmind
---------
Core Integrity 0/400
Matter 280/300
Energy 49/50
System Corruption 0%
Temperature Cool (0)
Location -9/Mines
Parts
-------
Power (2)
Propulsion (2)
Utility (2)
Heat Sink
Weapon (3)
Inventory
-----------
Flight Unit
Peak State
------------
Power
Ion Engine
Improved Ion Engine
Propulsion
Light Treads
Light Treads
Utility
Heat Sink
Heat Sink
Weapon
Shotgun
Small Laser
Small Laser
[Rating: 11]
Favorites
-----------
Power Ion Engine
Engine Ion Engine
Propulsion Light Treads
Treads Light Treads
Wheel Wheel
Leg Aluminum Leg
Flight Unit Flight Unit
Utility Heat Sink
Device Heat Sink
Processor Seismic Analyzer
Weapon Light Assault Rifle
Energy Gun Small Laser
Ballistic Gun Light Assault Rifle
Ballistic Cannon Light Cannon
Special Weapon Mining Laser
Stats
-------
Classes Destroyed 7
Tunneler 3
Recycler 1
Watcher 1
Swarmer 4
Grunt 6
Brawler 1
Sentry 2
NPCs Destroyed 0
Best Kill Streak 7
Combat Bots Only 10
Matter Collected 599
Salvage Created 603
Parts Attached 33
Power 7
Propulsion 8
Utility 6
Weapon 12
Parts Lost 28
Power 7
Propulsion 6
Utility 3
Weapon 12
Average Slot Usage (%) 81
Naked Turns 15
Spaces Moved 905
Fastest Speed (%) 285
Slowest Speed (%) 33
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 10
Cave-ins Triggered 0
Teleports 0
Heaviest Build 19
Greatest Overweight (x) 6
Average Overweight (x) 0
Largest Inventory 4
Most Items Carried 4
Core Damage Taken 596
Volleys Fired 60
Largest 3
Hottest 140
Shots Fired 98
Gun 74
Cannon 23
Launcher 0
Special 1
Kinetic 73
Thermal 25
Explosive 0
Electromagnetic 0
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 1025
Projectiles 996
Explosions 0
Melee 0
Ramming 29
Highest Temperature 102
Average Temperature 28
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
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
Tactical Retreats 5
Communications Jammed 0
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 0
Drone Recoveries 0
Derelicts Assembled 0
Machine Familiarity 2
Terminals 1
Fabricators 0
Repair Stations 0
Recycling Units 1
Scanalyzers 0
Machines Hacked 2
Terminals 1
Fabricators 0
Repair Stations 0
Recycling Units 1
Scanalyzers 0
Total Hacks 3
Successful 2
Failed 1
Catastrophic 0
Database Lockouts 0
Manual 0
Terminals 2
Fabricators 0
Repair Stations 0
Recycling Units 1
Scanalyzers 0
Terminal Hacks 1
Record 0
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
Alert Level 0
Unreport Threat 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 1
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 0
Feedback Events 0
Feedback Corruption 0
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 0
Parts Built 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
Peak Influence 150
Average Influence 35
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
Exploration Rate (%) 27
Regions Visited 5
Turns Passed 1121
Depth 11 121
Depth 10 401
Depth 9 599
Scrapyard 121
Materials 553
Mines 447
Prototype IDs
---------------
None
Alien Tech Recovered
----------------------
None
Looks like you also found that early Light Cannon! That's a really good weapon for robot blasting. It certainly helped both jimmi and I through the beginning.
But I see you ended up in the mines--that can be rough when you were expecting a regular exit...