Grid Sage Forums
- December 04, 2024, 01:43:21 AM
- Welcome, Guest
All from Transporters carrying stuff back and forth, plus a couple other miscellaneous bots. =D I spent a looooong time (EDIT: ~800 turns) just camping there and killing passerby. I had a transmission jammer to stop the Watchers or anyone else from calling for help. MUHAHAHAAnnnnnd that's where I am now. Any help, guys? xD This run has been absolutely hilarious and I've love to keep it going. Is past the Behemoths the only way out? I've attached a screenshot of my current status.Wow, nice comeback build. Currently underpowered for a combat run, though, with only two weapon slots. Did you take the first Extension detour to build yourself up? Where'd you get all that stuff?
Cogmind - Alpha 8
Name: Adraius
---[ CORE DESTROYED ]---
Performance
-------------
Evolutions (9) 4500
Robots Destroyed (68) 340
Value Destroyed (1754) 1754
Prototype IDs (6) 120
Alien Tech Identified (0) 0
Bonus (200) 200
TOTAL SCORE: 6914
Cogmind
---------
Core Integrity 0/1600
Matter 289/300
Energy 50/50
System Corruption 7%
Temperature Cool (0)
Location -1/Access
Parts
-------
Power (4)
Propulsion (5)
Utility (14)
Spectral Analyzer
Weapon (2)
Inventory
-----------
Experimental Power Amplifier
Peak State
------------
Power
Improved Ion Engine
Neutrino Core
Propulsion
VTOL Module
VTOL Module
Nuclear Pulse Array
Utility
Insulated Heavy Armor
Hacking Suite
Experimental Power Amplifier
Spectral Analyzer
System Shield
Reaction Control System
Reaction Control System
Reaction Control System
Reaction Control System
Advanced Powered Armor
Advanced Powered Armor
Weapon
Compact HERF Cannon
[Rating: 110]
Favorites
-----------
Power Improved Ion Engine
Engine Improved Ion Engine
Power Core Light Nuclear Core
Reactor Light Anti-Matter Reactor
Propulsion VTOL Module
Treads Medium Treads
Wheel Compact Wheel
Leg Flexi-carbon Leg
Hover Unit Anti-Grav Array
Flight Unit VTOL Module
Utility Advanced Weight Redist. System
Device Advanced Weight Redist. System
Storage Medium Storage Unit
Processor Spectral Analyzer
Hackware System Shield
Protection Insulated Heavy Armor
Weapon High-powered Shotgun
Energy Gun Wave Gun
Energy Cannon Compact HERF Cannon
Ballistic Gun High-powered Shotgun
Launcher Smartbomb Launcher
Special Weapon Mining Laser
Special Melee Weapon Improved Datajack
Stats
-------
Bonus Breakdown 200
Entered Garrisons 200
Classes Destroyed 10
Worker 9
Builder 5
Tunneler 3
Hauler 6
Recycler 11
Mechanic 2
Watcher 2
Swarmer 27
Grunt 1
Hunter 2
NPCs Destroyed 0
Best Kill Streak 9
Combat Bots Only 7
Matter Collected 2097
Salvage Created 2679
Parts Attached 167
Power 24
Propulsion 45
Utility 67
Weapon 31
Parts Lost 79
Power 16
Propulsion 27
Utility 29
Weapon 7
Average Slot Usage (%) 64
Naked Turns 3
Spaces Moved 4435
Fastest Speed (%) 400
Average Speed (%) 266
Slowest Speed (%) 40
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 4
Cave-ins Triggered 1
Teleports 0
Heaviest Build 70
Greatest Overweight (x) 10
Average Overweight (x) 0
Largest Inventory 14
Most Items Carried 14
Average Items Carried 5
Core Damage Taken 3706
Average Core Remaining (%) 76
Depth 10 Exit 88
Depth 9 Exit 89
Depth 8 Exit 94
Depth 7 Exit 100
Depth 6 Exit 52
Depth 5 Exit 54
Depth 4 Exit 55
Depth 3 Exit 100
Depth 2 Exit 56
Volleys Fired 210
Largest 2
Hottest 125
Shots Fired 241
Gun 181
Cannon 47
Launcher 11
Special 2
Kinetic 129
Thermal 62
Explosive 11
Electromagnetic 39
Shots Hit Robots 157
Core Hits 121
Overload Shots 0
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 1
Impact 0
Slashing 0
Piercing 0
Damage Inflicted 7046
Projectiles 3225
Explosions 3808
Melee 0
Ramming 13
Kinetic 1697
Thermal 1518
Explosive 3349
Electromagnetic 469
Impact 0
Slashing 0
Piercing 0
Self-Inflicted Damage 386
Shots 7
Rammed 4
Highest Temperature 514
Average Temperature 112
Shutdowns 6
Energy Bleed 2
Interference 6
Matter Decay 0
Short Circuit 2
Damage (minor) 1
Damage (major) 0
Damage (core) 0
Highest Corruption 7
Average Corruption 2
Message Errors 3
Parts Rejected 0
Data loss (map) 2
Data loss (database) 0
Misfires 0
Misdirections 1
Targeting Errors 0
Weapon Failures 0
Depth 5 End 1
Depth 4 End 1
Depth 2 End 3
Haulers Intercepted 6
Robots Corrupted 2
Robots Melted 0
Power Chain Reactions 0
Tactical Retreats 25
Communications Jammed 182
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 4
Drone Recoveries 0
Derelicts Assembled 0
Traps Triggered 0
Indirectly 0
Trap Hack Attempts 0
Triggered 0
Disarmed 0
Reprogrammed 0
Reused 0
Data Cores Recovered 0
Used 0
Machines Hacked 26
Terminals 23
Fabricators 0
Repair Stations 0
Recycling Units 2
Scanalyzers 0
Garrison Access 1
Total Hacks 72
Successful 13
Failed 59
Catastrophic 27
Database Lockouts 0
Manual 42
Unauthorized 0
Terminals 66
Fabricators 0
Repair Stations 0
Recycling Units 5
Scanalyzers 0
Garrison Access 1
Terminal Hacks 11
Record 0
Part Schematic 0
Robot Schematic 0
Robot Analysis 0
Prototype ID Bank 0
Open Door 1
Level Access Points 2
Branch Access Points 2
Emergency Access Points 0
Machine Index 0
Terminal Index 0
Fabricator Index 0
Repair Station Index 0
Recycling Unit Index 0
Scanalyzer Index 0
Garrison Index 0
Alert Level 1
Unreport Threat 3
Locate Traps 1
Disarm Traps 0
Reprogram Traps 0
Dispatch Records 0
Maintenance Status 0
Security Status 0
Surveillance Status 0
Patrol Status 0
Transport Status 0
Investigation Status 0
Extermination Status 0
Reinforcement Status 0
Assault Status 0
Garrison Status 0
Intercept Status 0
Recall Investigation 0
Recall Extermination 0
Recall Reinforcements 0
Recall Assault 0
Hauler Manifests 0
Registered Components 1
Registered Prototypes 0
Zone Layout 0
Sector Layout 0
Machine Controls 0
Hacking Detections 25
Full Trace Events 19
Feedback Events 1
Feedback Corruption 1
Feedback Part Disabled 0
Feedback Blocked 0
Trojans Installed 0
Terminals 0
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 0
Fabricators Overloaded 0
Garrisons Disabled 1
Garrisons Compromised 0
Robot Schematics Acquired 0
Robots Built 0
Total Robot Build Rating 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 0
Parts Built 0
Total Part Build Rating 0
Part Fabrication Matter 0
Part Fabrication Time 0
Parts Repaired 0
Part Repair Time 0
Parts Recycled 0
Recycled Matter 0
Retrieved Matter 0
Retrieved Components 0
Parts Scanalyzed 0
Part Schematics Acquired 0
Parts Damaged 0
Robot Analysis Total 0
Robots Rewired 0
Robots Hacked 0
Non-combat 0
Combat 0
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 4
Largest Group 2
Highest-Rated Group 10
Highest-Rated Ally 5
Total Orders 4
STAY 0
GOTO 0
ROAM 0
FOLLOW 0
GUARD 0
AID 0
BUILD 0
TUNNEL 0
DROP 0
PICKUP 0
COLLECT 0
EXPLORE 4
RETURN 0
Terraforming Orders 0
Walls Built 0
Walls Tunneled 0
Ally Attacks 0
Total Damage 0
Kills 0
Allies Corrupted 0
Allies Melted 0
Peak Influence 604
Average Influence 77
Final Influence 0
Maximum Alert Level 2
Low Security (%) 90
Level 1 4
Level 2 4
Level 3 0
Level 4 0
Level 5 0
Squads Dispatched 34
Investigation 19
Extermination 2
Reinforcement 11
Assault 1
Garrison 1
Intercept 0
Derelict Logs Recovered 0
Exploration Rate (%) 17
Regions Visited 14
Pre-discovered Areas 0
Garrisons Visited 1
Relays Disabled 0
Generators Disabled 0
Network Hubs Disabled 0
Actions Taken 5492
Turns Passed 3372
Depth 11 93
Depth 10 189
Depth 9 137
Depth 8 49
Depth 7 27
Depth 6 1079
Depth 5 624
Depth 4 293
Depth 3 406
Depth 2 259
Depth 1 216
Scrapyard 93
Materials 375
Factory 925
Research 665
Access 216
Garrison 186
Extension 912
Prototype IDs
---------------
Experimental Q-Thruster
Improved Matter Compressor
Spectral Analyzer
Experimental Power Amplifier
Experimental Core Analyzer
Advanced Particle Charger
Alien Tech Recovered
----------------------
None
Route
-------
-11/Scrapyard
-10/Materials
-9/Materials
-8/Materials
-7/Factory
-6/Factory
-6/Extension
-5/Factory
-5/Garrison
-5/Factory
-4/Factory
-3/Research
-2/Research
-1/Access
Game
------
Seed: 1464125269
^Manual?: 0
Play Time: 218 min
Sessions: 3
Mod: N/A
Game No.: 45
ASCII: 0
Keyboard: 0
Movement: Mouse
Fullscreen: 1
Font: 16/Dina
Map View: 90x50
FOV Handling: Fade In
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7141
Haha. Fly along the eastern corridor. There is an exit right below the first behemoth in the extension junction. It is behind a sealed door with a terminal nearby. The hack that opens the door is fairly easy to pull off. You will still take some fire from the behemoths and sentries. But, not as much as you would if you try to just fly past the lot to the other exit in east. Good luck.Alright, thanks. That's the only exit I've ever used from Extension, but I usually see it just past the Behemoths. IIRC the unlock chance is 30%, but you usually get a few tries. I think I'm gonna try and put a combat rig together to take them out if I can get lucky with items from Transporters - right now I'm crazy fragile.
For sure. =) I hadn't used them 'til now because I hadn't come across any Adv. ones on my previous runs. This time I found a whole stockpile of them. Mmmmm.QuoteYou were spoiled with your utility loadout though. If I find one advanced targeting computer I consider myself lucky.
It would be nice to reduce the pause delay to something shorter (from 100 to 50 maybe). Currently there's no way to safely wait for an ARC (speed 80 IIRC) to turn a corner to one-shot it with EM. It might move twice before you do.I meant to put a note in my post regarding ARC speed, but I forgot. Those guys move faster than I anticipated when I first started playing again. I assume they're on treads? (I always forget to look, and I haven't had any success trying to kill one) What's up with they're speed? I don't know if their speed is 80, but I'm pretty sure it's <120.
Hunters don't know where you are if they didn't see you yet. However they might release little drones to spot you once they lost track of you (after seeing you).
Have fun with Stellaris! (Wait a minute, isn't Stellaris the same thing?! )
...I should probably download one of these versions and give it a go again. Last version I have is...
Oh my
Alpha 3c
Good points. Coverage is an especially important mechanic that shouldn't be overlooked.I think that strikes an excellent compromise - play the game, get a good view of what you uncovered and how your choices led you to uncover it. Yes please!
I occasionally switch over to the 'c' mode visualization to make sure my important utilities have sufficiently relative low coverage that they won't go boom as soon as I meet an enemy (in situations like that, combat builds may choose to be a little more wary of engagements, and I'll even put something back in my inventory if I really want to keep it safe until better protection can be found). Another good solution that Happylisk likes to use is Utility Shielding, to prevent the odd shot from taking out a low-integrity part.In another thread, the ability to be able to see the layout of maps in a large image post-run was brought up. That would probably help a lot in this department, although I'm not sure it's a good addition in game design terms; I think perhaps map familiarity is something best built up by playing the game - and sharing our discoveries socially - and not by dissecting images.I was just writing about this for a blog post yesterday (the next). I wouldn't want to reveal the whole map--that's not going to happen--but what would you say to outputting an image of what the explored part of the map looked like?
@Adraius: Supporting mid-range speeds will start to look more appealing when treads get slower.Dammit. =P Okay. Is that a thing that's definitely happening? If so, what form is it likely going to take?
Honestly, one of the reasons I don't make use of these is that much of my mental bandwidth is often occupied keeping the map layout straight, and I don't keep track of how many squads are out there, or of which type. A tracker for the number of each type of squad known to be dispatched (and not encountered) within the last [insert reasonable number of turns here] would be really useful.I might go with the increasing difficulty at first, because it can also be applied to the other behavior control hacks like squad recalls (which I'm not even sure anyone's been using).
Mostly because either:
a) there is no squad to recall
b) its currently punching you in the face
The middle ground between those two options is often in a narrow enough time-scale that even if the player knows about it the instant it spawns, the time it would take to reach a terminal and use the command would exceed the time to confrontation, excepting rare circumstances, such as a failed hack spawning a squad. In which case, you'd have to be pretty damn lucky to get a successful recall before being locked out (I think the base success rate on those is only around 50% anyway).