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Weekly Seed #98 [Beta 3] [Seed: CoreSingularityShredder]

Started by zxc, October 14, 2017, 04:48:02 AM

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zxc

This week's seed: CoreSingularityShredder



The Weekly Seed is open to anyone, and we encourage you to share your experiences, stories, and tactics over the course of your run.

The rules are as follows:

  • The Weekly Seed begins from the date this thread is posted and lasts about seven days.
  • Make sure you are running the correct version of Cogmind (see thread subject).
  • Enter the seed and abort your current game to initiate the seed (more details are below).
  • Verify you are not running the tutorial and that the screenshots below match your game.
  • Play through the game once. This is a friendly event and we are all honest people.
  • When finished, post your scoresheet here (it should be the newest file in /scores) and any other screenshots/stories/strategies you wish to share with the community.
  • If you want to share details about the seed or your approach, make sure you use spoiler tags.
  • Due to the spoilerific nature of this thread, be sure to avoid reading details about the seed if you haven't completed your run.
  • As Cogmind now has multiple difficulty modes and challenges which will affect the world generation, by default it is assumed everyone is playing on regular difficulty with no challenges enabled. You are free to use whichever settings you wish, but if you intend on discussing it, be sure to specify what difficulty/challenges you're using!

Good luck and have fun!



HOW TO ENTER A SEED

Press F1 to go to the MENU, select OPTIONS, select Seed, and enter this week's seed:




Select GAME, select ABORT:




If you have followed the steps [Manual seed applied: CoreSingularityShredder] should display in the log window.

Congratulations on entering the seed, now get in there!

rumpel

Meh. I triggered an alarm trap and got cornered by a bunch of pests and brutes 2 minutes in. :<

nuzcraft

This was my first run in Beta 3, and I had a ton of fun with it. My last few weekly seeds (I don't even think I posted about them) have been super short and disappointing, as I keep getting killed in the prox. caves post zion due to low core. This run, I promised myself, was going to be different! I decided to stick to the survival tips from the manual, legged propulsion with two propulsion slots as my first upgrade and things were going swimmingly. I made it to storage :D and got through without any issues at all. While there, I decided to switch to flight. It's been a long time since I've tried a serious flight build, but they were good units (with extras :D).

Things were going great! (mostly) I'm pretty inexperienced with flight units, so immediately after getting them I decided to evolve an extra propulsion and power slot to handle flying without going negative on energy usage. That backfired :(. I had 2 power, 5 propulsion, 2 utility, and 2 weapon slots, so I didn't even have the utility slots to help out. I ended up only using 4 of my propulsion slots for flight units, and put a beefy treads in the last one to soak up damage (which it did nicely). Experienced flight players: how do you manage the energy to support ratio?

Even after that hullaballoo, I managed pretty well. (Cue dramatic and foreboding music).

At -4/Factory, I decided I needed a parts upgrade. I hadn't picked up much on previous floors and was feeling a bit outclassed.  Thus, I tried really hard to keep from being spotted. Alas, inexperience and carelessness reigned supreme and a watcher saw me and called for help. I ran for it, right into a group of enemies. In the ruckus, I spotted a chute trap and my ridiculous brain thought, "I'll just drop through the chute trap and out run the crushers to get a fresh start at this level nbd." I leapt for the trap, taking heavy fire as more enemies swarmed in. 2 tiles to go. 1 tile to go. I got it! And nothing happened.

Standing on a non-activated chute trap (with my flight units ;)) I panicked, I waited, I turned of my flight units. In the meantime, my power sources were destroyed. Finally, I moved off the tile and back on to trigger the trap, but the damage was done. I had no power, and there were crushers waiting for me. I managed to outrun most of them (somehow) and find the exit, but now I was back on -4/Factory in even worse shape than the first time.

My trusty melee weapons helped me scrounge up enough parts to get a decent tread build going, but I kept getting ambushed in places where the enemies could swarm. That or I equipped my BIG GUNS (aka cannons) and gave my enemies more ways to swarm me. I put up a good fight, but it wasn't enough.

Scoresheet - http://www.gridsagegames.com/cogmind/scores/171009/nuzcraft-171018-165407-0-7655.txt

As always, this run will be uploaded to my Youtube channel. I try to get Cogmind vids up every M, W, Fri and this one will probably start coming out in a couple weeks.

Sherlockkat

#3
QuoteExperienced flight players: how do you manage the energy to support ratio?

You ask a very tricky question, sir.

2 power and 5 (or 4) propulsion is a good ratio. Another decent slot distribution for early-mid game flight is 1 power, 3 propulsion slots but you need to run a very processor heavy build. You do need to get good at running on an energy deficit. The only solution for energy issues is to migrate to better cores and learn to identify the better early game cores. Some of the best early game cores are lgt nuclear core and cld. ion. Lgt nuclear has really good generation/weight ratio and cld. ion increases your storage by 180 which lets you run on an energy deficit for a long time. Some good mid-game prototypes are F-cell (+400 to storage!!) and enh. nuclear core (200 to storage). Your capacity to support later power cores also goes up as you find better flight units. Batteries/Energy wells are also great if you happen to have a spare util slot.

As far as carry capacity goes, propulsion arrays are your best bet. Propulsion arrays provide good support, are energy efficient, but slow you down (2 slots for the same speed modifier). Mid-game flight units are somewhat lackluster when it comes to support and the end game units are energy expensive (and fast) and can be difficult to support (from heat/energy perspective) if you fill up all your slots with them. So, the usual late game flight propulsion is a healthy mix of propulsion arrays backed up by good late game flight units to maintain your speed. You can also go all arrays and carry tons of stuff and some players do that at the expense of sacrificing speed. Hope that answers your question.

QuoteIn the ruckus, I spotted a chute trap and my ridiculous brain thought, "I'll just drop through the chute trap and out run the crushers to get a fresh start at this level nbd." I leapt for the trap, taking heavy fire as more enemies swarmed in. 2 tiles to go. 1 tile to go. I got it! And nothing happened.

You can hit '>' while standing on a trap to manually trigger it.

nuzcraft

Ha! I guess I should pay more attention to the controls!  ;D

What do you think of that sort of strategy? Is it just crazy to try to get to waste?

Sherlockkat

Wastes is a great escape route for fliers. You will get corrupted a bit, but its worth resetting the floor so that you have a second shot at utilizing the machines. Though, It's better to chute premptively if you feel the situation is getting out of hand rather than as a last resort.

CptPiker

Score sheet:
Spoiler
Cogmind - Beta 3 @@@ ROGUELIKE MODE

Name: Cpt. Piker

---[ CORE DESTROYED ]---

Performance
-------------
Evolutions (3)             1500
Robots Destroyed (118)     590
Value Destroyed (3277)     3277
Prototype IDs (11)         220
Alien Tech Used (0)        0
Bonus (349)                349
              TOTAL SCORE: 5936

Cogmind
---------
Core Integrity             0/700
Matter                     67/300
Energy                     99/100
System Corruption          13%
Temperature                Cool (12)
Location                   -7/Factory

Parts
-------
Power (2)
  (None)
Propulsion (4)
  (None)
Utility (4)
  (None)
Weapon (3)
  (None)
Inventory (4)
  Heavy Particle Cannon
  Mini Assault Cannon

Peak State
------------
Power
  Light Deuterium Engine
Propulsion
  VTOL Module
  VTOL Module
  VTOL Module
  Xenon Bombardment Thruster
Utility
  Improved Heat Sink
  Improved Targeting Computer
  Weapon Cycler
  Improved Light Armor Plating
Weapon
  Mini Assault Cannon
  Proton Missile Launcher
  Precision Grenade Launcher
Inventory
  Light Treads
  Beam Rifle
  Heavy Particle Cannon
  Advanced EMP Blaster
[Rating: 40]

Favorites
-----------
Power                      Light Nuclear Core
  Engine                   Heavy Ion Engine
  Power Core               Light Nuclear Core
Propulsion                 Improved Flight Unit
  Treads                   Light Treads
  Leg                      Aluminum Leg
  Flight Unit              Improved Flight Unit
Utility                    Improved Targeting Computer
  Device                   Improved Heat Sink
  Storage                  Small Storage Unit
  Processor                Improved Targeting Computer
  Protection               Light Armor Plating
Weapon                     Enhanced Autogun
  Energy Gun               Small Laser
  Energy Cannon            Heavy Particle Cannon
  Ballistic Gun            Enhanced Autogun
  Ballistic Cannon         Gauss Cannon
  Launcher                 Precision Grenade Launcher
  Special Melee Weapon     Datajack

Stats
-------
Bonus Breakdown            349
  High Alert Combat Kills  349
Classes Destroyed          14
  Worker                   5
  Builder                  8
  Tunneler                 1
  Hauler                   8
  Recycler                 3
  Operator                 3
  Watcher                  3
  Swarmer                  31
  Grunt                    32
  Brawler                  2
  Duelist                  2
  Sentry                   17
  Hunter                   1
  Programmer               2
Major NPCs Destroyed       0
Best Kill Streak           16
  Combat Bots Only         12
Best States                0
  Heat Dissipation         50
  Energy Capacity          460
  Matter Capacity          300
  Sight Range              16
  Robot Scan Range         8
  Terrain Scan Density     10
  Armor Coverage (%)       32
  Weapon Cycling           15
  Evasion (%)              64
  Targeting Accuracy       6
  Recoil Reduction         4
  Datajack Penetration     35
Matter Collected           2222
  Salvage Created          3657
Parts Attached             114
  Power                    17
  Propulsion               31
  Utility                  16
  Weapon                   50
Parts Lost                 41
  Power                    6
  Propulsion               14
  Utility                  9
  Weapon                   12
Average Slot Usage (%)     87
  Naked Turns              39
Spaces Moved               3977
  Fastest Speed (%)        370
  Average Speed (%)        205
  Slowest Speed (%)        20
  Overloaded Moves         0
  Propulsion Burnouts      0
  Targets Rammed           11
  Targets Kicked           0
  Targets Crushed          0
  Cave-ins Triggered       0
Heaviest Build             38
  Greatest Support         83
  Greatest Overweight (x)  9
  Average Overweight (x)   0
Largest Inventory          6
  Average Capacity         4
  Most Carried             6
  Average Carried          3
  Final Capacity           4
  Final Carried            2
Damage Taken               5395
  Core                     1477
  Absorbed by Shields      0
Average Core Remaining (%) 56
  Depth 11 Exit            100
  Depth 10 Exit            40
  Depth 9 Exit             78
  Depth 8 Exit             8
Volleys Fired              284
  Largest                  3
  Hottest                  161
Shots Fired                510
  Gun                      448
  Cannon                   28
  Launcher                 34
  Special                  0
  Kinetic                  324
  Thermal                  152
  Explosive                26
  Electromagnetic          8
  Secondary Targets        2
Shots Hit Robots           334
  Core Hits                199
  Critical Hits            4
  Critical Kills           1
  Critical Parts Destroyed 3
Overload Shots             0
  Energy Bleed             0
  Heat Surge               0
  Short Circuit            0
  Meltdown                 0
Melee Attacks              2
  Impact                   0
  Slashing                 0
  Piercing                 0
  Sneak Attacks            1
  Follow-up Attacks        0
Damage Inflicted           8137
  Projectiles              4862
  Explosions               3236
  Melee                    0
  Ramming                  39
  Kinetic                  3257
  Thermal                  2010
  Explosive                2676
  Electromagnetic          155
  Impact                   0
  Slashing                 0
  Piercing                 0
Overflow Damage            24
  Projectiles              0
  Explosions               24
  Melee                    0
Self-Inflicted Damage      157
  Shots                    7
  Rammed                   11
Highest Temperature        364
  Average Temperature      85
  Received Heat Transfer   1541
  Energy Bleed             1
  Interference             2
  Damage (minor)           1
Highest Corruption         13
  Average Corruption       3
  Corruption Purged        0
  Message Errors           1
  Heat Flow Error          1
  Energy Discharge         4
  Parts Rejected           1
  Data loss (database)     1
  Misdirections            4
  Impact Corruptions       0
Haulers Intercepted        8
Robots Corrupted           0
  Parts Fried              1
  Impact Corruptions       0
Robots Melted              0
  Parts Melted             3
  Heat Transferred         3565
Parts Sabotaged            0
Parts Stolen               0
Parts Stripped             0
Parts Self-Destructed      0
  Prevented                0
Power Chain Reactions      1
Communications Jammed      0
Times Spotted              132
  Peak Tracking Total      8
  Tactical Retreats        7
Parts Field Recycled       0
  Retrieved Matter         0
Parts Merge Repaired       0
Drone Launches             0
  Drone Recoveries         0
Traps Triggered            8
  Indirectly               1
Trap Hack Attempts         0
  Triggered                0
  Disarmed                 0
  Reprogrammed             0
  Reused                   0
Traps Extracted            0
  Installed                0
  Triggered                0
Machines Disabled          16
Machines Sabotaged         0
Data Cores Recovered       0
  Used                     0
Machines Hacked            19
  Terminals                11
  Fabricators              1
  Repair Stations          4
  Recycling Units          2
  Scanalyzers              0
  Garrison Access          1
Total Hacks                48
  Successful               20
  Failed                   28
  Catastrophic             3
  Database Lockouts        0
  Manual                   16
  Unauthorized             13
  Terminals                33
  Fabricators              2
  Repair Stations          8
  Recycling Units          4
  Scanalyzers              0
  Garrison Access          1
Terminal Hacks             9
  Record                   3
  Open Door                1
  Level Access Points      1
  Alert Level              1
  Reinforcement Status     1
  Hauler Manifests         1
  Zone Layout              1
Hacking Detections         17
  Full Trace Events        2
  Feedback Events          0
  Feedback Corruption      0
  Feedback Hackware Fried  0
  Feedback Blocked         0
Trojans Installed          5
  Terminals                5
  Fabricators              0
  Repair Stations          0
  Recycling Units          0
  Scanalyzers              0
  Garrison Access          0
Fabricators Overloaded     0
Fabricator Schematic DLs   0
Garrisons Disabled         2
Garrisons Compromised      0
Fab Network Shutdowns      0
Robot Schematics Acquired  0
  Robots Built             0
  Total Robot Build Rating 0
  Robot Fabrication Matter 0
  Robot Fabrication Time   0
Part Schematics Acquired   0
  Parts Built              0
  Total Part Build Rating  0
  Part Fabrication Matter  0
  Part Fabrication Time    0
Parts Repaired             1
  Part Repair Time         51
Parts Recycled             0
  Recycled Matter          0
  Retrieved Matter         0
  Retrieved Components     0
Parts Scanalyzed           0
  Part Schematics Acquired 0
  Parts Damaged            0
Robot Analysis Total       0
Robots Rewired             0
Robots Hacked              0
  Non-combat               0
  Combat                   0
Robot Hack Failures        0
Allies Hacked              0
Hacks Repelled             0
Total Allies               0
  Largest Group            0
  Highest-Rated Group      0
  Highest-Rated Ally       0
Total Orders               0
Terraforming Orders        0
  Walls Tunneled           0
Ally Attacks               0
  Total Damage             0
  Kills                    0
Allies Corrupted           0
Allies Melted              0
Peak Influence             1038
  Average Influence        238
  Final Influence          173
Maximum Alert Level        3
  Low Security (%)         54
  Level 1                  25
  Level 2                  15
  Level 3                  4
  Level 4                  0
  Level 5                  0
Triggered High Security    0
  Turns                    0
Squads Dispatched          20
  Investigation            4
  Extermination            2
  Reinforcement            9
  Assault                  1
  Garrison                 4
  Intercept                0
Derelict Logs Recovered    1
Scrap Searched             2
Exploration Rate (%)       31
  Regions Visited          7
  Pre-discovered Areas     0
Garrisons Visited          0
  Relays Disabled          0
  Generators Disabled      0
Network Hubs Disabled      0
Actions Taken              5311
Turns Passed               4384
  Depth 11                 63
  Depth 10                 1209
  Depth 9                  910
  Depth 8                  1027
  Depth 7                  1175
  Scrapyard                63
  Materials                2310
  Factory                  1175
  Mines                    269
  Storage                  567

Prototype IDs
---------------
Heavy Ion Engine
Cooled Ion Engine
Improved Flight Unit
Improved Cesium-ion Thruster
Improved Medium Laser
Heavy Particle Gun
Improved Assault Rifle
Enhanced Autogun
Mini Assault Cannon
Advanced EMP Blaster
Precision Grenade Launcher

Fabricated
------------
Nothing

Alien Tech Used
-----------------
None

Route
-------
-11/Scrapyard
-10/Materials
-10/Mines (discovered 2 exits: *Mat x2)
-9/Materials (discovered 2 exits: *Mat / *Sto)
-9/Storage
-8/Materials
-7/Factory

Challenges
------------
None

Game
------
Seed: CoreSingularityShredder
  Manual?: 1
Play Time: 83 min
  Cumulative: 247 min
Sessions: 1
Easy Mode: 0
Game No.: 7
  Easier: 0
  Easiest: 0
Win Type: -
  Total: 0
  Types: 0/0/0/0/0/0/0
Lore%: 2
Gallery%: 10

Options
---------
ASCII: 0
Keyboard: 0
Movement: Arrows
Fullscreen: 1
Font: 18/Cog
Map View: 76x50
FOV Handling: Fade In
Steam: 1
[close]

It was... interesting. I only started playing this game yesterday, so all things considered, it was a good run. It was fairly typical until I hit -7, where I decided to do something stupid but really fun. I equipped launchers in all three of my weapon slots. I had a proton bomb launcher, an EM missile launcher, and a precision grenade launcher. Needless to say, this is what got me killed. You see, as fun as they are, launchers are very matter intensive and I had no lasers. Next thing you know, I'm all out of matter, my propulsion is destroyed, and I'm cornered by 3 commandos and 2 hackers. Miraculously, I actually escaped this by kicking everyone out of my way and running, but then I, a naked core with about 50 health left, hits a proton bomb trap. The End

Moral of the story? Always bring a backup laser.

nuzcraft


Kyzrati

Quote from: CptPiker on October 21, 2017, 12:30:29 PM
Moral of the story? Always bring a backup laser.
An important lesson, for sure :)

If you only have room for one backup weapon, melee is often even better, but normally you have more room than that and carrying some energy weapons is a good idea, too.

Matter depletion is actually a common killer of combat builds, so plan for it!
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

nuzcraft