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Topics - Valguris

Pages: [1] 2 3
1
Strategies / Speedrunnig / map-sense guide.
« on: March 23, 2023, 09:04:14 PM »
Preface: I was asked to give some tips for sub 1k speedruns. This guide is the result.

It's been many versions since I last tried a speedrun. Notable changes since then (if you find old videos): Heavies will probably be a huge problem; drag mechanic was introduced that makes scuffed flight builds much harder to work with; DSF could be of some help.

My #1 tip: Don't equip flight units until you have armor/prop shielding. I see too many people do this and regret it.

Some map sense:
Main exits in Mats always spawn at the ends of 3-tile wide corridors. If you spawn in a corner, almost always all 3 main exits occupy the other 3 corners. If you spawn near the middle of a map edge, almost always all 3 main exits occupy the middles of the other 3 map edges.
Storage and Recycling are viable routes, getting better the higher you find them (since they are small and easily navigable maps that allow you to skip harder Factory floor(s) ). Main exit in Storage is always in the opposite corner to your spawn. Recycling entrance is always in one of the other corners. Recycling exit is always in a random corner.
Factory and Research I never properly figured out. :( An exit at the end of a 5-tiles wide corridor in F is a guaranteed main exit. An exit at the end of a 4-tiles wide corridor in R is a guaranteed main exit. In R there usually seems to be a long rectangle of empty space (seems to be more than half the map long and 30+ tiles wide), resulting in a map in shape of O (empty space doesn't reach the edge) or C (or rotated variants; when empty space touches the edge). This usually results in 1 or 2 bottlenecks where all the patrols go through and the digs to avoid those are going to be very long.
R branches: Exit is always top right or bottom right. You may be lucky and it might be in a straight line from your spawn. So R branches are good to go into, unless you know you are already close to the main exit.
Armory: The first exit is near the center of the map. The map usually looks a bit like a toppled S: You can spawn at top right or bottom right. Assume you start top right (the other case is symmetric). Main corridor will go down until the bottom, then left along the bottom until it reaches the middle of the bottom edge. Then up, passing by the exit, until it reaches top. Then left again, until it's near the end of the map. Finally it turns down until the bottom of the map. A toppled S.
Garrisons are generally not worth going through. I don't have experience with DSF, so I don't know about those.
Access: Your spawn and each of the exits must be far away from you. Without loss of generality assume one POI (Point Of Interest; in this case spawn/exit) is near top left corner of the map (doesn't have to hug the edges of the map, though; just near-ish); assume the map is longer horizontally. Then, another POI is near the middle of the map, slightly towards the opposite long edge (near bottom in our case) of the map. The last POI will usually be near the other corner along the same long edge as the 1st POI (top right in our example). Of course you can rotate and mirror the example. Finally, 3-tiles wide corridors are rare outside of C prefab, so if I noticed one during my speedrun, I'd often just turn around and go visit the other side of the map looking for Surface. Sometimes, if I judged I'm close enough to C, I'd still go through C, though.
Command: If you spawn top, the exit is bottom and vice versa.

Back when we played a lot of speedruns, there were 3 common "strategies":
1) Core hover with prop armor, relies on map sense and little time spent gathering components.
2) High hackware. If you're lucky to find enough of it, you may want to go towards the centre of the map while hacking Access(Main). Then, you are not far from the nearest main exit when you finally succeed the hack. Results in the least number of moves, though you may spend extra time picking up hackware and protection. And you won't be getting lucky by running into an exit early on the floor.
3) Flight build. Preserve a good build throughout your run. Armor necessary. Various sensors, hackware and auxiliaries are good, too. Spends the most time picking up parts, but is faster to make up for it.
Depending on what you find, you may switch between those strategies. In general, do not underestimate the time cost of picking up items. You may be tempted to go for a full build, but it's often better to just use core hover with prop armor with most of your slots empty. Don't force the build if items aren't close enough (at the edge of your vision is generally too far in a speedrun).

2
Ideas / Energy/matter storage working from inventory.
« on: April 05, 2021, 11:39:57 AM »
Problem: It feels cheap to be able to just drop the storage item under your feet and gain all the energy/matter immediately. Also, forgetting to pick it up later is annoying.

Some ideas included getting the resources over time at some rate, e.g., extract energy at a rate equal to your power generation or perhaps at a rate depending on the battery used.
Another idea was to disallow extracting resources from storage on the ground and forcing you to equip the part. However, swapping the part in doesn't seem less cheesy than just dropping it on the ground and extracting all the resources immediately.
Why don't we explore the other direction: making energy/matter storage inventory type items (instead of utilities), so they increase your energy/matter capacity as long as they are in your inventory. This is pretty much how people are using them currently, but without that weird "drop it on the ground" part. Maybe they'd need to be nerfed a little, to compensate for, uhh, time savings from not requiring to drop them. (I imagine part of the reason why nobody has 3+ of those in their inventory is because it feels so cheap to use them from the inventory. Once it is fully embraced that they work from inventory, I'll bet people will use them a lot more. I expect nerfs to capacities will be necessary.)

Do you have other ideas to solve said problem? Or are there other problems with those items that could use some solving, too?

3
I lost my activated launcher when I had a Remote Datajack and some other weapons equipped. All my weapons (including the Remote Datajack) were activated. (I have the advanced option of activating weapons upon launcher detachment.)

4
Masked hacks
Hostile Programmers will not shield their allies against your Remote Datajacks.

I giess Archangels/Alpha7s will still shoot down your Remote Datajack projectiles, since I don't see how RIF could affect that lorewise. :P
This ability would help in dealing with situations where you stumble upon a Programmers squad and another squad at the same time. Also, assaults have a chance to be acompanied by programmers when you have allies, so it would help in those situations as well. And it makes Programmer Couplers much better. :P I'm not sure if it increases or decreases the average power you gain per RIF upgrade.

5
Panning the map via shift+mouse_movement jumps view to the current cursor location, before properly moving the map view.

6
I believe volley window is supposed to show heat generated per turn. In the attached save, with Adv. Weapon Cycler turned off, it shows me 100 heat per turn, whereas it should be 200/2,50, which is below 100. With Adv. Weapon Cycler turned on, the displayed heat generation per turn increases to 200, whereas it should be 200/1,88, which is slightly above 100.

7
This behaviour is quite common when I'm using combat drones. Upon being released they have a "stay" order and are just zooming around, until I give them some other order. I attach a save where a drone behaves like this. I'll see if I can find out what are the circumstances that cause this.

8
I was fighting Zh and co. at Access and Perun stopped shooting after his first volley. He received no damage. He moved 1 or 2 tiles and then stopped completely. I attach a save (after I hit him once or twice).

EDIT: Reloading unlocked him. He did spend considerable amount of time not acting at all, though.

9
Ideas / Mechanical Retina
« on: January 21, 2020, 11:41:50 AM »
I wanted to propose an item that allows you to see through walls (and machinery). It could be explained as a specialized retina that detects a wide spectrum of light (such as infrared, X-rays, gamma rays, etc...), including "light" that is not easily stopped by the material of Complex' walls.

I can imagine that seeing through walls at your usual view range would be quite OP. If X-Ray Retina (or whatever it will be called) were a common item, then seeing through walls at a range of only 5 would already be usable to find where you can dig safely (comparable to a terrain scanning setup) and would warn you against hostiles in a room (comparable to sensor setup). So some limitations should be applied, such as:
- range limitation, e.g. only sees stuff at a range up to ~5.
- multislot/heavy/high energy cost/etc.
- is still blocked by earth tiles
- only sees through up to X wall/earth tiles
- doesn't see everything (terrain, items, robots, machinery); e.g. can't see terrain (if it can see through terrain, then it can't see the terrain itself)

And of course there is an option to allow it to be OP, with range equal to your visual range, further enhanced by optical arrays. If it's a rare unique part, it might be fine. ;D

10
Stories / Straight shot w6++ [extended game spoilers].
« on: November 10, 2019, 03:31:54 AM »
Rules: No visiting of branches (other than branches at -1). No visiting of Wastes. No visiting of Garrisons.
Objectives: Climb as high as possible. Kill as many bosses as possible. Win.

I decided that  flight hacker that transitions into flight melee for the endgame is the easiest/most reliable approach for this type of challenge. I was not sure whether to go with 2-prop flight or a more regular flight build at first. So I postponed this decision until later by evolving only utility slots at first. I was playing slow combat for Materials floors and for most of the first Factory floor, to get sufficient parts for a flight hacker build. Once I got enough parts, I transitioned and started hacking for high level schematics. I was lucky to find multiple SL3 (security level 3) terminals in -7/Factory, which allowed me to fabricate Adv. Hacking Suites that early. In Factory, I was using Datajacks on serfs to find nearby Chute Traps, and therefore avoid accidentally falling into Wastes.

In the midgame I found some Gravity Neutralizing Apparatuses, which made me decide to go for 2-prop flight. They are barely better than Adv. Weight Redistribution Systems which can be salvaged from Haulers, but I decided they're good enough for me. It would be much harder to fabricate all the stuff for the endgame if I had to also fabricate all of my midgame parts, so finding some of my midgame parts was a great find! I was using Exp. Cesium-Ion Thrusters for their speed and mass support utilities for, umm, mass support. For my flight builds I also like to have only 1 power slot and rely on Fusion Compressors for additional power.

Even without looping a floor or visiting any branches, I managed to get all the schematics that I wanted and fabricated all the parts that I wanted. My final build wasn't looking any different than non-challenge runs at this point. I even managed to squeeze in terrain scanning setup, which was important for finding my way into the final level (remember, without branches there is no TR). Notably I forgot about Phase Shifters :(. With the changes introduced in Beta9, I decided to go for Plasma Lances instead of Nanoswords, and for regular Powered Armor instead of an advanced one due to mass constraints.

I planned to tunnel around Doom Corridor guards, but I haven't done that in a long time, so I messed up and got spotted. This almost cost me this run. I lost too much integrity on my armor and Exp. Utility Shielding, and I had to fight MC with Combat Programmers shooting at me. Fortunately, I managed to kill MC and run away from Combat Programmers before I lost my other parts. I hid in a room for the duration of the civil war and then scavenged for missing parts, in particular Imp. Utility Shieldings dropped by Collossi and some Medium Armor. Unfortunately I lost one of my Imp. Fusion Compressors. I had a regular Fusion Compressor as my backup plan, but I was running low on energy for my Exp. Force Field.

MC dropped a Dimensional Manipulator, which I planned to use. He did not drop his Exp. Powered Armor, unfortunately. I did not pick the Dimensional Manipulator immediately, because I was running away from Combat Programmers. When I came back, the Dimensional Manipulator was gone, probably due to a nearby explosion -- either from Demolishers or from a chain reaction of an engine due to EM damage.

For digging into A0 I hid all my parts (except for processors) in Medium Storage Units salvaged from recyclers, and equipped treads and armor found on the floor. This saved my actual build for the final floor. Notably I also brought a few full matter pods, because changing my entire build takes a lot of matter and I still need even more matter to run my Fusion Compressors. And I remembered to pack an Adv. Phase Shifter this time.

The final level went without any trouble. My terrain scanning found the telepads easily. I was moving at 19 speed, so enemies didn't have time to shoot a lot. Once the telepads were gone, I found a nice place to fight and I fought the Architect. My first melee attack took ~1/3 of his core ;D.

In the end I won, with 11 matter remaining ;D.

Scoresheet:
https://cogmind-api.gridsagegames.com/scoresheets/N31uCAxCGFYbh9vGy.txt
Log is in the attachment.

VODs:
Part 1
Part 2
Part 3

11
Normally, one can label hostiles spotted by sensors to learn their class and, possibly, rating. However, that same thing does not happen when using FC or RIF ability.

Obviously one can see the class of a robot from the tile picture or ascii character that represents it. Furthermore, it seems that tier of the robot is also visible with those methods via coloring.

12
Ideas / Filter/sort schematics list.
« on: October 22, 2019, 03:13:03 PM »
When I use means to get random schematics (e.g., Z-Intel), I end up with a very long list of schematics that makes it hard to find something that I want to fabricate at a time. And even when I know what I'm looking for, scrolling through a very long list is bothersome. I'd like to be able to filter/sort schematics by:
- type (power, utility, ...),
- rating,
- prototype/non-prototype,
or have an option to highlight some schematics for later, or hide schematics that I don't think I'll need. Any one option above would help, but currently I'm not sure which one is the best.

13
I stepped up to a friendly derelict behemoth (Marauder?). Then I clicked the tile on the other side of the behemoth to move there. Cogmind would jump over the behemoth to the destination and then immediately jump back. If I order to move further away, the move right after jumping over the behemoth is often in the wrong direction.

This bug happened in version 8.2, but I didn't see anything similar appearing in the patch notes for Beta 9.

14
Fixed Bugs & Non-Bugs / [Beta 8] Targeting info flickers
« on: February 23, 2019, 09:35:44 AM »
I'm targeting a Crusher seen by my drone. Then, I move my cursor 1 tile below, to a tile in fog of war. Information next to my weapons flicker between q-mode info and targeting chances.

I attach a save. Steps to reproduce:
1. Target the Crusher
2. Move cursor just below the crusher, as in the screenshot.

Since it might be caused by some new options, I attach my config file as well.

EDIT: Oops, wrong save. Now I don't have the relevant save :(

15
Strategies / 2-prop "ZDC flight" guide ( + preparation for extended game)
« on: February 13, 2019, 03:29:45 PM »
Preface

This build no longer exists since Beta 11. Feast your eyes upon the power of stacking mass support utilities.

This guide focuses on assembling a very fast stealth build with a lot of machine hacking power. Such build can reliably transition into a good build to approach extended game. It says very little of how to actually play it; in partical it says nothing about how to approach certain challenging areas.

Looting Imprinter

Play 2-prop combat (e.g., wheels) until ZDC, while evolving only utility slots). In addition to the usual preparation for ZDC (not part of this guide), take something to salvage Imprinter. Like a Plasma Cutter and some allies (A8 code allies and derelict hunters have some -salvage, but Plasma Cutter can ovecome it). You can get some targeting (or guns with +targeting), salvage computers (makeshift ones are the best) and guns (cannons don't work with salvage targeting computers) instead of a Plasma Cutter + allies. But no launchers.

Important! Imprinter heavily relies on her huge evasion, and since you don't want to use launchers against her, this leaves you with large targeting bonuses. Walk up to point-blank range for +15%. Stand directly adjacent to her, rather than diagonally - at ~20% chance every 3% makes a difference. Wait until you stabilize. Targeting Computer(s) are a huge help as well.

Fire Traps help against Z-Lights that accompany Imprinter. Note that Imprinter is immune to melting (which also means she's not receiving full heat transfer, thus she's not penalized with targeting and evasion) and she runs ahead of Z-Lights (she has a Metafield, remember?), so you'll need to place FIre Traps at their spawn. Which is where you spawned on the map. Do NOT use Dirty Bomb traps, as they have -10 salvage modifier each.

Building from ZDC

Items from ZDC that make this build:
  • Metafield  - Actually it's optional, but the most fun part. You can get great speed via exp. thrusters instead, but you may want both. :)
  • Light DM reactor - Great energy/mass efficiency. Tons of heat, but if you use only 2 props, you generate little heat anyway. You may want to carry a backup one.
  • Suspension Frames - 10 support for only 2 energy is very energy-efficient. Can get 2 if Z is at -6 and you're willing to sacrifice all your processors. You may want to take a backup signal interpreter to replace the discarded one in this fashion. Suspension Frames are 4th and 8th utilities built by Golem Unit. Together with Golem Unit (2 slots) you need 6 or 10 utility slots respectively.
  • Mak. Hacking Suites and Mak. System Shields - These are dropped by Z-technicians. Slightly worse than improved versions.
Optional ZDC items:
  • Asb. Biocell Array - Only 1 mass and 1000 energy storage! Unfortunately, can't be detached and held in inventory.
  • Zio. Biocell - 1 mass heavier than Asb. version, but you can keep it in inventory.
  • Light Carapace - 400 coverage, 2 mass; Heavy Carapace might be too heavy with its 8 mass.
  • Adv. Reaction Control System - Dropped by Imprinter.
  • Adv. Phase Shifter - Dropped by Imprinter.
  • Surveybot scanner and chip - Dropped by semi-rare broken bot. The chip is the best terrain scanning processor, with 2000 density (double Exp. Terrain Scanning Processor in a single slot).

Asb. Nanovents have 1 mass and 0 energy upkeep, but using only 2 props means you shouldn't need those. Asb. Alloy Armor is too heavy for it's coverage, and its resists are not as important as more coverage for this build. Better to equip a Light Carapace or, later, Powered Armor. Asb. Combat Suite grants you 8% dodge chance, but it's not worth a slot, unless you're stacking it with Adv. Reaction Control System, but even then it's iffy. You probably want only Exp. Utility Shielding for your defence, maybe followed by Light Carapace. You will prefer more hackware over avoidance for quite a while.

Items to bring:
  • 2 flight units - It's not really important which flight units you'll take here. You will have plenty of spare mass support for a while. By the time you need more mass support, you'll get better flight units, perhaps even fab exp. ones.
  • sensors and signal interpreter- You're probably going to be using them on your way there anyway. You may want to bring a backup signal interpreter, in case you discard your original one to get more golem utilities.
  • melee weapon - Melee weapons are very light and strong enough to break walls. Plus they kill haulers relatively fast and sometimes can even sneak attack Watchers. Especially with a lot of speed, which this build has.
Optional items to bring:
  • Weight Redistribution System - Can be salvaged from a hauler. Not needed if you brought 2 flight units or you're building 2 Suspension Frames.
  • backup Signal Interpreter - If you want 2 Suspension Frames at -6, you'll need to discard your original interpreter.

Note that the minimal functional package consists of Suspension Frame that supports Light DM Reactor that powers up Metafield. Sensors setup, high speed and a melee weapon allow you to easily avoid most enemies. A Biocell comes really handy for when you want to use Metafield and/or ECM for possibly long time (such as running past enemies, where there is no guarantee that you will reach a safe spot shortly). Terrain scanning can be useful for digging around enemies. Builds with low attrition can rely on efficient Fusion Compressors for energy, which allows them to use very energy hungry items, such as gaining more support, achieving extreme speed, using Metafield, ECM, Phase Shifter, and Force Field simultaneously. All these synergies are combined into a single build. You can use hackware on top of that to find exits easily, or just stack some defensive utilities for more "flying brick" approach. Or maybe come up with something different! Feel free to replace some of the above building blocks with your own :)

Playing past ZDC

You're evolving only utility slots. Even with just your mak. hackware you'll have enough of it to hack for good schematics.
Midgame items to get:
  • Exp. Sensors + Exp. Interpreter
  • Exp. Utility Shielding - The only shielding you'll ever need. Your other parts won't get hit much at all. Consider having a backup one, since it can die quickly if you step on a wrong trap / a reactor explodes near you.
  • Exp. Cesium-Ion Thrusters - 25 speed ones; DM sometimes has their schematic.
  • ECM Suite (adv. or exp.) - Sometimes it may be best to just fly past enemies or otherwise get spotted. ECM allows you to quickly lose pursuers. Especially swarmers will stop chasing you after ~3 turns. This item consumes a lot of energy, but that's why you have Biocells!
  • Powered Armor - Light and insane coverage. Even turned off it has enough integrity, given how little damage this build receives. Repairing it should also come easy, if needed.
  • Fusion Compressors - Great mass and slot efficiency. This build barely uses matter otherwise and it's easy to restock once in a while. Improved one generates 40 energy! The main drawback of relying on Fusion Compressors is that they're hard to find, so most builds want to evolve a power slot anyway, just to be safe. Stealth flight builds such as this one are however very good at preserving their parts, so the main drawback of this item is completely nullified.
  • 1-2x mass support utilities - At high speeds these are more energy-efficient than flight units. Also, these are always more slot-efficient than flight units.
  • prototype hackware - There's a piece of prototype hackware at W stash, and you can try harvesting DM for their hackware.
  • adv. hackware
  • launcher - There are other ways to deal with swarmers. Mainly just avoiding them, otherwise via speed and ECM. If you want the additional insurance, feel free to carry a launcher.

These can be gotten via fabbing or simply found on the ground, or found inside haulers :) I use manifests on every floor. Keep in mind that items of rating x and x* start appearing are on the floor 11-x, where they are most common as well, i.e., exp. sensors and exp. interpreters are most common on -6. At floor 11-x you can also hack for schematics for rating x parts on SL1 terminals, but you'll need 1 floor higher for prototypes, i.e., floor 10-x for rating x*. Using SL2 and SL3 terminals allows you to hack to schematics of items 1 and 2 ratings higher, respectively. E.g., rating 7* schematic can be hacked for at -3 at SL1, at -4 at SL2, or at -5 at SL3.

An example of a "good enough" build entering factory right after ZDC (before drag mechanic was introduced, legs could be used as massless armor, though even then it was suboptimal):

A spare Golem Unit was taken to build 2 Suspension Frames at a later floor.

In the factory I run sensors setup + Exp. Utility Shielding + golem parts + hackware. Maybe storage if needed. Sometimes using Metafield or ECM. This build is good enough to reach the surface. It relies on gathering intel from terminals, fabbing the necessary parts (such as Exp. Utility Shielding to make sure you never lose any vital part) and stealth.

The most useful hacks:
  • Access(branch)
  • Access(main)
  • Index(terminals)
  • Index(fabricators)
  • Index(machines)
  • Recall(extermination)
  • Manifests
  • Layout(zone)

You are supposed to dig around enemies or use your speed to get partially spotted (i.e., get in view of an opponent, then out of his view before the turn ends; most enemies will come investigate the spot without ever shooting you). Getting shot at can be avoided for entire floors, but when it's necessary, you can equip the Metafield and a few additional defensive utilites and just fly through without losing any items. You may want to repair some items if such scenarios occur repeatedly, but, with this much hacking, repairs shouldn't be a problem.

Preparing for extended game

The remainder of this guide is about preparation to the extended endgame and therefore contains spoilers.

We will prepare to transition into a melee build that is able to defeat both bosses.

At -4 at SL2 (security level 2) terminals you can start getting rating 7* schematics for Imp. Fusion Compressor and Exp. Melee Analysis Suites. Optionally Adv. Powered Armor is available at these terminals too. Expand your storage capacity when you need to carry more items. This will likely require of you to attach some good mass supporting utility (or replace a Suspension Frame, which, while very energy-efficient, starts to be slot-inefficient). Attaching a Fusion Compressor may be required at this point.

Items you can start collecting before -3 (and can be found on the floor or inside haulers before -1):
  • mass support utilites: 5* Gravity Neutralizing Apparatus, 7* Inertial Stasis Machine, 8* Quantum Shading Machine, 9* Dimensional Manipulator
  • 1x Imp. Fusion Compressor, rating 7*
  • ~2x Exp. Melee Analysis Suites, rating 7*
  • ~2x armors: rating 6 Imp. Powered Armor, rating 8 Adv. Powered Armor (1 mass heavier than earlier armors, but at this point it shouldn't matter)
  • 1x Adv. Reaction Control System, rating 9
  • ~4x Nanoswords (you may want 3-5 weapon slots in this build, and maybe 1 backup Nanosword), rating 8*
  • other melee weapons, if you can't fabricate all those nanoswords, but you found some good ones, e.g. Plasma Lances (also dropped by Strikers) or Vibroblades
  • Exp. Terrain Scanner + Exp. Terrain Scan Processor - They're mostly helpful in -1 branches. Exp. versions have 5* rating, but slightly weaker versions should also suffice. Surveybot Chip is better than Exp. Terrain Scan Processor
  • Mni. Fusion Reactor, rating 7* - is slightly lighter and generates more power than Zio. Light DM Reactor.

9* items to collect (obtain schematics at -3 SL3 terminals at the earliest):
  • 1x Femtoactuators
  • 1x Exp. Armor Integrity Analyzer
  • 1x Exp. Phase Shifter
  • 1x Exp. Force Field
  • 1x Exp. Actuator Array
  • ~3x Dimensional Manipulator

Useful branches:
  • ZDC - Namesake of this build, good loot from Imprinter, useful parts from Golem Unit, useful parts in Zio. stashes, hackware from Z-technicians, possibly Surveybot scanning and Shado's cloaking.
  • DM - Useful schematics, can drop up to 4x prototype hackware.
  • Armory - Fabrication network has 3000 matter stores there!
  • S7 - Consumable AAs (can replicate one of them with a Subatomic Replicator from Q), teleporters to get to A0.
  • Hub - Defensive hacking bonuses for destroying network hubs.
Other branches worth mentioning:
  • Lab - If you get A7's Data Core, you can loot it for 1x prototype hackware, possibly AEGIS Shield, consumable AAs and a teleporter to get to A0, without starting intercept squads.
  • W - 1x prototype hackware in his stash. His event almost guarantees obtaining enough Plasma Lances from Strikers and an Adv. Armor Integrity Analyzer from Executioners. With enough speed you can still fab a few items and learn a few schematics before the machines get locked down.
  • Zh - Can have energy AA, has a teleporter to get to A0.
  • Q - SB is great armor and can be used to get through any wall easily, CS is useful against A-series bots in A0, SR can copy a consumable AA, and can contain teleporters to get to A0.

Final builds:
- Beta 7.2; Fusion Compressor energy generation is not accounted for in energy balance; Terrain Scanning is very useful in Command and A0.

- Beta 8; includes some items from Exiles; it is recommended to use more weapon slots, but this build can do Inspector Gadget achievement and win an extended game in one run :)

- Beta 8.2; disabled Powered Armor still provides coverage and you usually don't need to turn it on; here I already dropped my storage units and mass support to free slots to fight MC

16
Fixed Bugs & Non-Bugs / [Beta 7.2] Unintended item swaps.
« on: January 18, 2019, 07:35:17 AM »
I'm using mouse. I wanted to drag and swap an item, but I took a wrong one, so I just dropped it below my item slots. For some reason the engine I held was swapped in! The exact place where I dropped it is shown in the screenshot and I can repeat it from the attached save, as long as it's Lgt. Angular Momentum Engine replacing Imp. Deuterium Engine.

I have noticed this odd behaviour at other times, but I was just clicking fast, so I wasn't 100% sure it wasn't my error. Sometimes a utility accidently swaps into some other utility's space and it can probably happen with other parts.

17
Fixed Bugs & Non-Bugs / [Beta 7.2] Gun-only volley not switching targets.
« on: January 17, 2019, 10:50:51 AM »
I fired a 4-gun volley. My third shot destroyed the target. There was no message about switching to a secondary target (hostile sentry was visible). Gunslinging was supposed to be guaranteed.

18
Fixed Bugs & Non-Bugs / [Beta 7.2] A ghost hauler?
« on: January 14, 2019, 11:43:36 AM »
In the attached save I'm standing right next to a hauler, but I can't attack him. I get a message "no melee target". I also can't view his info, as if this tile was an empty floor tile.

EDIT: It was due to sensors; it moved out of vision but, for some reason, sensor data of him remained where I could see normally.

19
Fixed Bugs & Non-Bugs / [Beta 7.2] Robots not fighting eachother.
« on: January 14, 2019, 10:05:33 AM »
In the attached save robots stopped fighting eachother. Sometimes only robots on one side stop attacking.

I loaded up this save and one robot started shooting (but not the other).

20
I've got enough Terminal and Fabricator Intel logs for Factory that after a trip to Wastes and back to Factory they load again. However there is no message this time for "Loading Factory Terminal intel data" this time.

21
Strategies / Single power slot combat build [Spoilers!].
« on: January 03, 2019, 12:16:19 PM »
I noticed that if I get enough power AA in S7 (especially if I replicate an Integrated Singularity Reactor), I can beat extended even after losing all my reactors. So maybe I could evolve an additional utility slot instead of a power slot?

I tried it. The plan here was to use energy-related utils, until I could get power AAs. Unfortunately, I decided on this AFTER -7, which is the best floor to pick up a Fusion Compressor, which would be an excellent item for this! Instead I got myself a Zio. Light DM Reactor, which I had to pair up with a Zio. Biocell (I was imprinted) for factory floors. This was a CProg farming run, so I was using hover propulsion and I had EMDS, which uses more energy than regular energy weapons, hence I needed some storage (and Zio. reactors have 0 storage). That's quite an energy devouring build, whether moving or fighting.
At -4 Zhirov gave me +10 energy! Just in time! Energy was getting really tight by that point. At -3 I got my hands on an Imp. Fusion Compressor schematic (from a green terminal in large unaware base in -3/Proximity Caves) and managed to fab it in Research, in case I will need more energy generation soon. It proved to be super useful soon (QC + EMDS, more hover slots, other high tier utils consume a lot of energy as well...)! At -3 I went to L instead of Q. Got CE (weapon slot) and Heat Dissipator. -2 had T and S7. I didn't find any strong energy cannon (I recognized from DC intel that none of the barriers held Potential Cannons; maybe I should've checked them anyway for a Null Cannon or a Cld. Nova Cannon?). S7 had no energy AAs. Not a single one. Even LRC Energy Well would help greatly, but no!
I considered evolving a 2nd power slot for the final floor. But I decided otherwise. Imp. Fusion Compressor really carried this run and matter wasn't an issue (but I wasn't using it until my energy reserves got very low -- that's why it survived for so long). I ended up using a Zio. Heavy DM Reactor + Imp. Fusion Compressor + Exp. Energy Well, with a backup Exp. Energy Well and a Graviton Reactor. I could use QC + Energy Cannon (or Molecular Deconstructor) and AEGIS Shield. Ended up with a w6++.

Some conclusions about single power slot builds from this experiment:

Single reactor builds have a problem with energy storage and often need a slot dedicated to Energy Well anyway.

Ground-based builds would probably be just fine with a single F-Cell Engine (great storage for combat, enough generation to replenish energy stores while moving) in Factory floors. I didn't need 1000 energy stored in my Biocell until lategame and if I didn't hover, I probably wouldn't need 20+ energy generation from Zio. reactors. Visiting Cetus for a Quantum Reactor might be enough for Factory floors as well (without any energy utils, such as Energy Wells).

F-Cell Engine + a Fusion Compressor would probably be the best combination. -7 is the best floor to grab some rating 4 Fusion Compressors. That could be enough to solve your energy issues until you get energy AAs (or survive to the next evolution if you find none).

In the end, I used 3 slots for energy management, which is pretty normal if I don't get energy AAs. But if I got a Subatomic Replicator and an Integrated Singularity Reactor, I could probably take it all down to just one slot with a Quantum Reactor, used for energy storage rather than energy generation :P And an LRC Energy Well would be really useful for a single power slot build, since energy storage is quite an issue there. Saving on a power slot only to spend a slot for an Energy Well might not be that great. Then again, Energy Wells are much lighter than reactors and don't generate any heat.

I might be going for this kind of build more often now. Partly, because I'd like to see how it fares if I get a Subatomic Replicator + Integrated Singularity Reactor combo (my usual way of spending SR anyway).

22
Strategies / Ratings of items found in Storage.
« on: December 17, 2018, 12:45:20 PM »
Does anyone know the ratings of prototypes in Storage depending on depth and room types?

I think I got stashes of 5* weapons (Ion Burst Cannons and Cld. Plasma Cannons) just laying on a floor of random rooms in -8 Storage, but I can't seem to replicate it. I know that behind the doors to a single cell there are 4* and 5* rating items regardless of depth, including items unique to Storage (Lgt. Regenerative Plating, Gui. EMP Blaster, Gui. Missile Launcher). I thought that other doors can hold prototypes of out of depth ratings, but I can't replicate it either. Then there's the trapped room, which always has a stash of 6 non-faulty 4* or 5* prototypes? And the blue barriers seem to contain on-depth prototypes usually, but rarely non-prototypes too.

Anyone has more info on this?

23
Fixed Bugs & Non-Bugs / [Beta 7.2] Zone Layout did not reveal nearby rooms.
« on: December 17, 2018, 09:38:54 AM »
Check the screenshot

I'm standing right next to the terminal where I hacked Zone Layout. The terminals above me should be revealed by it, together with rooms they're in.

I'm also attaching a save and the previous backup from before the zone layout was used.

24
I picked up a derelict log in Mines with a message
Quote
00084_ Acquired derelict log, extracted data.
Data stored: Storage entrances (x1).
but when I stumbled upon an exit leading to Storage from Factory, it was unidentified. I identified the zone after I entered it and used a terminal.

I attach a message log from that run.

25
Fixed Bugs & Non-Bugs / [Beta 7.2] Scoresheet average stats wrong.
« on: December 08, 2018, 02:29:35 PM »
I've noticed that some scoresheet stats are wrong, namely in the first one average temp is way too high
Quote
Highest Temperature        6352
  Average Temperature      4664
I definitely did not sustain these ridiculous temperatures for more than half my run.

In the other scoresheet the average speed seems to be wrong:
Quote
Spaces Moved               2446
  Core                     84
  Treads                   0
  Wheels                   0
  Legs                     0
  Hover                    0
  Flight                   2362
  Fastest Speed (%)        1666
  Average Speed (%)        802
These stats combined with 631 turns run imply that for 326 turns (more than half the turns!) I was not moving! This must be wrong too!

Maybe temp/speed from later in the run are weighted more towards these averages?

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