I saw K's stream last night and read about Adraius's epic run and felt the urge to play Cogmind. The result = new personal record (A victory in 2210 turns/52 mins).
Cogmind - Alpha 8
Name: Sherlockkat
---[ ESCAPED! ]---
Performance
-------------
Evolutions (9) 4500
Robots Destroyed (36) 180
Value Destroyed (826) 826
Prototype IDs (7) 140
Alien Tech Identified (0) 0
Bonus (11367) 11367
TOTAL SCORE: 17013
Cogmind
---------
Core Integrity 1584/1600
Matter 137/300
Energy 131/135
System Corruption 1%
Temperature Cool (6)
Location Surface
Parts
-------
Power (2)
Micro Nuclear Core
Compact Particle Reactor
Propulsion (6)
Q-Thruster
Field Propulsion Array
Improved Flight Unit
Experimental Q-Thruster
Utility (15)
Advanced Hacking Suite
Hacking Suite
Advanced Hacking Suite
Enhanced Optical Array
Signal Interpreter
Advanced System Shield
Mini Drone Bay
Hacking Suite
Weapon (2)
Scythe
Heavy Phase Cannon
Inventory
-----------
Q-Thruster
Missile Launcher
Impulse Thruster Array
Peak State
------------
Power
Light Deuterium Engine
Micro Nuclear Core
Propulsion
Diametric Drive
Q-Thruster
Field Propulsion Array
Flight Unit
Improved Flight Unit
Utility
Advanced Hacking Suite
Advanced Sensor Array
Hacking Suite
Advanced Hacking Suite
Enhanced Optical Array
Signal Interpreter
Advanced System Shield
Mini Drone Bay
Hacking Suite
Improved Light Armor Plating
Advanced Focal Shield
Improved Maneuvering Thrusters
Weapon
Scythe
Enhanced Gamma Bomb Array
[Rating: 103]
Favorites
-----------
Power Light Deuterium Engine
Engine Light Deuterium Engine
Power Core Micro Nuclear Core
Reactor Compact Particle Reactor
Propulsion Flight Unit
Leg Aluminum Leg
Flight Unit Flight Unit
Utility Signal Interpreter
Device Advanced Sensor Array
Processor Signal Interpreter
Hackware Hacking Suite
Protection Improved Light Armor Plating
Weapon Scythe
Energy Gun EM Pulse Gun
Energy Cannon Heavy Phase Cannon
Ballistic Gun Light Assault Rifle
Launcher EMP Blaster
Slashing Weapon Scythe
Stats
-------
Bonus Breakdown 11367
Win 3000
Fast Win 8367
Classes Destroyed 8
Worker 3
Builder 2
Recycler 2
Operator 1
Watcher 1
Swarmer 24
Grunt 2
Sentry 1
NPCs Destroyed 0
Best Kill Streak 7
Combat Bots Only 5
Matter Collected 887
Salvage Created 885
Parts Attached 79
Power 13
Propulsion 24
Utility 23
Weapon 19
Parts Lost 20
Power 2
Propulsion 9
Utility 5
Weapon 4
Average Slot Usage (%) 82
Naked Turns 1
Spaces Moved 4237
Fastest Speed (%) 1111
Average Speed (%) 366
Slowest Speed (%) 50
Overloaded Moves 33
Propulsion Burnouts 0
Targets Rammed 1
Cave-ins Triggered 0
Teleports 0
Heaviest Build 40
Greatest Overweight (x) 3
Average Overweight (x) 0
Largest Inventory 4
Most Items Carried 4
Average Items Carried 3
Core Damage Taken 363
Average Core Remaining (%) 93
Depth 10 Exit 76
Depth 9 Exit 75
Depth 8 Exit 96
Depth 7 Exit 98
Depth 6 Exit 100
Depth 5 Exit 95
Depth 4 Exit 100
Depth 3 Exit 100
Depth 2 Exit 92
Depth 1 Exit 99
Volleys Fired 79
Largest 2
Hottest 98
Shots Fired 106
Gun 70
Cannon 22
Launcher 14
Special 0
Kinetic 36
Thermal 22
Explosive 8
Electromagnetic 40
Shots Hit Robots 57
Core Hits 49
Overload Shots 0
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 23
Impact 0
Slashing 23
Piercing 0
Damage Inflicted 2221
Projectiles 416
Explosions 1269
Melee 530
Ramming 6
Kinetic 100
Thermal 84
Explosive 1070
Electromagnetic 431
Impact 0
Slashing 530
Piercing 0
Self-Inflicted Damage 64
Shots 3
Rammed 1
Highest Temperature 263
Average Temperature 47
Shutdowns 0
Energy Bleed 0
Interference 2
Matter Decay 0
Short Circuit 0
Damage (minor) 0
Damage (major) 0
Damage (core) 0
Highest Corruption 1
Average Corruption 1
Message Errors 0
Parts Rejected 0
Data loss (map) 1
Data loss (database) 0
Misfires 0
Misdirections 0
Targeting Errors 0
Weapon Failures 0
Depth 2 End 1
Depth 1 End 1
Haulers Intercepted 0
Robots Corrupted 0
Robots Melted 0
Power Chain Reactions 0
Tactical Retreats 9
Communications Jammed 0
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 3
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 20
Terminals 17
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 3
Total Hacks 49
Successful 14
Failed 35
Catastrophic 14
Database Lockouts 0
Manual 23
Unauthorized 10
Terminals 42
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 7
Terminal Hacks 11
Record 0
Part Schematic 0
Robot Schematic 0
Robot Analysis 0
Prototype ID Bank 0
Open Door 1
Level Access Points 3
Branch Access Points 0
Emergency Access Points 0
Machine Index 0
Terminal Index 1
Fabricator Index 0
Repair Station Index 0
Recycling Unit Index 0
Scanalyzer Index 0
Garrison Index 1
Alert Level 1
Unreport Threat 0
Locate Traps 0
Disarm Traps 3
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 0
Registered Prototypes 0
Zone Layout 1
Sector Layout 0
Machine Controls 0
Hacking Detections 15
Full Trace Events 3
Feedback Events 0
Feedback Corruption 0
Feedback Part Disabled 0
Feedback Blocked 0
Trojans Installed 1
Terminals 1
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 0
Fabricators Overloaded 0
Garrisons Disabled 2
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 3
Largest Group 1
Highest-Rated Group 5
Highest-Rated Ally 5
Total Orders 3
STAY 0
GOTO 0
ROAM 0
FOLLOW 0
GUARD 0
AID 0
BUILD 0
TUNNEL 0
DROP 0
PICKUP 0
COLLECT 0
EXPLORE 3
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 180
Average Influence 50
Final Influence 2
Maximum Alert Level 0
Low Security (%) 100
Level 1 0
Level 2 0
Level 3 0
Level 4 0
Level 5 0
Squads Dispatched 11
Investigation 3
Extermination 1
Reinforcement 7
Assault 0
Garrison 0
Intercept 0
Derelict Logs Recovered 2
Exploration Rate (%) 21
Regions Visited 12
Pre-discovered Areas 0
Garrisons Visited 0
Relays Disabled 0
Generators Disabled 0
Network Hubs Disabled 0
Actions Taken 4814
Turns Passed 2210
Depth 11 57
Depth 10 316
Depth 9 386
Depth 8 143
Depth 7 198
Depth 6 112
Depth 5 276
Depth 4 184
Depth 3 227
Depth 2 158
Depth 1 153
Scrapyard 57
Materials 696
Factory 770
Research 385
Access 153
Mines 149
Prototype IDs
---------------
Compact Particle Reactor
Improved Flight Unit
Improved Cesium-ion Thruster
Improved Nuclear Pulse Thruster
Experimental Q-Thruster
Improved Medium Laser
Enhanced Gamma Bomb Array
Alien Tech Recovered
----------------------
None
Route
-------
-11/Scrapyard
-10/Materials
-9/Materials
-9/Mines
-8/Materials
-7/Factory
-6/Factory
-5/Factory
-4/Factory
-3/Research
-2/Research
-1/Access
Surface
Game
------
Seed: 1464401864
^Manual?: 0
Play Time: 52 min
Sessions: 1
Mod: N/A
Game No.: 247
ASCII: 1
Keyboard: 1
Movement: Numpad
Fullscreen: 1
Font: 12/Tallcaps
Map View: 83x54
FOV Handling: Fade In
X=9570698304345875130806808736
796381830881658816303880835186
008030838083038606833300801630
000706700333811330337537737580
333085033599718100308380676000
010010131101695030375797577576
800959900003033508583035708630
398100313718951580030000398333
838683389003830798050908031006
168360950038030038038800030888
000050830008030080030008338000
138109360303063080058300038800
008000808001030080030800038000
008008690008800080033800038000
000000830008030080030800031899
000000830008030080031088703830
800803013109880087003308833800
018813333889783083500658105357
681393336871131333970860937063
306798910158383555363113886311
0886109003133808350967
This Cogmind was an absolute ninja. Out of the 79 parts that I attached, I only lost 20 and I don't think I even got spotted in access :) (edit: Hmm.I must have been spotted coz the score-sheet says I exited with 99% of my core. Funny thing is that I don't remember getting shot at by anything.).
A suggestion : Cogmind runs can feel very impersonal as the build is always in flux. Allowing us to assign a name to our LRC-V3s separate from our player tags might be nice.
Some gameplay notes:
i) Light armor/Evasive/Shield type utilities are amazing. They weigh next to nothing and I would rather lose them than my hacking suite.
ii) Mini drone bays!! A single slot utility with a mass of 4 and can store up to 4 drones. I love this utility. Too bad K is nerfing it in the next release. @Kyzrati : I hope you rethink the decision to keep the drone bays attached in order for it to function. I think just reducing the drone count is sufficient. So much of their utility is derived from a well-timed drone launch. They don't carry you to victory.
I got my mini-drone bay in mid factory. I had 3 drone launches.
a) I wasted one of the drones in factory.
b) The second drone launch was in -2/Research. This little guy/gal was a champ. He distracted a behemoth and 2 grunt patrols that spotted me while I escaped abandoning it. Their utility as defense/distraction cannot be understated. Every enemy who sees a drone will stop and shoot at it. This little guy buys you two full turns just by getting spotted. It also has flight units and is tiny. So, hostiles have a really hard time hitting it. My speed was around 25. If that drone survives being fired at twice, it would have bought me 16 free movement actions.
c) The third was in access. In low security settings, these drones are map hacks. I spent no time in access because the drone revealed so many dead ends and empty rooms.
d) I kept the 4th one as a souvenir.
iii) Hacking is the most reliable way for a speed build to clear late game. Speed builds benefit a lot by establishing landmarks in the map and hacking is the best way to do it. It is not just enough to know the exit locations. You need a way to navigate the level safely. Index() hacks reveals machine locations and machines are usually inside rooms. This is how I figure out which walls to blow through. Coz hey there is a machine on the other side. The maintenance status hack shows the locations of the maintenance robots and lets you avoid thoroughfares and identify useful bottlenecks. Zone layout and sector layout are both easy and invaluable hacks. Trojan(disrupt) is a good damage mitigation tool. Combine this information with a decent sensor array and you can be a ninja. I had +60 to hacking in this run and hacked the exit location and the seal in no time.
iv) @Kyzrati : The new access shell behavior is a welcome change. It felt nice knowing that I don't have to worry about finding weapons that can bust through the shell.
Hey Biomatter, welcome back. I had so much fun reading about your stealth runs when I was trying to learn the game :).
Re drones: In this run, I just ordered the drone to fly past those behemoths and grunts. You can also use them like a fighter jet uses flares where you just turn the drone bay on for a turn when you are fleeing and just leave the drones behind you. My most fun use was during this one run where I was being chased by swarmers who keep up with you. I turned a corner, deployed the drone and ordered it go back to the corner I just turned. The swarmers would waste turns shooting at them thus delaying them from turning the corner. That bought me enough time to duck out of sight :).
Re Hackware: I usually try to kill operators down at materials. But, I don't go out of my way to do it as I hate farming. I got really lucky this run and found 2 advanced hacking suites. But, I have had runs where I got most of my hacking prowess from just stacked basic hackware. But, you have to sacrifice a lot of slots to do that. As of now, I can't think of any reliable way except murdering operators. Actually, there is this branch map called Archives inside the extension branch which is operator central. It is a really small map with almost no hostile presence and you can probably hoard hackware there. But, it is nigh impossible for stealth builds to get in there. The extension is very much a branch tailored for combat builds.
Re Lore: Aaah. A fellow lore nerd.
I think I first came across the term LRC-V3 when I was freeing prisoners in extension. There is a friendly programmer called O7 in one of those cells and he receives this weird directive which tells him to aid "LRC-V3" and then he starts helping you. One of the data miner terminals also explicitly refers to you as LRC-V3 and tells you that you are from section-7 (which is a locked branch in research).
So, I checked the wiki and there is an entry on Leapord, the Sigix scout vessel. MAIN.C is trying to construct a controller for Leapord's FTL device (also an wiki entry) and LRC-V3 is one of those controllers who went missing.
I also pestered K about it a bit and he said one possible expansion for LRC-V3 is "LeapoRd Controller - Version 3".
Also, if you are interested in lore, you should check out the Data-miner, the Cetus records and Zhirov. Those are the main sources for lore.
Thanks for the tip about Archives, Sherlockkat! Last time I played the game there were, like, no branches, haha... I have no idea how to get around anymore. I have seen Extension once, though. I will endeavor to make it back there.
Re: LRC-V3: I only asked you because last time I played, there was a strong implication that you were in fact LRC-V3, but I wasn't perfectly sure. I am still fairly sure you are right, but I still need to see it with my own eyes to be convinced beyond a doubt ;D
And yeah, Kyzrati is right, I have been putting in major work on the Lore section of the wiki. Just a few minutes ago I finished uploading everything from Zhirov's lab, and transcripting all the conversations I had in Zion too. One of the bigger things holding me back is I'm not sure how to find a lot of these special branches, so I would appreciate any and all help in pinning down the layout of the map, what signs to look for near the stairs, etc. If it comes down to it, I suppose I can Access(Branch) my way through a lot, but I've pretty much only been doing combat runs lately, so hackware (and my life) is hard to hold on to.
Edit: Oops, just noticed this is specifically a 'spoiler-free' thread, and there is a more interesting spoilery one right next door. If I need to axe any of this post please let me know!
Re World map layout: I am going to spoiler tag it as this is the spoiler free thread. The spoiler thread is very spoilery and I don't want to post it over there as the world layout is not too spoilery. So, here is the general layout to the best of my knowledge.
Extension:
Extension spawns in factory levels. I have seen it as early as -7 and as late as -4. The stairs to extension might be sitting out in the open, but usually it is behind a set of blast doors which are usually sealed. If you really want to get into extension, I recommend doing a access(branch). I usually have trouble finding that exit. The extension branch is 4 maps deep. If you want to explore, I highly recommend holding on to a signal interpreter as there are multiple exits in each of one of those maps which lead back to factory and you want to avoid those. The structure of the extension map is as follows: Extension -> Cetus -> Archives -> Hub_04(d)
Lower Caves:
Lower Caves spawns in -7 and -6. The cave exit is relatively easy to find and probably the first exit you would run into. Again, a signal interpreter comes handy here. The only "world" variable in the caves is which one of the "lore" maps spawn in -7 and -6. In lower caves, the "lore" maps are the Data-miner and Zion.
Upper Caves:
Upper caves spawns in -5 and -4. They are similar in structure to lower caves (i.e U.Caves -> U.Caves -> Lore map -> Prox Caves). The "lore" maps are Zhirov and Warlord(locked).
There is also a branch called recycling in storage. That's not a terribly exciting map though.
Other locked branches : Armory in Factory. Quarantine, Section-7 and Testing in Research, Command in Access. There is also a cave map behind the blast doors in Zion.
Nice work on the wiki. I always go into a run determined to get some lore, but chicken out because of my stealth playstyle. I usually have all the hackware in the world when I hit research but I also need to put every terminal to good use in order to survive and completely forget about hacking records.