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Topics - Adraius

Pages: [1]
1
General Discussion / Back in the Saddle
« on: March 20, 2020, 11:07:32 PM »
Hi y'all - last time I played Cogmind it was circa May 2016 and propulsion components had recently received a rebalance.  It's been nearly 4 years, the game is out of alpha, and I can only imagine all that has been changed and added.  I'm planning to just jump in and reference the Tips and Strategy Guides as I hit walls.  I have a lot of relearning to do - any other resources people would recommend?  Is there a good summary of the major changes over the last few years?

It's good to be back.  ;D

2
Fixed Bugs & Non-Bugs / Teleporting Grunt
« on: May 24, 2016, 02:01:42 PM »
Setup:

Okay, so in my third run, which I've just posted my post-mortem on, I ran into a weird bug.  This is after I lost my backup Lrn. Sensor Array, though I've kept the Imp. Signal Interpreter attached in the vain hope I'll find another.  I found an Adv. Drone Bay in this side room right at the start of -3 and set one drone to explore.  It saw a Grunt patrol walking towards me, so I pulled it back and stayed in this room.  I played peek-a-poo with the drones at the door to try and spot when the Grunts went away.  I was a little too impatient and lost both drones doing this.

The bug:

In this picture, I've just moved from the space directly above where I'm currently standing.  You'll notice I have a walking speed of 120.  Thanks to that darn Scavenger the Grunts outside gain sight of me and aggro, but one of the four Grunts that was outside appears in the spot I was just inhabiting. 0.o

This seems a little above and beyond the "robots out of sight can step through each other" thing that can sometimes let a robot step into a room past his buddy in the doorway.

3
Stories / I did a run for the first time in ~8 months
« on: May 20, 2016, 01:52:32 AM »
...and it actually went pretty darn well!  I had remarkably smooth progress through Materials and most of the Factory.  I got my storage units up and running right at the start, found some nice explosive weapons right away, I was taking down patrols quickly and efficiently, my armor meant I wasn't even getting scratched, terminals were kind to me and I had threat levels under control, Programmers were taking the day off, and I was finding stairs unusually quickly.  It was great.  Unfortunately, I think my detour into Extension, however fun it may have been, may have cost me.  I broke out some AI buddies, and we tore up the place pretty good.  When I got out, I was in Research, and the patrols really ramped up, the Programmers made a late but strong showing, and there were no terminals to be found.  I had an epic explosion-fest outside a Garrison Access in which I was finally defeated.  GG.

Notes:

 - It sure felt like I was finding staircases quickly.  I looked up the stats - my last run that ended on -2 took 12,240 turns, this run took 9,003.  Then again, treads are faster now by about 20% if I'm remembering correctly.

 - Speaking of which, treads are now juuuuuust fast enough to avoid some patrols under the right circumstances.  They're not fast by any stretch, but they feel more mobile now.  I didn't know how exactly the changes to propulsion changed things, but I knew I liked the mobility, so I actually invested enough in propulsion slots to not be overweight this run. :0

 - More things sound the alarm now.  I got a jammer to shut them and all those pesky watchers up. =)

 - Guaranteed storage units in Materials, nice.  Kinda surprised you implemented that, btw, but I'm not complaining.  And with the changes to coverage, they last forever now.  I still had some of my original storage units from -10 when I died on -2.

 - Much of the credit for that, though, really goes to my armor.  I wasn't planning on using all that much armor at the start of the run, but I found some and threw it on.  Hot damn, it really made a difference!  Unlike in previous runs, where parts would fly off my 'bot whenever things got hairy, this time around that didn't happen.  I had what felt like record low parts churn all the way through the Factory.  I can see the changes to crits and the crit damage bonus in evidence here.  I wore as much armor as I could find the whole run, and I could really tell when I ran out - I started losing parts much, much faster!

 - Coverage is pretty different now, especially when it relates to hackware and other support utilities.  It took me a long time to find any hackware, but when I did it was a tasty Adv Hacking Suite, and that sucker served me well.  Behind my armor, it survived all the way to my final showdown, even though I couldn't take it off for combat.  I was wary of how that was going to work out, but my fears proved unfounded.  Low coverage also made my jammer stay operational long enough to feel worth it.  Hurrah again for armor.

 - What do you have to do to destroy a Garrison Access, by the way?  I fought my last stand next to one, and it ate ~6 Hellfire Missiles without seeming to care.  Do I need to target the 'G' part in particular?  Or when it starts blinking and its status says "Redeploying" is that all I'm after?

 - There seem to be more low-level weapons on some higher-tier enemies.  I was seeing Heavy Lasers even towards the end off some Grunts, and Hunters have Heavy Machine Guns now if memory serves.  Probably helps balance them having 3 weapons?

 - I think Extension gives you a chance to skip a level?  I had to leave my game and come back right around the time I entered Research (from Extension, which I had entered from the Factory), so my memory could be off, but I'm pretty sure I died on the first level of Research I saw, and according to the morgue file that level was -2.

4
General & Off-Topic / Starsector
« on: September 30, 2015, 12:03:02 AM »
I'm still here, just lurking when I'm on the bus :). I'm desperate to get some games down!
I've been expecting you to to be on that high scores list! Or even win a game in the absence of our other previous winners. Somewhat disappointing turnout from that crowd. biomatter says he's busy, and KY is busy playing Qud! (There was also another player who won via stealth, but said afterward they'd be back for 1.0.)

But hey, if it happens to be an inconvenient time that's okay--we have at least gotten a ton of games in, some nice stats, and sparked a lot of ongoing discussion.
Sorry!  What happened to me was I discovered the game Starsector, which (when the brilliant community-made mods are added) is literally my dream game.  I literally haven't touched another computer game since I found it about two weeks ago. =) It also unfortunately scratches much the same sci-fi procedural loot-based niche that Cogmind was filling.  I also have a good bit less free time than I did a few weeks ago, so I won't be anywhere near as active around here as I was my first couple weeks on the forum.  I'll be around, though!

5
Fixed Bugs & Non-Bugs / Accuracy of over 95% bug is back
« on: September 05, 2015, 06:32:13 PM »
Now that I know it's not supposed to happen, this startled me when I saw it a few minutes ago. (see attached screenshot) Looks like the bug isn't fixed after all. =(

Basic rundown: I'm about to commence combat with a Grunt at point-blank range - no shots have been fired yet.  I'm equipped with a single Imp Targeting Computer, I've been stationary for several turns, and my Prec Assault Rifle that is the culprit has an innate +20% accuracy bonus.  Somewhat interestingly, unless the range bonus at point blank is only 2%, I believe my accuracy should be even higher than it is.  I don't know if it's related, but my hit chances for my other weapons also happen to have nice, divisive-by-five results.

EDIT:
during the fight, my accuracy percentages rose slowly, consistent with enemy heat rising, including that of the Prec Assault Rifle, so there was no odd cap-at-100% going on

6
In the manual, this is what is says about having a hack fully traced back:

Quote from: manual
* Feedback: Once traced, the system is permanently locked and may attempt to counterattack the source of the unauthorized access, which either causes system corruption or disables connected hackware.
By now, I've been fully traced back dozens of times, but I've never experienced any negative effects aside from the terminal permanently locking itself out - I've never had hackware disabled or gained system corruption. (which is why I let myself get fully traced so much!)

Also, an unrelated question/possible bug: in the score sheet, it lists all the corruption effects and how many times you experienced each effect.  Below Data Loss (map) is one I've never seen - Data Loss (database) - but according to the score sheet I experienced it dozens of times.  What does that effect do, and is it not supposed to show up in the log?  Is it bugged?

Lastly, a very small thing: in the score sheet it shows me that I had a Guided Micro-Nuke Launcher in my inventory, and it appears in the list of my identified prototypes - but in the game, I never identified the part, all I knew was that it was a prototype launcher. (now I'm a bit bummed I didn't risk attaching it =P )

EDIT: Ok, just one more: not a bug I think, but why does the Misfire corruption effect put all your other weapons offline?  It just seems like busy-work because your next move is to turn them all on again.

7
General Discussion / Accuracy Oddity
« on: September 04, 2015, 12:31:25 PM »
Potential bug that I want to run past people and see if I'm missing something obvious.  The other day I was taking on a Behemoth and was surprised that my accuracy wasn't as crazy-high as I'd expect from my utilities and the target's size bonus, at 'only' 95%.

The base chance to hit is 60%; 60%
I was out of its sight range, so I stood in place for two turns to settle my aim: +10%; 70%
I had three Advanced Targeting Computers equipped: +36%; 106%
The target is Huge: +30%; 136%
The target had no accuracy reducing utilities (I know, I've terminally corrupted a few of them and got to see every last one of their parts): -0%; 136%
I'm fairly certain my recoil was approximately the amount neutralized by my treads; for the sake of argument, let's say I'm wrong and it was a full 10 over: -10%; 126%
I was firing several energy cannons, so for the sake of argument let's say those and my utilities spiked me to warning levels, which I know wasn't the case; 300 heat = -9%; 117%

Where did the rest of my accuracy go?  Was there a cap of 95% instated in Alpha 3?  I recall having an accuracy of 103% once against a Programmer in Alpha 2.

8
General Discussion / Spoiler Protocol?
« on: September 04, 2015, 12:11:58 PM »
Just a quick question: how do we want to handle game spoilers on the forums?  For example, if I discover something significant about how the central AI works or how to have my threat completely reset (as Kyzrati mentioned is now possible), I'd like to be able to share it - at the same time, I think the forum should be easy to navigate by people wanting to discover things on their own without them having to worry about accidentally spoiling themselves.

Should we do a Reddit-ish system of ad-hoc tags like [Enemy Behavior Spoilers], [Research Spoilers], [Map Layout Spoilers], etc. for thread titles?  I think we could also do something similar for individual posts; for example, spoiler-y contributions to non-spoiler-y threads could be in a spoiler box and prefaced by a warning about which sort of spoiler it is.  But there are other options, like confining spoilers to specific subforums.

9
General Discussion / Storage Units: Working as Intended?
« on: September 04, 2015, 11:52:53 AM »
I don't mean 'intended' in the sense there is a bug or unexpected mechanical interaction; I'm wondering if the way players... well, me specifically, but likely other players, too - are using Storage Units in a way that is detrimental to game balance or flow.  I know you said somewhere (I can't find the reference now) that inventory size was intentionally made very small, and from a game design standpoint I can see why: it encourages the player to participate in one of the core gameplay loops in Cogmind - you get parts blown off and must find some way to replace them, for which the game provides a number of interesting options - killing and looting, searching stockpiles, raiding Transporters, fabricating new items, etc.

Well, one of the key pillars in my victorious combat run was doing everything I could to subvert the need to scramble for parts.  It required significant planning, and I still had to participate in gathering the items at some point in time, but I when I needed replacements (e.g. mid-battle or immediately post-battle), I already had them on hand.  I'm pretty sure you understand why this is important, but I'll explain anyway: like any build, combat builds have a lot of interdependent parts, and they tend to get shot at lot.  There's some flexibility in the face of damage, but a critical failure (usually, loss of all attached items of that type) in either power generation, propulsion, weaponry, or to a lesser extent heat dissipation generally results in the whole build collapsing unless a replacement is immediately available.

Obviously, storage units are meant to help mitigate this (among other uses for them), but I'm less sure it was intended to facilitate inventory sizes of >20 - I set a personal record in my victorious run when I peaked at an inventory size of 32, which let me carry multiple spares of everything, plus a number of situational modules like hackware and corruption purging utilities.  One piece of supporting evidence I have that this may not be intended is the design of the inventory view - it simply wasn't designed for viewing large numbers of items at once.

I'm not advocating for a change here - it was glorious carrying around so many items, and we don't yet, at very least, have a meta where 'more storage units = win'.  But I want to have a discussion about it.  I wrote this mostly posing it as a question for Kyzrati, but I'd like to hear everyone's opinions on storage units and their effect on the game.  Thoughts?

10
Fixed Bugs & Non-Bugs / Misdirection corruption effect not working
« on: September 03, 2015, 03:33:12 PM »
I'm surprised no one else has brought up this one by now - have people been secretly hoping it won't be fixed?  The misdirection corruption effect currently does nothing except display the log message - I always arrive in the tile I intended, not a different one, as I believe is the intent.

11
General Discussion / Hostile Robots Frequently Overheating
« on: September 02, 2015, 04:31:52 PM »
I just posted the story of how my combat Cogmind reached the surface.  While it was an awesome run, I think at least part of the reason this run was so successful was the (quite high) rate of enemy robots slagging themselves by overheating.  I wasn't paying close attention, but in any extended firefights, it seemed like I could almost count on one of the enemy bots to take care of itself for me.  This phenomenon happened with several robot types - the only type I'm sure I never saw melt down was the Swarmer, probably on account of them using kinetic weapons exclusively.

I'm not sure if this should go in the bug section, but I highly suggest you take a look at how you set up the meltdown mechanic and the heat thresholds you set.  Is it possible they cease fire at the redline,  but then fire another full volley the moment they dip back under the redline and risk slagging themselves, for example?

12
Stories / Combat Cogmind Reaches the Surface!
« on: September 02, 2015, 04:17:35 PM »
Victory - today, my treading, no-holds-barred combat Cogmind has reached the surface!  It was an agonizing ascent - my carefully cultivated loadout and hacking-suppressed alert level saw me all the way through the Factory, but it all started to fall apart in Research.  There weren't enough terminals to keep my threat down, and with no armor plates to be found anywhere, I piled more and more combat utilities into my utility slots, badly overtaxing my neglected power slots.  Without armor, more and more fire fell upon my vulnerable utilities and weapons.

Finally, after accumulating around 30% corruption fighting through sublevel 2, I was forced to ditch everything and run.  I ran blindly in the direction I had seen Programmers arrive from, guessing at corner after corner.   Fate smiled upon me: after a few minutes scrambling for survival, I found the access to sublevel 1!  I looked at my inventory: three reactors and a kinetic weapon.  I hadn't expected to actually make it this far.  I quickly looted an energy weapon from an adjoining room, took a deep breath, and entered sublevel 1 buck naked.

On sublevel 1, I rebuilt what I could.  I found a set of treads and fought off a few Programmers, looted what I could, and kept fighting.  When a Sentry and several Programmers found me together, once again I had to drop everything and run.  I found more weapons, turned to fight, and won.  Slowly, I began to reconstitute: heat sinks, targeting computers, target analyzers, a force field, heavy armor, heavy treads... and weapons.  Oh my, the weapons on sublevel 1!

By the time I found the exit, I was the absolute ruler of sublevel 1.  My 30-part-strong inventory was filled to the brim with the machinery of war.  The robots I encountered didn't even merit the unveiling of my various launchers, which I didn't need to fire the entire level.  I brushed aside the guardians of the exit with ease and made my ascent.

My Cogmind, triumphant on the surface, firing his shiny, mint-condition launchers in victory:

Spoiler (click to show/hide)

Thanks for the amazing experience, Kyzrati!

EDIT: here's the score sheet for people interested

Code: [Select]
Cogmind - Alpha 3b

Name: Adraius

---[ ESCAPED! ]---

 Performance
-------------
Evolutions (9)             4500
Robots Destroyed (333)     1665
Value Destroyed (13894)    13894
Prototype IDs (15)         300
Alien Tech Identified (0)  0
Bonus (2000)               2000
              TOTAL SCORE: 22359

 Cogmind
---------
Core Integrity             1038/1600
Matter                     300/300
Energy                     1040/1040
System Corruption          0%
Temperature                Cool (0)
Location                   Surface

 Parts
-------
Power (4)
  Quantum Reactor
  Quantum Reactor
  Particle Reactor
  Improved Quantum Reactor
Propulsion (2)
  Improved Heavy Treads
Utility (14)
  Advanced Cooling System
  Large Storage Unit
  Layered Heavy Armor Plating
  Large Storage Unit
  Advanced Cooling System
  Advanced Force Field
  Advanced Heat Sink
  Advanced Targeting Computer
  Large Storage Unit
  Advanced Targeting Computer
  High-capacity Storage Unit
  Advanced Targeting Computer
  Advanced Target Analyzer
Weapon (5)
  Multirail
  Multirail
  HERF Cannon
  Enhanced Quantum Rifle
  Compact HERF Cannon

 Inventory
-----------
Quantum Reactor
Quantum Reactor
Improved Quantum Reactor
Improved Heavy Treads
Improved Heavy Treads
Gamma Rifle
Gamma Rifle
Enhanced Nova Cannon
Railgun
Multirail
Ragnarok Missile Launcher
Guided Micro-nuke Launcher
Advanced Heat Sink
Advanced Heat Sink
Advanced Cooling System
Layered Heavy Armor Plating
Reactive Heavy Armor
Reflective Heavy Armor
Advanced Hacking Suite
System Restoration Module
System Restoration Module
Multirail
Multirail

 Peak State
------------
Power
  Improved Quantum Reactor
  Particle Reactor
  Quantum Reactor
  Quantum Reactor
Propulsion
  Improved Heavy Treads
Utility
  Advanced Target Analyzer
  Advanced Targeting Computer
  High-capacity Storage Unit
  Advanced Targeting Computer
  Large Storage Unit
  Advanced Targeting Computer
  Advanced Heat Sink
  Advanced Force Field
  Advanced Cooling System
  Large Storage Unit
  Layered Heavy Armor Plating
  Large Storage Unit
  Advanced Cooling System
Weapon
  Compact HERF Cannon
  Enhanced Quantum Rifle
  HERF Cannon
  Multirail
  Multirail
[Rating: 156]

 Favorites
-----------
Power                      Improved Ion Engine
  Engine                   Improved Ion Engine
  Power Core               Micro Fission Core
  Reactor                  Light Particle Reactor
Propulsion                 Light Treads
  Treads                   Light Treads
  Hover Unit               Improved Anti-Grav System
Utility                    Large Storage Unit
  Device                   Advanced Heat Sink
  Storage                  Large Storage Unit
  Processor                Advanced Targeting Computer
  Hackware                 Hacking Suite
  Protection               Layered Light Armor Plating
Weapon                     Railgun
  Energy Gun               Gamma Rifle
  Energy Cannon            Heavy Ion Cannon
  Ballistic Gun            Railgun
  Ballistic Cannon         Fusion Cannon
  Launcher                 Grenade Launcher

 Stats
-------
Classes Destroyed          16
  Worker                   25
  Builder                  21
  Tunneler                 3
  Hauler                   28
  Recycler                 30
  Operator                 1
  Watcher                  6
  Swarmer                  34
  Grunt                    91
  Brawler                  5
  Duelist                  5
  Protector                1
  Sentry                   30
  Hunter                   27
  Programmer               24
  Behemoth                 2
NPCs Destroyed             0
Best Kill Streak           11
  Combat Bots Only         8
Matter Collected           10206
  Salvage Created          19780
Parts Attached             470
  Power                    60
  Propulsion               34
  Utility                  228
  Weapon                   148
Parts Lost                 124
  Power                    11
  Propulsion               5
  Utility                  51
  Weapon                   57
Average Slot Usage (%)     90
  Naked Turns              99
Spaces Moved               6582
  Fastest Speed (%)        200
  Slowest Speed (%)        5
  Overloaded Moves         0
  Propulsion Burnouts      0
  Targets Rammed           4
  Cave-ins Triggered       0
  Teleports                0
Heaviest Build             196
  Greatest Overweight (x)  65
  Average Overweight (x)   2
Largest Inventory          32
  Most Items Carried       32
Core Damage Taken          2817
Volleys Fired              700
  Largest                  5
  Hottest                  412
Shots Fired                2392
  Gun                      1675
  Cannon                   682
  Launcher                 35
  Special                  0
  Kinetic                  1045
  Thermal                  829
  Explosive                25
  Electromagnetic          493
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           42337
  Projectiles              39351
  Explosions               2973
  Melee                    0
  Ramming                  13
Highest Temperature        342
  Average Temperature      72
  Shutdowns                0
  Energy Bleed             1
  Interference             3
  Matter Decay             0
  Short Circuit            1
  Damage (minor)           0
  Damage (major)           0
  Damage (core)            0
Highest Corruption         30
  Message Errors           70
  Parts Rejected           14
  Data loss (map)          69
  Data loss (database)     41
  Misfires                 12
  Misdirections            24
  Targeting Errors         72
  Weapon Failures          19
Haulers Intercepted        28
Robots Corrupted           12
Robots Melted              29
Tactical Retreats          27
Communications Jammed      0
Parts Field Recycled       0
  Retrieved Matter         0
Parts Merge Repaired       0
Drone Launches             10
  Drone Recoveries         0
Derelicts Assembled        0
Traps Triggered            0
  Indirectly               0
Trap Hack Attempts         0
  Triggered                0
  Disarmed                 0
  Reprogrammed             0
  Reused                   0
Machine Familiarity        30
  Terminals                22
  Fabricators              0
  Repair Stations          4
  Recycling Units          2
  Scanalyzers              2
Machines Hacked            30
  Terminals                22
  Fabricators              0
  Repair Stations          4
  Recycling Units          2
  Scanalyzers              2
Total Hacks                109
  Successful               37
  Failed                   72
  Catastrophic             33
  Database Lockouts        0
  Manual                   28
  Terminals                79
  Fabricators              0
  Repair Stations          16
  Recycling Units          7
  Scanalyzers              7
Terminal Hacks             20
  Record                   0
  Part Schematic           0
  Robot Schematic          0
  Robot Analysis           0
  Prototype ID Bank        0
  Open Door                1
  Level Access Points      1
  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          10
  Locate Traps             0
  Disarm Traps             0
  Reprogram Trap           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              2
  Sector Layout            0
  Machine Controls         2
Hacking Detections         38
  Full Trace Events        13
  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   1
  Parts Built              0
  Part Fabrication Matter  0
  Part Fabrication Time    0
Parts Repaired             5
  Part Repair Time         150
Parts Recycled             0
  Recycled Matter          0
  Retrieved Matter         0
Parts Scanalyzed           2
  Part Schematics Acquired 1
  Parts Damaged            0
Robot Analysis Total       0
Robots Rewired             1
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               22
  Largest Group            4
  Highest-Rated Group      44
  Highest-Rated Ally       44
Total Orders               16
  STAY                     0
  GOTO                     4
  ROAM                     0
  FOLLOW                   0
  GUARD                    0
  AID                      0
  BUILD                    0
  TUNNEL                   0
  DROP                     0
  PICKUP                   0
  COLLECT                  0
  EXPLORE                  12
  RETURN                   0
Terraforming Orders        0
  Walls Built              0
  Walls Tunneled           0
Ally Attacks               9
  Total Damage             297
  Kills                    1
Allies Corrupted           1
Allies Melted              0
Peak Influence             1032
  Average Influence        265
Maximum Alert Level        3
  Low Security (%)         54
  Level 1                  25
  Level 2                  10
  Level 3                  9
  Level 4                  0
  Level 5                  0
Squads Dispatched          47
  Investigation            11
  Extermination            16
  Reinforcement            15
  Assault                  5
Exploration Rate (%)       23
  Regions Visited          12
Turns Passed               17920
  Depth 11                 92
  Depth 10                 1053
  Depth 9                  1501
  Depth 8                  1203
  Depth 7                  1532
  Depth 6                  1134
  Depth 5                  1705
  Depth 4                  1338
  Depth 3                  798
  Depth 2                  3498
  Depth 1                  4066
  Scrapyard                92
  Materials                2368
  Factory                  5709
  Research                 4296
  Access                   4066
  Storage                  1389

 Prototype IDs
---------------
Improved Quantum Reactor
Advanced Beam Rifle
Improved Heavy Laser
Improved EM Shotgun
Advanced Beam Cannon
Improved Assault Rifle
Enhanced Coil Gun
Helical Railgun
Mini Assault Cannon
Precision Rocket Launcher
Ragnarok Missile Launcher
Guided Micro-nuke Launcher
Improved Matter Compressor
Beam Splitter
Experimental Core Analyzer
Advanced Particle Charger

 Alien Tech Recovered
----------------------
None

 Game
------
Seed: 1441148486
^Manual?: 0
Play Time: 422 min
Sessions: 12
Mod: N/A
Game No.: 34
ASCII: 0
Keyboard: 1
Font: 16/Dina
Map View: 90x50


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EDIT2: an oddity I noticed - I definitely destroyed *at least* three Behemoths this run, and I'm 90% certain I killed five.  Odd that it says I only killed two...

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