Cogmind > Stories
The First Pacifist Win
zxc:
After several failed attempts to find the exit on -1, I did it.
--- Code: ---Cogmind - Alpha 8
Name: zzxc
---[ ESCAPED! ]---
Performance
-------------
Evolutions (9) 4500
Robots Destroyed (0) 0
Value Destroyed (25) 25
Prototype IDs (5) 100
Alien Tech Identified (0) 0
Bonus (14673) 14673
TOTAL SCORE: 19298
Cogmind
---------
Core Integrity 1147/1600
Matter 16/300
Energy 41/50
System Corruption 7%
Temperature Cool (1)
Location Surface
Parts
-------
Power (4)
Propulsion (8)
Improved Flight Unit
High-density Centrium Heavy Treads
Utility (11)
Improved Utility Shielding
Improved System Shield
System Shield
System Shield
System Shield
Hacking Suite
Advanced ECM Suite
Weapon (2)
Compact Linear Accelerator
Inventory
-----------
Heavy Gauss Cannon
Field Propulsion Drive
Peak State
------------
Power
Ion Engine
Improved Quantum Reactor
Propulsion
Improved Flight Unit
Improved Flight Unit
Improved Flight Unit
Cesium-ion Thruster
Diametric Drive
High-density Centrium Heavy Treads
Utility
Improved Utility Shielding
Improved System Shield
System Shield
System Shield
System Shield
Hacking Suite
Advanced ECM Suite
Weapon
Compact Linear Accelerator
[Rating: 84]
Favorites
-----------
Power Ion Engine
Engine Ion Engine
Power Core Nuclear Core
Reactor Improved Quantum Reactor
Propulsion Improved Flight Unit
Treads High-density Centrium Heavy Treads
Leg Aluminum Leg
Hover Unit Improved Hover Unit
Flight Unit Improved Flight Unit
Utility Improved Power Shielding
Device Power Amplifier
Hackware System Shield
Protection Improved Power Shielding
Weapon Light Assault Rifle
Ballistic Gun Light Assault Rifle
Ballistic Cannon Compact Linear Accelerator
Launcher Micro-nuke Launcher
Stats
-------
Bonus Breakdown 14673
Win 3000
Fast Win 11673
Classes Destroyed 0
NPCs Destroyed 0
Best Kill Streak 0
Combat Bots Only 0
Matter Collected 325
Salvage Created 0
Parts Attached 36
Power 5
Propulsion 13
Utility 11
Weapon 7
Parts Lost 19
Power 5
Propulsion 8
Utility 3
Weapon 3
Average Slot Usage (%) 59
Naked Turns 61
Spaces Moved 3124
Fastest Speed (%) 833
Average Speed (%) 413
Slowest Speed (%) 83
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 0
Cave-ins Triggered 0
Teleports 0
Heaviest Build 35
Greatest Overweight (x) 8
Average Overweight (x) 0
Largest Inventory 4
Most Items Carried 4
Average Items Carried 3
Core Damage Taken 991
Average Core Remaining (%) 83
Depth 10 Exit 33
Depth 9 Exit 69
Depth 8 Exit 84
Depth 7 Exit 91
Depth 6 Exit 100
Depth 5 Exit 100
Depth 4 Exit 98
Depth 3 Exit 95
Depth 2 Exit 98
Depth 1 Exit 71
Volleys Fired 11
Largest 1
Hottest 70
Shots Fired 11
Gun 0
Cannon 4
Launcher 7
Special 0
Kinetic 4
Thermal 0
Explosive 7
Electromagnetic 0
Shots Hit Robots 0
Core Hits 1
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 406
Projectiles 45
Explosions 361
Melee 0
Ramming 0
Kinetic 45
Thermal 0
Explosive 361
Electromagnetic 0
Impact 0
Slashing 0
Piercing 0
Self-Inflicted Damage 152
Shots 2
Rammed 0
Highest Temperature 299
Average Temperature 64
Shutdowns 0
Energy Bleed 0
Interference 0
Matter Decay 0
Short Circuit 0
Damage (minor) 0
Damage (major) 0
Damage (core) 0
Highest Corruption 7
Average Corruption 1
Message Errors 0
Parts Rejected 0
Data loss (map) 0
Data loss (database) 1
Misfires 0
Misdirections 0
Targeting Errors 0
Weapon Failures 0
Depth 7 End 1
Depth 1 End 7
Haulers Intercepted 0
Robots Corrupted 0
Robots Melted 0
Power Chain Reactions 0
Tactical Retreats 15
Communications Jammed 0
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 0
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 25
Terminals 23
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 2
Total Hacks 74
Successful 21
Failed 53
Catastrophic 26
Database Lockouts 0
Manual 27
Unauthorized 23
Terminals 71
Fabricators 0
Repair Stations 0
Recycling Units 0
Scanalyzers 0
Garrison Access 3
Terminal Hacks 16
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 1
Fabricator Index 0
Repair Station Index 0
Recycling Unit Index 0
Scanalyzer Index 0
Garrison Index 0
Alert Level 0
Unreport Threat 1
Locate Traps 2
Disarm Traps 0
Reprogram Traps 0
Dispatch Records 0
Maintenance Status 0
Security Status 0
Surveillance Status 1
Patrol Status 0
Transport Status 0
Investigation Status 0
Extermination Status 0
Reinforcement Status 0
Assault Status 0
Garrison Status 0
Intercept Status 0
Recall Investigation 0
Recall Extermination 0
Recall Reinforcements 0
Recall Assault 0
Hauler Manifests 0
Registered Components 1
Registered Prototypes 0
Zone Layout 6
Sector Layout 0
Machine Controls 0
Hacking Detections 23
Full Trace Events 10
Feedback Events 1
Feedback Corruption 1
Feedback Part Disabled 0
Feedback Blocked 0
Trojans Installed 3
Terminals 3
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 1
Largest Group 1
Highest-Rated Group 7
Highest-Rated Ally 7
Total Orders 0
STAY 0
GOTO 0
ROAM 0
FOLLOW 0
GUARD 0
AID 0
BUILD 0
TUNNEL 0
DROP 0
PICKUP 0
COLLECT 0
EXPLORE 0
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 28
Average Influence 6
Final Influence 0
Maximum Alert Level 0
Low Security (%) 100
Level 1 0
Level 2 0
Level 3 0
Level 4 0
Level 5 0
Squads Dispatched 14
Investigation 10
Extermination 1
Reinforcement 3
Assault 0
Garrison 0
Intercept 0
Derelict Logs Recovered 1
Exploration Rate (%) 14
Regions Visited 14
Pre-discovered Areas 0
Garrisons Visited 0
Relays Disabled 0
Generators Disabled 0
Network Hubs Disabled 0
Actions Taken 3346
Turns Passed 1108
Depth 11 33
Depth 10 110
Depth 9 36
Depth 8 152
Depth 7 126
Depth 6 131
Depth 5 14
Depth 4 149
Depth 3 40
Depth 2 35
Depth 1 282
Scrapyard 33
Materials 298
Factory 295
Research 75
Access 282
Storage 45
Upper Caves 80
Prototype IDs
---------------
Improved Quantum Reactor
High-density Centrium Heavy Treads
Improved Flight Unit
Improved VTOL Module
Compact Linear Accelerator
Alien Tech Recovered
----------------------
None
Route
-------
-11/Scrapyard
-10/Materials
-9/Materials
-8/Materials
-7/Factory
-7/Storage
-6/Factory
-5/Factory
-4/Factory
-4/Upper Caves
-4/Upper Caves
-3/Research
-2/Research
-1/Access
Surface
Game
------
Seed: 1464869240
^Manual?: 0
Play Time: 56 min
Sessions: 1
Mod: N/A
Game No.: 102
ASCII: 1
Keyboard: 1
Movement: Numpad
Fullscreen: 1
Font: 18/Terminus
Map View: 76x50
FOV Handling: Instant
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308986
--- End code ---
Full video recording, no commentary
I also recorded my failed attempts but didn't upload those since they were failures :P
I think this goes to show how much can be accomplished with garbage items (or for the first few floors, essentially no items). No sensors, optical arrays, or ECM suites were used in the making of this run.
The score is pretty high because of the turns passed (1108). I wasn't explicitly aiming for a low turn count and it was more a side effect.
edit: BTW when playing fast, the wait for enemy firing animations is pretty long.
Shobalk:
Wow. Nice! I'm going to have to watch this.
Kyzrati:
Awesome job, zxc! Was barely a couple days between when you said you'd do it and actually doing it 8)
--- Quote from: zxc on June 02, 2016, 08:26:10 AM ---edit: BTW when playing fast, the wait for enemy firing animations is pretty long.
--- End quote ---
In most cases it's the powerful weapons that might take a little longer, but overall the average is around 150-300 milliseconds. From the beginning I've felt this is a better approach because otherwise you have to make sense of the log, and the same information would be very difficult to understand given the sometimes large number of similar participants in Cogmind battles, and the fact that almost all battles are at range. The goal of the UI is to keep players looking at the map, so the information needs to be there just long enough to be parseable as it happens.
(Of course, if your movement speed is really slow that's a different story since they can get multiple turns to yours, but when you're flying around you get a ton of moves for each of their volleys...)
I do make changes if a particularly common weapon is too slow, though (on its own). For example, once the caves were opened up I halved the speed of the Derelicts' Beamcaster animation, since it's increasingly common and was quite slow before.
[/diversion]
Back to the celebration!
zxc:
I'm just used to instant turns, is all.
Looking back at it, wow, half of the time I spend on the entire run is in Access. It's becoming my most feared floor now, usurping Research.
There are a number of severe problems in doing a pacifist run:
Matter is probably the biggest. There is very little matter to be found lying around without destroying robots for it. This limits part swapping, firing to open walls, etc.
Then there's the difficulty in getting sensors/interpreters without being able to kill watchers. I ended up not using them at all. I did find an Imp. Sensor in factory at one point but I didn't even notice.
The first few floors are quite a different experience when you can't kill anything. Fortunately, restarting that early on is no big deal, but I did manage to get through it at a high success rate before I completely lost my patience and started playing as quickly as I was in the video.
Lastly there's the fact that by the time you reach Access, you probably have a dreadful build going. Access is certainly the toughest floor of the game and despite being quite experienced at finding the exit, I was unable to do so several times. It's like a ticking time bomb because such a squishy build is not going to last very long at all. Hacking the location of the Access exit is a huge deal, but whether or not you have the right hacking gear and whether you luck out with the hack is another matter entirely.
Also it seems I did use an ECM suite towards the end of Access, but it didn't have a real impact.
Kyzrati:
--- Quote from: zxc on June 02, 2016, 09:18:40 AM ---Matter is probably the biggest. There is very little matter to be found lying around without destroying robots for it. This limits part swapping, firing to open walls, etc.
--- End quote ---
Have you noticed that a few releases ago matter-related machines can be shot to let their matter spill out? This has saved me on a couple occasions :)
But, such machines are only found in Materials and Factory, so that won't help with the late-game. At that point, I wonder if it would be worth using an inventory slot for a backup Field Recycling Unit. They're quite easy to use now with the new mechanics, a mobile source of matter that doesn't require destroying anything except the items you don't need, of which I'm sure you found many!
--- Quote from: zxc on June 02, 2016, 09:18:40 AM ---I'm just used to instant turns, is all.
--- End quote ---
Gotcha, certainly a staple of traditional text-based roguelikes.
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