Cogmind > Competitions
Weekly Seed #25 [Alpha 6] [Seed: Emergency Access]
zxc:
I have started omitting the scrapyard screenshot as it wasn't interesting or necessary, but let me know if it actually was. May you find many secret passages in this seed!
This week's seed: Emergency Access
The Weekly Seed is open to anyone. High scores are not the only feature of the runs and the main reason for putting this together is to share our experiences, stories, and tactics over the course of your run.
Rules are as follows:
* The Weekly Seed begins from the date this thread is posted and lasts about seven days.
* Make sure you are running the correct version of Cogmind (see thread subject).
* Enter the seed and abort your current game to initiate the seed (more details are below).
* Verify you are not running the tutorial and that the screenshot below of the Scrapyard and Level -10 matches your seed
* Play through the game once. This is a friendly competition and we are all honest people.
* When finished post your scoresheet here (it should be the newest file in /scores) and any other screenshots/stories/strategies you wish to share with the community.
* Due to the spoilerific nature of this thread do not read the comments if you are intending to participate and haven't played your run!
* Any scoresheets submitted after seven days will not be included.
* Good luck!
HOW TO ENTER A SEED
Press F1 to go to the MENU, select OPTIONS, select Seed, and enter this week's seed:
Select GAME, select ABORT:
If you have followed the steps [Manual seed applied: Emergency Access] should display in the log window.
Congratulations on entering the seed, now get in there!
Kyzrati:
Hm, I would argue that the only shot necessary is the Scrapyard, because you can tell from the labeled parts whether or not it's the right seed. I normally just look at one or two of the northernmost parts (and/or the matter numbers) to make sure they match.
As we saw last time, showing the Materials entrance area (which being more immediately recognizable for its shape) can give you extra information like that Operator that was going to report you as soon as you entered. In fact, on seeing that I couldn't resist equipping treads while still in the Scrapyard since it would give me extra starting protection armor for the inevitable confrontation, which might (and did!) compound into multiple confrontations in quick succession.
Kyzrati:
Going to stream this one in 10 minutes. (Hopefully this time with more hacking!)
Kyzrati:
Well, I feel confident I could've crushed this seed had I gone with my familiar strategies, but I was branching out and playing around with hacking, and made one wrong decision when I came up against a Behemoth in an area I had to pass through.
It happened right as I was in the middle of transitioning to a full hacker build, already with tons and tons of hacking gear. I owned those terminals. But I still wasn't fast enough, and lacked sensors, so when I was forced into a battle with a ton of guys they eventually ripped me apart. I almost survived that confrontation, but not quite... Went down on -4/Factory.
My defensive plan would've gone perfectly had I not made it so that overloaded Fabricator attacks have an EM spectrum, which in this case almost immediately took out a robot and destroyed the Fabricator itself. Overloading isn't as reliable as I thought because it might detonate power sources which are close enough to shut down the Fabricator.
This is a pretty good seed for hacking, actually, I just should've started off with faster propulsion from the start and gotten into that groove early. I'm not used to doing that xD
Spoiler: Score: 8,558 (click to show/hide)Cogmind - Alpha 6
Name: Kyzrati
---[ CORE DESTROYED ]---
Performance
-------------
Evolutions (6) 3000
Robots Destroyed (131) 655
Value Destroyed (4663) 4663
Prototype IDs (12) 240
Alien Tech Identified (0) 0
Bonus (0) 0
TOTAL SCORE: 8558
Cogmind
---------
Core Integrity 0/1150
Matter 300/300
Energy 32/50
System Corruption 11%
Temperature Cool (3)
Location -4/Factory
Parts
-------
Power (2)
Propulsion (5)
Utility (8)
Hacking Suite
Hacking Suite
Advanced Targeting Computer
Weapon (4)
Inventory
-----------
Improved Heat Sink
Advanced Terrain Scan Processor
System Shield
Advanced Terrain Scanner
Peak State
------------
Power
Angular Momentum Engine
Light Deuterium Engine
Propulsion
Anti-Grav System
Anti-Grav System
Improved Hover Unit
Carbon-fiber Leg
Anti-Grav System
Utility
Improved System Shield
Improved Heat Sink
Hacking Suite
Hacking Suite
Large Storage Unit
Advanced Targeting Computer
System Shield
System Mapper
Weapon
Tesla Rifle
Disruptor Cannon
Improved Datajack
Cooled Plasma Cannon
[Rating: 80]
Favorites
-----------
Power Light Angular Momentum Engine
Engine Light Angular Momentum Engine
Power Core Light Nuclear Core
Reactor Anti-Matter Reactor
Propulsion Aluminum Leg
Leg Aluminum Leg
Hover Unit Anti-Grav System
Flight Unit Nuclear Pulse Thruster
Utility Large Storage Unit
Device Improved Heat Sink
Storage Large Storage Unit
Processor Advanced Targeting Computer
Hackware Hacking Suite
Protection Light Armor Plating
Weapon Gauss Rifle
Energy Gun Dispersion Rifle
Energy Cannon Ion Cannon
Ballistic Gun Gauss Rifle
Launcher Grenade Launcher
Special Melee Weapon Improved Datajack
Stats
-------
Bonus Breakdown 0
Classes Destroyed 14
Worker 9
Builder 2
Tunneler 1
Hauler 3
Recycler 6
Operator 6
Watcher 5
Swarmer 24
Grunt 46
Brawler 3
Duelist 1
Sentry 12
Hunter 3
Programmer 10
NPCs Destroyed 0
Best Kill Streak 9
Combat Bots Only 7
Matter Collected 3518
Salvage Created 5094
Parts Attached 170
Power 20
Propulsion 33
Utility 39
Weapon 78
Parts Lost 44
Power 6
Propulsion 8
Utility 13
Weapon 17
Average Slot Usage (%) 95
Naked Turns 1
Spaces Moved 3706
Fastest Speed (%) 222
Average Speed (%) 76
Slowest Speed (%) 40
Overloaded Moves 81
Propulsion Burnouts 0
Targets Rammed 3
Cave-ins Triggered 0
Teleports 0
Heaviest Build 68
Greatest Overweight (x) 10
Average Overweight (x) 0
Largest Inventory 14
Most Items Carried 10
Average Items Carried 9
Core Damage Taken 1497
Average Core Remaining (%) 86
Depth 10 Exit 64
Depth 9 Exit 91
Depth 8 Exit 88
Depth 7 Exit 81
Depth 6 Exit 100
Depth 5 Exit 97
Volleys Fired 259
Largest 4
Hottest 187
Shots Fired 690
Gun 531
Cannon 125
Launcher 34
Special 0
Kinetic 461
Thermal 149
Explosive 34
Electromagnetic 46
Shots Hit Robots 457
Core Hits 250
Overload Shots 0
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 11
Impact 0
Slashing 0
Piercing 0
Damage Inflicted 12188
Projectiles 8819
Explosions 3351
Melee 0
Ramming 18
Kinetic 5490
Thermal 2928
Explosive 3112
Electromagnetic 640
Impact 0
Slashing 0
Piercing 0
Self-Inflicted Damage 248
Shots 9
Rammed 3
Highest Temperature 453
Average Temperature 99
Shutdowns 3
Energy Bleed 3
Interference 6
Matter Decay 0
Short Circuit 0
Damage (minor) 0
Damage (major) 0
Damage (core) 0
Highest Corruption 11
Average Corruption 2
Message Errors 8
Parts Rejected 5
Data loss (map) 5
Data loss (database) 3
Misfires 0
Misdirections 1
Targeting Errors 6
Weapon Failures 1
Depth 8 End 1
Depth 7 End 2
Depth 5 End 2
Haulers Intercepted 3
Robots Corrupted 2
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 2
Drone Recoveries 0
Derelicts Assembled 0
Traps Triggered 0
Indirectly 0
Trap Hack Attempts 68
Triggered 0
Disarmed 0
Reprogrammed 5
Reused 0
Machines Hacked 32
Terminals 30
Fabricators 1
Repair Stations 0
Recycling Units 0
Scanalyzers 1
Garrison Access 0
Total Hacks 110
Successful 49
Failed 61
Catastrophic 15
Database Lockouts 0
Manual 63
Unauthorized 98
Terminals 105
Fabricators 4
Repair Stations 0
Recycling Units 0
Scanalyzers 1
Garrison Access 0
Terminal Hacks 35
Record 0
Part Schematic 1
Robot Schematic 0
Robot Analysis 4
Prototype ID Bank 2
Open Door 1
Level Access Points 2
Branch Access Points 4
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 4
Unreport Threat 7
Locate Traps 1
Disarm Traps 1
Reprogram Traps 2
Dispatch Records 1
Maintenance Status 0
Security Status 0
Surveillance Status 0
Patrol Status 0
Transport Status 1
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 1
Zone Layout 0
Sector Layout 1
Machine Controls 0
Hacking Detections 29
Full Trace Events 3
Feedback Events 0
Feedback Corruption 0
Feedback Part Disabled 0
Feedback Blocked 0
Garrisons Disabled 0
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 2
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
Parts Scanalyzed 0
Part Schematics Acquired 0
Parts Damaged 0
Robot Analysis Total 4
Robots Rewired 0
Robots Hacked 0
Non-combat 2
Combat 1
Parse 1
Link 0
Rebooted 2
Overloaded 0
Assimilated 0
Manual 0
Secondary 0
Robot Hack Failures 1
Allies Hacked 3
Hacks Repelled 0
Total Allies 2
Largest Group 1
Highest-Rated Group 5
Highest-Rated Ally 5
Total Orders 5
STAY 1
GOTO 1
ROAM 0
FOLLOW 1
GUARD 0
AID 0
BUILD 0
TUNNEL 0
DROP 0
PICKUP 0
COLLECT 0
EXPLORE 2
RETURN 0
Terraforming Orders 0
Walls Built 0
Walls Tunneled 0
Ally Attacks 0
Total Damage 0
Kills 0
Allies Corrupted 1
Allies Melted 0
Peak Influence 1107
Average Influence 294
Final Influence 179
Maximum Alert Level 4
Low Security (%) 52
Level 1 24
Level 2 7
Level 3 13
Level 4 2
Level 5 0
Squads Dispatched 24
Investigation 5
Extermination 7
Reinforcement 8
Assault 0
Garrison 4
Exploration Rate (%) 19
Regions Visited 11
Garrisons Visited 0
Relays Disabled 0
Generators Disabled 0
Network Hubs Disabled 0
Turns Passed 6741
Depth 11 60
Depth 10 863
Depth 9 791
Depth 8 1068
Depth 7 1627
Depth 6 976
Depth 5 702
Depth 4 654
Scrapyard 60
Materials 2076
Factory 3668
Storage 646
Waste 291
Prototype IDs
---------------
Heavy Ion Engine
Improved VTOL Module
Improved Medium Laser
Heavy Particle Gun
Advanced Beam Rifle
Improved EM Shotgun
Heavy EM Shotgun
Cooled Particle Cannon
Cooled Plasma Cannon
Long-range Phase Cannon
Enhanced Autogun
Advanced EMP Blaster
Experimental ECM Suite
Experimental Targeting Computer
Advanced Salvage Targeting Computer
System Mapper
Improved Fusion Compressor
Alien Tech Recovered
----------------------
None
Game
------
Seed: Emergency Access
^Manual?: 1
Play Time: 128 min
Sessions: 1
Mod: N/A
Game No.: 4
ASCII: 0
Keyboard: 1
Movement: Numpad
Fullscreen: 1
Font: 20/Cogmind
Map View: 66x50
zxc:
--- Quote from: Kyzrati on January 26, 2016, 07:40:03 PM ---Hm, I would argue that the only shot necessary is the Scrapyard, because you can tell from the labeled parts whether or not it's the right seed. I normally just look at one or two of the northernmost parts (and/or the matter numbers) to make sure they match.
As we saw last time, showing the Materials entrance area (which being more immediately recognizable for its shape) can give you extra information like that Operator that was going to report you as soon as you entered. In fact, on seeing that I couldn't resist equipping treads while still in the Scrapyard since it would give me extra starting protection armor for the inevitable confrontation, which might (and did!) compound into multiple confrontations in quick succession.
--- End quote ---
Darn... Well I will argue that neither of the screenshots are necessary since it tells you what seed was entered. At least the second shot I think is an interesting 'draw' to the seed. I just run out of the scrapyard naked to take a screenshot before suicide quitting!
I haven't changed my starting loadout based on the entrance. I always just grab all weapons, engines, equip legs, and stash treads.
Interesting that you always upgrade weapon slots even with a hacking focus K! Will you ever go with a somewhat pacifistic (perhaps flying) hacker?
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