Spoiler (click to show/hide) Cogmind - Alpha 10



Name: Decker



---[ CORE DESTROYED ]---



Performance

-------------

Evolutions (9) 4500

Robots Destroyed (568) 2840

Value Destroyed (21145) 21145

Prototype IDs (33) 660

Alien Tech Recovered (0) 0

Bonus (2500) 2500

TOTAL SCORE: 31645



Cogmind

---------

Core Integrity 0/1600

Matter 300/300

Energy 50/50

System Corruption 50%

Temperature Cool (0)

Location -1/Access



Parts

-------

Power (2)

(None)

Propulsion (14)

(None)

Utility (5)

Advanced Heat Sink

Advanced Heat Sink

Weapon (4)

(None)

Inventory (4)

Quantum Reactor

Small Battery

Gamma Rifle

Enhanced Nova Cannon



Peak State

------------

Power

Light Quantum Reactor

Light Quantum Reactor

Propulsion

Improved Heavy Treads

Improved Heavy Treads

Biometal Leg

Centrium Leg

Field Propulsion Array

Field Propulsion Array

Impulse Thruster Array

Experimental Q-Thruster

Experimental Q-Thruster

Utility

Advanced Heat Sink

Large Storage Unit

Large Storage Unit

Advanced Powered Armor

Focal Shield

Weapon

Quantum Rifle

Enhanced Quantum Rifle

Helical Railgun

Phasing Sabre

Inventory

Light Anti-Matter Reactor

Light Quantum Reactor

Impulse Thruster

Experimental Q-Thruster

Advanced Heat Sink

Advanced Heat Sink

Large Storage Unit

Matter Compressor

Quantum Rifle

Enhanced Quantum Rifle

Heavy Phase Cannon

Nova Cannon

Enhanced Nova Cannon

KE Penetrator

KE Penetrator

Missile Launcher

[Rating: 193]



Favorites

-----------

Power Improved Deuterium Engine

Engine Improved Deuterium Engine

Power Core Micro Fission Core

Reactor Light Quantum Reactor

Propulsion Light Treads

Treads Light Treads

Wheel Compact Wheel

Leg Myomer Leg

Hover Unit Gravmag System

Flight Unit Biomechanical Wings

Utility Large Storage Unit

Device Advanced Heat Sink

Storage Large Storage Unit

Processor Signal Interpreter

Protection Reactive Medium Armor

Weapon KE Penetrator

Energy Gun Improved Heavy Laser

Energy Cannon Cooled Particle Cannon

Ballistic Gun KE Penetrator

Ballistic Cannon Gauss Cannon

Launcher Precision Grenade Launcher

Special Weapon Welding Torch

Slashing Weapon Phasing Sabre



Stats

-------

Bonus Breakdown 2500

Met Warlord at Base 500

Met Warlord at Research 2000

Classes Destroyed 17

Worker 62

Builder 38

Tunneler 6

Hauler 26

Recycler 42

Mechanic 4

Operator 7

Watcher 7

Swarmer 89

Saboteur 1

Grunt 169

Brawler 14

Duelist 13

Protector 5

Sentry 38

Hunter 21

Programmer 26

NPCs Destroyed 0

Best Kill Streak 27

Combat Bots Only 14

Matter Collected 13499

Salvage Created 24824

Parts Attached 620

Power 66

Propulsion 183

Utility 135

Weapon 236

Parts Lost 278

Power 36

Propulsion 106

Utility 28

Weapon 108

Average Slot Usage (%) 93

Naked Turns 39

Spaces Moved 12041

Fastest Speed (%) 454

Average Speed (%) 128

Slowest Speed (%) 6

Overloaded Moves 0

Propulsion Burnouts 0

Targets Rammed 6

Cave-ins Triggered 0

Teleports 0

Heaviest Build 105

Greatest Support 237

Greatest Overweight (x) 35

Average Overweight (x) 1

Largest Inventory 22

Average Capacity 18

Most Items Carried 22

Average Items Carried 17

Final Capacity 8

Final Carried 8

Core Damage Taken 4782

Average Core Remaining (%) 59

Depth 11 Exit 100

Depth 10 Exit 72

Depth 9 Exit 38

Depth 8 Exit 60

Depth 7 Exit 41

Depth 6 Exit 45

Depth 5 Exit 44

Depth 4 Exit 11

Depth 3 Exit 88

Depth 2 Exit 98

Volleys Fired 889

Largest 4

Hottest 370

Shots Fired 2695

Gun 1725

Cannon 733

Launcher 237

Special 0

Kinetic 1069

Thermal 1126

Explosive 191

Electromagnetic 309

Entropic 0

Shots Hit Robots 1592

Core Hits 1097

Overload Shots 2

Energy Bleed 0

Heat Surge 0

Short Circuit 0

Meltdown 0

Melee Attacks 72

Impact 0

Slashing 72

Piercing 0

Damage Inflicted 63749

Projectiles 35498

Explosions 25846

Melee 2364

Ramming 41

Kinetic 15779

Thermal 17886

Explosive 21507

Electromagnetic 6172

Impact 0

Slashing 2364

Piercing 0

Entropic 0

Self-Inflicted Damage 1910

Shots 50

Rammed 6

Highest Temperature 737

Average Temperature 86

Shutdowns 6

Energy Bleed 3

Interference 5

Matter Decay 1

Short Circuit 1

Damage (minor) 1

Damage (major) 4

Damage (core) 2

Highest Corruption 50

Average Corruption 6

Message Errors 76

Parts Rejected 29

Data loss (map) 83

Data loss (database) 43

Misfires 11

Misdirections 46

Targeting Errors 133

Weapon Failures 30

Depth 10 End 2

Depth 9 End 1

Depth 8 End 3

Depth 5 End 6

Depth 4 End 3

Haulers Intercepted 26

Robots Corrupted 7

Robots Melted 0

Power Chain Reactions 22

Tactical Retreats 53

Communications Jammed 0

Parts Field Recycled 0

Retrieved Matter 0

Parts Merge Repaired 0

Drone Launches 23

Drone Recoveries 0

Derelicts Assembled 0

Traps Triggered 36

Indirectly 0

Trap Hack Attempts 0

Triggered 0

Disarmed 0

Reprogrammed 0

Reused 4045

Machines Disabled 67

Data Cores Recovered 1

Used 0

Machines Hacked 59

Terminals 40

Fabricators 3

Repair Stations 3

Recycling Units 6

Scanalyzers 0

Garrison Access 3

Total Hacks 161

Successful 68

Failed 89

Catastrophic 33

Database Lockouts 0

Manual 46

Unauthorized 1

Terminals 115

Fabricators 5

Repair Stations 4

Recycling Units 14

Scanalyzers 0

Garrison Access 6

Terminal Hacks 68

Record 23

Part Schematic 6

Robot Schematic 0

Robot Analysis 0

Prototype ID Bank 3

Open Door 0

Level Access Points 0

Branch Access Points 1

Emergency Access Points 0

Machine Index 0

Terminal Index 0

Fabricator Index 0

Repair Station Index 0

Recycling Unit Index 0

Scanalyzer Index 0

Garrison Index 1

Alert Level 5

Unreport Threat 7

Locate Traps 1

Disarm Traps 0

Reprogram Traps 0

Dispatch Records 0

Maintenance Status 0

Security Status 0

Surveillance Status 0

Patrol Status 1

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 1

Registered Components 2

Registered Prototypes 0

Zone Layout 2

Sector Layout 0

Machine Controls 2

Hacking Detections 50

Full Trace Events 8

Feedback Events 0

Feedback Corruption 0

Feedback Part Disabled 0

Feedback Blocked 0

Trojans Installed 0

Terminals 0

Fabricators 0

Repair Stations 0

Recycling Units 0

Scanalyzers 0

Garrison Access 0

Fabricators Overloaded 0

Garrisons Disabled 2

Garrisons Compromised 0

Fab Network Shutdowns 0

Robot Schematics Acquired 0

Robots Built 0

Total Robot Build Rating 0

Robot Fabrication Matter 0

Robot Fabrication Time 0

Part Schematics Acquired 6

Parts Built 2

Total Part Build Rating 10

Part Fabrication Matter 190

Part Fabrication Time 95

Parts Repaired 1

Part Repair Time 13

Parts Recycled 0

Recycled Matter 0

Retrieved Matter 0

Retrieved Components 23

Parts Scanalyzed 0

Part Schematics Acquired 0

Parts Damaged 0

Robot Analysis Total 0

Robots Rewired 2

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 3

Hacks Repelled 0

Total Allies 24

Largest Group 20

Highest-Rated Group 694

Highest-Rated Ally 38

Total Orders 8

STAY 0

GOTO 0

ROAM 0

FOLLOW 0

GUARD 0

AID 0

BUILD 0

TUNNEL 0

DROP 0

PICKUP 0

COLLECT 0

EXPLORE 8

RETURN 0

Terraforming Orders 0

Walls Built 0

Walls Tunneled 0

Ally Attacks 7

Total Damage 168

Kills 0

Allies Corrupted 3

Allies Melted 0

Peak Influence 2119

Average Influence 498

Final Influence 477

Maximum Alert Level 5

Low Security (%) 21

Level 1 27

Level 2 30

Level 3 13

Level 4 3

Level 5 4

Squads Dispatched 77

Investigation 11

Extermination 12

Reinforcement 27

Assault 17

Garrison 10

Intercept 0

Derelict Logs Recovered 6

Exploration Rate (%) 36

Regions Visited 19

Pre-discovered Areas 4

Garrisons Visited 0

Relays Disabled 0

Generators Disabled 0

Network Hubs Disabled 0

Actions Taken 14798

Turns Passed 18806

Depth 11 72

Depth 10 1720

Depth 9 1373

Depth 8 1606

Depth 7 5732

Depth 6 2637

Depth 5 1429

Depth 4 1424

Depth 3 366

Depth 2 531

Depth 1 1916

Scrapyard 72

Materials 4699

Factory 4659

Research 897

Access 1916

Lower Caves 1982

Upper Caves 617

Proximity Caves 1657

Zion 1938

Warlord 369



Prototype IDs

---------------

Improved Quantum Reactor

Enhanced Flexi-carbon Leg

Improved Gravmag System

Experimental Cesium-ion Thruster

Biomechanical Wings

Experimental Q-Thruster

Improved Energy Well

Advanced Energy Well

Precision Matter Filter

Advanced Particle Charger

Experimental Focal Shield

Advanced Beam Rifle

Improved Heavy Laser

Advanced Variable Charge Gun

Heavy Dispersion Rifle

Improved EM Shotgun

Heavy EM Shotgun

Improved Lightning Gun

Advanced Beam Cannon

Cooled Particle Cannon

Improved Assault Rifle

Enhanced Coil Gun

Helical Railgun

Anti-matter Cannon

Tri-rail Accelerator

Precision Grenade Launcher

Precision Rocket Launcher

Advanced EMP Blaster

Experimental Stasis Projector

Thunder Hammer



Fabricated

------------

2x Lgt. Angular Momentum Engine (-5/Factory)



Alien Tech Recovered

----------------------

None



Route

-------

-11/Scrapyard

-10/Materials (discovered 5 exits: *Mat x3 / *Min x2)

-9/Materials (discovered 2 exits: *Mat x2)

-8/Materials

-7/Factory

-7/Lower Caves

-7/Lower Caves

-7/Zion

-6/Proximity Caves

-6/Factory (discovered 3 exits: *Fac x2 / [*Low])

-5/Factory

-5/Upper Caves

-5/Upper Caves

-5/Warlord

-4/Proximity Caves

-4/Factory (discovered 6 exits: *Res / Upp x2 / Ext x2 / Arm)

-3/Research

-2/Research (discovered 2 exits: *Acc / [Tes])

-1/Access



Game

------

Seed: Hidden Secrets

^Manual?: 1

Play Time: 293 min

Sessions: 3

Mod: N/A

Game No.: 65

ASCII: 0

Keyboard: 1

Movement: Numpad

Fullscreen: 1

Font: 18/Terminus

Map View: 66x50

FOV Handling: Instant





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A good run this seed. I visited Warlord, and he came through in -2. I followed God Mode a little while then I went my way to Access in great shape (one issue here is that the game lags for several seconds with the big battle going on). I brought some followers from Research and about 15 drones, but they're pretty worthless in Access.I died due to not finding the exit, with core health slowly running out through attrition. I made a naked run for it but the map wasn't cooperating. It's partly my fault since I didn't have sensors. I was experimenting with a new stealth/combat hybrid build using only 5 utilities (2-3 storages + 2-3 heat sinks). It still needs a little work.I don't think Access is really survivable at alert level 5 with any combat build. There are just too many terminators. By the time you clear a batch, the next one is coming through. And even if you start at low security, given the rating of the hostiles there, the alert level climbs very fast.Hoarding items with a high inventory doesn't really help. The hard part is finding the time to explore the map -- even if you're very fast, you're still hitting patrols non-stop, and corruption makes you constantly re-equip parts and go the wrong way. You can also forget about hacking. Staying combat capable is comparatively easy.Given that, for now on I think I'll play Access mostly by stealth right on entry. Any combat build can be converted to a stealth build by dropping storage units / weapons and equipping hover/flight units. If you brought sensors, interpreters and perhaps some hacking suites, it probably makes Access easier. There's just one exit and it often takes forever to find it, so it helps to move around fast without being pursued too much.