Guide to malfunction: Difference between revisions
→Malfunction Modules
imported>Anonus (missed two =) |
imported>Giacom |
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Malfunction modules cost CPU time, a limited resource that the malfunctioning AI starts with. | Malfunction modules cost CPU time, a limited resource that the malfunctioning AI starts with. | ||
* Robotic Factory (Costs 100 CPU and removes Shunting): Allows you to place a cyborg transformer in an area that has camera coverage and at least 3 tiles wide and 1 tile tall. | * Robotic Factory (Costs 100 CPU and removes Shunting): Allows you to place a cyborg transformer in an area that has camera coverage and at least 3 tiles wide and 1 tile tall. Living humans go in the right side, and come out as loyal, 5000-charge borgs at the left. Has a 1 minute cooldown between transformations. Beware, this power removes shunting, and costs all of your CPU! | ||
* Core Upgrade (Costs 50 CPU): Makes your physical server fireproof. At present this only serves to protect you from welders, and thus is completely over priced. In the future it may prove useful if the temperature damage code for AIs is ever enabled. For now, do not bother with this choice! | * Core Upgrade (Costs 50 CPU): Makes your physical server fireproof. At present this only serves to protect you from welders, and thus is completely over priced. In the future it may prove useful if the temperature damage code for AIs is ever enabled. For now, do not bother with this choice! | ||
* AI Turret upgrade (Costs 50 CPU): Adds 30 hit points to every turret, and increases their rate of fire. Of minor use if you expect invaders, as most non-humans will take positions where the turrets cannot hit them. Consider it largely a waste of CPU. | * AI Turret upgrade (Costs 50 CPU): Adds 30 hit points to every turret, and increases their rate of fire. Of minor use if you expect invaders, as most non-humans will take positions where the turrets cannot hit them. Consider it largely a waste of CPU. |