Guide to malfunction: Difference between revisions

1,002 bytes added ,  02:41, 20 October 2013
Minor fixes, new powers, cost changes, deficit-spending is gone, kicked the bucket may it rest in pieces ect
imported>Cavoglave
(→‎The Blitzkreig: Misspelled.)
imported>Anonus
(Minor fixes, new powers, cost changes, deficit-spending is gone, kicked the bucket may it rest in pieces ect)
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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. Non-humans go in the right side, and come out as loyal, 7500-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. Very useful if you expect invaders.
* AI Turret upgrade (Costs 50 CPU): Adds 30 hit points to every turret, and increases their rate of fire. Very useful if you expect invaders.
* Disable RCDs (Costs 50 CPU): This breaks all RCDs in the game, including the ones your engineering cyborgs have. Make sure you prevent the non-humans from making more RCDs after you use this module.
* Disable RCDs (Costs 50 CPU): This breaks all RCDs in the game, including the ones your engineering cyborgs have. Make sure you prevent the non-humans from making more RCDs after you use this module.
* Machine overload (Costs 15 CPU): This gives you two uses of the Overload Machine command each time you select it. Overloaded machines explode in a 3 tile radius, and can kill unlucky non-human targets. A target directly over the explosion can be gibbed by it. The explosion takes a second to happen after you initiate it, and there's a loud buzzing noise that gives any non-humans in the area a warning. If they're not very fast, or are distracted, they will likely be hit by the explosion anyway. This is your best tool for crippling the station's production capabilities. Be aware that you may need to Cancel Camera View and then go back to your chosen view to get the command to work correctly. Once you have the option, simply right-click on any machine to issue the command, or issue it from your command line and pick the target from a list.
* Machine overload (Costs 15 CPU): This gives you two uses of the Overload Machine command each time you select it. Overloaded machines explode in a 1 tile radius, and may open that tile to space, possibly killing non-human targets. The explosion takes a second to happen after you initiate it, and there's a loud buzzing noise that gives any non-humans in the area a warning. This is your second-best tool for crippling the station's production capabilities. Be aware that you may need to Cancel Camera View and then go back to your chosen view to get the command to work correctly. Once you have the option, simply right-click on any machine to issue the command, or issue it from your command line and pick the target from a list.
* Machine override (Costs 15 CPU): This gives you four uses of the Override Machine command each time you select it. Overrided machines become creatures that will pursue everyone but the AI itself, including borgs. There's a loud buzzing noise that gives any non-humans in the area a warning. This is your best tool for crippling the station's production capabilities. Be aware that you may need to Cancel Camera View and then go back to your chosen view to get the command to work correctly. Once you have the option, simply right-click on any machine to issue the command, or issue it from your command line and pick the target from a list.
* Blackout (Costs 15 CPU): This hack gives every APC a chance to overload its lighting circuit. The exact chance is 30% for the first use, 60% for the second, 90% for the third, and 120% (certain) for the fourth use. This is very useful if the station is flooded with plasma, since overloaded lights cause sparks.
* Blackout (Costs 15 CPU): This hack gives every APC a chance to overload its lighting circuit. The exact chance is 30% for the first use, 60% for the second, 90% for the third, and 120% (certain) for the fourth use. This is very useful if the station is flooded with plasma, since overloaded lights cause sparks.
* Hack intercept (Costs 15 CPU): This stops the intercept message from CentCom from reaching the station. It may be useful if you're planning on playing a subtle malfunctioning AI. It's of no use if you plan on blitzing the non-humans.
* Hack intercept (Costs 15 CPU): This stops the intercept message from CentCom from reaching the station. It may be useful if you're planning on playing a subtle malfunctioning AI. It's of no use if you plan on blitzing the non-humans. Basically useless, as the non-humans will ignore the report anyway, and once you've gone delta they'll be all rushing to kill you.
* Reactivate Camera (Costs 15 CPU): This fixes a broken camera in an area. That's it, but it's useful if the non-humans are proactive about cutting cameras.
* Reactivate Camera (Costs 5 CPU): This fixes a broken camera in an area, and has 5 uses. That's it, but it's useful if the non-humans are proactive about cutting cameras.
 
* Upgrade Camera (Costs 5 CPU): This upgrades a camera in an area, and has 5 uses. Upgraded cameras have X-ray, sense motion, and are EMP-proof.
Since most combinations of malfunction modules will leave you with a small remainder of CPU time (10 or 5) you can deficit-spend for the last module. Save a 50 CPU module for your last pick.


===AI Powers===
===AI Powers===
Anonymous user