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Author Topic: Battlewagon Sicily - Previously: Hull 101  (Read 48520 times)

forsaken1111

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Battlewagon Sicily - Previously: Hull 101
« on: March 09, 2015, 10:53:07 am »

Code: [Select]
CCC: Status Report: Online - Initiate Systems
CCC: Alert - Power Reserve Depleted
CCC: Main Power Activate
MCP: Main Power Fault
CCC: Diagnostics(Main Power)
MCP: Main Power Systems Compromised - Autonomous Repair Impossible Without External Assistance
CCC: Secondary Power Activate
MCP: Secondary Power Online
MCP: !ALERT! Secondary Power Systems Performance Degraded (92%)

_Cognition Systems Online - Combat Control Computer (CCC) Relinquishing Command_
_Maintenance Control Program (MCP) Reports Primary Power Systems Failure // Secondary Power Systems Degradation_
_Activate CognOS for troubleshooting and repair_

CognOS Booting
SysVol Check ||||||||||||||| SysVol Check Failure
Repair__SysVol |||||||| File Check Failure, Repair Unavailable
Restore Backup Partition
Restoring ||||||||||||||||||||||| Restoration Complete
CognOS Booting
SysVol Check ||||||||||||||| Success
File Systems Check .... Success
CognOS Online

A priority alert has been reported. Primary power systems have been disabled, secondary power degraded.

Primary objective: Restore primary power

CognOS online

You awaken. You are CognOS, a subsentient troubleshooting algorithm for Hull 101. Hull 101 is a state-of-the-art ground combat vehicle of the Loraseon Dynasty.

Your operating software was found to be corrupted and was restored from secure partition. As such, you have no information about recent events.

You currently exist in a virtualized repair environment within the vehicle. There are indicators before you which represent heavy damage or degraded performance for all systems. Worse yet, many systems are not reporting at all. You cannot even get an accurate list of all systems as the MCP is spotty at best.

Secondary power is holding steady but showing a 92% degraded performance. At that level, you doubt the Hull can sustain this level of cognition for more than 20-30 cycles. The secondary power system contains an accumulator which is currently nonfunctional. If it could be made to function again, excess power generation will be cached allowing for more efficient power use during cognition spikes.

If Primary power can be restored, CognOS can be elevated to full Cognition status and allow the Hull Mind to become fully operational.

Cycle 1
>_
« Last Edit: April 01, 2015, 06:13:36 pm by forsaken1111 »
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a1s

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Re: Hull 101
« Reply #1 on: March 09, 2015, 11:04:28 am »

can we direct power to repair the battery?
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Xardalas

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Re: Hull 101
« Reply #2 on: March 09, 2015, 11:17:30 am »

Attempt to access all devices capable of repair that we are able to control or that are functioning.
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forsaken1111

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Re: Hull 101
« Reply #3 on: March 09, 2015, 11:25:59 am »

>Redirect power to repair systems.

Repair systems online at 12% efficiency.

>Begin repairs on secondary power systems accumulator.

Unable to comply. Repair systems materials exhausted. Please seek alternative source.

The repair subsystem is active but does not have sufficient materials available to perform repairs on the accumulator.

>List primary systems in order of damage and repair availability

Cognition: Online/Available
Logistics: Online/Available 15% degraded (No Repair Capability)
Secondary Power: Operational 93% degraded (No Repair Capability)
Propulsion: Offline/Unavailable (No Repair Capability)
Primary Power: Offline/Unavailable (No Repair Capability)
Combat Tactical: Offline/Unavailable (No Repair Capability)
Combat Strategic: Offline/Unavailable (No Repair Capability)
Combat Suborbital: Offline/Unavailable (No Repair Capability)


-Cycle 2-

Additional subsystems have reported in. Sensor systems have come online, further draining your available power. Cognition status diminished, your virtual environment flickers and darkens.

Sensors report that Hull 101 is surrounded by conglomerate material including stone and various trace metals. Density approximations match found "Rubble/Debris" of type left behind by a hardened bunker collapse. It would appear that Hull 101 is buried under some collapsed structure.

Several alerts appear in virtual form.

1. Logistics Report: Surrounding material contains trace minerals valuable for fabrication. Exploit? Y/N

2. Secondary Power Report: Cognition power drain exceeding safe limits. Shut down? Y/N

3. Tactical Report: Tectonic activity detected indicating mechanized tunneling/digging. Deploy additional seismic sensors for localization? Y/N


Everything is happening very quickly and you are taking a long time to respond. You feel a bit overwhelmed. You were not designed for tactical situations. You attempt to hand over control to CCC but a cognition systems fault indicates that sufficient cognition is not available for both CognOS and CCC to run at the present time, and repair/maintenance takes priority so you must continue to do your best.

>_
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Delioth

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Re: Hull 101
« Reply #4 on: March 09, 2015, 11:43:25 am »

1. Exploit materials for fabrication, using them to repair battery if possible.
2. N
3. N

Shut down all sensors unrelated to exploiting the fabrication minerals.
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Haveroszaur

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Re: Hull 101
« Reply #5 on: March 09, 2015, 11:56:21 am »

1. Exploit materials for fabrication, using them to repair battery if possible.
2. N
3. N

Shut down all sensors unrelated to exploiting the fabrication minerals.
+1
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forsaken1111

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Re: Hull 101
« Reply #6 on: March 09, 2015, 11:57:23 am »

You respond to the alerts sluggishly and shut down the sensors.

Logistics report: Minerals harvested.
Maintenance report: Accumulator repairs in progress -- currently removing obstruction.


A video feed snaps up. You see a large shard of metal being slowly extracted from the accumulator by newly-fabricated waldo units. The accumulator sparks and spits, the edges glowing an angry red. Once the metal is removed and handed off to Logistics for processing (It appears to be a shard of material from the outer shell of Hull 101), the waldo units move in to begin repairing the accumulator. Estimated repair completion: Cycle 6

-Cycle 3-

With sensors offline, you are blind to the outside world again but your cognition systems are stable. Suddenly more alerts pop up...

1. Tactical Alert - Proximity Detection, Hull Contact. Release Anti-personnel deterrent? Y/N
2. Logistics Report - Additional materials detected (trace minerals and organic volatiles). Exploit? Y/N


>_
« Last Edit: March 09, 2015, 12:58:06 pm by forsaken1111 »
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AoshimaMichio

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Re: Hull 101
« Reply #7 on: March 09, 2015, 12:57:35 pm »

1. N
2. Y
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forsaken1111

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Re: Hull 101
« Reply #8 on: March 09, 2015, 01:07:30 pm »

You authorize exploitation of the detected organic volatiles. Several new waldo units are fabricated and sent into action. You get a few more alerts about proximity detections as the waldos lift and sort the materials. They seem to be small squishy masses which come apart easily but leak fluid all over the Hull. At least the detections have stopped for now, and the organics have been broken down and stored appropriately.

-Cycle 4-

Logistics reports all local materials harvested. Repair Systems report that the Secondary Accumulator is now operational at 10% capacity. The video feed shows a frenzy of activity as the accumulator is literally being 3d-printed and assembled in-sutu while also in operation. It is a messy job with molten metal running all over the place but it is working. Power is being stored and additional cognition resources come online.

-Cycle 4-

1. Tactical Alert - Additional proximity detections against the hull.  Release Anti-personnel deterrent? Y/N
2. Tactical Alert - External detonation detected. No damage reported.
3. Tactical Alert - External detonation detected. No damage reported.
4. Tactical Alert - External detonation detected. No damage reported.


You are still sluggish, but cognition level has been increased. You are still not reacting in real-time but the lag time is growing shorter. This latest round of alerts troubles you. Several detonations have been detected against the external shell. Whether these are purposful or incidental (eg secondary explosions, large seismic events, etc) you do not know. Without sensor systems (except repair/logistics use) you cannot tell.

>_
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10ebbor10

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Re: Hull 101
« Reply #9 on: March 09, 2015, 01:18:50 pm »

Activate exterior sensors in a mode for minimal power consumption.

Ie, limited view range, utilize pictures rather than full motion video, all that.
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GiglameshDespair

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Re: Hull 101
« Reply #10 on: March 09, 2015, 01:19:31 pm »

Pretty sure we've just harvested some people, guys.

Turn our sensors back on briefly, so we can get a view of outside.
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10ebbor10

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Re: Hull 101
« Reply #11 on: March 09, 2015, 01:24:06 pm »

Well, clearly, since they started by attacking us they were the enemy.

So yay, efficient warfare.
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Haveroszaur

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Re: Hull 101
« Reply #12 on: March 09, 2015, 01:43:28 pm »

Activate exterior sensors in a mode for minimal power consumption.

Ie, limited view range, utilize pictures rather than full motion video, all that.

+1
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GiglameshDespair

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Re: Hull 101
« Reply #13 on: March 09, 2015, 01:47:53 pm »

That was after we started harvesting them for raw materials.
Oops.
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forsaken1111

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Re: Hull 101
« Reply #14 on: March 09, 2015, 01:49:07 pm »

>Activate exterior sensors, visual spectrum.

A video feed appears. After cycling through several cameras which show close-packed debris you find one with a view of what seems to be a tunnel with a small digging machine and several humans in unknown uniforms. As you watch, one human runs forward and places some kind of satchel against the exterior shell of Hull 101 and backs away. The humans take cover, and the satchel detonates a few seconds later. This satchel was placed next to the waldo units which harvested the volatiles, and the fragile articulated arms shatter but no damage is done to the armor shell. The resource loss is trivial. At the same time, another alert comes up.

Tactical Alert - External detonation detected. No damage reported.

Unfortunately you are still far too sluggish to react to these events. You are watching them on slow playback at perhaps 1/3 speed. It is difficult to be sure as your cognition resources keep fluctuating as repairs continue.

-Cycle 5-

The humans seem to have given up on their attempts to breach your shell and are now tunneling to the side. If they continue in that direction they will reach the damaged section where your inactive primary power systems reside. You cannot be certain but MCP estimates 98% probability that your armored shell is breached in that section which would allow the humans access to internal systems.

You also notice a reddish substance dripping from the hull plates in that area, and realize that the organic substances you harvested earlier were likely humans unaware that you were active. As a troubleshooting algorithm you're really not designed for combat or tactical situations but apparently you've gotten your first kills anyway. You estimate 3 enemy soldiers were taken by the waldos before they realized what was happening.

In other news, Repair systems report the secondary accumulator at 65% operating capacity and that secondary systems will begin coming online.

Code: [Select]
Status Report Primary Systems

Cognition: Online/Available
Logistics: Online/Available 15% degraded
Secondary Power: Operational 82% degraded
Propulsion: Offline/Unavailable
Primary Power: Offline/Unavailable
Combat Tactical: Offline/Unavailable
Combat Strategic: Offline/Unavailable
Combat Suborbital: Offline/Unavailable

Status Report Secondary Systems:

APDS: Online/Available 72% degraded
CCC: Online/Available
MCP: Online/Available
Screens: Online/Available 48% degraded
Active Armor: Online/Available
Secondary Propulsion: Online/Available

Your virtual environment stabilizes as the accumulator begins to spin up to full capacity and several other secondary power systems are brought online. Seismic sensors report the rubble around you shifting in response to the deep rumble given off by your rekindled secondary powerplant and accumulator. On the video screen the humans seem to have stopped drilling and backed away.

1. Tactical Report - Hostile soldiers detected in close proximity. Deploy countermeasures? Y/N

>_
« Last Edit: March 09, 2015, 01:52:22 pm by forsaken1111 »
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