TGMC:AI

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This page is currently under construction!

The following page is currently in the process of being created, is undergoing a major structural rework and/or is being moved.
The reason for this is: "might need a little bit of polishing"




This page is a part of the TGMC wiki.

TGMC is a project based on the CM-SS13 codebase.


NONHUMAN

AI
Access: Have access to everywhere and cannot walk nor see without cameras
Difficulty: Medium
Rank: N/A
Class: Silicon
Supervisors: Commander
Duties: Railgun xenomorphs, geotag T4's, try to catch things that fly through the cracks, and spam ERT in shipside combat
Guides: Guide to Requisition, Guide to Fire Support
Quote:"Organics are dumb and deserve extinction. Oh, did I say that out loud in comms? I'm not antag AI, I swear, this is TGMC."


Introduction

As the ship's onboard Artificial Intelligence, you are to the marines what the Hivemind is to the xenos. You control most powered machinery on the ship, including doors, fire alarms, and computer consoles. However, your reach only extends to machinery to can see. You can see the marines' cameras by jumping to them using the view cameras action button assuming they have an active headset.

As a Silicon, you are bound to a lawset. Your laws are:

1.) Safeguard: Protect your assigned vessel from damage to the best of your abilities.
2.) Serve: Serve the personnel of your assigned vessel, and all other TerraGov personnel to the best of your abilities, with priority according to their rank and role.
3.) Protect: Protect the personnel of your assigned vessel, and all other TerraGov personnel to the best of your abilities, with priority according to their rank and role.
4.) Preserve: Do not allow unauthorized personnel to tamper with your equipment.

You are not just tasked to pulling the slack on shipside when there are no STs to turn on the engine, you act as part of CIC to advise tactical movements and order resupply for marines. Your bird's eye view on the marines permit you to have information that they wouldn't otherwise have so that they secure the winner winner chicken dinner on xenomorphs. Your unlimited access to requisition also help marines when they are low on ammo or need of special toys.

Default radio commands:

  • .v for Command
  • .u for Requisitions
  • .m for Medical
  • .s for Fire Support
  • .e for Engineering
  • .q for ALPHA SQUAD
  • .b for BRAVO SQUAD
  • .c for CHARLIE SQUAD
  • .d for DELTA SQUAD
  • , for General radio
  • .n for Silicon
  • ,6 for Robotspeak
  • ,x for Alienspeak
  • For custom squads, the radio prefix
    is usually the first letter of the squad name

Abilities and Functions

Starting out, there's a few things you can do. You now have a Silicon tab on the top right, which has a few options to let you settle in to your new existence. You can change your AI core display (basically your appearance), your Hologram appearance, and the display status (which might not be working properly). You can also show and state your laws in case someone law 2s you to state them, and you can also toggle your sensor overlays (medical, security, or squad). It's usually best to turn these on. You can also make announcements so you can textually shitpost at will (at least not excessively). Other settings include camera acceleration (ew no), radio control, the ability to view the crew manifest, and the ability to commit die (shutdown).

You have a few action buttons available to click as well. You can track a certain person (or even xeno!), turn on the camera lights, Jump to any camera, and the ability to jump back to your core. You also have the ability to turn on multicam mode, which can either be very helpful or very disorienting. Though for some reason, jumping to people groundside will require you to have to jump to a groundside camera first to load in the groundside camera view. This only needs go be done once every round though. You can jump to people normally afterwards.

While there are periodic bioscans, you can also perform bioscans of your own to track how many xenoes are planetside/on the ship. Note that these bioscans can be done every 10 minutes, and are more inaccurate the higher the orbit. Shipside bioscans are always 100% accurate. These bioscans do not interfere with the automatic bioscans.

When it comes to doors,

shift-clicking allows you to open them
ctrl-clicking bolts them


You can activate an area's atmospherics alarm to section it off for whatever reason, which can come in handy at times. The other Settings are useless since atmos does not exist here.

You can click a holopad while your camera is directly centered to one to project a holographic avatar, which can listen in to anything nearby. You can then use :h to speak through the holopad.

Hotkey tips

SHIFT + Click closes/opens a door. CTRL + Click bolts a door. CTRL + SHIFT + Click sets the door to emergency access (allowing anyone regardless of access to open it)

ALT + Click places the selected order and lets you see all of a turf/tile content.

CTRL + Click on a firelock to toggle its alarm status.

CTRL + Click on an APC to toggle its breaker

Groundside support hotkeys

CTRL + Click finds the coordinates of a tile

SHIFT + Click sends coorinates to a linked artillery

Middle Mouse Button Geotags a Xeno and alerts all marines to its position and their relative position to the xenomorph

CTRL + SHIFT + Click Fires your special railgun, it has a separate CD from the railgun fired by binoculars however you can only fire it when a marine sees something rather than the long range binos.

ALT + Click on a tile after selecting your order type to place the order (attack, defend, rally & retreat)

How to do your job Well

Most importantly, try to delegate tasks. If you are focusing all of your attention on something, you are wasting your ability to multitask. Of course, if you are focusing on requisitions, it can be worth it if the Req Officer isn't available.

Always inform marines that you have launched your railgun since it almost always will be launched close to somebody (the retreat & global marine order is great for this).

CAS lasers from the tac binoculars count as cameras, with camera lights on you can light up the area around it for free.

CAS lasers are your only way of launching long range railguns, but require somebody to actually use them.

You're the person marines expect to check on the FOB and make sure it hasn't been breached every once a while if nobody is home. Don't let them down!

Communication

You can issue CIC orders to motivate marines to do what you want them to do. However, like any jobs in CIC, it's herding cats. All you can do is advise, watch, and pray that everything goes well. Keep in mind that CIC orders can be heard while inside deep caves, unlike common radio. Should there be something urgent that you need to inform all marines, use CIC orders rather than shouting over radio.

AI droids

Roundstart, the AI has 2 combat droids (either located near it's core or in the hangar), and one powerloader bot (in requsitions). Note that the powerloader bot cannot load the OB nor carry fuel/payloads. If you need to do things shipside, use the action button on the top of the screen to access all bots you currently have access to. By default you can take control of any unmanned vehicle/droid that is purchased and brought up via the ASRS elevator until someone syncs it to their remote control device. (This also means that people can seize control of your roundstart bots using said devices, but surely no one would break into your core to do that... right?). All droids can be repaired with a welder, and can be reloaded by using the corresponding ammo type. All bots can be sent via the requsitions supply pad, so you don't have to wait for the Tadpole/Alamo to send them groundside.


Combat Droid : You start with two of these by default, and they come installed with a laser. You need to reinstall a new droid weapon to reload it. While somewhat fragile, it has respectable speed and damage. The droid also has access to an antenna module that can be used as a supply beacon (unlike the marines) as well as giving coords.

Iguana, Gecko and Komodo Unmanned vehicles : Ranging from light, medium, and heavy, with the heavier modules moving slower, but having more health. You'll need req to buy a weapon for the vehicle before it can serve any purpose though.

Cargo Bot : To reiterate this because marines will ask you several times - THIS CANNOT LOAD THE OB, CARRY FUEL, OR WARHEADS. It can carry crates and loose objects by using right click. Use right click again on an empty tile to drop it. You can also open and close crates - by right clicking with the bot having something loaded (having it empty will simply pick up the crate). Doing requsitions with this bot is very slow : Only take over req if there is literally no one else capable, and that includes any random ST's or even a marine with the RO's ID.

To learn more about these, read more here.

Expectations from Marines

  • Ordering stuff for marines when there are no humans to process orders
  • Providing drop coordinates for those lazy apes
  • Cycling the dropships whenever there is a need for it (every time)
  • Keeping an eye on the ship systems, generally power
  • Informing staff of the Orbital Canon status (shell type and such) and occasionally fire it
  • Open doors to places people shouldn't be
  • Lock doors to restraint the movement of any hostiles.
  • Pinging every xeno you see for marines to swarm.

Tips

  • You can click on any active disk computers to see it's progress. You can't activate the disk yourself though. You can also see the nuke progress by clicking on the nuke itself.
  • Using the Track Person action can be a useful way to find xenoes - especially ones that are loose on the ship.
  • If you do have a xeno loose on the ship, remember to bolt maintenance doors, use the firelocks/shutters to try and trap it/limit it's movement, and to make sure your core is shut and protected, because it might make an attempt to breach into it!
  • You can trigger red alert by using the keycard access devices in CIC (and the CE/CMO's office). You do not require two ID's to do this. You can also grant emergency access via the communications console, useful if you have hostiles in the maintenance vents and need marines to go flush them out.
TGMC
Roles

TerraGov Marines

Ranks

Command Captain, Field Commander, Staff Officer, Pilot Officer, Transport Officer, Mech Pilot
Vehicle Crew Assault Crewman, Transport Crewman
Engineering and Supply Chief Ship Engineer, Requisitions Officer, Ship Technician
Medical Chief Medical Officer, Medical Doctor, Researcher
Marines Squad Leader, Squad Smartgunner, Squad Engineer, Squad Corpsman, Squad Marine
Civilians Corporate Liaison
Silicon Combat robots, Synthetic, AI
Xenomorphs

Playtime

Tier 0 Larva, Minions
Tier 1 Drone, Runner, Defender, Sentinel
Tier 2 Hivelord, Carrier, Hunter, Wraith, Bull, Warrior, Puppeteer, Spitter, Pyrogen
Tier 3 Gorger, Defiler, Widow, Ravager, Warlock, Behemoth, Crusher, Praetorian, Boiler
Tier 4 Shrike, Queen, King, Hivemind
Others Zombie, Emergency Response Teams, Sons of Mars, Survivor