Difference between revisions of "Under The Hood"

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m (alien movement patterns)
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Note: It is hoped that the following articles will be incorporated into their related sections at a later date - where and when ever possible (reactions under stats, phantom radars under general radar information, etc). Also duplicate entries will need to be cleared out.   
 
Note: It is hoped that the following articles will be incorporated into their related sections at a later date - where and when ever possible (reactions under stats, phantom radars under general radar information, etc). Also duplicate entries will need to be cleared out.   
  
'''General'''
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== General ==
 
*Radars - how they work, and why only one of each type will ever function. (Plus, the phantom radar "trick")  
 
*Radars - how they work, and why only one of each type will ever function. (Plus, the phantom radar "trick")  
 
*How the grenade timer works  
 
*How the grenade timer works  
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*Unit spawn priorities  
 
*Unit spawn priorities  
 
*How much does it cost to lose a base - And why you shouldn't put up a fight if there really is no hope of winning. (It's not as bad as it sounds. Really!)  
 
*How much does it cost to lose a base - And why you shouldn't put up a fight if there really is no hope of winning. (It's not as bad as it sounds. Really!)  
*The dire consequences of picking up unconcious units  
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*The dire consequences of picking up [[unconscious]] units  
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*[[Alien movement patterns]]
  
 
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== Useful Glitches, Workarounds or Just Plain Odd Stuff ==
'''Useful Glitches, Workarounds or Just Plain Odd Stuff'''
 
 
*Free Ammo for tanks on base defence missions  
 
*Free Ammo for tanks on base defence missions  
 
*Phantom Radar - How to get rid of the radar, but keep its abilities  
 
*Phantom Radar - How to get rid of the radar, but keep its abilities  
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* On spawn locations in base defence missions and how to make the ultimate "hand's off" base.  
 
* On spawn locations in base defence missions and how to make the ultimate "hand's off" base.  
  
'''Not so useful Glitches'''
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== Not so useful Glitches ==
 
*Glitches with the Gauss SWS (TFTD only)
 
*Glitches with the Gauss SWS (TFTD only)
 
*[[Ufo Names in Tftd]] (TFTD only)  
 
*[[Ufo Names in Tftd]] (TFTD only)  

Revision as of 11:06, 27 April 2005

Information in this section cracks open the bonnet and attempts to explain the how and why questions on a variety of aspects of the inner workings of the games, such as formulas and other odds and ends like reproduceable game bugs or useful 'glitches'. (Note this does not include technical bugs)

As we don't have the source code, quite a lot of the information here is derived the traditional way, with paper, pen and lots of free time.

Note: It is hoped that the following articles will be incorporated into their related sections at a later date - where and when ever possible (reactions under stats, phantom radars under general radar information, etc). Also duplicate entries will need to be cleared out.

General

Useful Glitches, Workarounds or Just Plain Odd Stuff

  • Free Ammo for tanks on base defence missions
  • Phantom Radar - How to get rid of the radar, but keep its abilities
  • Straight lines and the equator - getting a little more range from your ships
  • Stacking bug (UFO only)
    • Activating Melee Attacks
  • The Medikit heal-through-wall trick
  • Exploits#Throwing through ceilings - Throwing items through the ceiling trick
  • Consequences of firing explosives at the ceiling
  • Hitting multiple targets with incendiary effects
  • The oddeties of data corruption
  • The oddeties of mind control/molecular control
  • On spawn locations in base defence missions and how to make the ultimate "hand's off" base.

Not so useful Glitches