https://www.ufopaedia.org/api.php?action=feedcontributions&user=Darkpast&feedformat=atomUFOpaedia - User contributions [en]2024-03-29T12:54:53ZUser contributionsMediaWiki 1.35.4https://www.ufopaedia.org/index.php?title=Murphy%27s_Laws_(X-COM)&diff=118199Murphy's Laws (X-COM)2024-01-10T18:15:12Z<p>Darkpast: Undo revision 117146 by EsTeR (talk) The page is meant as entertainment; that doesn't make it "dumb".</p>
<hr />
<div>==[[Battlescape|Battlescape (UFO Defense)]]==<br />
===[[Soldiers]]===<br />
*If a soldier can miss, he will.<br />
**If the soldier can't miss, the shot won't kill the alien.<br />
**If a soldier can hit another soldier while missing, he will.<br />
*If a soldier has a high explosive, then he will have to commit suicide for the group to win.<br />
*If a soldier can panic, he will.<br />
**If he is holding a primed [[Proximity Grenade]], he will drop it and start running.<br />
**If he is holding any other primed explosive, he will drop it and stay right there.<br />
**If he is holding something else, he will drop it and run right next to an alien.<br />
*The probability of a soldier getting MCed is proportional to the lethality of the weapons he is carrying.<br />
*The probability of a soldier going berserk is proportional to the number of friendly units he can hit from where he's standing.<br />
*Your troops invariably display better accuracy and reactions when mind controlled than they do under your own orders.<br />
**The opposite is true when you mind control an alien.<br />
*The soldier you gave your shiny new heavy weapon to will turn out to have shitty Psi Strength and/or Morale. You will discover this the hard way.<br />
*If a soldier has a [[Rocket Launcher]], he will get MCed while still in the craft.<br />
*Your first unit out is always shot down.<br />
**Your first unit out is always your commander.<br />
*A wounded soldier will always die just before you find the last alien.<br />
*As soon as you get better armor, the aliens get better weapons.<br />
*[[Electroflare|Flares]] will always land where they cannot be picked up.<br />
*If your base is attacked, you will always get [[Electroflare|flares]] instead of [[Heavy Plasma|Heavy Plasmas]].<br />
*You will always end up short 1 TU for the action you wanted to do.<br />
*If there is a single square where an alien grenade can hit all your soldiers at once, that is the square it will land in.<br />
*The soldiers with the worst stats will always be the first to get promoted.<br />
**When you build the [[Psi Lab]], you will always discover that your highly-trained officers are psi weaklings.<br />
*On [[Ethereal]] [[Terror_Mission|Terror Missions]], you will always get the maximum number of [[Sectopod|Sectopods]] possible.<br />
*When you have finally perfected the art of UFO assaults - [[Initial_Deployment|safe initial deployment]], proper [[Scouting|scout]] and [[Sweeping_the_Battlescape|sweep]] tactics, [[UFO_Ground_Assault#Breaching_UFOs|correct breaching methods]] - that will be the mission an enemy commander shows up with a [[Blaster_Launcher|Blaster Launcher]] and nukes your entire team while it's still on the [[Skyranger]]<br />
*The only thing your soldiers are good for is warning each other about the Blaster Launching-wielding alien right around the corner.<br />
**Considering the laws above, it's pretty easy to guess exactly how they warn the rest of your squad about said Blaster Launcher.<br />
***They warn your squad with an explosion, followed by a scream.<br />
*If a proximity grenade can land on a soldier, it will.<br />
*A soldier with pockets full of pre-primed grenades will fall unconscious right next to your Commander.<br />
*That point-blank reaction shot can be guaranteed by giving the guy a Rocket Launcher.<br />
*The chance of soldiers panicking and running out of the access lift on Cydonia is relative to the amount of soldiers in the access lift.<br />
**And into direct fire from a cyberdisc.<br />
<br />
===[[Civilian|Civilians]]===<br />
*If a civilian sees a fire, he will run into it.<br />
*If a civilian sees an alien, he will move right next to it.<br />
*If a civilian can block your line of fire on an alien, he will do so.<br />
*Civilians are attracted by armed proximity grenades.<br />
*Civilians inevitably block the doorway you need to use right before you get there.<br />
**Stunning that civilian to get past it and through the doorway will reveal an alien right behind it.<br />
*If a civilian is near an alien, any attempt to save him by shooting the alien will hit the civilian instead.<br />
*Civilians will go out of their way to get shot in a Terror Mission.<br />
<br />
===[[Alien Life Forms|Aliens]]===<br />
*If an alien can hit, it will.<br />
*If an alien tries to MC you, it will always succeed.<br />
*Alien commanders will always kill themselves (with their [[Blaster_Launcher|Blaster Launchers]]) when you're on track to capture them .<br />
*If there are [[Chryssalid|Chryssalids]], you will get at least one zombified soldier.<br />
**You never want to know the answer to "Why did the Chryssalid cross the road?".<br />
*Playing Terror From the Deep? Good News! Civilians don't show up to be zombified by [[Tentaculat|Tentaculats]] on Terror missions.<br />
**They can fly now. Have fun with that.<br />
*If a dying [[Cyberdisc]] can blow up one of your men, it will.<br />
*Unconscious aliens with melee attacks will wake up when you least expect them to.<br />
*If you open a door and turn left, the aliens will all be on the right.<br />
*Aliens are smarter than they look.<br />
*This one is universal for all of the series:<br />
**"Gaahh! Come back here and let me stun/melee you, you little shit!"<br />
*Aliens can smell proximity grenades.<br />
<br />
==[[Geoscape|Geoscape (UFO Defense)]]==<br />
*When you need money the most, your funders will sign treaties with the aliens.<br />
**The first country to drop funding is always the one that gave the most money.<br />
*As soon as you get a new base built, it will be attacked.<br />
**As soon as you get a new base fully equipped and operational, UFO activity in that area will drop to zero.<br />
*If your fully developed base with 12 [[Missile_Defences|Missile Defences]] is successfully weathering a [[Alien_Retaliation|retaliation mission]] every couple days, the 1-in-30 battleship that makes it through will inevitably do so when all your experienced soldiers are out on missions.<br />
*The more money you've saved, the higher the chance the aliens will do something that forces you to waste it.<br />
**The amount of money you lose is proportional to how badly you need whatever you were saving up for.<br />
*[[Alien Terror|Terror sites]] always appear at night.<br />
**Or at noon, located conveniently so that night falls the second you arrive.<br />
*If there is one tiny lake in the middle of 100 km of dry land, your [[Interceptor|Interceptors]] will inevitably shoot the UFO down over that exact spot.<br />
*The chance that a crashed UFO's [[Elerium]] survived is proportional to how much you already have stockpiled.<br />
*Landed UFO's will always take off before you can get to them.<br />
**Unless they're filled with a species of alien you aren't equipped to deal with, in which case they will stick around forever.<br />
***And when you finally get the equipment to deal with them, they fly away, never to be seen again.<br />
****Until you have none of that equipment left to deal with them, because the base closest to them was destroyed.<br />
*UFO's will always arrive while your [[Skyranger]] is refueling from a two day patrol.<br />
*If you have forgotten to save the game for at least 3 missions, the game will crash.<br />
**The game will always crash when it is the least convenient.<br />
*If your craft is carrying no [[Electroflare|flares]] whatsoever, it will inevitably arrive five minutes after nightfall.<br />
**If you've wasted half your [[Managing_the_Item_Limit|80-item limit]] on [[Electroflare|flares]] and incendiary ammo, you will arrive at high noon.<br />
*[[Small Scout|Alien UFO scouts]] will always outrun your [[Interceptor|Interceptors]].<br />
*Building a new base where there is heavy UFO activity? Seems like a good time for the Aliens to stop all activity in that area, and move it to a new area.<br />
**That new area consists of the highest-funding countries.<br />
*It's always exciting downing a UFO on a tiny island in the middle of the Pacific Ocean. Too bad it's always an Ethereal-filled Battleship.<br />
<br />
==[[Cityscape (Apocalypse)]]==<br />
*If you're almost broke after buying a new flagship for your fleet, it will be destroyed in the next UFO incursion.<br />
*The pride of your fleet is always stuck in alien dimension when you get attacked by a Mothership.<br />
*UFOs carrying infiltrators always spawn at the gate you don't have covered.<br />
*Griffon AFV is tough. The road under it is not. The tracks are just for show.<br />
*There are only two types of vehicles that are always in abundance on the market: Blazer bikes and Stormdogs.<br />
*While en route to a building, your craft will shoot at a Cult civilian car and demolish half of the city trying to hit it. However, the car will survive.<br />
*Megapol is useless. <br />
**Transtellar is annoying.<br />
***Everyone else is both annoying and useless.<br />
*Government's weekly paycheck will buy you a Lawpistol clip. Maybe two.<br />
*If your base is in a slum, a single stray shot from a light disruptor will destroy it all.<br />
**If your base is in a warehouse, said stray shot will still hit the tile with your agents.<br />
*A hoverbike swarm is a good idea. Too bad they'll all get shot down anyway because of sheer dumb luck on the aliens' part.<br />
*Research will always be completed right after when you needed it the most.<br />
*After a firefight in the city, the only one to be blamed for the devastation will be you, even if it was an Overspawn that did it.<br />
*The Overspawn will coincidentally be dropped right at your doorstep.<br />
*The Overspawn will never, ''ever'' get hurt from falling debris. Unless you drop the said debris and level half of the city with it.<br />
*People Tubes can collapse from an angry glare.<br />
*You're the only one who has a problem with the aliens. Every other corp gets along with them fine.<br />
**Transtellar in particular will always be dying for a chance to jump in bed with the aliens.<br />
*Your carefully built Dimension Probe will be welcomed by a volley of Heavy Disruptor Guns.<br />
*Your very first invasion of the Alien Dimension will require an hour's savescumming to get it right without being reduced to scrap metal.<br />
*You ''will'' forget to not to move the X-COM craft when you succeed in destroying an alien building, killing everyone in the process.<br />
* The alien Infiltration site will always be Hard to remember.<br />
<br />
==[[Battlescape Overview (Apocalypse)|Battlescape (Apocalypse)]]==<br />
*If your base is raided, there will be as few of your agents spawning as possible.<br />
**Said agents will spawn as far away from the access lift as possible.<br />
***Guess where the scientists will appear.<br />
*If you're raiding a building, there will always be a trigger-happy idiot with a heavy launcher.<br />
**Despite your best efforts, he will manage to fire at least one missile.<br />
***And he will do so even if you're breathing in his face.<br />
****There is no way to avoid the missile and injuries or casualties from it.<br />
*****Even if you somehow actually manage to avoid the missile, it'll bring down the building on you.<br />
*Live explosives are seemingly attracted to large concentrations of dead cultist bodies with all the loot you came here for.<br />
*If an agent in a squad gets attacked by a brainsucker, the rest of the squad won't hit it at point blank range.<br />
**Or they'll fire a missile launcher. Guess the results.<br />
*If you turn around the corner where you think that last alien is hiding, it'll turn out to be half a dozen of Anthropods. All armed to the teeth.<br />
*A berserking agent will cause more chaos and destruction than all of your other agents put together. And it won't be directed at the enemy.<br />
*If someone throws a Boomeroid at an agent, he'll try to run away from it.<br />
**Because it will always turn out that you forgot to set him to aggressive mode.<br />
*If you try to capture a Megaspawn, it'll die before you can stun it.<br />
**As will half the agents trying to stun the damn thing in the first place.<br />
*You'd wish you gave that mind controlled agent a Toxigun instead of a Dimension Missile Launcher.<br />
*You'll encounter cloaked and flying Skeletoids much more often than you'd like to.<br />
**Cloaking never works for you. Neither does flying, actually.<br />
*Good stuff always comes too late.<br />
**Personal teleporters do not exist.<br />
*Psi attacks are only successful when they're not necessary.<br />
*Dynamic music always ignores what you're actually doing.<br />
*That agent you sent to scout ahead will always be the one without a motion scanner.<br />
*Every raid is a horrible decision between causing property damage and greed. Either way, you lose.<br />
*The agent with a Mind Bender won't see the enemy <s>until he's standing right next to it</s> at all. Period.<br />
*You will forget to capture a live Micronoid aggregate.<br />
*Toxigun ammo, Vortex mines and Personal Shields come in only two varieties: "not enough" and "none".<br />
*Anthropods, More likely than not, will just spaz out and spew out Brainsuckers if they have brainsucker launchers in turnbased, and, more likely than not, they'll haul brainsucker launchers.<br />
*Nobody expects the alien inquisition<br />
*Whenever there's an explosion, It'll be next to a chain of, like 5 other explosive objects. Good for clearing out enemies, Bad for Xcom insurance rates.<br />
<br />
==[[Enemy_Unknown_(EU2012)|Strategic (Enemy Unknown)]]==<br />
*When you need §§§ the most, the US and Russia (which you have satellite coverage over) will pull out of the XCOM project.<br />
*Your satellites will always be available one day too late to prevent a country from withdrawing.<br />
**Even if it shows up before "Council Report" on the event list.<br />
*When you do have satellites available, you will never have enough Satellite Uplink/Nexus space for them.<br />
*When you do have Satellite Uplink/Nexus, you will never have enough satellites.<br />
*If you have one more satellite to go before getting a continent's bonus, that last country will pull out of the XCOM project.<br />
**The one continent's bonus you don't want to get? The aliens will ignore that continent.<br />
*You will always be at least §1 short of buying the next level of armor/weapons for all your troops.<br />
*If a Colonel can be checked for having the Psi gift, he won't have it.<br />
**If a Rookie can be checked for having the Psi gift, he won't have it either. Sorry 'bout that.<br />
**The sixth soldier to be checked (guaranteed to have the Psi gift) will be the lowest rank possible.<br />
**That soldier will die on the first mission you send them on.<br />
*Your interceptor will always lose contact 0.1 seconds before the enemy UFO is destroyed.<br />
*Your interceptor will blow up one round of fire exchange after you press the Abort button.<br />
*Your interceptor will miss every shot.<br />
**The UFO will have perfect aim and land every single hit.<br />
***After an interceptor lands a few hits on a Supply Barge it's shot down. So you sortie another interceptor and it's shot down/loses contact without hitting the damaged UFO even once. <br />
*Just a bit more than a day from getting your Colonel out of the medbay? Time for a Terror Mission!<br />
*Just a bit less than a day from getting your Colonel out of the medbay? Time for a Terror Mission!<br />
**Fast forwarding will result in the Terror Mission succeeding for the aliens before you can react to your Colonel getting out of the medbay.<br />
*Just a bit more than a day before your latest and greatest research completes? Time for a Terror Mission!<br />
*Any other time it's inconvenient? Time for a Terror Mission!<br />
**Followed by abductions less than 24 hours later.<br />
***Followed by a council mission less than 24 hours later.<br />
****Followed by a Battleship coming to destroy your satellite less than 24 hours later.<br />
*****Oh, you recently finished the Hyperwave Uplink? Here, have the Overseer UFO, 12 hours after that battleship.<br />
******On the same continent as your surely-damaged Firestorm.<br />
*******And once you lose ''that''... Time for a Terror Mission!<br />
*Steam vents will be placed in inconvenient locations.<br />
**Second floor steam vents will block your 2x2 Satellite Uplink block.<br />
***The remaining steam vents will be on the 4th floor.<br />
****In the corner.<br />
*****Behind 3 solid squares of rock.<br />
******The vent's spot is also solid rock.<br />
*Research or Foundry upgrades will be completed one day after a critical mission appears.<br />
*The only way you can afford the next item or facility you need, is to sell materials on the grey market.<br />
**Specifically, just enough to not have the materials left to build it.<br />
*When the option to start researching the various Plasma Weapons becomes available, you will not have enough Weapon Fragments.<br />
**Heavy Floaters will also start appearing on your next mission.<br />
**You'll also be trying to research the Firestorm.<br />
*You will forget to equip your shiny new weapon.<br />
**If not, your save (or at least when you last saved) may forget for you.<br />
* .......................... Time for a Terror Mission!<br />
*Oh, three steam vents all set up for awesome adjacency bonus! Too bad that two of them are directly underneath the Satellite Uplink!<br />
*The only time you mis-click when accusing a country of hosting the EXALT Base, is when that country provided the most money.<br />
**It is also the eighth country to leave!<br />
***On Impossible difficulty.<br />
****Ironman Mode was also on.<br />
*****And you decided that right after you destroy the EXALT Base, you would go right on ahead and assault the Temple Ship!<br />
******Not that you would have survived, anyways, everybody was panicking!<br />
*Special: If you're trying to test something for this very 'paedia, the situation you're after will never occur.<br />
**Instead, something else will happen that will give you another idea to test. Guess what will happen then.<br />
<br />
==[[Enemy_Unknown_(EU2012)|Tactical (Enemy Unknown)]]==<br />
*If a soldier's chance to hit is <99%, he will miss.<br />
**Especially if the target is at 1 HP.<br />
***Doubly so if that's your last action for the turn.<br />
****Exponentially so, proportional to how dangerous the target is. Like a Sectopod that's now flanking several soldiers.<br />
*If a soldier's chance to hit is 100%, he won't do enough damage to kill the alien.<br />
**If a soldier's chance to hit is 100%, the game will glitch and turn that full-face Alloy Cannon blast into a spray of harmless confetti.<br />
*The left mouse button is context sensitive; it will always do exactly what you didn't want it to.<br />
*If a soldier's a heavy, he/she is going to have terrible accuracy.<br />
**The range and blast radius of a heavy's rocket launcher will be a few tiles away from the nearest alien. <br />
***Your heavy will never be in range to fire off a rocket. <br />
*If a soldier's a sniper, he/she is going to have terrible accuracy FOR MOST OF THE GAME.<br />
**A sniper will have squad sight on either a heavily wooded UFO crash/landing sight or a Terror Mission with one or two buildings that cover the entire map.<br />
*If a soldier's an assault, he/she is going to have terrible accuracy EVEN AT POINT BLANK RANGE.<br />
**If you activate Rapid Fire, both shots will miss a point blank Sectopod (who has only eight health bars left) despite the second shot's hit chance being 85%. <br />
*If a soldier's a support, he/she is going to have terrible accuracy WITH ANYTHING BUT A S.C.O.P.E. AND A LIGHT PLASMA RIFLE. <br />
*If an alien's chance to hit is >1%, he will hit.<br />
**If an alien's chance to hit is <1%, he will destroy your full cover. <br />
*If an alien's mind control chance is >1%, it will work.<br />
*When aiming at an Ethereal with the last shot of your turn, it will reflect it.<br />
**''Especially'' if that soldier has only 1 HP.<br />
*If the vehicle that your soldier is dashing to for cover can be set on fire, it will be.<br />
**That is, if the soldier survives the alien Overwatch shot that will set the vehicle on fire. <br />
***If so, then the vehicle's explosion will finish him/her off. <br />
****Not to forget that this specific soldier, was your Colonel who had been with you since the first mission.<br />
*Your soldier will always have the exact amount of health for a vehicle to blow him up.<br />
*You will always reveal new enemies on your last move of the turn.<br />
**Who will then take up flanking positions behind anyone who dashed.<br />
*The more soldiers who perform an Overwatch reaction shot against a single alien, the more likely they will all miss.<br />
**Soldiers who hit the alien will barely kill the alien.<br />
***The alien, in turn, will kill your highest-ranking soldier.<br />
****After killing the highest-ranking soldier, the other aliens will come in and mop everyone else up.<br />
*When you have your whole squad on overwatch they will all shoot one floater.<br />
**And then all die to his Chryssalid buddy.<br />
*Your Revive spec medic will always be the one critically wounded.<br />
*When trying to capture a commander with one stunner, he will be the one MCed,<br />
*Aliens will always hit soldier's hunkering down behind high cover.<br />
**The alien will do just enough damage to not kill him, but to cause him to panic.<br />
***The panicking soldier will kill a soldier and start a panic chain.<br />
*Panicking soldiers will always have 100% to hit.<br />
*Smoke grenades will always improve alien accuracy.<br />
**Mutons and Floaters will always throw grenades into smoke. <br />
*If a soldier can panic, it will.<br />
**Soldiers that panic will aim for the highest ranking officer he can see.<br />
***Even behind high cover, on a higher elevation, and covered by a smoke grenade, a panicking rookie will still be able to kill the "protected" Colonel.<br />
*Rockets will always fly off target.<br />
**ESPECIALLY when you squad is surrounded by explosive vehicles and forklifts.<br />
***At a gas station<br />
****Then everything will explode<br />
***** Then everything will explode and everyone will panic<br />
******Even your SHIVs<br />
*******And they will shoot your highest-ranked soldier<br />
********And he will die<br />
*********He will also have the psionic gift<br />
**********He also has one of the highest starting and leveling Will/Aim scores you ever got, in any playthrough.<br />
***********And he/she will also be named after you. <br />
************And he/she will be carrying your only medkit.<br />
*Aliens will position themselves right outside the radius of a grenade throw.<br />
**If a grenade can clip through and explode harmlessly under ground while you are trying to aim it, it will.<br />
*When it is time to face Sectopods or Cyberdiscs, your HEAT ammo heavies will not be with you.<br />
**When it is time to face Sectopods or Cyberdiscs, your HEAT ammo heavies will miss every shot. <br />
*When it is time to face Muton Elites, your psionics will not be with you.<br />
*Your soldiers are always one grid point away from moving to safely flank an alien.<br />
*When a large UFO lands and you assault with your elite squad you will fight 3 Floaters, 3 Sectoids and a Sectoid Commander.<br />
*When a moderate alien abduction comes up and you assault with a squad comprised of your Col. Sniper, squaddies, and rookies for training purposes, you will fight 9 Mutons (who will each throw their grenades asap), a Cyberdisc, and 2 Drones you just can't seem to hit.<br />
*Even when you use the rookie to scout ahead, he will always stumble on no less than every enemy on the map on a single turn, who will then, with most of the laws stated above, wipe your elite squad before you can say Jenkins.<br />
*You decide to research offensive tech first and the Arc Thrower later only to find that Sectoids have been removed from the alien roster. But after killing 7 Mutons on a map you decide to zap the last two for their weapons only to have the last group be a trio of Sectoids.<br />
*The Overseer will only appear when you have no Firestorms.<br />
**When you build your firestorm with dodge matrix, fusion lance, and uplink targeting, the Overseer will appear in the continent your new Firestorm is NOT stationed in<br />
*Your MCed alien will always run out of usable turns before they can bust the asses off of some of their little alien friends.<br />
**ALWAYS<br />
***Especially on the final mission of the entire game.<br />
*MCed aliens will always activate no less than two squads that were just behind them.<br />
*Your sniper with Snap Shot will never be useful for anything, ever.<br />
*Your sniper with Squadsight will never be in a good position.<br />
**And when he is, a tree will block his line of sight to finish off that one alien flanking your soldiers.<br />
*The alien with a grenade will go first. He will toss the grenade , without moving, negating any troopers on Overwatch, and removing cover from you forward trooper.<br />
**Next alien will kill your now-exposed trooper.<br />
***You will then have to wait 2-3 minutes for the other 9 or so Aliens to take their turn and batter your remaining troops.<br />
****Also, it's been 5 rounds since you last saved.<br />
*The range for a soldier flying with Archangel Armor will always be "One less than it takes to get into cover, or out of range."<br />
*On a Battleship raid, there will always be one alien that runs away, forcing you to have to chase them down.<br />
**Backwards.<br />
***And they're Seekers, so they're invisible too. <br />
*The game has no problem sending and activating every alien squad in an Abductor or Supply Barge at you in 1 turn.<br />
**If not, that's because the high-level alien squad somehow noticed you from the other side of the ship.<br />
*The council mission reward will always be either what you don't need, or not enough of what you do.<br />
*When fighting Thin Men, you will always activate 2 squads at a time.<br />
*When fighting Floaters, they will always Launch to flank just tiles away from your Sniper. No soldier will be close enough to help her.<br />
*When fighting Mutons, you will activate a squad ''after'' you have finished moving at least two soldiers. Who you placed right next to each other.<br />
**If you think two soldiers were just far enough apart to not both be hit by 1 grenade: turns out they weren't.<br />
***Both of their cover is now gone, fyi.<br />
*When fighting Chryssalids, they will always be at least close enough to hit your soldiers from a diagonal tile, if not closer.<br />
*When fighting Cyberdiscs, when they are open, your hardest-hitting soldier will not be able to attack them.<br />
**Because it opened up to kill said soldier in the previous turn.<br />
*When fighting Sectopods, the answer to "Which soldier are they going to fire at?" The answer is always "the one taking cover behind something explosive."<br />
**On the rare chance that it's Chest Cannon misses, the shot will still hit something explosive.<br />
***Specifically, something that another soldier is taking cover behind.<br />
****Whom it will then fire upon.<br />
*When fighting a Sectopod, after your two troops have been battered by both Chest Cannon blasts despite being behind full cover and in the middle of a smoke grenade cloud, one moves and triggers a Reaction Shot.<br />
*When fighting an Ethereal, it will either:<br />
**Be in a different room than usual.<br />
**Become activated when you pass within 10 feet of the door.<br />
**Become activated when your last turn is to MC an Elite Muton or Heavy Floater that would be flanking it's buddies.<br />
***Which it will then immediately kill.<br />
*Your first shot with a shiny new weapon will miss.<br />
*Despite bipods being visible on several weapons, your soldiers do not seem to recognise their existence for steadying and making more accurate shots.<br />
*Your Support with Sprint and a Skeleton Suit or Ghost Armor will always be one movement short of saving a civilian.<br />
*Your soldier will make a crazy-ass, low-percentage, gun-pointing-the-wrong-way-for-some-reason Overwatch shot with your currently-most powerful weapon.... on a wounded Sectoid.<br />
*At the point in the game when you have all continents armed with Firestorms all with Fusion Lances (Highly unlikely, especially considering the laws above) that is the only time when the Aliens give up on sending the big UFOs and start sending small scouts<br />
*On a Battleship raid, you send in a rookie to investigate the main room, thus activating all 20+ Aliens who just "happened" to spawn in there. They will then all hide, and when you think yourself so clever for taking up positions for multi-pronged attack on the main room, it turns out, they were all on Overwatch.<br />
**And yes, each Alien is just so positioned so that each one of your soldiers will have a chance to get shot at.<br />
***This will occur more often on Ironman Mode.<br />
****On Impossible Difficulty.<br />
*****It turns out, this was also supposed to be the day that you got the only Psionic Soldier you ever found got strong enough to become the volunteer.<br />
******Afterwards, the game will glitch so that you will never find another Psionic Soldier in your whole playthrough<br />
*******Not that it matters, your entire elite squad got wiped out, when they had all their fancy armor and weapons.<br />
*"Don't shoot the Elerium, don't shoot the Elerium---- shit."<br />
**"Don't blow up the power source, don't blow up the power source ---- crap."<br />
***"Blow power source! Blow! Blow! ---- come on!"<br />
*Your soldier will miss the alien and shoot the meld instead.<br />
**Especially if you have them flanked.<br />
*When your favorite soldier gets critically injured, you clear out the Muton Elite that hurt him. Too bad there is a group of sectoids all the way across the map.<br />
**It will take a full turn of dashing for your Sprinter support in a Skeleton Suit to reach them.<br />
***They will all proceed to hide behind full cover just out of your sight.<br />
****When you finally see them for your Squadsight Sniper with Double Tap will hit two of them, however, there are three sectoids.<br />
*****Not that it matters, they were all on overwatch, and considering the laws above, they will all get critical shots on your soldier, and kill her<br />
******That is, IF you find them.<br />
*Have Frag Grenades? Any aliens in range will have four HP left.<br />
**Alien Grenades or Mind Fray? Six.<br />
***And it will be your only viable action: any attempts at firing a gun will miss.<br />
****C'mon: it's not even out yet, but you just ''know'' that the only time you'll have the Needle Grenade with you, aliens WILL take cover in such a way that only ONE would be affected by it at any time.<br />
*****That alien will also have four HP left.<br />
*Speaking of Enemy Within: you shall soon become familiar with the sound of exploding Meld canisters.<br />
**Which is Dr. Vahlen's annoying voiceover.<br />
*Two words: naughty tentacles.<br />
*Alien: "You brought a soldier with a Med-kit, I'll just Critically wound him then..."<br />
*"Ooh look, the last meld canister.. and..... that's a group of Muton Elites... And a Cyberdisc... or three"<br />
*Need 5 more Meld? Check out that Heavy Floater with only one health left!<br />
**Looks like it's running away, no biggie, you'll just follow it.<br />
***And activate its Mechtoid Buddies!<br />
*While you are almost finished with Confounding Light, you have one turn left to activate the train, too bad the only soldier that can make it is being Overwatch-camped by that Muton who was just air-dropped.<br />
**Even though that move would have required a dash!<br />
***He was also an assault that was gonna get promoted that mission. Guess which Rank.<br />
*The mission where your Squaddie Sniper levels up is alaways the mission that Sqaud Sight would have been supremely useful for.<br />
*Don't EVER pick favorites, they'll just die anyways<br />
*"Ok, gene mod do-- mission, ok, reload to get my soldier. OK, mission done, now to gene mo-- damnit, 'nother mission... ok, done, finally. Allright---- oh come the fuck on, Council, I'm busy here! Now what do you waaa'''AAAHHFUCKCHRYSSALIDS!!'''"<br />
*Yes, Meld Canisters provide full cover. If you're actually using them for that, you have only yourself to blame.<br />
*Enemy Within. Because Sectopods really needed the ability to outright ignore half of all incoming damage.<br />
**AND be able to freely and deliberatley target your cover: "That'ssssssssssssssssssss a nice wall you got there~!"<br />
*Your Heavy will never be in a good spot to launch a mission/life-saving rocket.<br />
**Eventually, you'll fire it, because "might as well."<br />
***'''Then''', and only then, on the ''next'' turn, will they be in the perfect situation to fire that shot you just wasted.<br />
*Training Roulette:<br />
**You'll either get abilites that're near-useless to that class, or<br />
**You'll get high-tier abilities on the same Ranking, forcing you to choose between them.<br />
***Doubly so if they're abilites that would otherwise work well together.<br />
****The game will also pick the most useless skill for that soldier when he gets promoted to Major, like close combat specialist on your sniper.<br />
*Damage Roulette:<br />
**Any time you need to do ''just enough'' damage to weaken an alien so that you have the maximum capture chance, you'll kill it instead. Maybe even crit it.<br />
**Any time you need to ''very definitely'' kill an alien (like the Chryssalid that wants to eat your Medic) you'll knock it down to 1hp.<br />
***The chance of this occurring increases significantly if this is the last action of your turn.<br />
**Any time the aliens shoot at your soldiers they'll do the maximum possible damage, especially if they're in cover and not flanked.<br />
**Any time the aliens shoot at your SHIVs they'll do the minimum possible damage... unless that SHIV is being used '''as''' cover.<br />
*Hey, see that high-ground, full cover spot right over there? That looks like a ''great'' place to attack those aliens from. Go on over, pal.<br />
**Whoops, now they're out of line-of-sight. Tough break there, buddy.<br />
*If you find yourself needing Revive, you're doing something wrong. Too bad you always need it thanks to all of the laws stated above.<br />
*After spending some 3-5 rounds setting up a nice blitzkrieg for the bridge of a UFO, ''just'' when you're ready to open the door, the alien CO pod will 'teleport' either halfway across the map, or in the perfect spot to counterattack.<br />
**This includes any other escorting pods, after the CO pod takes the Alien turn to open every door, revealing every soldier.<br />
*The soldier with the arc-thrower will always be in the opposite direction that an alien you're trying to capture decides to run in.<br />
**Followed by spending the rest of the mission chasing the alien like the LAPD. Benny Hill theme optional, but recommended.<br />
*The international symbol of the red cross on med kits is apparently the Inter''galatic'' symbol for "Shoot me first."<br />
*Any UFO that crashes into the ocean will be in a heavily forested area.<br />
*The last alien alive will be a cloaked Seeker, that is now panicked and running away, in a large map. Good #&@%ing luck finding it.<br />
**Or hasn't panicked, but it's a Terror Mission and the lone Seeker's AI has decided to kill as many civilians as possible before going after your agents. But if you split the team up to rescue more at once...<br />
*If an alien hides behind something explosive, one of several things will keep you from taking advantage of it:<br />
**Either you don't want to blow up the object,<br />
**Or a soldier is in the blast zone,<br />
***Especially if they're out of move, or there's no other safe place to move to.<br />
**Or you don't want to destroy it's equipment/fragments.<br />
**Or two of the above.<br />
**Or all three.<br />
*The farther and more obtusely placed a Meld canister is, the more likely it is that stray fire will destroy it from the other end of the map.<br />
*Trying to overwatch-spam to let Adaptive Bone Marrow heal non-armor HP? Here, have a crit to the face.<br />
**Courtesy of that wounded Sectoid that either only took 1 step into your POV, or didn't move at all.<br />
*You will have the perfect Overwatch trap set up.<br />
**You will have a pod you didn't know was there walk into it.<br />
***You will batter the approaching aliens to a bloody pulp.<br />
****You will have the game lock up in Alien Activity.<br />
*****You will have your last save be just before this. Any attempt to Overwatch Trap again will result in a lock up, again.<br />
*Your full 6-man team of one specific nationality will be carved up by an Ethereal MCing half of them and deflecting all your plasma shots.<br />
<br />
==[[Long_War|Long War]]==<br />
*You will always learn the hard way what new perks and Gene Mods the dev team has given the aliens.<br />
**To wit: Jumping Berserkers.<br />
*Even if you did have the muscle to take down Abductors, their flight path will only be long enough to send one interceptor against them.<br />
**If at all.<br />
*If you feel you're doing well: your confidence is ill-deserved.<br />
**The alien pod with two Mechtoids, a Sectopod, several drones, and a Sectoid Commander on the other side of that door will gladly demonstrate this.<br />
***Followed by the mixed Muton pack that just came up behind you.<br />
****And then by those Cyberdiscs that decided to say hi.<br />
*The first two shots in Air Combat will always be critical hits.... on your interceptor.<br />
*There are, essentially, three results to Air Combat: the UFO crash lands, it DOAs, or your interceptor is KIA.<br />
**The result that ''will'' happen will be one of the two that you don't want.<br />
*The first alien base will always appear (and remove a Council country from) the continent who's bonus you were hoping to get next.<br />
*When you need meld the most, the game will glitch out and think you are doing good for some reason... so you will only get 3 meld per canister.<br />
<br />
==[[The_Bureau:_XCOM_Declassified|Combat (The Bureau)]]==<br />
*The agent you sent forward to flank one alien will then be fired upon by EVERY alien.<br />
**Any agent sent forward will be flanked. Twice.<br />
*Any attempt to make a Sectopod turn around (so you can hit it's weak point) will fail to make it turn sufficiently, if at all.<br />
*You'll run out of ammuntion at the worst possible time.<br />
**That includes just reloading, and flat-out running out of bullets alltogether.<br />
*Even if you're replaying, you'll fail to notice the new weapon, or ammo sachel, that would have been really useful in the skirmish you just barely won a few seconds ago.<br />
*There are the best kinds of weapon for a job, when entering a new skirmish. You will not be carrying it.<br />
*You forgot to check a side-path, and just passed a checkpoint: and now you can't go back to check for ammo or backpack schematics.<br />
**By the way, you'll need that ammo in about 5 seconds.<br />
*Even though Battle Focus slows down time, and it's just one click, it still won't be enough time to finish hitting Heal and save an agent from dying.<br />
**That goes double if the Agent in question is Carter.<br />
*Like any other XCOM: An alien's location is ''always'' equal to: grenade toss range, plus explosion area, plus "just enough to not get caught in the blast."<br />
**Meanwhile, aliens toss like they pitch for the Dodgers.<br />
*When attepting to interact with something, the θ of the angle that will allow you to do so is inverse to how ugently you need to do it.<br />
*The agent ability you need right now? You still need to wait for it to reload.<br />
**When it does load, the only aliens left on the field are Sectoids and low-level Zudjari.<br />
***When, out of frustration, you use the ability to finish off the weakling: that's when the second wave of aliens shows up.<br />
**** They are led by a Commander, or Muton (Elite), or Sectopod, or Gunship.<br />
*When attempting to snipe, the alien will always move at the last second.<br />
*The distance between an agent and a Muton will aways be less than the length of it's arm.<br />
*Alien shields and heals ''will'' go up in the span of time between firing a kill shot, and when it would've hit.<br />
*God help you if you have a wireless keyboard/mouse, and haven't charged the battery in the last 24 hours.<br />
**If you have both... I don't know what to even say anymore.<br />
<br />
==[[XCOM2|XCOM 2 (Strategic)]]==<br />
*Shen's dead, baby. Shen's dead.<br />
*You will get greedy in going for the random supply discoveries, and forget to progress with Resistance activities.<br />
*You will start building your resistance network.... in the wrong direction to the closest Blacksite.<br />
*You will get a priority mission JUST before completing a scan.<br />
*The rare time a soldier gets a cross-class training Perk... it'll be something useless for how you play that soldier.<br />
**And you'll already have six people lined up for retraining.<br />
*A mission will appear when you have just over a day remaining to finish picking up your supply drop.<br />
**This will leave you 1 supply short of being able to buy that fancy weapon/armor upgrade you just finished researching.<br />
***If it doesn't, that's because you don't have enough alloys or elerium anyway.<br />
****Also you don't have enough intel to buy any from the black market.<br />
*****Not that it would matter if you did since the Gone to Ground dark event is active.<br />
*You will get the Resistance Network card just after you finish making contact with all the regions you wanted/needed to.<br />
*If you do not have War of the Chosen, the unknown Dark Event is Signal Jamming.<br />
**If you do have War of the Chosen, the unknown Dark Event is Made Whole.<br />
***Unless the Chosen have useless weaknesses, in which case it will be Left Behind.<br />
****If you do not or do have War of the Chosen, and you ignored the Doom Counter to the point where it got to 11 pips, then it will be Minor Breakthrough, if the Avatar Project or a random lab in a region you haven't contacted hasn't started the clock already.<br />
*****If you are playing on Legendary, this will also be when you have stopped the clock for the second time.<br />
******If you are extremely unlucky, three of the four will apply.<br />
*******This is much, MUCH more common when playing with Grim Horizon enabled.<br />
*The Chosen who is weak against Templars will be immune to melee attacks.<br />
*The Chosen will always reach Raider Tier and begin an Avenger Assault.<br />
**Doubly if you don't have counter-ops available to stop it in time.<br />
*If the Chosen can ambush your covert-op soldiers, they will.<br />
<br />
==[[XCOM2|XCOM 2 (Tactical)]]==<br />
*'''DODGE: GRAZED!'''<br />
*You will be distracted by Snek Tits at inopportune moments.<br />
*Sectopods are basically Metal Gears now. Have fun with that.<br />
**[https://www.youtube.com/watch?v=RrkzIN2eP0U muffled nuclear in background]<br />
*Hours worth of careful sneaking will be ruined by an unfriendly civvie walking around the corner.<br />
*The procedurally generated map for that critical mission will be as follows:<br />
**ADVENT stronghold: a high-terrain fortress with turrets, high cover, and choke points.<br />
**Your cover: cars that explode when hit by anything worse than a mean look. <br />
*If the Sectoid on the map manages to get mind control out of Mindspin with anyone, it will be your Ranger.<br />
**You will always be in slashing distance of this Ranger.<br />
***The Ranger will always be your Blademaster.<br />
*The one time you get 4 damage with a grenade is on the soldier that drops loot<br />
*Your Repeater won't activate on a Berserker but it will sure as hell execute a basic soldier<br />
*You will never get Blacksite Intel drops<br />
**Particularity when the Doom Counter is nearly full.<br />
*** When you do get one: expect the next site to be somewhere you've already made contact with.<br />
* You will learn that the game has chests with random loot in them only after finishing Legendary Ironman run. <br />
*The Alien Leaders will always spawn on a timed escort mission.<br />
**Doubly so if the 'reduce turn limit' Dark Event is active.<br />
*Bringing rookies on a guerilla op? Wouldn't it be fun for the Chosen to arrive? <br />
*if you have multiple people flanking the Chosen assassin, they are all in perfect position to be hit by Harbor wave. <br />
*the shot that would kill the Chosen will never hit. <br />
*if your ranger can kill a muton with a slash, that muton will kill your ranger by deflecting it. <br />
**in the off chance you DO kill the muton, you will activate another pod in the process.<br />
***the pod is more mutons. <br />
*If a hack has < 100% to succeed, it will fail.<br />
**If the hack reward would be something useful (like a permanent hacking stat increase), it will not even be close.<br />
***This will be true even though you're using a Colonel Specialist with a mark 3 GREMLIN and a Skulljack with Skullmining researched.<br />
*On a mission to rescue/kidnap a VIP from an ADVENT vehicle, the enemy pod will always take up positions directly between you and the vehicle. Any attempt to shoot them will miss, blow up the vehicle, and kill the VIP.<br />
**If the pod contains a Purifier, it will use the VIP's vehicle as cover.<br />
*Your grappling hook will let you grapple to every tile EXCEPT the full cover one you want to stand in.<br />
*The first Chosen you encounter will have Low Profile and Kinetic Plating as their strengths. Their weakness will be Groundling. There will be no high ground anywhere near them.<br />
*You will get the Warlock down to 1 HP at the end of your turn. On his turn, he will use Spectral Army.<br />
*Every shot your Shredder spec'd grenadier takes against any target with armor will miss.<br />
*If Whiplash has < 100% to hit, it will miss.<br />
**If it somehow hits anyway, the target will dodge.<br />
*In preparation to fight the Archon King, you set up your Reaper with Banish, Superior Repeater + Superior Expanded Mag + Stock, and Insider Knowledge. You engage the King comfortable in the knowledge that this gives you a 79% chance to insta-kill it. Guess what happens.<br />
<br />
==[[XCOM Chimera Squad|XCOM Chimera Squad (Strategic)]]==<br />
*Aliens are in your team now. Get used to this.<br />
*Eventually you'll find out that "Geoscape" was turned into "Cityscape". Don't be fooled with that and forget everything you know about Apocalypse.<br />
*Actually, forget most things you know about XCOM. For except of Murphy's Laws.<br />
*You will spent all your Intel to build/upgrade your Field Teams only to realize that Black Market will appear on the next day.<br />
** If you do manage to save some Intel, Black Market will offer you most useless goods they have for that moment.<br />
***If Black Market has something you really want to buy, you will always have 1 less Intel than you need to by that thing.<br />
*Your Payday will always be one day later than you actually need it.<br />
*Your Major Crimes Task Force map ability will always be on the one-day cooldown when you really need this. <br />
**Especially when City 31 is at maximum possible Anarchy.<br />
***And especially when you play Impossible Hardcore Iron Man run.<br />
****Oh, and your Anarchy decreasing spec op will be one day from its completion at that moment.<br />
*****Actually, previous Law can be applied to all City Map abilities.<br />
*Your Agents will always be one day before they complete their activities on Training or Spec Ops when you really need them.<br />
**Not that was a problem since they can be recalled but those Agents certainly won't be happy to be pulled from Scars healing, neither will you after you pull them from Anarchy decreasing.<br />
*Most attractive rewards will always be in the districts with the lowest unrest while alternative missions will be in the district with critical Unrest. Guess what the reward for the latter?<br />
<br />
==[[XCOM Chimera Squad|XCOM Chimera Squad (Tactical)]]==<br />
*Your squad will always be 4 sized.<br />
*You will throw Flashbang/Cease Fire grenade in the middle of the battle only to realize that they affect your squad mates as well. Despite that description says otherwise.<br />
*After the Breach your soldiers will always take cover behind/near explosive barrels with acid/poison/fire. Guess which one will get the enemies. <br />
** Yep, smokey ones.<br />
*If your agents can miss their target during the breach, they will.<br />
**If the objective is a destructible piece of enviornment you need to protect, your agent will hit it instead.<br />
***If it's an outbreak mission, the shot will hit the one car that has 3 civilians next to it.<br />
****You're playing on hardcore, by the way.<br />
*If you want to kill someone behind the car, that car will always explode by the first shot.<br />
**Double so if there are your squadmates near that car. <br />
***Triple so if there is a civilian near that car.<br />
*Enemies will always be one tile further from each other to be hit by any of your explosives at once. <br />
**If they do, your explosives won't do whatever you want from them.<br />
*Looks like civilians recollected their memories from UFO Defense since they are attracted by any timed explosive on the field again.<br />
**And they love to be between the enemies whenever you want to hit them at once by your grenades.<br />
*Oh, forget to tell you — now ALL enemies have Dodge Stat. Even those fatty Mutons and MECs. (jake fix ur bulшit)<br />
*Enemy will always hit your Agents during the Breach.<br />
**Even if they are Disoriented. <br />
***And Poisoned.<br />
****Don't worry, Cherub can fix this-- oh wait, you used Phalanx already.<br />
*Game tends to freeze when enemy Reinforcements are coming in. Not that was critical since you can restart the game and continue the mission as usual, but game also tends to disable any reinforcements at this moment. <br />
**Pretty sure that this bug will occur during "survival" mission where you need to survive certain number of enemy waves, effectively softlocking the game.<br />
***Especially when you play Impossible Hardcore Iron Man run.<br />
*Your Agents will always be in perfect position to be hit by enemy's grenades.<br />
**Especially when their turns are much further from the "grenade's" one.<br />
***Oh, and there is a nice explosive barrel between them. <br />
****And someone perfectly parked their car near that spot.<br />
*You will always regret picking ANY alternative abilities for your Agents. No matter the case.<br />
*Verge's Incapacitate effectiveness depends on the enemy position on the Timeline — the closer their turn the bigger chances to 1-turn stun them.<br />
**Don't need to tell you about any worst circumstances you will experience at this moment, right?<br />
*This Law can be applied to Shock Grenades as well.<br />
*Whenever enemy is hit by Verge's Battle Madness they will always shoot at the wrong target. <br />
**If they shoot at the enemy you want dead now, they will miss. <br />
***Guess who will they shoot if there is a civilian nearby?<br />
****If all previous situations are not present, then Battle Madness will simply fail.<br />
*Torque will always stuck in tight spaces after the Breach so you can't make her to Pull'n'Bind most dangerous enemies whenever you need it.<br />
*Torque will always receive full damage from any attacks. Even if you upgrade her Dodge to 95.<br />
*Godmother's Scattershot won't be able to hit all enemies you want. <br />
**If it does, it will miss on every affected enemies.<br />
*Godmother will miss every Close Combat Specialist shots.<br />
[[Category:Enemy Unknown/UFO Defense]]<br />
[[Category:TFTD]]<br />
[[Category: Apocalypse]]<br />
[[Category: Enemy Unknown (2012)]]<br />
[[Category: Bureau (2013)]]</div>Darkpasthttps://www.ufopaedia.org/index.php?title=User_talk:Darkpast&diff=118198User talk:Darkpast2024-01-10T18:12:35Z<p>Darkpast: /* Re:EsTeR's "previous" and "next" links */</p>
<hr />
<div>==Request==<br />
While you're uploading in-game images from Apoc, would you mind getting the inventory sprites of 1) alien artefacts, 2) vehicle weapons/equipment? There's none on here at the moment and I'm not sure how to do it myself. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 08:07, 20 May 2020 (UTC)<br />
: Unfortunately I don't know how to extract the sprites from the files; the images I uploaded are just cropped screenshots. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 17:50, 20 May 2020 (UTC)<br />
::Would you mind grabbing a pic of Corporate Hoods to go with your pics of the other sorts of humans on [[Population (Apocalypse)]]? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 04:33, 9 July 2020 (UTC)<br />
:::Yeah, I'll grab one as soon as I get round to it. The Police pic is also kinda dark so I'll see if I can get a better one. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:22, 9 July 2020 (UTC)<br />
::Thanks a bunch. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 08:11, 9 July 2020 (UTC)<br />
<br />
== Acceleration ==<br />
<br />
My testing in Apoc has not shown the Acceleration stat to actually do anything, so I'm kinda conflicted about whether we should include it in tables. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:06, 10 June 2020 (UTC)<br />
* I had no idea... Yeah, no point in including it if it doesn't do anything - unless possibly if this is changed in OpenApoc. By the way, does the engine's Power stat do anything? And can any vehicle's weight actually slow it down? [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 06:31, 10 June 2020 (UTC)<br />
::Actually, scratch that; with hacking to extreme values I was able to get a noticeable effect out of it, or at least an effect for both Power and Weight (Acceleration = Power/Weight, though I'm not 100% sure that the 1-10 range allowed for displayed Acceleration is the real range). It seems to affect turn rate and response delay, although turn rate also depends directly on the craft (a Hoverbike with Acceleration 10 will do a 180-degree turn ''much'' faster than a Valkyrie with Acceleration 10). The issue I was having was that changing engine (without hacking the engines) also changes max speed (so I couldn't tell whether it was Acceleration or simply speed) and while changing the Weight frequently changes the displayed Acceleration the effect is imperceptible (hacking a part to weigh 20000, though, is enough to have an obvious discrepancy in turn rate and response time). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 10:32, 10 June 2020 (UTC)<br />
:::Interesting finds, there sure is an incredible amount of detail in some aspects of Apoc, even though they're often barely perceptible in-game. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:39, 11 June 2020 (UTC)<br />
<br />
== Wow Android civilians and other findings in Unused Game Features ==<br />
<br />
Wow Android civilians and other findings in 'Unused Game Features'<br />
great finding Darkpast! thx<br />
<br />
==Graph==<br />
If needed for the "Raid Loot Table" page. Please use this and edit if you want (eg: removing terse wording):<br />
: Thank you. Before I put up the page, I still need to figure out if there's anything that affects the items spawned. I've heard that Tech Level is a factor. For example, a Lawpistol may be replaced by a Plasma Gun if Tech Level is high. I'll see if one of the coders working on OpenApoc can help. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:32, 6 August 2022 (CEST)<br />
<br />
==Spawned Items==<br />
The numbers indicate quantity.<br><br />
Note: terse<br />
{| {{StdCenterTable}}<br />
|||[[Image:Apoc_govt_icon.png]]||[[Image:Apoc_megapol_icon.png]]||[[Image:Apoc_sirius_icon.png]]||[[Image:Apoc_marsec_icon.png]]||[[Image:Apoc_sd_icon.png]]||[[Image:Apoc_gm_icon.png]]||[[Image:Apoc_cyberweb_icon.png]]||[[Image:Apoc_ts_icon.png]]||[[Image:Apoc_solmine_icon.png]]||[[Image:Apoc_sensovision_icon.png]]||[[Image:Apoc_lifetree_icon.png]]||[[Image:Apoc_nutrivend_icon.png]]||[[Image:Apoc_evonet_icon.png]]||[[Image:Apoc_sanctuary_icon.png]]||[[Image:Apoc_nanotech_icon.png]]||[[Image:Apoc_energen_icon.png]]||[[Image:Apoc_synthemesh_icon.png]]||[[Image:Apoc_gravball_icon.png]]||[[Image:Apoc_psyke_icon.png]]||[[Image:Apoc_diablo_icon.png]]||[[Image:Apoc_osiron_icon.png]]||[[Image:Apoc_self_icon.png]]||[[Image:Apoc_mutant_icon.png]]||[[Image:Apoc_extropians_icon.png]]||[[Image:Apoc_technocr_icon.png]]<br />
|-<br />
|[[Megapol AP Grenade|AP Gren]]||1||1||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||1||1||1||1<br />
|-<br />
|[[Megapol Stun Grenade|Stun Gren]]||1||1||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||||1||1||1<br />
|-<br />
|[[Marsec Proximity Mine|Prox Mine]]||1||||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||1||1||1||1<br />
|-<br />
|[[Marsec High Explosive|Hi-X]]||1||||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||1||1||1||1<br />
|-<br />
|[[Megapol Lawpistol|Lawpistol]]||1||||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||||1||1||1<br />
|-<br />
|[[Marsec M4000 Machine Gun|M4000]]||1||||||1||1||1||1||1||||1||1||1||1||1||1||1||1||1||1||||||1||1||1||1<br />
|-<br />
|[[Megapol Laser Sniper Gun|Laser Rifle]]||1||||||1||||||||||||||||||||||||||||||||1||||1||||||<br />
|-<br />
|[[Megapol Auto Cannon|Autocannon]]||1||1||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||1||2||1||1||1<br />
|-<br />
|[[Megapol Plasma Gun|Plasma]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Marsec Heavy Launcher|Hvy Launch]]||||||||1||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Marsec Minilauncher|Mini Launch]]||||||||1||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Megapol Stun Grapple|Grapple]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Power Sword|Sword]]||||||||1||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Mind Shield (Apocalypse)|Mind Shield]]||||||||1||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Mind_Bender|Mind Bender]]||||||||1||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Medi-Kit (Apocalypse)|Medikit]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Motion Scanner (Apocalypse)|Motion Scan]]||||||||1||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Psiclone]]||||||10||||||||||||||||||||||||||||||||10||10||10||6||6||||<br />
|-<br />
|[[Elerium (Apocalypse)|Elerium]]||8||3||||1||8||8||8||8||15||8||8||8||8||8||8||8||8||8||2||2||2||2||2||8||8<br />
|-<br />
|[[Agents_Armor_(Apocalypse)#Megapol_Armor|Meg.Head]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Agents_Armor_(Apocalypse)#Megapol_Armor|Meg.Chest]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Agents_Armor_(Apocalypse)#Megapol_Armor|Meg.Left Arm]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Agents_Armor_(Apocalypse)#Megapol_Armor|Meg.Right Arm]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Agents_Armor_(Apocalypse)#Megapol_Armor|Meg.Legs]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Agents_Armor_(Apocalypse)#Marsec_Armor|Mar.Head]]||||||||1||||||||||||||||||||||||||||||||1||||||||||<br />
|-<br />
|[[Agents_Armor_(Apocalypse)#Marsec_Armor|Mar.Chest]]||||||||1||||||||||||||||||||||||||||||||1||1||||||||<br />
|-<br />
|[[Agents_Armor_(Apocalypse)#Marsec_Armor|Mar.Left Arm]]||||||||1||||||||||||||||||||||||||||||1||||||||||||<br />
|-<br />
|[[Agents_Armor_(Apocalypse)#Marsec_Armor|Mar.Right Arm]]||||||||1||||||||||||||||||||||||||||||||||1||||||||<br />
|-<br />
|[[Agents_Armor_(Apocalypse)#Marsec_Armor|Mar.Legs]]||||||||1||||||||||||||||||||||||||||||1||||||||||||<br />
|}<br />
<br />
==Taking stock==<br />
EsTeR says he's gone away. I want to do some reversion/rewrites here (I didn't particularly want to wage full-on edit war, but if he's left then there's no reason to leave UFOpaedia Apoc in this state), but I wasn't around for much of this so I don't have a good idea of which pages he did and didn't affect and ''in particular'' which pieces of information he actually full-on moved from one article to another vs. newly added vs. duplicated (in the case of stuff he moved, there's the question of which page it belongs on and we need to make sure we don't lose it, but in the case of duplications we generally want to remove one of the mentions to help undo the bloat).<br />
<br />
Do you have some idea of the shape of things? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 16:40, 18 November 2022 (CET)<br />
<br />
Sorry for replying so late, I wasn't active here for a while. Frankly, he changed most of the pages. Among other things:<br />
a) redoing the main page at https://www.ufopaedia.org/index.php/Apocalypse. I haven't compared it to the older version, so I guess this is where any major work on the Wiki should start.<br />
b) pretty much all the pages under "Battlefield Tactics & Gameplay" have been extensively changed and information shuffled around. I've lost track of what happened. It will take a *lot* of work to rewrite this.<br />
c) the pages on Damage Modifiers, Vehicles (the general pages, not the ones about specific vehicles), and Buildings have been significantly altered.<br />
d) at least the 4 pages on unused features have been consolidated into one. I don't think the old ones have been deleted though, but at least they aren't on the main page anymore.<br />
<br />
Other than that, I see several issues with the Apocalypse part of the Wiki, of which I would highlight:<br />
1) his writing style was very different from the one used on most of the pages, far more suited to a fanmade guide than a wiki - though, admittedly, some of the old pages also had a very "pub talk" style with lots of "you should do XY" which isn't really suited to a wiki, either. Some pages got "trimmed" yet had IMO superfluous info added (e.g. do we really need to describe what explosive damage is?). Spelling/writing standardization would also be nice - e.g. is it X-COM or X-Com? It would also be good to refer to things consistently - e.g. not talking about Security Guards in one article, Building Security in another, and just Guards in a third. Flying vehicles or airborne vehicles? And so on.<br />
2) there is still quite a bit of information that hasn't been verified. This is made worse by the fact that even the OpenApoc team seem to disagree on some things. For example, a lot of info on Organizations can be found floating around their Discord, but after consulting Skin36 and doing extensive in-game testing, I have found some of this info is just outright false - most glaringly, despite what some of the team claim, the Tips Book is outright wrong on the effects of allying with certain Organizations. Skin did mention he found there are quite a few places in the code that the "allied" flags are checked - but it's not obvious what they do.<br />
3) images are often not being displayed correctly. This appears to affect the entire wiki, but is especially visible in the Apocalypse part because so many new ones were added.<br />
[[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 20:12, 15 June 2023 (CEST)<br />
<br />
'''Hello, I'm still around.'''<br><br />
First off, read -every single page- through the whole Apocalypse section. You will have a better understanding of what was done. <br><br />
1. Most pages were not uniform with many missing pics. The alien buldings pages in particular were needing extensive work and uniformness. I think 99% of the alien dimension anything is complete beside spelling mistakes and minor formatting.<br><br />
2. A wiki will become shallow and basically useless if you want to make the apoc section like wikipedia's "what not how" format and since there already is such a page, copy and pasting it here is redundant ...but is that what you both want? The whole point of these pages is concrete information which I have added to in a massive way. I have added many 'tactics and gameplay' to pages where it is useful. Expanding those sections would be the way to go and not sterilizing the page to make it like other pages (to other games) found on the internet.<br><br />
3. Orgs with false information from the hint book has been mentioned in the relevant page.<br><br />
4. The only pictures which do not display correctly are the title pages within the cut section and one in the citywall section. Every single page has the pictures displaying correctly.<br><br />
5. Moving pages within the Apocalypse title page was done to organise topics to be together as subtitles. I think I've done a good job but the "Combat Format" should be more integrated into the "Battlescape Tactics And Gameplay" section. I haven't re-written those pages but have dumped information into them to consolidate into one section only... and not like three sub-standard pages dealing with Cut Content as was before. I didn't look good. Old pages are still around - I have not deleted moved content but chose one of the three cut content pages to become the only one.<br><br />
<br><br />
<br><br />
Finally, consider this thought... if the apocalypse section has been added to heavily and cleaned up massively by me, then why are you both complaining that the work which needed to be done, has been done? If you cared about this as much as your demeanor implies then you would have made an effort to fix this section 'years' ago. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]]) 18:11, 11 July 2023 (CEST)<br />
<br />
:We did make an effort to fix it, Darkpast especially so. Check the edit histories of the Apoc pages and you'll find one or both of us on most of them. Much of the stuff you did is not "work which needed to be done"; it's actual disagreements between us and you. The only thing I recall as truly ''needing'' cleanup prior to your bull-in-a-china-shop act is Makus' pseudo-blogging, which admittedly I did let slide mostly because it was confined to a few pages that weren't otherwise in use.<br />
:Also, I am depressed and this isn't top-priority for me (I spent a month homeless last year, for fuck's sake, and three months of this year putting together a "please don't end the world" essay), and undoing your damage is a much bigger project than telling you to stop since you've made literally thousands of edits and ''some'' of them are actually okay so simply writing a script to globally rollback everything you've ever done on UFOpaedia would not be the best idea.<br />
:I did actually try to get an admin to intervene last year (I wasn't really looking for you to be banned, just warned with teeth to stop doing the objectionable stuff), but he's mostly absentee as well and I didn't chase it up because I thought you'd left and admin rights are only useful for stopping you rather than for reverting you. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 06:34, 20 July 2023 (CEST)<br />
<br />
:: I have pity but some choice of words you choose go too far. Damage? If you think what i have done is damage then you go away from here. Regardless, I hope your situation improves. Stay strong. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]]) 07:45, 20 July 2023 (CEST)<br />
<br />
::: EsTeR, what you did here isn't doing "what needed to be done", it's basically hijacking the whole Apocalypse section of the wiki and turning it into your personal FAQ, which it is not - there are sites like GameFAQs for what you're trying to write. I have little free time and no wish to spend it on edit wars, especially since the admins - and the site in general - seem to be pretty much inactive, but you on the other hand seem to have hours and hours to spend here, and have no problem using them to remove anything done by me or Magic9Muchroom. That is why I stopped trying to fix things long ago, as I know you'll just change them the moment I turn my back. But I am hurt to see the pages I worked on so long butchered by you, and I have no wish to communicate with you further. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 16:22, 30 September 2023 (CEST)<br />
::::'''If you do not want your writing to be edited mercilessly, then do not submit it here.'''<br />
<br />
==Examples==<br />
...of what needed to be done:<br><br />
Old: https://www.ufopaedia.org/index.php?title=Dimension_Gate_Generator&oldid=42597<br><br />
New: https://www.ufopaedia.org/index.php/Dimension_Gate_Generator<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Engineering_(Apocalypse)&oldid=99774<br><br />
New: https://www.ufopaedia.org/index.php/Engineering_(Apocalypse)<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Agents_Medals_(Apocalypse)&oldid=24681<br><br />
New: https://www.ufopaedia.org/index.php/Agents_Medals_(Apocalypse)<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Corporate_HQ_(Apocalypse)&oldid=26679<br><br />
New: https://www.ufopaedia.org/index.php/Corporate_HQ_(Apocalypse)<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Difficulty_Levels_(Apocalypse)&oldid=107281<br><br />
New: https://www.ufopaedia.org/index.php/Difficulty_Levels_(Apocalypse)<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Psionics_(Apocalypse)&oldid=92307<br><br />
New: https://www.ufopaedia.org/index.php/Psionics_(Apocalypse)<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Quantum_Physics_Lab_(Apocalypse)&oldid=59664<br><br />
New: https://www.ufopaedia.org/index.php/Quantum_Physics_Lab_(Apocalypse)<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Advanced_Workshop_(Apocalypse)&oldid=59677<br><br />
New: https://www.ufopaedia.org/index.php/Advanced_Workshop_(Apocalypse)<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Mind_Bender&oldid=99136<br><br />
New: https://www.ufopaedia.org/index.php/Mind_Bender<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Biological_Warfare_(Apocalypse)&oldid=42544<br><br />
New: https://www.ufopaedia.org/index.php/Biological_Warfare_(Apocalypse)<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php/Metro_Roadgrav_(Apocalypse)<br><br />
New: https://www.ufopaedia.org/index.php?title=Metro_Roadgrav_(Apocalypse)&oldid=91004<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Personal_Disruptor_Shield&oldid=107483<br><br />
New: https://www.ufopaedia.org/index.php/Personal_Disruptor_Shield<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Motion_Scanner_(Apocalypse)&oldid=28291<br><br />
New: https://www.ufopaedia.org/index.php/Motion_Scanner_(Apocalypse)<br><br />
<br><br />
Honestly, If you think what I have done is damage to few example given above, then you are a troll and should just go join your friend.<rb><br />
aka: '''you go away from here'''.<br><br />
[[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]]) 13:18, 5 October 2023 (CEST)<br />
<br />
== Re: Overviews of Aliens (TFTD) - Bio-Drone ==<br />
<br />
I notice you changed the Methods of Disposal for Bio-Drones from:<br />
:Gauss, Sonic and Explosives from as far away as possible; or Melee as close as possible.<br />
to:<br />
:Gauss and powerful Explosives from as far away as possible; or Melee as close as possible. Stun attacks are also fairly effective. Gauss attacks and light explosives are not very effective.<br />
This latter seems to be in error. First, you both recommended and disrecommended Gauss (I think the first one was supposed to be Sonic). Second, the reason for the recommendation of ''powerful'' HE weapons for Cyberdiscs/Sectopods/Hallucinoids is that they are in-effect weak to the damage type but have high Under Armour which blocks weak explosives. Bio-Drones don't have high Under Armour; they're just 40% resistant to HE (and aren't large), which means that both powerful and weak explosives will take longer to kill it but doesn't really discriminate between them. Eyeballing Weapon Effectiveness, you're talking two to three Sonic Pulsers per Bio-Drone, which gets expensive fast in money and item limit, and the DPT is only roughly even with far-cheaper Sonic if you're not using the carried-grenades exploit (and obviously these won't work against an airborne Bio-Drone; the Gas Cannon with HE rounds will, as well as being cheaper and saving items, but the DPT of that is way inferior to Sonic). Am I missing something? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 09:13, 7 November 2023 (CET)<br />
::You are right, it was an error on my part (first was supposed to be Sonic...). Feel free to change/reword it. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 09:24, 8 November 2023 (CET)<br />
<br />
== Re:EsTeR's "previous" and "next" links ==<br />
<br />
Do you think these should stay or go? They aren't humongously useful (this is a wiki, not a series of lessons that must be taken in order, and there are links everywhere) but they're not actively destructive. Whichever we decide, it should be standardised, though. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 04:08, 8 January 2024 (CET)<br />
<br />
:I'd remove them for the reasons you state, and also because I find navbars/navboxes do the same job better.<br />
:Also, any idea on what catch-all term to use for the various human enemies? I don't think there is such a term in the code, and "building defence" isn't the best IMO. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 12:45, 8 January 2024 (CET)<br />
<br />
I don't think there's a good catch-all aside from "human enemies" itself. I'd suggest, if necessary, talking around it with terms like the ones I used in the pre-EsTeR version of [https://www.ufopaedia.org/index.php?title=Tactical_Combat_Missions_(Apocalypse)&oldid=91725 Tactical Combat Missions]; it's a bit ugly, but I don't know a better way. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 06:36, 9 January 2024 (CET)<br />
<br />
:OK, if I think of something smart I'll let you know.<br />
:And a small request - could you please verify the alien scoring on this page, when you have time? https://www.ufopaedia.org/index.php/Alien_Missions_(TFTD)<br />
[[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 19:12, 10 January 2024 (CET)</div>Darkpasthttps://www.ufopaedia.org/index.php?title=User_talk:Darkpast&diff=118186User talk:Darkpast2024-01-08T11:45:25Z<p>Darkpast: /* Re:EsTeR's "previous" and "next" links */</p>
<hr />
<div>==Request==<br />
While you're uploading in-game images from Apoc, would you mind getting the inventory sprites of 1) alien artefacts, 2) vehicle weapons/equipment? There's none on here at the moment and I'm not sure how to do it myself. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 08:07, 20 May 2020 (UTC)<br />
: Unfortunately I don't know how to extract the sprites from the files; the images I uploaded are just cropped screenshots. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 17:50, 20 May 2020 (UTC)<br />
::Would you mind grabbing a pic of Corporate Hoods to go with your pics of the other sorts of humans on [[Population (Apocalypse)]]? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 04:33, 9 July 2020 (UTC)<br />
:::Yeah, I'll grab one as soon as I get round to it. The Police pic is also kinda dark so I'll see if I can get a better one. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:22, 9 July 2020 (UTC)<br />
::Thanks a bunch. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 08:11, 9 July 2020 (UTC)<br />
<br />
== Acceleration ==<br />
<br />
My testing in Apoc has not shown the Acceleration stat to actually do anything, so I'm kinda conflicted about whether we should include it in tables. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:06, 10 June 2020 (UTC)<br />
* I had no idea... Yeah, no point in including it if it doesn't do anything - unless possibly if this is changed in OpenApoc. By the way, does the engine's Power stat do anything? And can any vehicle's weight actually slow it down? [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 06:31, 10 June 2020 (UTC)<br />
::Actually, scratch that; with hacking to extreme values I was able to get a noticeable effect out of it, or at least an effect for both Power and Weight (Acceleration = Power/Weight, though I'm not 100% sure that the 1-10 range allowed for displayed Acceleration is the real range). It seems to affect turn rate and response delay, although turn rate also depends directly on the craft (a Hoverbike with Acceleration 10 will do a 180-degree turn ''much'' faster than a Valkyrie with Acceleration 10). The issue I was having was that changing engine (without hacking the engines) also changes max speed (so I couldn't tell whether it was Acceleration or simply speed) and while changing the Weight frequently changes the displayed Acceleration the effect is imperceptible (hacking a part to weigh 20000, though, is enough to have an obvious discrepancy in turn rate and response time). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 10:32, 10 June 2020 (UTC)<br />
:::Interesting finds, there sure is an incredible amount of detail in some aspects of Apoc, even though they're often barely perceptible in-game. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:39, 11 June 2020 (UTC)<br />
<br />
== Wow Android civilians and other findings in Unused Game Features ==<br />
<br />
Wow Android civilians and other findings in 'Unused Game Features'<br />
great finding Darkpast! thx<br />
<br />
==Graph==<br />
If needed for the "Raid Loot Table" page. Please use this and edit if you want (eg: removing terse wording):<br />
: Thank you. Before I put up the page, I still need to figure out if there's anything that affects the items spawned. I've heard that Tech Level is a factor. For example, a Lawpistol may be replaced by a Plasma Gun if Tech Level is high. I'll see if one of the coders working on OpenApoc can help. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:32, 6 August 2022 (CEST)<br />
<br />
==Spawned Items==<br />
The numbers indicate quantity.<br><br />
Note: terse<br />
{| {{StdCenterTable}}<br />
|||[[Image:Apoc_govt_icon.png]]||[[Image:Apoc_megapol_icon.png]]||[[Image:Apoc_sirius_icon.png]]||[[Image:Apoc_marsec_icon.png]]||[[Image:Apoc_sd_icon.png]]||[[Image:Apoc_gm_icon.png]]||[[Image:Apoc_cyberweb_icon.png]]||[[Image:Apoc_ts_icon.png]]||[[Image:Apoc_solmine_icon.png]]||[[Image:Apoc_sensovision_icon.png]]||[[Image:Apoc_lifetree_icon.png]]||[[Image:Apoc_nutrivend_icon.png]]||[[Image:Apoc_evonet_icon.png]]||[[Image:Apoc_sanctuary_icon.png]]||[[Image:Apoc_nanotech_icon.png]]||[[Image:Apoc_energen_icon.png]]||[[Image:Apoc_synthemesh_icon.png]]||[[Image:Apoc_gravball_icon.png]]||[[Image:Apoc_psyke_icon.png]]||[[Image:Apoc_diablo_icon.png]]||[[Image:Apoc_osiron_icon.png]]||[[Image:Apoc_self_icon.png]]||[[Image:Apoc_mutant_icon.png]]||[[Image:Apoc_extropians_icon.png]]||[[Image:Apoc_technocr_icon.png]]<br />
|-<br />
|[[Megapol AP Grenade|AP Gren]]||1||1||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||1||1||1||1<br />
|-<br />
|[[Megapol Stun Grenade|Stun Gren]]||1||1||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||||1||1||1<br />
|-<br />
|[[Marsec Proximity Mine|Prox Mine]]||1||||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||1||1||1||1<br />
|-<br />
|[[Marsec High Explosive|Hi-X]]||1||||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||1||1||1||1<br />
|-<br />
|[[Megapol Lawpistol|Lawpistol]]||1||||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||||1||1||1<br />
|-<br />
|[[Marsec M4000 Machine Gun|M4000]]||1||||||1||1||1||1||1||||1||1||1||1||1||1||1||1||1||1||||||1||1||1||1<br />
|-<br />
|[[Megapol Laser Sniper Gun|Laser Rifle]]||1||||||1||||||||||||||||||||||||||||||||1||||1||||||<br />
|-<br />
|[[Megapol Auto Cannon|Autocannon]]||1||1||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||1||2||1||1||1<br />
|-<br />
|[[Megapol Plasma Gun|Plasma]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Marsec Heavy Launcher|Hvy Launch]]||||||||1||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Marsec Minilauncher|Mini Launch]]||||||||1||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Megapol Stun Grapple|Grapple]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Power Sword|Sword]]||||||||1||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Mind Shield (Apocalypse)|Mind Shield]]||||||||1||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Mind_Bender|Mind Bender]]||||||||1||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Medi-Kit (Apocalypse)|Medikit]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Motion Scanner (Apocalypse)|Motion Scan]]||||||||1||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Psiclone]]||||||10||||||||||||||||||||||||||||||||10||10||10||6||6||||<br />
|-<br />
|[[Elerium (Apocalypse)|Elerium]]||8||3||||1||8||8||8||8||15||8||8||8||8||8||8||8||8||8||2||2||2||2||2||8||8<br />
|-<br />
|[[Agents_Armor_(Apocalypse)#Megapol_Armor|Meg.Head]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Agents_Armor_(Apocalypse)#Megapol_Armor|Meg.Chest]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Agents_Armor_(Apocalypse)#Megapol_Armor|Meg.Left Arm]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Agents_Armor_(Apocalypse)#Megapol_Armor|Meg.Right Arm]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Agents_Armor_(Apocalypse)#Megapol_Armor|Meg.Legs]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Agents_Armor_(Apocalypse)#Marsec_Armor|Mar.Head]]||||||||1||||||||||||||||||||||||||||||||1||||||||||<br />
|-<br />
|[[Agents_Armor_(Apocalypse)#Marsec_Armor|Mar.Chest]]||||||||1||||||||||||||||||||||||||||||||1||1||||||||<br />
|-<br />
|[[Agents_Armor_(Apocalypse)#Marsec_Armor|Mar.Left Arm]]||||||||1||||||||||||||||||||||||||||||1||||||||||||<br />
|-<br />
|[[Agents_Armor_(Apocalypse)#Marsec_Armor|Mar.Right Arm]]||||||||1||||||||||||||||||||||||||||||||||1||||||||<br />
|-<br />
|[[Agents_Armor_(Apocalypse)#Marsec_Armor|Mar.Legs]]||||||||1||||||||||||||||||||||||||||||1||||||||||||<br />
|}<br />
<br />
==Taking stock==<br />
EsTeR says he's gone away. I want to do some reversion/rewrites here (I didn't particularly want to wage full-on edit war, but if he's left then there's no reason to leave UFOpaedia Apoc in this state), but I wasn't around for much of this so I don't have a good idea of which pages he did and didn't affect and ''in particular'' which pieces of information he actually full-on moved from one article to another vs. newly added vs. duplicated (in the case of stuff he moved, there's the question of which page it belongs on and we need to make sure we don't lose it, but in the case of duplications we generally want to remove one of the mentions to help undo the bloat).<br />
<br />
Do you have some idea of the shape of things? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 16:40, 18 November 2022 (CET)<br />
<br />
Sorry for replying so late, I wasn't active here for a while. Frankly, he changed most of the pages. Among other things:<br />
a) redoing the main page at https://www.ufopaedia.org/index.php/Apocalypse. I haven't compared it to the older version, so I guess this is where any major work on the Wiki should start.<br />
b) pretty much all the pages under "Battlefield Tactics & Gameplay" have been extensively changed and information shuffled around. I've lost track of what happened. It will take a *lot* of work to rewrite this.<br />
c) the pages on Damage Modifiers, Vehicles (the general pages, not the ones about specific vehicles), and Buildings have been significantly altered.<br />
d) at least the 4 pages on unused features have been consolidated into one. I don't think the old ones have been deleted though, but at least they aren't on the main page anymore.<br />
<br />
Other than that, I see several issues with the Apocalypse part of the Wiki, of which I would highlight:<br />
1) his writing style was very different from the one used on most of the pages, far more suited to a fanmade guide than a wiki - though, admittedly, some of the old pages also had a very "pub talk" style with lots of "you should do XY" which isn't really suited to a wiki, either. Some pages got "trimmed" yet had IMO superfluous info added (e.g. do we really need to describe what explosive damage is?). Spelling/writing standardization would also be nice - e.g. is it X-COM or X-Com? It would also be good to refer to things consistently - e.g. not talking about Security Guards in one article, Building Security in another, and just Guards in a third. Flying vehicles or airborne vehicles? And so on.<br />
2) there is still quite a bit of information that hasn't been verified. This is made worse by the fact that even the OpenApoc team seem to disagree on some things. For example, a lot of info on Organizations can be found floating around their Discord, but after consulting Skin36 and doing extensive in-game testing, I have found some of this info is just outright false - most glaringly, despite what some of the team claim, the Tips Book is outright wrong on the effects of allying with certain Organizations. Skin did mention he found there are quite a few places in the code that the "allied" flags are checked - but it's not obvious what they do.<br />
3) images are often not being displayed correctly. This appears to affect the entire wiki, but is especially visible in the Apocalypse part because so many new ones were added.<br />
[[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 20:12, 15 June 2023 (CEST)<br />
<br />
'''Hello, I'm still around.'''<br><br />
First off, read -every single page- through the whole Apocalypse section. You will have a better understanding of what was done. <br><br />
1. Most pages were not uniform with many missing pics. The alien buldings pages in particular were needing extensive work and uniformness. I think 99% of the alien dimension anything is complete beside spelling mistakes and minor formatting.<br><br />
2. A wiki will become shallow and basically useless if you want to make the apoc section like wikipedia's "what not how" format and since there already is such a page, copy and pasting it here is redundant ...but is that what you both want? The whole point of these pages is concrete information which I have added to in a massive way. I have added many 'tactics and gameplay' to pages where it is useful. Expanding those sections would be the way to go and not sterilizing the page to make it like other pages (to other games) found on the internet.<br><br />
3. Orgs with false information from the hint book has been mentioned in the relevant page.<br><br />
4. The only pictures which do not display correctly are the title pages within the cut section and one in the citywall section. Every single page has the pictures displaying correctly.<br><br />
5. Moving pages within the Apocalypse title page was done to organise topics to be together as subtitles. I think I've done a good job but the "Combat Format" should be more integrated into the "Battlescape Tactics And Gameplay" section. I haven't re-written those pages but have dumped information into them to consolidate into one section only... and not like three sub-standard pages dealing with Cut Content as was before. I didn't look good. Old pages are still around - I have not deleted moved content but chose one of the three cut content pages to become the only one.<br><br />
<br><br />
<br><br />
Finally, consider this thought... if the apocalypse section has been added to heavily and cleaned up massively by me, then why are you both complaining that the work which needed to be done, has been done? If you cared about this as much as your demeanor implies then you would have made an effort to fix this section 'years' ago. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]]) 18:11, 11 July 2023 (CEST)<br />
<br />
:We did make an effort to fix it, Darkpast especially so. Check the edit histories of the Apoc pages and you'll find one or both of us on most of them. Much of the stuff you did is not "work which needed to be done"; it's actual disagreements between us and you. The only thing I recall as truly ''needing'' cleanup prior to your bull-in-a-china-shop act is Makus' pseudo-blogging, which admittedly I did let slide mostly because it was confined to a few pages that weren't otherwise in use.<br />
:Also, I am depressed and this isn't top-priority for me (I spent a month homeless last year, for fuck's sake, and three months of this year putting together a "please don't end the world" essay), and undoing your damage is a much bigger project than telling you to stop since you've made literally thousands of edits and ''some'' of them are actually okay so simply writing a script to globally rollback everything you've ever done on UFOpaedia would not be the best idea.<br />
:I did actually try to get an admin to intervene last year (I wasn't really looking for you to be banned, just warned with teeth to stop doing the objectionable stuff), but he's mostly absentee as well and I didn't chase it up because I thought you'd left and admin rights are only useful for stopping you rather than for reverting you. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 06:34, 20 July 2023 (CEST)<br />
<br />
:: I have pity but some choice of words you choose go too far. Damage? If you think what i have done is damage then you go away from here. Regardless, I hope your situation improves. Stay strong. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]]) 07:45, 20 July 2023 (CEST)<br />
<br />
::: EsTeR, what you did here isn't doing "what needed to be done", it's basically hijacking the whole Apocalypse section of the wiki and turning it into your personal FAQ, which it is not - there are sites like GameFAQs for what you're trying to write. I have little free time and no wish to spend it on edit wars, especially since the admins - and the site in general - seem to be pretty much inactive, but you on the other hand seem to have hours and hours to spend here, and have no problem using them to remove anything done by me or Magic9Muchroom. That is why I stopped trying to fix things long ago, as I know you'll just change them the moment I turn my back. But I am hurt to see the pages I worked on so long butchered by you, and I have no wish to communicate with you further. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 16:22, 30 September 2023 (CEST)<br />
::::'''If you do not want your writing to be edited mercilessly, then do not submit it here.'''<br />
<br />
==Examples==<br />
...of what needed to be done:<br><br />
Old: https://www.ufopaedia.org/index.php?title=Dimension_Gate_Generator&oldid=42597<br><br />
New: https://www.ufopaedia.org/index.php/Dimension_Gate_Generator<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Engineering_(Apocalypse)&oldid=99774<br><br />
New: https://www.ufopaedia.org/index.php/Engineering_(Apocalypse)<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Agents_Medals_(Apocalypse)&oldid=24681<br><br />
New: https://www.ufopaedia.org/index.php/Agents_Medals_(Apocalypse)<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Corporate_HQ_(Apocalypse)&oldid=26679<br><br />
New: https://www.ufopaedia.org/index.php/Corporate_HQ_(Apocalypse)<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Difficulty_Levels_(Apocalypse)&oldid=107281<br><br />
New: https://www.ufopaedia.org/index.php/Difficulty_Levels_(Apocalypse)<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Psionics_(Apocalypse)&oldid=92307<br><br />
New: https://www.ufopaedia.org/index.php/Psionics_(Apocalypse)<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Quantum_Physics_Lab_(Apocalypse)&oldid=59664<br><br />
New: https://www.ufopaedia.org/index.php/Quantum_Physics_Lab_(Apocalypse)<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Advanced_Workshop_(Apocalypse)&oldid=59677<br><br />
New: https://www.ufopaedia.org/index.php/Advanced_Workshop_(Apocalypse)<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Mind_Bender&oldid=99136<br><br />
New: https://www.ufopaedia.org/index.php/Mind_Bender<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Biological_Warfare_(Apocalypse)&oldid=42544<br><br />
New: https://www.ufopaedia.org/index.php/Biological_Warfare_(Apocalypse)<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php/Metro_Roadgrav_(Apocalypse)<br><br />
New: https://www.ufopaedia.org/index.php?title=Metro_Roadgrav_(Apocalypse)&oldid=91004<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Personal_Disruptor_Shield&oldid=107483<br><br />
New: https://www.ufopaedia.org/index.php/Personal_Disruptor_Shield<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Motion_Scanner_(Apocalypse)&oldid=28291<br><br />
New: https://www.ufopaedia.org/index.php/Motion_Scanner_(Apocalypse)<br><br />
<br><br />
Honestly, If you think what I have done is damage to few example given above, then you are a troll and should just go join your friend.<rb><br />
aka: '''you go away from here'''.<br><br />
[[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]]) 13:18, 5 October 2023 (CEST)<br />
<br />
== Re: Overviews of Aliens (TFTD) - Bio-Drone ==<br />
<br />
I notice you changed the Methods of Disposal for Bio-Drones from:<br />
:Gauss, Sonic and Explosives from as far away as possible; or Melee as close as possible.<br />
to:<br />
:Gauss and powerful Explosives from as far away as possible; or Melee as close as possible. Stun attacks are also fairly effective. Gauss attacks and light explosives are not very effective.<br />
This latter seems to be in error. First, you both recommended and disrecommended Gauss (I think the first one was supposed to be Sonic). Second, the reason for the recommendation of ''powerful'' HE weapons for Cyberdiscs/Sectopods/Hallucinoids is that they are in-effect weak to the damage type but have high Under Armour which blocks weak explosives. Bio-Drones don't have high Under Armour; they're just 40% resistant to HE (and aren't large), which means that both powerful and weak explosives will take longer to kill it but doesn't really discriminate between them. Eyeballing Weapon Effectiveness, you're talking two to three Sonic Pulsers per Bio-Drone, which gets expensive fast in money and item limit, and the DPT is only roughly even with far-cheaper Sonic if you're not using the carried-grenades exploit (and obviously these won't work against an airborne Bio-Drone; the Gas Cannon with HE rounds will, as well as being cheaper and saving items, but the DPT of that is way inferior to Sonic). Am I missing something? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 09:13, 7 November 2023 (CET)<br />
::You are right, it was an error on my part (first was supposed to be Sonic...). Feel free to change/reword it. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 09:24, 8 November 2023 (CET)<br />
<br />
== Re:EsTeR's "previous" and "next" links ==<br />
<br />
Do you think these should stay or go? They aren't humongously useful (this is a wiki, not a series of lessons that must be taken in order, and there are links everywhere) but they're not actively destructive. Whichever we decide, it should be standardised, though. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 04:08, 8 January 2024 (CET)<br />
<br />
:I'd remove them for the reasons you state, and also because I find navbars/navboxes do the same job better.<br />
:Also, any idea on what catch-all term to use for the various human enemies? I don't think there is such a term in the code, and "building defence" isn't the best IMO. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 12:45, 8 January 2024 (CET)</div>Darkpasthttps://www.ufopaedia.org/index.php?title=User:Gamer500018&diff=117685User:Gamer5000182023-12-05T14:54:21Z<p>Darkpast: </p>
<hr />
<div>Yo. I'm an XCOM fan who's been using this wiki as a guide for a long while. Noticed that the Apocalypse pages were being vandalised by some entitled troll, so I decided to fix em.<br />
<br />
=Hello=<br />
<br />
Hello and welcome to ufopaedia.org<br />
<br />
Only change pages which need corrections or additions. A certain look and format have been implemented across all pages for clarity and readability. Please do not make changes to pages unless needed.<br />
<br />
We welcome you to our little community of X-COM fanatics. <br />
<br />
Regards,<br />
<br />
[[User:EsTeR|EsTeR]]<br />
<br />
Ah, it's the aforementioned troll.<br />
<br />
We had a perfectly fine format with much more information before you came along. I preferred it that way, so I'm putting it back.<br />
<br />
Regards, <br />
<br />
Gamer<br />
<br />
:Oh! Troll? I sense that you are a puppetmaster, Darkpast. Grow up.<br />
<br />
I don't know who you think I am, but I'm pretty sure you're the one who needs to get over yourself.<br />
<br />
::Darkpast and I are the two people who've objected to EsTeR's actions so far, although we didn't really have the heart or time to go full-blown editwar over it. He presumably thinks you're Darkpast.<br />
<br />
::I will defend EsTeR only insofar as this: he's not a troll, just someone with more enthusiasm than sense. While a lot of his rewrites suck, he has made a bunch of good edits as well (this is part of why I didn't just write a script to revert literally every edit he'd ever made; there legitimately is a baby that would be thrown out along with the bathwater). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:47, 5 December 2023 (CET)<br />
<br />
:::Just to make it clear, I am *not* Gamer500018. Otherwise, I concur with Magic9mushroom. EsTeR's work wasn't all bad, but sifting through the crap to get to the gold without losing anything in the process is a huge undertaking that requires going through the pre- and post-EsTeR versions of every page in the Apocalypse section as well as checking some things for accuracy (for example, he is wrong about Organizations' funding not having any effect). [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 15:54, 5 December 2023 (CET)</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Diving_Suit&diff=117204Diving Suit2023-11-21T14:07:05Z<p>Darkpast: mentioning damage modifier; should also cut out the pub talk when I find the time.</p>
<hr />
<div>== General Information ==<br />
This is the standard diving suit in ''[[TFTD|Terror from the Deep]]'', worn by any aquanaut not wearing something else. It does not need to be bought or manufactured. (Although how X-Com gets free scuba gear for all its troops is quite a question! Maybe it's included in the $40,000 hiring fee...) It is unlikely to help against the alien's sonic weaponry, but it may stop a stray [[Dart Gun|dart]] or [[Jet Harpoon|harpoon]].<br />
Being idiots, your motley crew will insist on wearing this suit even on land-based terror missions. This causes them to lose any gain in mobility and dexterity that one would normally expect from fighting on the surface, instead of 1000 feet below sea level. Presumably the diving weights contribute to the minor protection the suit has to offer.<br />
<br />
In ''[[X-COM|UFO: Enemy Unknown]]'', the [[Coveralls]] are the equivalent of this armor.<br />
<br />
==Statistics==<br />
<br />
<table {{StdCenterTable}} width="30%"><br />
<tr {{StdDescTable_Heading}}><th>Facing</th><br />
<th>Protection</th></tr><br />
<tr><td>Front</td><td>12</td></tr><br />
<tr><td>Right</td><td>8</td></tr><br />
<tr><td>Left</td><td>8</td></tr><br />
<tr><td>Rear</td><td>5</td></tr><br />
<tr><td>Under</td><td>2</td></tr><br />
</table><br />
<br />
A Diving Suit does not provide any damage resistances, but has a 60% weakness to melee attacks.<br />
<br />
==See Also==<br />
[[Plastic Aqua Armor]]<br><br />
[[Ion Armor]]<br><br />
[[Magnetic Ion Armor]]<br />
<br />
<br />
{{Equipment (TFTD) Navbar}}<br />
<br />
[[Category:Armour (TFTD)]]<br />
[[Category:TFTD]]</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Terror_Units_(TFTD)&diff=117183Terror Units (TFTD)2023-11-19T18:43:13Z<p>Darkpast: adding links, moving Mixed Crew higher in table, as it fits better there</p>
<hr />
<div>Just as in the [[Terror Units|First Alien War]], the various alien races will occasionally [[Terror Mission (TFTD)|attack civilian targets]]. This time, the aliens target [[Ship Rescue Mission|cruise ships, cargo ships]], [[Port Attack|ports]], and [[Island Attack|island resorts]]. Each race will be accompanied by specific terror units, which can change depending on whether the mission is above or underwater. Later in the game, [[Mixed Crew]] terror missions will appear in which a mix of Tasoths and Aquatoids is accompanied by an unusual mix of terror units. This can be an opportunity to obtain live specimens for research.<br />
<br />
Terror units can also be found guarding Alien Colonies and Artefact Sites, but these will invariably be Hallucinoids and Tentaculats accompanying either Tasoths and Aquatoids or Lobstermen.<br />
<br />
== Terror Unit Types ==<br />
<br />
<br />
{|class="wikitable"<br />
! TFTD Species<br />
! Terror Unit underwater<br />
! Terror Unit on land<br />
|-<br />
| [[Aquatoid]] || [[Hallucinoid]] || [[Calcinite]]<br />
|-<br />
| [[Gillman]] || [[Xarquid]] || [[Deep One]]<br />
|-<br />
| [[Lobsterman|Lobster Man]] || [[Tentaculat]] || [[Bio-Drone]]<br />
|-<br />
| [[Tasoth]] || [[Tentaculat]] || [[Bio-Drone]]<br />
|-<br />
| [[Mixed Crew]] || [[Hallucinoid]] and [[Tentaculat]] || [[Bio-Drone]], [[Triscene]], [[Calcinite]] and [[Xarquid]]<br />
|-<br />
| [[Alien Colony Assault|Alien Colony]] || [[Hallucinoid]] (upper level only) and [[Tentaculat]] || n/a<br />
|-<br />
| [[Artefact Site]] || [[Hallucinoid]] and [[Tentaculat]] || n/a<br />
|-<br />
| [[T'leth]] || [[Hallucinoid]], [[Deep One]], [[Xarquid]], [[Tentaculat]] || n/a<br />
|-<br />
|}<br />
<br />
==See Also==<br />
[[Terrorist (Alien Rank)]]<br />
{{Aliens (TFTD)}}<br />
<br />
[[Category:TFTD]]</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Template:TFTD_Table&diff=117182Template:TFTD Table2023-11-19T18:36:32Z<p>Darkpast: adding alien weapon loadouts to main TFTD page</p>
<hr />
<div><table style="width:100%;"><br />
<tr style="vertical-align: top;"><br />
<td colspan = "4"><br />
{| {{stdTable}} width = "100%" <br />
|- {{stdTable Heading}}<br />
| colspan = "2"| {{TFTD Icon}} '''X-COM: Terror From the Deep'''<br />
|-<br />
|}<br />
</td><br />
<tr style="vertical-align: top;"><br />
<td style="width: 25%; border:1px gray solid;"><br />
{| {{stdTable}} width="100%" style="border:none;"<br />
|- {{stdTFTD Heading}}<br />
|- {{stdTable Sub Heading}}<br />
| '''General'''<br />
|-<br />
| [[Info (TFTD)|General Information]]<br />
|-<br />
| [[Background (TFTD)|Background]]<br />
|-<br />
| [[OpenXcom|OpenXcom]]<br />
<br />
|- {{stdTable Sub Heading}} title = "Global Geoscape Affairs"<br />
| '''The Geoscape'''<br />
|-<br />
|[[Geoscape (TFTD)|Geoscape]]<br />
|-<br />
|[[Subs|X-COM Subs]]<br />
:[[Sub Armaments]]<br />
|- <br />
| [[Aquanauts]]<br />
|-<br />
| [[Equipment (TFTD)|Equipment]]<br />
: [[Weapons (TFTD)|Weapons]]<br />
: [[Submersible Weapons Systems]]<br />
|-<br />
| [[Base Facilities (TFTD)|Base Facilities]]<br />
|- <br />
| [[Research (TFTD)|Research]]<br />
: [[Alien Research (TFTD)|Alien Research]]<br />
: [[Alien Artefacts (TFTD)|Alien Artefacts]]<br />
|-<br />
| [[Buying/Selling/Transferring (TFTD)|Economics]]<br />
: [[Country Funding (TFTD)|Funding]]<br />
|-<br />
|- {{stdTable Sub Heading}}<br />
| '''Aliens'''<br />
|-<br />
| [[Alien Life Forms (TFTD)|Alien Life Forms]]<br />
: [[Overviews of Aliens (TFTD)|Overviews of Aliens]]<br />
: [[Alien Missions (TFTD)|Alien Missions]]<br />
: [[Alien Ranks]]<br />
:: [[Terror Units (TFTD)|Terror Units]]<br />
: [[Alien Weapon Loadouts (TFTD)|Alien Weapon Loadouts]]<br />
|-<br />
|[[Alien Subs]]<br />
:[[Alien Sub Components]]<br />
|}<br />
</td><br />
<td style="width: 25%; border:1px gray solid;"><br />
{| {{stdTable}} width="100%" style="border:none;"<br />
|- {{stdTable Sub Heading}} title="Tactical Combat"<br />
| '''The Battlescape (Tactical Combat)'''<br />
|-<br />
| [[Battlescape|Battlescape Overview]]<br />
|- <br />
| [[Mission Types (TFTD)|Mission Types]]<br />
:[[Alien Sub Crash Recovery]]<br />
:[[Alien Submarine Assault]]<br />
: [[Terror Mission (TFTD)|Terror Mission]] <br />
::[[Port Attack]]<br />
::[[Island Attack]]<br />
::[[Shipping Lane Mission]]<br />
: [[Artefact Site]] <br />
: [[Colony Assault]]<br />
:[[Base Defense (TFTD)|Base Defense]]<br />
:[[T'leth]]<br />
|-<br />
| [[Terrain (TFTD) | Terrain]]<br />
|}<br />
</td><br />
<td style="width: 25%; border:1px gray solid;"><br />
{| {{stdTable}} width="100%" style="border:none;"<br />
|- {{stdTable Sub Heading}} <br />
| '''Game Strategies'''<br />
|-<br />
| [[TFTD Strategy Guide]] <br />
|- {{stdTable Sub Heading}}<br />
| '''Miscellaneous''' <br />
|-<br />
| [[Weapon Effectiveness (TFTD)|Weapon Effectiveness tables]]<br />
|-<br />
| [[Weapon Analysis]] <br />
|-<br />
| [[Realistic Equivalents (TFTD)|Realistic Equivalents]]<br />
|-<br />
| [[Sightings in other fandoms]]<br />
|-<br />
| [[Enabling cinematics (TFTD)|Enabling the cinematic intro/outro]]<br />
|-<br />
| [[Wish List (TFTD)|Wish List]]<br />
|-<br />
| [[GUS Music in Dosbox]]<br />
|-<br />
| [[Ideal DOSBox Settings (UFO/TFTD)]]<br />
|- {{stdTable Sub Heading}} <br />
| '''Technical Information'''<br />
|-<br />
| [[Scoring (TFTD)|Scoring]]<br />
|-<br />
| [[:Category:Data tables|Data Tables]]<br />
|-<br />
| [[Alien Appearance Ratios (TFTD)|Alien Appearance Ratios]]<br />
|-<br />
| [[Saved Game Files|Game Files]]<br />
|-<br />
| [[Known Bugs (TFTD)|Known Bugs]]<br />
|-<br />
| [[TRTBAG|Research Tree Bug Avoidance Guide]]<br />
|}<br />
</td><br />
</tr><br />
</table></div>Darkpasthttps://www.ufopaedia.org/index.php?title=Alien_Life_Forms_(TFTD)&diff=117181Alien Life Forms (TFTD)2023-11-19T18:31:03Z<p>Darkpast: one more link</p>
<hr />
<div>There exist many alien races (species) in ''Terror From The Deep''. Some are cretaceous creatures... some are aliens. Here you will find the most basic info on the hostile species of the [[Second Alien War]].<br />
<br />
*For an overview of aliens' abilities and weaknesses, see [[Overviews of Aliens (TFTD)]].<br />
*For information on their vital statistics, see [[Alien Stats (TFTD)]].<br />
*For information about their resistances and vulnerabilities to specific types of damage, see [[Damage Modifiers (TFTD)]].<br />
*For more detailed information about a specific alien race, click on its name on the lists below.<br />
*For information on when they appear and what missions they perform, see: [[Alien Appearance Ratios (TFTD)]].<br />
<br />
===Weapon-Carrying Aliens===<br />
Also known as Armed Combatants, these are the mainstay of the alien invasion. In every mission, X-COM will face one of these alien races. They are almost always armed with manufactured weapons, though some also have innate melee or [[Molecular Control]] attacks.<br />
<br />
For an overview of their equipment, see: [[Alien Weapon Loadouts (TFTD)]].<br />
<br />
*[[Aquatoid]]<br />
*[[Gillman]]<br />
*[[Lobsterman]]<br />
*[[Tasoth]]<br />
*[[Mixed Crew]] (not a race per se, but a mix of Tasoths and Aquatoids with many different Terror Units)<br />
<br />
===Terror Units===<br />
Terror Units are more specialized and use innate attacks. As their name implies, they accompany the Weapon-Carrying Aliens on [[Terror Mission (TFTD)|Terror Missions]] and when assaulting X-COM bases, but can also be found defending important alien sites and their largest subs. None are M.C. capable, but most are extremely resistant to such attacks.<br />
<br />
For information on which Terror Units accompany which alien race, see: [[Terror Units (TFTD)]].<br />
<br />
*[[Bio-Drone]]<br />
*[[Calcinite]]<br />
*[[Deep One]]<br />
*[[Hallucinoid]]<br />
*[[Tentaculat]]<br />
*[[Triscene]]<br />
*[[Xarquid]]<br />
*[[Zombie (TFTD)|Zombie]]<br />
<br />
<br />
{{Aliens (TFTD)}}<br />
<br />
[[Category:TFTD]]</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Alien_Life_Forms_(TFTD)&diff=117180Alien Life Forms (TFTD)2023-11-19T18:26:21Z<p>Darkpast: removing the descriptions because a) they're already covered by the Overview article and individual aliens' pages, and b) to bring it more in line with https://www.ufopaedia.org/index.php/Alien_Life_Forms ; also adding some links I think are relevant</p>
<hr />
<div>There exist many alien races (species) in ''Terror From The Deep''. Some are cretaceous creatures... some are aliens. Here you will find the most basic info on the hostile species of the [[Second Alien War]].<br />
<br />
*For an overview of aliens' abilities and weaknesses, see [[Overviews of Aliens (TFTD)]].<br />
*For information on their vital statistics, see [[Alien Stats (TFTD)]].<br />
*For information about their resistances and vulnerabilities to specific types of damage, see [[Damage Modifiers (TFTD)]].<br />
*For more detailed information about a specific alien race, click on its name on the lists below.<br />
<br />
===Weapon-Carrying Aliens===<br />
Also known as Armed Combatants, these are the mainstay of the alien invasion. In every mission, X-COM will face one of these alien races. They are almost always armed with manufactured weapons, though some also have innate melee or [[Molecular Control]] attacks.<br />
<br />
For an overview of their equipment, see: [[Alien Weapon Loadouts (TFTD)]].<br />
<br />
*[[Aquatoid]]<br />
*[[Gillman]]<br />
*[[Lobsterman]]<br />
*[[Tasoth]]<br />
*[[Mixed Crew]] (not a race per se, but a mix of Tasoths and Aquatoids with many different Terror Units)<br />
<br />
===Terror Units===<br />
Terror Units are more specialized and use innate attacks. As their name implies, they accompany the Weapon-Carrying Aliens on [[Terror Mission (TFTD)|Terror Missions]] and when assaulting X-COM bases, but can also be found defending important alien sites and their largest subs. None are M.C. capable, but most are extremely resistant to such attacks.<br />
<br />
For information on which Terror Units accompany which alien race, see: [[Terror Units (TFTD)]].<br />
<br />
*[[Bio-Drone]]<br />
*[[Calcinite]]<br />
*[[Deep One]]<br />
*[[Hallucinoid]]<br />
*[[Tentaculat]]<br />
*[[Triscene]]<br />
*[[Xarquid]]<br />
*[[Zombie (TFTD)|Zombie]]<br />
<br />
{{Aliens (TFTD)}}<br />
<br />
[[Category:TFTD]]</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Overviews_of_Aliens_(TFTD)&diff=117179Overviews of Aliens (TFTD)2023-11-19T18:08:07Z<p>Darkpast: making species' names clickable, some changes to "see also", notably adding links to Mixed Crew, some small changes to main text (e.g. Gill Men-Snakemen comparison was possibly more confusing than useful)</p>
<hr />
<div>All aliens are not, of course, equal. While a novice may be overwhelmed at any manifestation of Alien presence, he will soon learn to cope, and discern the abilities of his enemy. For those who aren't yet well-versed in such things, here's a rundown on how mean each of these creatures can be in a fight. For more details, look at aliens' specific pages or [[Alien Stats (TFTD)|the stats page]].<br />
<br />
The alien races are split into two categories, Armed Combatant and Terror Unit, and ordered according to their general order of appearance.<br />
<br />
==Armed Combatants==<br />
<br />
Armed Combatants are races that can operate independently and use manufactured weapons.<br />
<br />
===[[Gill Man]]===<br />
[[Image:Gillman.png|How does I betray planet?]]<br />
<br />
Gill Men (also spelled Gillmen) are not true aliens, but an ancient Terran species that serves them. They make rather poor soldiers, and their alien overlords seem to treat them as little more than cannon fodder.<br />
<br />
They are slower and less accurate than [[Aquatoid]]s and have no [[Molecular Control]] ability, with the sole exception of those of [[Commander (Alien Rank)|Commander]] rank. However, they wield the same powerful sonic and explosive weapons as the other alien races and as such should not be underestimated.<br />
<br />
They have all ranks except for the Medic and Navigator.<br />
<br />
Methods of Disposal: Pretty much anything, though weaker weapons such as Hydro-Jet Cannons, Gauss Pistols, and especially Jet Harpoons will usually not kill them in one hit. Unlike Aquatoids, they may survive when on the edges of an explosion. They are vulnerable to M.C. attacks.<br />
<br />
You will need to have examined a dead Gillman in order to unlock the [[Thermic Lance]]. Their [[#Deep One|associates]] are perhaps of more interest. <br />
<br clear="all" /><br />
See also: [[Xarquid]] | [[Deep One]]<br />
<br />
===[[Aquatoid]]===<br />
[[Image:Aquatoid.png|Beware: Aquatards!]]<br />
<br />
Distant relations to the [[Sectoid]]s, they have much the same strengths and weaknesses.<br />
<br />
Aquatiods make at best average soldiers, having pitifully low health. However, they do have decent Reactions and Firing Accuracy, and their Technicians, Navigators, and Commanders have [[Molecular Control]] abilities.<br />
<br />
Aquatoids can be of any rank (they are the only race to have Medics). They usually act independently, but can also be found as part of [[Mixed Crew]] missions and the forces defending [[Alien_Colony_Attack_Mission|Alien Colonies]] and [[Artefact Site]]s.<br />
<br />
Methods of Disposal: Anything. Explosives are particularly effective, and will often kill them even if they're on the very edge of the blast radius. Weapons with high rates of fire are another good option. The lower ranks are fairly vulnerable to M.C. attacks, the higher ones less so.<br />
<br clear="all" /><br />
See also: [[Hallucinoid]] | [[Calcinite]] | [[Mixed Crew]]<br />
<br />
===[[Lobster Man]]===<br />
[[Image:Lobsterman.png|Foe or Food?]]<br />
<br />
These orange instruments of doom are the [[Muton]] of TFTD. They are usually encountered from April 2040, but can occasionally appear as early as February.<br />
<br />
They are very tough and flexible opponents as they can fight with standard weapons (they have decent Firing Accuracy) or their built-in claw attacks, which can give even the most well protected aquanaut a major pounding.<br />
<br />
While their armor is weak, they have insanely formidable resistances that allow them to shrug off between 50% and 80% (!) of most damage types. Combined with plenty of health, this allows them to sustain unreal amounts of damage before dropping dead. Thankfully, this is balanced by Lobstermen taking more damage from stun or drill type weapons. <br />
<br />
Lobster Men have all ranks except for Medic, and none of them have any M.C. ability at all. In addition to running their own missions, they also man the lower levels of [[Alien_Colony_Attack_Mission|Alien Colonies]].<br />
<br />
Methods of Disposal: [[Thermal Shok Launcher|Thermal Shok Bombs]] (or [[Thermal Tazer|Tazers]] if you're feeling brave) and drills (e.g. [[Vibroblade]], [[Thermic Lance]]) are ideal. Failing that, use lots of powerful explosives or Sonic weapons with spare clips. M.C. attacks are effective against them, though the higher ranks are somewhat resistant. Gauss and beginning-tier ranged weapons are ineffective.<br />
<br />
A live Lobster Man Commander is required to research the [[Leviathan]] Assault Sub and [[T'leth, the Alien's City]], both of which are required to finish the game. Earlier versions of the game required researching a Lobsterman Navigator for Magnetic Navigation. <br />
<br clear="all" /><br />
See also: [[Tentaculat]] | [[Bio Drone]]<br />
<br />
===[[Tasoth]]===<br />
[[Image:Tasoth.png|Rag-dolly-lizard, all liquid inside...]]<br />
<br />
Tasoths are alien super-soldiers, with a deadly combination of high TUs and Reactions as well as good Firing Accuracy and very high Health. While they lack the damage resistances of the Lobster Men, they do not have any glaring weakness, either. They usually start appearing in July, but may sometimes be encountered earlier, in Terror Missions, [[Alien_Colony_Attack_Mission|Alien Colonies]] or [[Artefact Site]]s.<br />
<br />
Tasoth come in two flavours: Soldier and Squad Leader. The Squad Leaders have significantly better stats and, more importantly, [[Molecular Control]] ability. In addition to running their own missions, they are also found defending Alien Colonies and Artefact Sites and comprise the majority in [[Mixed Crew]] missions.<br />
<br />
Methods of Disposal: Sonic weapons are preferred, but ''strong'' explosives and melee weapons will also do the trick. Gauss Weapons will struggle against them, and starting-tier weapons are generally ineffective, save for powerful explosives such as the [[Torpedo Launcher]]. Tasoth Soldiers are vulnerable to M.C. attacks, Squad Leaders less so.<br />
<br />
A live Tasoth of either rank is required to research the [[M.C. Disruptor]].<br />
<br clear="all" /><br />
See also: [[Bio Drone]] | [[Tentaculat]] | [[Mixed Crew]]<br />
<br />
<br />
==Terror Units==<br />
<br />
Terror Units are always deployed to support Armed Combatants, and never run missions of their own. They have more specialized roles and only use built-in or natural weapons. They do not have ranks other than [[Terrorist (Alien Rank)|Terrorist]].<br />
<br />
===[[Deep One]]===<br />
[[Image:DeepOne.png|Cthulu says: Die plz.]]<br />
<br />
Deep Ones are fire support aliens with a unique and powerful arcing weapon that they can fire over obstacles. Sadly, it cannot be recovered or used by X-COM. Otherwise, the Deep Ones combat capabilities are unimpressive, as they are slow, rather fragile, and not very accurate.<br />
<br />
They are found in the company of [[Gillman|Gillmen]] on land missions, and are therefore likely to be the first Terror Unit encountered by X-COM. Interestingly, they appear underwater only in the final mission of the game.<br />
<br />
Methods of Disposal: Anything stronger than harpoons will kill them easily. They are resistant to M.C. attacks, though not as much as the other terrorist species.<br />
<br />
It cannot be overstated how vitally important these creatures are to X-COM research. A dead body is required to unlock research into [[Aqua Plastics]] and [[Plastic Aqua Armor]], and '''afterwards''' a live specimen is needed to unlock [[Ion Armor]], advanced submarines and advanced [[SWS]] models.<br />
<br clear="all" /><br />
See also: [[Gill Man]]<br />
<br />
===[[Calcinite]]===<br />
[[Image:Calc.PNG|I am a civilian you cannot see me, oh wait...]]<br />
<br />
Melee only units with powerful claws. They can take a bit of a beating due to their high level of health and are pretty fast, but they don't have any special resistance to any weapons so sustained fire of any kind will drop them.<br />
<br />
Calcinites are found in the company of [[Aquatoid]]s and [[Mixed Crew]]s on land missions. While Calcinites may be encountered as very early in the game, their Aquatoid masters are less inclined to launch Terror Missions than Gill Men, meaning that in some playthroughs X-COM will have to wait a long time before facing one.<br />
<br />
Methods of Disposal: Gauss or Sonic preferred, but Explosives and [[Gas Cannon]]s can be useful. As they are melee-only, [[Particle Disturbance Grenade]]s can be particularly effective. They are highly resistant to M.C. attacks.<br />
<br />
A dead Calcinite is required to unlock all the melee weapons, starting with the [[Vibroblade]].<br />
<br clear="all" /><br />
See also: [[Aquatoid]] | [[Mixed Crew]]<br />
<br />
===[[Bio-Drone]]===<br />
[[Image:BioDrone.png|Screaming you to death since 2045.]]<br />
<br />
These are one of the most dangerous aliens in the game. They can be thought of as miniature [[Cyberdisc]]s with high TUs, very high Health, and a sonic weapon with the best accuracy in the game. Not only can they take a considerable amount of punishment before falling, but they also explode if a ranged weapon kills or stuns them. Also, like Cyberdiscs, they can fly.<br />
<br />
Thankfully, they can be detected by a burned trail they leave behind them as they move. In addition, while they have a melee attack, it is extremely inaccurate, and they will often waste time trying to hit any aquanaut standing adjacent to them.<br />
<br />
Bio Drones are found on [[Lobsterman|Lobstermen]], [[Tasoth]], and [[Mixed Crew]] land missions. As such, X-COM will probably first encounter one on 1 April 2040. They do not appear underwater.<br />
<br />
Methods of Disposal: Either Sonics from as far away as possible (other guns will work, but not as well), or drills as close as possible. They are highly resistant to M.C. attacks.<br />
<br clear="all" /><br />
See also: [[Tasoth]] | [[Lobster Man]] | [[Mixed Crew]]<br />
<br />
===[[Hallucinoid]]===<br />
[[Image:Hallucinoid.png|Jelly baby!]]<br />
<br />
The Hallucinoid is a large, floating alien that primarily attacks with a lethal "cold-based" melee attack. It does not have a ranged attack, despite the UFOpaedia entry, and attacks only with its tentacles (which deal ordinary melee damage, not Freeze damage).<br />
<br />
Hallucinoids are found in the company of [[Aquatoid]]s and [[Mixed Crew]] on underwater missions, and also defend [[Alien_Colony_Attack_Mission|Alien Colonies]] and [[Artefact Site]]s. They are not found on the surface.<br />
<br />
Methods of Disposal: Sonics or ''powerful'' explosives are preferred. Most other weapons will work, but on higher difficulties it will take many shots thanks to Hallucinoids' high health and considerable armor. They do have a weakness to Phosphor rounds, but Phosphor is so ineffective underwater that it's usually not worth the trouble. They are highly resistant to M.C. attacks. As they are large units, one can stay out of their reach simply by moving through a single-space door or in other spaces they cannot reach.<br />
<br />
Hallucinoids are able to alter their depth (i.e. "fly"). This can make it harder to hit them thrown explosives or melee weapons. On the other hand, it makes misses with ranged area-effect rounds much safer. <br />
<br clear="all" /><br />
See also: [[Aquatoid]] | [[Mixed Crew]]<br />
<br />
===[[Tentaculat]] ===<br />
[[Image:Tentaculat.PNG|Death From Above!]]<br />
<br />
Tentaculats are extremely dangerous aliens, very similar to the [[Chryssalid]]s of the first war. These big brain creatures have the same ability to proliferate by ''zombify''ing their targets into mindless walking incubators for their young. Tentaculats are able to raise or lower their elevation in the water with impunity. In short: underwater flying [[Chryssalid]]s. The one saving grace is that no civilians are ever encountered on the same map as Tentaculats. <br />
<br />
Tentaculats have a high distribution of front armor, but their rear and sides are weaker. If encountered early with weaker weapons, try to hit them from the flanks or rear as much as you can. Liberal use of explosives generally does the trick. <br />
<br />
They are found on [[Lobsterman]], [[Tasoth]], or [[Mixed Crew]] underwater missions as well as guarding [[Alien_Colony_Attack_Mission|Alien Colonies]] and [[Artefact Site]]s.<br />
<br />
Methods of Disposal : Sonic weapons, explosives, and a healthy dose of luck. Gauss is less effective, harpoons even less so. [[Submersible Weapons Systems]] cannot be zombified, and Displacers are almost immune to their attacks. [[Particle Disturbance Grenade]]s can be effective, but a Tentaculat at full health will often survive a single blast. Tentaculats are almost immune to M.C. attacks, but using M.C. to control other aliens for scouting is effective on maps with Tentaculats, as that will keep X-COM Aquanauts safe, and aliens cannot be zombified.<br />
<br clear="all" /> <br />
See also: [[Zombie (TFTD)]] | [[Lobster Man]] | [[Tasoth]] | [[Mixed Crew]] | [[Chryssalid]]<br />
<br />
===[[Zombie (TFTD)|Zombie - Fallen Aquanaut]]===<br />
<br />
[[File:TFTD ZOMBIE24.PNG|200px]]<br />
<br />
The unfortunate result of human entanglement with a [[Tentaculat]].<br />
<br />
Zombies are slow and armed only with a (strong) melee attack. This makes them easy to evade, run away from and kill. They leave a nasty surprise upon their death: A newly emerged Tentaculat with full TUs and a hunger for tasty X-COM flesh. Striking the killing blow on a Tentaculat with a Phosphorous attack will interrupt the hatching process, and no Zombie will emerge from its corpse.<br />
<br />
Zombies can only be found where there are already Tentaculats which (thankfully) means that X-COM doesn't have to worry about [[Civilian]]s feeding these things.<br />
<br />
Methods of Disposal: Ranged weapons preferred over melee weapons due to the danger of being too close, though melee weapons are probably the most effective if one is willing to risk being next to a dead Zombie when the Tentaculat emerges. HE is good, Sonic, and Gauss are fine, AP is weak. It is not wise to kill them if one cannot also eliminate the resulting Tentaculat. If this is not possible, it is better to flee and let the Zombie pursue, as they are very slow.<br />
<br />
There is no in-game UFOPedia entry for this creature, as they cannot be captured or researched - not even corpses can be recovered. The grainy image above is from X-COM tactical video footage.<br />
<br clear="all" /> <br />
See also: [[Tentaculat]]<br />
<br />
===[[Xarquid]]===<br />
[[Image:Xarquid.png|Japanese delicacy]]<br />
<br />
One of the less common TFTD units. They resemble a giant nautilus that move backwards, with their tentacles facing the front. <br />
<br />
They have decent stats they don't seem to move around much, preferring instead to 'camp' a particular location and use their good reflexes to tag intruders with their particle cannon, which is roughly equivalent to the [[Sonic Cannon]], making it fairly decent at cracking X-COM armor. Xarquids are one of the few aliens with decent armor ratings but, being large units, are very vulnerable to explosives or stun damage.<br />
<br />
Xarquids are normally found in the company of [[Gillman|Gillmen]] on underwater missions, and occasionally in the company of [[Mixed Crew]] on land missions (likely a bug or design oversight).<br />
<br />
Methods of Disposal: Explosives and drills preferred. Sonic will work, but multiple hits are required. Gauss and harpoons are ineffective. They are almost immune to M.C. attacks.<br />
<br clear="all" /><br />
See also: [[Gill Man]] | [[Mixed Crew]]<br />
<br />
===[[Triscene]]===<br />
[[Image:Triscene.png|Jurassic Farce]]<br />
<br />
Another rare unit, the Triscene can be a formidable foe as it combines high TUs and Health with very strong armor as well as having a powerful, accurate sonic attack backed up with a very strong melee attack. It is roughly equivalent to the [[Sectopod]] of the First War.<br />
<br />
While a dangerous foe, its biggest weakness is its non-existent underside armor, which means it can be be felled with almost any explosives, sometimes just a single [[Magna-Blast Grenade]].<br />
<br />
Triscenes are found in the company of Mixed Crews, exclusively on land missions.<br />
<br />
Methods of Disposal: Explosives. Powerful melee weapons can work, but approaching the Triscene is risky. Sonic attacks are relatively effective on the lower difficulty levels, but even Sonic Cannons are mostly useless on Superhuman. Triscenes are almost immune to M.C. attacks.<br />
<br clear="all" /><br />
See also: [[Mixed Crew]]<br />
<br />
<br />
==See Also==<br />
*[[Alien Stats (TFTD)]]<br />
*[[Damage Modifiers (TFTD)]]<br />
*[[Overviews of Aliens|Overviews of Aliens (UFO Defense)]]<br />
<br />
[[Category:TFTD]]</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Talk:Weapon_Effectiveness_(TFTD)&diff=117178Talk:Weapon Effectiveness (TFTD)2023-11-19T17:47:32Z<p>Darkpast: /* Feedback requested */</p>
<hr />
<div><br />
To the layman this appears nothing more than a brick wall of data; most of it is not relevant to user play in any meaningful way. Even though some wounded aliens have reduced accuracy, too many are just as dangerous at 1HP and don't care about average damage in the slightest. A player is going to care about two things- The odds of a weapon dealing ZERO damage, and the cumulative odds of continuous fire killing a target. For example null 20%, OHKO 20%, 2-hit 50%, 3-hit 90%. On the extreme end maybe knowing how many hits for a 98% kill rate can be useful. Those values are FAR more useful as it informs the player of how much firepower he needs to have ready against any particular threat. Oh, and if a target is totally immune, drop the numbers. It's ''IMMUNE''. -- Bobucles Apr 28 2015<br />
<br />
: My thoughts exactly: it's nice to have all the numbers for those who enjoy the joys of data crunching, but also useful to have some sort of summary of the findings for quick reference. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 13:10, 28 April 2015 (EDT)<br />
<br />
I'd also like to mention that "Armor fatigue" plays an important role for some weapons, especially explosives against 2x2 units. The hydro-jet can deal 12 potential armor scratching attacks in one burst! That is no negligible increase in damage, but the chart does not seem to model this potential at all. -- Bobucles 28 Apr 2015<br />
<br />
:Don't everyone thank me at once...<br />
:The point is to aid weapon selection, not to tell you "how much firepower you need" - the answer to "how much firepower should I bring" is literally always "as much as you can, taking into account encumbrance and 80-item limit". What this tells you is what form "as much as you can" takes.<br />
:Say, for instance, that I'm sending my Triton out to assault a touched-down Gillman Dreadnought. I know that I'm going to be facing Gillmen and Xarquid. Let's assume for the sake of argument that I have Gauss Rifles and the full suite of Sonics available. I go through the Xarquid "average damage per turn" column and note to my horror that Gauss Rifles are almost completely ineffective, and that Sonics usually take 3+ full turns of fire. But I notice that the Gas Cannon and Hydro-Jet Cannon HE rounds are superbly effective due to Xarquid's terrible under armour and large size, and so I pack several of those for my snipers to pick them off with. The remaining question is what I'm going to arm the rest of my troops with - since I'm going to be sniping the Xarquid with HE anyway, and I don't particularly want to spam HE against the Gillmen because I'll destroy loot, I'll be using energy weapons. Comparing the Gauss Rifle and Sonic Pistol numbers against Gillmen, I find that the Gauss Rifle's rate of fire wins out over the Sonic Pistol's damage (due to Gillmen having crappy health/armour and not resisting Gauss) so I arm my assault troops with that (because it's more effective and also because Gauss Rifle ammo is cheaper). Alternately, I could note that Xarquid take massive damage from drills, and therefore arm each of my assault troopers with a Thermic Lance (the most effective of the drills against Xarquid, according to the table) and a Sonic Pistol in their other hand (the best one-handed weapon against Gillmen). Not sure what I'd give my snipers in that case.<br />
:If you want something that isn't in these calcs, calc it yourself or ask me more nicely. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 23:00, 28 April 2015 (EDT)<br />
::Am now adding N-hit kills, since I now have a CAS available. Unfortunately, without either a much faster computer or a more optimised algorithm, I cannot go beyond 4-hit kills. 5-hit kills would take days per calculation the way I'm doing it at the moment. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 02:03, 30 December 2019 (CET)<br />
<br />
== Feedback requested ==<br />
<br />
I'm considering switching the average-damage-per-turn to an average-TUs-per-kill. The advantage of this is that it's a better measure. The disadvantage is that I can only actually do it for alien/weapon combinations where all the N-hit-kill numbers are known; this means I'd be limiting it to those aliens where I can actually get a number (or a "negligible damage") for all weapons. I should be able to do at least some - but not all - 5-hit-kill calculations on my current computer, which helps, but it would still be only some aliens. So: is it better to have the bad measure on all aliens but have a standardised format, or to have the good measure on some aliens but not others and thus be less tidy? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 11:45, 10 November 2023 (CET)<br />
<br />
:I'd prefer the average-TUs-per-kill, despite the mentioned limitation. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 18:47, 19 November 2023 (CET)</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Talk:Tasoth&diff=117175Talk:Tasoth2023-11-18T16:09:53Z<p>Darkpast: /* Commander bug */ new section</p>
<hr />
<div>==Nomenclature==<br />
<br />
Like I said over in the Sectoid discussion page, I'm doing a personal project and wondering about the origins of the alien names. Most are self-explanatory, but I can't find anything about a 'Tasoth' that doesn't relate to TFTD. The suffix -oth seems to mean something in H.P. Lovecraft's fictional language ('a native of'), but I can't find anything about 'tas.' Maybe it just means they're the natives of a planet/realm/other called Tas?<br />
[[User:Debesh Unnos|Debesh Unnos]] 21:09, 12 February 2013 (EST)<br />
<br />
: I'm probably over-simplifying the answer, but apart from being made up to sound Lovecraft-ey, Tas may just refer to T'Leth. It would certainly be fitting. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 02:13, 4 May 2015 (EDT)<br />
<br />
==Plural==<br />
<br />
Is there any evidence either way about whether the plural of Tasoth is "Tasoth" or "Tasoths"? If not, what's the plural of Shoggoth in Lovecraft's work? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 21:15, 3 May 2015 (EDT)<br />
<br />
: I know Wikipedia's not the be-all and end-all of knowledge, but http://en.wikipedia.org/wiki/Shoggoth does have Shoggoths as a plural. <br />
<br />
: For Tasoth though, I am guessing the last line in the live entry seems to suggest ''Tasoth'' is the plural. We would normally add an s when we pluralize the rank. Tasoth Soldiers and Tasoth Squad Leaders for example. The only time you'd stick s on the end is with an apostrophe to indicate possession. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 01:54, 4 May 2015 (EDT)<br />
<br />
The last two lines of the live entry are singular (why, I have no clue). "The Tasoth '''is''' a true alien and '''its''' behaviour and carnivorous nature unmatched on the planet. The Tasoth often form'''s''' the spearhead of an alien attack and never seem'''s''' to shrink from the fight even in the face of overwhelming odds." So it doesn't tell us the plural.<br />
<br />
Shoggoths (and that is indeed the plural; just checked At the Mountains of Madness) are a servant race of the Old Ones, bred to perform manual labour. They share certain features with Tasoth(s), specifically their aquatic nature and mutable flesh. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 02:14, 4 May 2015 (EDT)<br />
<br />
== Shipping Route missions in April/May? ==<br />
<br />
This has had a {{Verify}} tag for several years. That they can't appear before April on such missions is an obvious consequence of the fact that Shipping Route missions themselves don't appear until April; however, does anyone know for sure whether the [[Alien Appearance Ratios]] table includes them in the April/May block on Shipping Routes? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 07:37, 1 April 2016 (UTC)<br />
:The charts are correct. Shipping routes only use one entry on the alien selection table, despite the length of the game. Here is the raw data: 0x478D1C: 00 01 01 01 04 04 02 02 03 03 -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 08:00, 1 April 2016 (UTC)<br />
Wow, shows how recently I've checked the TFTD appearance ratio page closely; I didn't notice it had been added. Alright, clarifying. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 11:50, 1 April 2016 (UTC)<br />
<br />
== Commander bug ==<br />
<br />
There's talk here about the Tasoth Commander not being a thing in any legal versions of the game: https://www.ufopaedia.org/index.php/Talk:TRTBAG<br />
<br />
If this has been confirmed, I think that it's something that should be mentioned in the relevant parts of the wiki. I.e. that the Tasoth Commander bug is a persistent urban legend that rather than an actual bug (it *might* exist in beta/bootleg copies of the game, but that's it). [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 17:09, 18 November 2023 (CET)</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Talk:Tentaculat&diff=117174Talk:Tentaculat2023-11-18T15:59:11Z<p>Darkpast: </p>
<hr />
<div>How much damage do their attacks do?<br />
<br />
:If they're anything like the Chryssalids (which they probably are), they don't actually do damage. Any attack by them is instantly lethal and spawns a zombie.<br />
:[[User:Debesh Unnos|Debesh Unnos]] 21:54, 12 February 2013 (EST)<br />
<br />
== Tentaculat vs. SWS ==<br />
<br />
So does anyone know how a Tentaculat's melee damage vs. SWSs is handled? In other words, how resilient are SWSs against their attacks?<br />
[[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:37, 29 August 2021 (UTC)<br />
<br />
:It's a normal mêlée attack. Base power is Tentaculat's strength (100 to 124 depending on difficulty), multiplied by 0.5-1.5 like all TFTD attacks, then it's modified by the relevant damage modifier (x0.8; SWSs resist mêlée), then reduced by armour (90/75/75/60 for front/left/right/rear of a Coelacanth, 130 for any facing of a Displacer).<br />
<br />
:The upshot is that Coelacanths tend to die pretty fast (since Tentaculats can make many attacks per turn), but Displacers are either totally immune (Beginner/Experienced/Veteran) or almost immune (Genius/Superhuman).<br />
<br />
:As an aside, I'd appreciate your input over on [[Talk:Weapon Effectiveness (TFTD)]]. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 09:39, 18 November 2023 (CET)<br />
<br />
:Thanks. It's interesting though because back in the day even Coelacanths seemed very resilient - I was thinking it may have been bugged, but I'm probably misremembering. I played OpenXcom more recently and it seemed to be like you say. I'll have a look at the weapon damage tomorrow. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 16:59, 18 November 2023 (CET)<br />
<br />
==Scary Bio-Drones?==<br />
<br />
Does anyone mind if I remove the reference in this article and elsewhere to Bio-Drones being some super-scary alien? Sure, they're at least on par with a sonic-equipped Tasoth Soldier, but compared to aliens with DPLs (particularly Lobster Men) or to Tentaculats they're pretty tame, and even Xarquid/Triscenes are arguable (yes, there's the huge explosive weakness, but they're both way tougher against anything else and both have much better odds of getting through Magnetic Ion Armour). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 09:39, 18 November 2023 (CET)<br />
<br />
:Hm, I guess you're right. While they are one of the stronger aliens, being faster, tougher and more accurate than a Tasoth Soldier and able to fly, they can't kill multiple aquanauts with one attack (except when exploding), have no MC and no zombification. I think the Bio-Drones' reputation may be due to the fact that they appear on the shipping route terror missions on 1 April, where there are no DPLs and the player probably hasn't faced Tentaculats yet.<br />
<br />
:So in other words, I agree with removing the reference in this article. But in the Bio-Drone article and alien overview I'd tone it down rather than removing it entirely - i.e. describe them as strong but not super-powerful. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 16:59, 18 November 2023 (CET)</div>Darkpasthttps://www.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&diff=116954User talk:Magic9mushroom2023-11-08T11:45:16Z<p>Darkpast: /* Known Bugs (TFTD) */ new section</p>
<hr />
<div>== Rolling back NKF ==<br />
<br />
Hi, and thanks for the heads-up. But my stance is to trust that wikipedia's ''[[wikipedia:Wikipedia:WAIN#Adminship_is_not_a_trophy|What adminship is not]]'' still applies here, particularly when it says that "An admin is just a normal user with a mop and a bucket." Are you implying that here they are exempt from the practice of resolving disputes through discussion? Anyway, IMO that stage wasn't reached yet, and i see no point worrying about "what if NKF disagrees about my revert?" until i'll know that he does... -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 22:05, 9 April 2015 (EDT)<br />
<br />
:I was not implying that NKF is exempt from resolving disputes through discussion. I was merely suggesting for the future that engaging in such discussion - on his talk page, perhaps - might be more prudent and courteous than rolling him back while yelling at him in all-caps. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:07, 11 April 2015 (EDT)<br />
<br />
<br />
== Updates to UBK ==<br />
Hey, I was looking at your "rewrite" section of the Base Layout Strategy:Talk page. I noticed that you used "lab"s as the default place holder to indicate any facility. <br />
I have the image assets available to create an "empty room" tile that could be added to the UBK if you are interested. I reworked the UBK for the XPiratez mod of OpenXcom, and created all the tiles there, so it would be quite easy. <br />
[[Template:UBK_Piratez]] <br />
<br />
--[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 13:02, 27 April 2016 (UTC)<br />
<br />
:Well, I didn't make the UBK - NKF did - so he'd probably be the one to ask. I'm not sure it'd really clear anything up, though; since UBK's a copy of in-game pics, you'd still probably have to explain what the weird new graphic is. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 23:54, 27 April 2016 (UTC)<br />
:Fair enough. :) Thanks for all the great work you have done to continue to make the Ufopaedia a vital resource --[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 04:05, 28 April 2016 (UTC)<br />
Thanks. It really helps to hear someone say that every so often. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:21, 29 April 2016 (UTC)<br />
<br />
== Security Turrets in Alien Dimension (Apoc) ==<br />
<br />
Hi Magic9mushroom<br />
<br />
Ill try and screengrab a pic at some point, but there are disrupter pods on some alien buildings in battlescape<br />
These do indeed fire if agents get close on UK CD-ROM (Original release) version<br />
<br />
EDIT: These are the turrets...<br />
https://media.discordapp.net/attachments/376028757183561728/481796205697957888/unknown.png?width=884&height=683<br />
<br />
:Wow, the more you know. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 03:28, 23 August 2018 (CEST)<br />
<br />
I guess they have the same flaw as X-com security turrets? I've never seen them fire on my agents in turn based mode. [[User:Jasonred79|Jasonred79]] ([[User talk:Jasonred79|talk]]) 18:07, 7 May 2022 (CEST)<br />
<br />
== Zorium and Apoc Power ==<br />
Hi magic9mushroom the final release does not contain this information no, but as we are talking about cut features i'm including the cut lore<br />
Reason for linking the One Way to Win stuff was it refers to the eras of apoc development in which this was all covered<br />
I'm trying to think of a way that this can all be incorporated without a long winded explanation<br />
Will message again when ive had a think<br />
<br />
No problem I have adjusted things to be clearer; let me know your thoughts.<br />
<br />
:That makes more sense. Remind me where it says that the Alien Dimension is becoming inhospitable? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 14:09, 17 August 2019 (CEST)<br />
<br />
<br />
==The pistol gif==<br />
Hey man,tbh I’m on moblie site of this in safari tbh the pic on my screen was all white [[User:Michaelx2|Michaelx2]] ([[User talk:Michaelx2|talk]]) 13:21, 21 February 2020 (UTC)<br />
<br />
:I believe you. It's just that if anyone can see it, the problem is likely on your end. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:38, 21 February 2020 (UTC)<br />
::I’ll try to sent a new Gif of pistol to replace it<br />
:::The image is fine. I can see it. The problem is on your end. Look for a fix on your end (such as reloading the image or checking whether Safari is allowing GIFs). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:51, 22 February 2020 (UTC)<br />
<br />
== Hi Magic9mushroom i can sand u converted Apoc files ==<br />
<br />
Hi Magic9mushroom i can sand u converted Apoc files <br />
here https://my-files.su/fyc4xb<br />
<br />
== Yes i forgot to say that its graphics ==<br />
<br />
Yes i forgot to say that its graphics ...<br />
you can join our discord and some ppl can help you with code etc https://discord.com/invite/f8Rayre<br />
i cant say about psionics for sure...<br />
<br />
== Also about Unit Stat Box (EU2012) that used in XCom2 they became outdated ==<br />
<br />
Also about Unit Stat Box (EU2012) that used in XCom2 they became outdated<br />
so if u can modify them here good example from <br />
https://xcom.fandom.com/wiki/Faceless_(XCOM_2)?action=edit<br />
<br />
{{Infobox XCOM2enemy<br />
|name = Faceless<br />
|image = File:XCOM2_Faceless.png<br />
|aim =60/75/75/75 <br />
|critchance = 0/15/15/15 <br />
|defense = 0/0/0/0 <br />
|health = 8/10/10/12<br />
|mobility = 12/14/14/14 <br />
|will = 50/50/70/70 <br />
|weapon = Claws (3-4 damage)<br />
|abilities =Regeneration, Leap <br />
}}<br />
<br />
== strange beacose i take color samples from apoc game interface ==<br />
<br />
strange beacose i take color samples from apoc game interface<br />
<br />
== Request - Apoc'd ==<br />
<br />
Do you know how whether it's possible to have an organisation conduct a raid against X-COM using Apoc'd? If so, how? Thanks. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:48, 15 July 2020 (UTC)<br />
<br />
:Yes. Savedgames -> desired savegame -> Organised Crime. Set the organisation to the one you want to raid you, the target to the desired X-COM base, the action to Raid or Storm, and the time remaining to something other than 0.<br />
<br />
:Note that if the organisation is not hostile, the invaders will count as neutrals and neither they nor your forces will open fire immediately. If you want to simulate a real base defence, you need to annoy them first (pointless investigations are the simplest way). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 09:18, 15 July 2020 (UTC)<br />
<br />
::Thanks, that worked fine for a new game, but it doesn't seem to work when I try it with my existing game that's currently at Week 6 (I've even tried waiting for the next day and there's still no raid).<br />
::That aside, I've discovered two pieces of random and probably useless information while fiddling around with this: setting the raiding Organisation to "X-COM" or "Civilian" will get you the "base under attack" screen followed by the time jumping forward straight to the first Alien Alert, while setting it to "Alien" will get your base attacked by the crew of a Mothership. Yes, crew, not infiltration force, so there will be Megaspawn and Psimorphs. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 19:18, 15 July 2020 (UTC)<br />
:: That doesn't sound useless, that sounds EXTREMELY FUN!!! ... I'd love to experience a base defence with Megaspawn and Psimorphs! Watching psimorphs going up against security stations will just be sadistic lol [[User:Jasonred79|Jasonred79]] ([[User talk:Jasonred79|talk]]) 18:11, 7 May 2022 (CEST)<br />
<br />
<br />
:Dunno what's going on there; all I can say is it works fine for me even in games that have been going on for a while. Megapol doesn't seem to want to launch illegal flyers, but otherwise it seems to work. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 08:59, 16 July 2020 (UTC)<br />
<br />
== Overspawn Bug Deletion ==<br />
No evidence? The purple segments (multiple with various window patterns) of transtellar apartments et al. on the superhuman map (located up near the north-east corner) will have an overspawn just walk straight thru the building AND any other building that has those particular segments. Craft stop firing because the overspawn is '''inside''' the segment. I'm sure this that is a bug in all sense of the word. I request you put that listing back.<br />
<br />
Please use a little more caution in future.<br />
<br />
:Lolz, ironic echo. Nice.<br />
<br />
:More seriously, insofar as the segments are set to be able to be walked through that's technically not a bug (the program is doing what it's told, it's just told to do something dumb). Just about anything you can fix with Apoc'd is not strictly a bug for this reason (as Apoc'd only changes data tables, not code). You only mentioned trees, which probably were deliberately made walkable so as not to slow down the Overspawn destroying them - I've also seen that the roads are set this way (though the supports for them are not) which may also be deliberate. If you'd mentioned those buildings rather than ranting about "a big ugly baby" in mainspace I would have been less inclined to just blank it.<br />
<br />
:Now, the thing with the purple buildings is an anomaly and could be considered a design flaw, so feel free to put that under that heading. Suggesting making ''all'' tiles unwalkable for the Overspawn is probably a cure worse than the disease, though. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 13:24, 6 August 2020 (UTC)<br />
<br />
Thanks for the prompt reply. I've tried to inject a little humour with that baby reference but this place serious business. Point Noted. "...technically not a bug (the program is doing what it's told, it's just told to do something dumb)..." quite so.<br />
<br />
:It's not so much that the whole place is super serious - humour's fine in talk pages and some of the less precise or opinion articles (see: Weapon Analysis). But Known Bugs is a pretty crucially important page and being exact is necessary to avoid confusion. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 15:03, 6 August 2020 (UTC)<br />
<br />
== Apocalypse question ==<br />
<br />
Hi, I was wondering if you knew whether being allied to an Organisation in Apocalypse has any "hidden" in-game effects? There are lots of internet rumours about this (e.g. allying with a gang gives more human recruits, allying with Technocrats makes smaller organisations friendlier...), and the Tips Book makes similar claims. However, from what I've observed, I'm 99% sure none of this was actually implemented. But it would be nice to have confirmation obtained by looking at the game code. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 22:34, 5 May 2022 (CEST)<br />
<br />
:I'm not a primary code digger. What I do know from Skin36's work is that relations with factions are irrelevant to new hires with the sole exception that hybrid/android recruits are removed if you have <0 relations with the Mutants/SELF.<br />
<br />
:I'm not aware of any hidden relations effects, besides the ones from factions' (hidden) relationship with the Aliens (factions allied with the Aliens will refuse X-Com bribes; I forget whether this is also why you never get Alerts from CoS temples or if that's a ''sui generis'' case). There is, however, the basic principle of Apocalypse relations to consider: "if faction A attacks faction B, then faction C that disliked B will start liking A and faction D that liked B will start disliking A". This principle, applied over many iterations, ''can'' work some magic. This is, for instance, why Marsec and the gangs are substantially more likely than usual to go hostile, despite having zero starting relations with both you and the aliens - they hate Megapol, so when the UFOs blow up Megapol cars and buildings they start liking the aliens, so when you blow up aliens they start disliking you. So it's not ''ridiculous'' to say that getting the Technocrats to like you might be good for getting some of the enemies of the Marsec/Solmine/Extropian/Transtellar alliance to like you. On the other hand, any relations process that routes through somebody non-militarised (i.e. not player/aliens/Megapol/gangs/infiltrated) performing attacks is going to take forever to work, because non-militarised factions don't attack people very often. And of course you can't ''see'' most of the relations grid, and it's partially random, so any attempts at more than the most basic manipulations are blind unless you cheat. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 17:49, 26 May 2022 (CEST)<br />
<br />
:: Ok, thx. I'll run a couple more in-game tests just to make sure, but everything seems to point towards the conclusion that the Tips Book's claims about the effects of alliances are wrong (and I'll revert the edit accordingly after I'm reasonably certain).<br />
:: <s>One more thing I've wanted to ask - could you remind me how the game rounds numbers, again? In particular, I'd like to put the exact numbers of guards/henchmen employed by an organization in the appropriate table.</s> Figured it out. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 15:40, 2 June 2022 (CEST)<br />
:: <s>I've contacted Filmboy84 via Discord. His info directly contradicts Skin36's, as he claims the Tips Book is essentially correct, though the effects are minimal. Allying with a gang makes it more likely that the max number of recruits turns up. Apparently what affects the number of recruits is much more complex than it seems at first glance. It's apparently modified by your relations with several organizations, both positive and negative.</s> Filmboy is wrong. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 19:44, 16 June 2022 (CEST)<br />
:::Yeah, I did kinda suspect Skin36 knew his stuff; he's walked me through .exe hacks before. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 14:29, 16 October 2023 (CEST)<br />
<br />
=Hello=<br />
If anything is found, please update the page: [[Organizations]]. I've just rewrittnen it (removed relations).<br><br />
...any feedback positive or negative, please post to my talk page about my recent actions (March 2022 to present) since I'm thinking I might be 'stepping on peoples toes' by rewriting quite a few pages. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]]) 14:27, 17 June 2022 (CEST)<br />
<br />
=Note=<br />
I just came here to cross off some old stuff that has been resolved in the meantime as well as to say I greatly appreciate all the work you've put into the wiki, and hope you get better soon. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 16:26, 30 September 2023 (CEST)<br />
<br />
== Known Bugs (TFTD) ==<br />
<br />
I'd like to try cleaning this page up a bit, if that's ok: https://www.ufopaedia.org/index.php/Known_Bugs_(TFTD)<br><br />
1. I'd remove the entire "Exploits" section because 1) exploits are not really bugs, and 2) the one exploit listed requires actually editing game files - if you're doing that, you can just as well simply give yourself a bunch of money instead.<br><br />
2. I'm not sure about the "questionable logic" section either. The things listed there more like unrealistic features (mostly bad physics), but not bugs.<br><br />
3. I'd put all the bugs under two basic categories: Geoscape Bugs and Battlescape Bugs, and then list sections under each of them as appropriate.<br><br />
4. "The Deep One attack looks like the Celatid spit / mortar (holdover from UFO)" - As far as I know, it's not the attack that's weird, but the graphical presentation, i.e. Deep Ones ''are'' supposed to be carrying some kind of mortar-like weapon, but are instead depicted as having an innate spitting attack. Or am I missing something here?<br><br />
5. "'Medic Cannon' - USO being armed with 1/0 weapons, the 'weapon' being 'medic' shown as a purple rank badge with commander's chains. with an ammunition capacity of two, but without any rounds for it. (...)" - I assume this is supposed to say "X-COM sub" instead of "USO".<br><br />
6. Can TFTD Extender cause issues of its own? I sort of remember it can cause aliens to spawn in inaccessible places, but I might be misremembering. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 12:45, 8 November 2023 (CET)</div>Darkpasthttps://www.ufopaedia.org/index.php?title=User_talk:Darkpast&diff=116951User talk:Darkpast2023-11-08T08:27:32Z<p>Darkpast: </p>
<hr />
<div>==Request==<br />
While you're uploading in-game images from Apoc, would you mind getting the inventory sprites of 1) alien artefacts, 2) vehicle weapons/equipment? There's none on here at the moment and I'm not sure how to do it myself. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 08:07, 20 May 2020 (UTC)<br />
: Unfortunately I don't know how to extract the sprites from the files; the images I uploaded are just cropped screenshots. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 17:50, 20 May 2020 (UTC)<br />
::Would you mind grabbing a pic of Corporate Hoods to go with your pics of the other sorts of humans on [[Population (Apocalypse)]]? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 04:33, 9 July 2020 (UTC)<br />
:::Yeah, I'll grab one as soon as I get round to it. The Police pic is also kinda dark so I'll see if I can get a better one. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:22, 9 July 2020 (UTC)<br />
::Thanks a bunch. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 08:11, 9 July 2020 (UTC)<br />
<br />
== Acceleration ==<br />
<br />
My testing in Apoc has not shown the Acceleration stat to actually do anything, so I'm kinda conflicted about whether we should include it in tables. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:06, 10 June 2020 (UTC)<br />
* I had no idea... Yeah, no point in including it if it doesn't do anything - unless possibly if this is changed in OpenApoc. By the way, does the engine's Power stat do anything? And can any vehicle's weight actually slow it down? [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 06:31, 10 June 2020 (UTC)<br />
::Actually, scratch that; with hacking to extreme values I was able to get a noticeable effect out of it, or at least an effect for both Power and Weight (Acceleration = Power/Weight, though I'm not 100% sure that the 1-10 range allowed for displayed Acceleration is the real range). It seems to affect turn rate and response delay, although turn rate also depends directly on the craft (a Hoverbike with Acceleration 10 will do a 180-degree turn ''much'' faster than a Valkyrie with Acceleration 10). The issue I was having was that changing engine (without hacking the engines) also changes max speed (so I couldn't tell whether it was Acceleration or simply speed) and while changing the Weight frequently changes the displayed Acceleration the effect is imperceptible (hacking a part to weigh 20000, though, is enough to have an obvious discrepancy in turn rate and response time). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 10:32, 10 June 2020 (UTC)<br />
:::Interesting finds, there sure is an incredible amount of detail in some aspects of Apoc, even though they're often barely perceptible in-game. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:39, 11 June 2020 (UTC)<br />
<br />
== Wow Android civilians and other findings in Unused Game Features ==<br />
<br />
Wow Android civilians and other findings in 'Unused Game Features'<br />
great finding Darkpast! thx<br />
<br />
==Graph==<br />
If needed for the "Raid Loot Table" page. Please use this and edit if you want (eg: removing terse wording):<br />
: Thank you. Before I put up the page, I still need to figure out if there's anything that affects the items spawned. I've heard that Tech Level is a factor. For example, a Lawpistol may be replaced by a Plasma Gun if Tech Level is high. I'll see if one of the coders working on OpenApoc can help. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:32, 6 August 2022 (CEST)<br />
<br />
==Spawned Items==<br />
The numbers indicate quantity.<br><br />
Note: terse<br />
{| {{StdCenterTable}}<br />
|||[[Image:Apoc_govt_icon.png]]||[[Image:Apoc_megapol_icon.png]]||[[Image:Apoc_sirius_icon.png]]||[[Image:Apoc_marsec_icon.png]]||[[Image:Apoc_sd_icon.png]]||[[Image:Apoc_gm_icon.png]]||[[Image:Apoc_cyberweb_icon.png]]||[[Image:Apoc_ts_icon.png]]||[[Image:Apoc_solmine_icon.png]]||[[Image:Apoc_sensovision_icon.png]]||[[Image:Apoc_lifetree_icon.png]]||[[Image:Apoc_nutrivend_icon.png]]||[[Image:Apoc_evonet_icon.png]]||[[Image:Apoc_sanctuary_icon.png]]||[[Image:Apoc_nanotech_icon.png]]||[[Image:Apoc_energen_icon.png]]||[[Image:Apoc_synthemesh_icon.png]]||[[Image:Apoc_gravball_icon.png]]||[[Image:Apoc_psyke_icon.png]]||[[Image:Apoc_diablo_icon.png]]||[[Image:Apoc_osiron_icon.png]]||[[Image:Apoc_self_icon.png]]||[[Image:Apoc_mutant_icon.png]]||[[Image:Apoc_extropians_icon.png]]||[[Image:Apoc_technocr_icon.png]]<br />
|-<br />
|[[Megapol AP Grenade|AP Gren]]||1||1||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||1||1||1||1<br />
|-<br />
|[[Megapol Stun Grenade|Stun Gren]]||1||1||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||||1||1||1<br />
|-<br />
|[[Marsec Proximity Mine|Prox Mine]]||1||||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||1||1||1||1<br />
|-<br />
|[[Marsec High Explosive|Hi-X]]||1||||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||1||1||1||1<br />
|-<br />
|[[Megapol Lawpistol|Lawpistol]]||1||||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||||1||1||1<br />
|-<br />
|[[Marsec M4000 Machine Gun|M4000]]||1||||||1||1||1||1||1||||1||1||1||1||1||1||1||1||1||1||||||1||1||1||1<br />
|-<br />
|[[Megapol Laser Sniper Gun|Laser Rifle]]||1||||||1||||||||||||||||||||||||||||||||1||||1||||||<br />
|-<br />
|[[Megapol Auto Cannon|Autocannon]]||1||1||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||1||2||1||1||1<br />
|-<br />
|[[Megapol Plasma Gun|Plasma]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Marsec Heavy Launcher|Hvy Launch]]||||||||1||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Marsec Minilauncher|Mini Launch]]||||||||1||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Megapol Stun Grapple|Grapple]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Power Sword|Sword]]||||||||1||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Mind Shield (Apocalypse)|Mind Shield]]||||||||1||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Mind_Bender|Mind Bender]]||||||||1||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Medi-Kit (Apocalypse)|Medikit]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Motion Scanner (Apocalypse)|Motion Scan]]||||||||1||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Psiclone]]||||||10||||||||||||||||||||||||||||||||10||10||10||6||6||||<br />
|-<br />
|[[Elerium (Apocalypse)|Elerium]]||8||3||||1||8||8||8||8||15||8||8||8||8||8||8||8||8||8||2||2||2||2||2||8||8<br />
|-<br />
|[[Megapol_Armor|Meg.Head]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Megapol_Armor|Meg.Chest]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Megapol_Armor|Meg.Left Arm]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Megapol_Armor|Meg.Right Arm]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Megapol_Armor|Meg.Legs]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Marsec_Armor|Mar.Head]]||||||||1||||||||||||||||||||||||||||||||1||||||||||<br />
|-<br />
|[[Marsec_Armor|Mar.Chest]]||||||||1||||||||||||||||||||||||||||||||1||1||||||||<br />
|-<br />
|[[Marsec_Armor|Mar.Left Arm]]||||||||1||||||||||||||||||||||||||||||1||||||||||||<br />
|-<br />
|[[Marsec_Armor|Mar.Right Arm]]||||||||1||||||||||||||||||||||||||||||||||1||||||||<br />
|-<br />
|[[Marsec_Armor|Mar.Legs]]||||||||1||||||||||||||||||||||||||||||1||||||||||||<br />
|}<br />
<br />
==Taking stock==<br />
EsTeR says he's gone away. I want to do some reversion/rewrites here (I didn't particularly want to wage full-on edit war, but if he's left then there's no reason to leave UFOpaedia Apoc in this state), but I wasn't around for much of this so I don't have a good idea of which pages he did and didn't affect and ''in particular'' which pieces of information he actually full-on moved from one article to another vs. newly added vs. duplicated (in the case of stuff he moved, there's the question of which page it belongs on and we need to make sure we don't lose it, but in the case of duplications we generally want to remove one of the mentions to help undo the bloat).<br />
<br />
Do you have some idea of the shape of things? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 16:40, 18 November 2022 (CET)<br />
<br />
Sorry for replying so late, I wasn't active here for a while. Frankly, he changed most of the pages. Among other things:<br />
a) redoing the main page at https://www.ufopaedia.org/index.php/Apocalypse. I haven't compared it to the older version, so I guess this is where any major work on the Wiki should start.<br />
b) pretty much all the pages under "Battlefield Tactics & Gameplay" have been extensively changed and information shuffled around. I've lost track of what happened. It will take a *lot* of work to rewrite this.<br />
c) the pages on Damage Modifiers, Vehicles (the general pages, not the ones about specific vehicles), and Buildings have been significantly altered.<br />
d) at least the 4 pages on unused features have been consolidated into one. I don't think the old ones have been deleted though, but at least they aren't on the main page anymore.<br />
<br />
Other than that, I see several issues with the Apocalypse part of the Wiki, of which I would highlight:<br />
1) his writing style was very different from the one used on most of the pages, far more suited to a fanmade guide than a wiki - though, admittedly, some of the old pages also had a very "pub talk" style with lots of "you should do XY" which isn't really suited to a wiki, either. Some pages got "trimmed" yet had IMO superfluous info added (e.g. do we really need to describe what explosive damage is?). Spelling/writing standardization would also be nice - e.g. is it X-COM or X-Com? It would also be good to refer to things consistently - e.g. not talking about Security Guards in one article, Building Security in another, and just Guards in a third. Flying vehicles or airborne vehicles? And so on.<br />
2) there is still quite a bit of information that hasn't been verified. This is made worse by the fact that even the OpenApoc team seem to disagree on some things. For example, a lot of info on Organizations can be found floating around their Discord, but after consulting Skin36 and doing extensive in-game testing, I have found some of this info is just outright false - most glaringly, despite what some of the team claim, the Tips Book is outright wrong on the effects of allying with certain Organizations. Skin did mention he found there are quite a few places in the code that the "allied" flags are checked - but it's not obvious what they do.<br />
3) images are often not being displayed correctly. This appears to affect the entire wiki, but is especially visible in the Apocalypse part because so many new ones were added.<br />
[[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 20:12, 15 June 2023 (CEST)<br />
<br />
'''Hello, I'm still around.'''<br><br />
First off, read -every single page- through the whole Apocalypse section. You will have a better understanding of what was done. <br><br />
1. Most pages were not uniform with many missing pics. The alien buldings pages in particular were needing extensive work and uniformness. I think 99% of the alien dimension anything is complete beside spelling mistakes and minor formatting.<br><br />
2. A wiki will become shallow and basically useless if you want to make the apoc section like wikipedia's "what not how" format and since there already is such a page, copy and pasting it here is redundant ...but is that what you both want? The whole point of these pages is concrete information which I have added to in a massive way. I have added many 'tactics and gameplay' to pages where it is useful. Expanding those sections would be the way to go and not sterilizing the page to make it like other pages (to other games) found on the internet.<br><br />
3. Orgs with false information from the hint book has been mentioned in the relevant page.<br><br />
4. The only pictures which do not display correctly are the title pages within the cut section and one in the citywall section. Every single page has the pictures displaying correctly.<br><br />
5. Moving pages within the Apocalypse title page was done to organise topics to be together as subtitles. I think I've done a good job but the "Combat Format" should be more integrated into the "Battlescape Tactics And Gameplay" section. I haven't re-written those pages but have dumped information into them to consolidate into one section only... and not like three sub-standard pages dealing with Cut Content as was before. I didn't look good. Old pages are still around - I have not deleted moved content but chose one of the three cut content pages to become the only one.<br><br />
<br><br />
<br><br />
Finally, consider this thought... if the apocalypse section has been added to heavily and cleaned up massively by me, then why are you both complaining that the work which needed to be done, has been done? If you cared about this as much as your demeanor implies then you would have made an effort to fix this section 'years' ago. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]]) 18:11, 11 July 2023 (CEST)<br />
<br />
:We did make an effort to fix it, Darkpast especially so. Check the edit histories of the Apoc pages and you'll find one or both of us on most of them. Much of the stuff you did is not "work which needed to be done"; it's actual disagreements between us and you. The only thing I recall as truly ''needing'' cleanup prior to your bull-in-a-china-shop act is Makus' pseudo-blogging, which admittedly I did let slide mostly because it was confined to a few pages that weren't otherwise in use.<br />
:Also, I am depressed and this isn't top-priority for me (I spent a month homeless last year, for fuck's sake, and three months of this year putting together a "please don't end the world" essay), and undoing your damage is a much bigger project than telling you to stop since you've made literally thousands of edits and ''some'' of them are actually okay so simply writing a script to globally rollback everything you've ever done on UFOpaedia would not be the best idea.<br />
:I did actually try to get an admin to intervene last year (I wasn't really looking for you to be banned, just warned with teeth to stop doing the objectionable stuff), but he's mostly absentee as well and I didn't chase it up because I thought you'd left and admin rights are only useful for stopping you rather than for reverting you. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 06:34, 20 July 2023 (CEST)<br />
<br />
:: I have pity but some choice of words you choose go too far. Damage? If you think what i have done is damage then you go away from here. Regardless, I hope your situation improves. Stay strong. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]]) 07:45, 20 July 2023 (CEST)<br />
<br />
::: EsTeR, what you did here isn't doing "what needed to be done", it's basically hijacking the whole Apocalypse section of the wiki and turning it into your personal FAQ, which it is not - there are sites like GameFAQs for what you're trying to write. I have little free time and no wish to spend it on edit wars, especially since the admins - and the site in general - seem to be pretty much inactive, but you on the other hand seem to have hours and hours to spend here, and have no problem using them to remove anything done by me or Magic9Muchroom. That is why I stopped trying to fix things long ago, as I know you'll just change them the moment I turn my back. But I am hurt to see the pages I worked on so long butchered by you, and I have no wish to communicate with you further. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 16:22, 30 September 2023 (CEST)<br />
::::'''If you do not want your writing to be edited mercilessly, then do not submit it here.'''<br />
<br />
==Examples==<br />
...of what needed to be done:<br><br />
Old: https://www.ufopaedia.org/index.php?title=Dimension_Gate_Generator&oldid=42597<br><br />
New: https://www.ufopaedia.org/index.php/Dimension_Gate_Generator<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Engineering_(Apocalypse)&oldid=99774<br><br />
New: https://www.ufopaedia.org/index.php/Engineering_(Apocalypse)<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Agents_Medals_(Apocalypse)&oldid=24681<br><br />
New: https://www.ufopaedia.org/index.php/Agents_Medals_(Apocalypse)<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Corporate_HQ_(Apocalypse)&oldid=26679<br><br />
New: https://www.ufopaedia.org/index.php/Corporate_HQ_(Apocalypse)<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Difficulty_Levels_(Apocalypse)&oldid=107281<br><br />
New: https://www.ufopaedia.org/index.php/Difficulty_Levels_(Apocalypse)<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Psionics_(Apocalypse)&oldid=92307<br><br />
New: https://www.ufopaedia.org/index.php/Psionics_(Apocalypse)<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Quantum_Physics_Lab_(Apocalypse)&oldid=59664<br><br />
New: https://www.ufopaedia.org/index.php/Quantum_Physics_Lab_(Apocalypse)<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Advanced_Workshop_(Apocalypse)&oldid=59677<br><br />
New: https://www.ufopaedia.org/index.php/Advanced_Workshop_(Apocalypse)<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Mind_Bender&oldid=99136<br><br />
New: https://www.ufopaedia.org/index.php/Mind_Bender<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Biological_Warfare_(Apocalypse)&oldid=42544<br><br />
New: https://www.ufopaedia.org/index.php/Biological_Warfare_(Apocalypse)<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php/Metro_Roadgrav_(Apocalypse)<br><br />
New: https://www.ufopaedia.org/index.php?title=Metro_Roadgrav_(Apocalypse)&oldid=91004<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Personal_Disruptor_Shield&oldid=107483<br><br />
New: https://www.ufopaedia.org/index.php/Personal_Disruptor_Shield<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Motion_Scanner_(Apocalypse)&oldid=28291<br><br />
New: https://www.ufopaedia.org/index.php/Motion_Scanner_(Apocalypse)<br><br />
<br><br />
Honestly, If you think what I have done is damage to few example given above, then you are a troll and should just go join your friend.<rb><br />
aka: '''you go away from here'''.<br><br />
[[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]]) 13:18, 5 October 2023 (CEST)<br />
<br />
== Re: Overviews of Aliens (TFTD) - Bio-Drone ==<br />
<br />
I notice you changed the Methods of Disposal for Bio-Drones from:<br />
:Gauss, Sonic and Explosives from as far away as possible; or Melee as close as possible.<br />
to:<br />
:Gauss and powerful Explosives from as far away as possible; or Melee as close as possible. Stun attacks are also fairly effective. Gauss attacks and light explosives are not very effective.<br />
This latter seems to be in error. First, you both recommended and disrecommended Gauss (I think the first one was supposed to be Sonic). Second, the reason for the recommendation of ''powerful'' HE weapons for Cyberdiscs/Sectopods/Hallucinoids is that they are in-effect weak to the damage type but have high Under Armour which blocks weak explosives. Bio-Drones don't have high Under Armour; they're just 40% resistant to HE (and aren't large), which means that both powerful and weak explosives will take longer to kill it but doesn't really discriminate between them. Eyeballing Weapon Effectiveness, you're talking two to three Sonic Pulsers per Bio-Drone, which gets expensive fast in money and item limit, and the DPT is only roughly even with far-cheaper Sonic if you're not using the carried-grenades exploit (and obviously these won't work against an airborne Bio-Drone; the Gas Cannon with HE rounds will, as well as being cheaper and saving items, but the DPT of that is way inferior to Sonic). Am I missing something? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 09:13, 7 November 2023 (CET)<br />
::You are right, it was an error on my part (first was supposed to be Sonic...). Feel free to change/reword it. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 09:24, 8 November 2023 (CET)</div>Darkpasthttps://www.ufopaedia.org/index.php?title=User_talk:Darkpast&diff=116950User talk:Darkpast2023-11-08T08:24:33Z<p>Darkpast: </p>
<hr />
<div>==Request==<br />
While you're uploading in-game images from Apoc, would you mind getting the inventory sprites of 1) alien artefacts, 2) vehicle weapons/equipment? There's none on here at the moment and I'm not sure how to do it myself. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 08:07, 20 May 2020 (UTC)<br />
: Unfortunately I don't know how to extract the sprites from the files; the images I uploaded are just cropped screenshots. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 17:50, 20 May 2020 (UTC)<br />
::Would you mind grabbing a pic of Corporate Hoods to go with your pics of the other sorts of humans on [[Population (Apocalypse)]]? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 04:33, 9 July 2020 (UTC)<br />
:::Yeah, I'll grab one as soon as I get round to it. The Police pic is also kinda dark so I'll see if I can get a better one. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:22, 9 July 2020 (UTC)<br />
::Thanks a bunch. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 08:11, 9 July 2020 (UTC)<br />
<br />
== Acceleration ==<br />
<br />
My testing in Apoc has not shown the Acceleration stat to actually do anything, so I'm kinda conflicted about whether we should include it in tables. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:06, 10 June 2020 (UTC)<br />
* I had no idea... Yeah, no point in including it if it doesn't do anything - unless possibly if this is changed in OpenApoc. By the way, does the engine's Power stat do anything? And can any vehicle's weight actually slow it down? [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 06:31, 10 June 2020 (UTC)<br />
::Actually, scratch that; with hacking to extreme values I was able to get a noticeable effect out of it, or at least an effect for both Power and Weight (Acceleration = Power/Weight, though I'm not 100% sure that the 1-10 range allowed for displayed Acceleration is the real range). It seems to affect turn rate and response delay, although turn rate also depends directly on the craft (a Hoverbike with Acceleration 10 will do a 180-degree turn ''much'' faster than a Valkyrie with Acceleration 10). The issue I was having was that changing engine (without hacking the engines) also changes max speed (so I couldn't tell whether it was Acceleration or simply speed) and while changing the Weight frequently changes the displayed Acceleration the effect is imperceptible (hacking a part to weigh 20000, though, is enough to have an obvious discrepancy in turn rate and response time). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 10:32, 10 June 2020 (UTC)<br />
:::Interesting finds, there sure is an incredible amount of detail in some aspects of Apoc, even though they're often barely perceptible in-game. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:39, 11 June 2020 (UTC)<br />
<br />
== Wow Android civilians and other findings in Unused Game Features ==<br />
<br />
Wow Android civilians and other findings in 'Unused Game Features'<br />
great finding Darkpast! thx<br />
<br />
==Graph==<br />
If needed for the "Raid Loot Table" page. Please use this and edit if you want (eg: removing terse wording):<br />
: Thank you. Before I put up the page, I still need to figure out if there's anything that affects the items spawned. I've heard that Tech Level is a factor. For example, a Lawpistol may be replaced by a Plasma Gun if Tech Level is high. I'll see if one of the coders working on OpenApoc can help. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:32, 6 August 2022 (CEST)<br />
<br />
==Spawned Items==<br />
The numbers indicate quantity.<br><br />
Note: terse<br />
{| {{StdCenterTable}}<br />
|||[[Image:Apoc_govt_icon.png]]||[[Image:Apoc_megapol_icon.png]]||[[Image:Apoc_sirius_icon.png]]||[[Image:Apoc_marsec_icon.png]]||[[Image:Apoc_sd_icon.png]]||[[Image:Apoc_gm_icon.png]]||[[Image:Apoc_cyberweb_icon.png]]||[[Image:Apoc_ts_icon.png]]||[[Image:Apoc_solmine_icon.png]]||[[Image:Apoc_sensovision_icon.png]]||[[Image:Apoc_lifetree_icon.png]]||[[Image:Apoc_nutrivend_icon.png]]||[[Image:Apoc_evonet_icon.png]]||[[Image:Apoc_sanctuary_icon.png]]||[[Image:Apoc_nanotech_icon.png]]||[[Image:Apoc_energen_icon.png]]||[[Image:Apoc_synthemesh_icon.png]]||[[Image:Apoc_gravball_icon.png]]||[[Image:Apoc_psyke_icon.png]]||[[Image:Apoc_diablo_icon.png]]||[[Image:Apoc_osiron_icon.png]]||[[Image:Apoc_self_icon.png]]||[[Image:Apoc_mutant_icon.png]]||[[Image:Apoc_extropians_icon.png]]||[[Image:Apoc_technocr_icon.png]]<br />
|-<br />
|[[Megapol AP Grenade|AP Gren]]||1||1||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||1||1||1||1<br />
|-<br />
|[[Megapol Stun Grenade|Stun Gren]]||1||1||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||||1||1||1<br />
|-<br />
|[[Marsec Proximity Mine|Prox Mine]]||1||||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||1||1||1||1<br />
|-<br />
|[[Marsec High Explosive|Hi-X]]||1||||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||1||1||1||1<br />
|-<br />
|[[Megapol Lawpistol|Lawpistol]]||1||||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||||1||1||1<br />
|-<br />
|[[Marsec M4000 Machine Gun|M4000]]||1||||||1||1||1||1||1||||1||1||1||1||1||1||1||1||1||1||||||1||1||1||1<br />
|-<br />
|[[Megapol Laser Sniper Gun|Laser Rifle]]||1||||||1||||||||||||||||||||||||||||||||1||||1||||||<br />
|-<br />
|[[Megapol Auto Cannon|Autocannon]]||1||1||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||1||2||1||1||1<br />
|-<br />
|[[Megapol Plasma Gun|Plasma]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Marsec Heavy Launcher|Hvy Launch]]||||||||1||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Marsec Minilauncher|Mini Launch]]||||||||1||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Megapol Stun Grapple|Grapple]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Power Sword|Sword]]||||||||1||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Mind Shield (Apocalypse)|Mind Shield]]||||||||1||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Mind_Bender|Mind Bender]]||||||||1||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Medi-Kit (Apocalypse)|Medikit]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Motion Scanner (Apocalypse)|Motion Scan]]||||||||1||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Psiclone]]||||||10||||||||||||||||||||||||||||||||10||10||10||6||6||||<br />
|-<br />
|[[Elerium (Apocalypse)|Elerium]]||8||3||||1||8||8||8||8||15||8||8||8||8||8||8||8||8||8||2||2||2||2||2||8||8<br />
|-<br />
|[[Megapol_Armor|Meg.Head]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Megapol_Armor|Meg.Chest]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Megapol_Armor|Meg.Left Arm]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Megapol_Armor|Meg.Right Arm]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Megapol_Armor|Meg.Legs]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Marsec_Armor|Mar.Head]]||||||||1||||||||||||||||||||||||||||||||1||||||||||<br />
|-<br />
|[[Marsec_Armor|Mar.Chest]]||||||||1||||||||||||||||||||||||||||||||1||1||||||||<br />
|-<br />
|[[Marsec_Armor|Mar.Left Arm]]||||||||1||||||||||||||||||||||||||||||1||||||||||||<br />
|-<br />
|[[Marsec_Armor|Mar.Right Arm]]||||||||1||||||||||||||||||||||||||||||||||1||||||||<br />
|-<br />
|[[Marsec_Armor|Mar.Legs]]||||||||1||||||||||||||||||||||||||||||1||||||||||||<br />
|}<br />
<br />
==Taking stock==<br />
EsTeR says he's gone away. I want to do some reversion/rewrites here (I didn't particularly want to wage full-on edit war, but if he's left then there's no reason to leave UFOpaedia Apoc in this state), but I wasn't around for much of this so I don't have a good idea of which pages he did and didn't affect and ''in particular'' which pieces of information he actually full-on moved from one article to another vs. newly added vs. duplicated (in the case of stuff he moved, there's the question of which page it belongs on and we need to make sure we don't lose it, but in the case of duplications we generally want to remove one of the mentions to help undo the bloat).<br />
<br />
Do you have some idea of the shape of things? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 16:40, 18 November 2022 (CET)<br />
<br />
Sorry for replying so late, I wasn't active here for a while. Frankly, he changed most of the pages. Among other things:<br />
a) redoing the main page at https://www.ufopaedia.org/index.php/Apocalypse. I haven't compared it to the older version, so I guess this is where any major work on the Wiki should start.<br />
b) pretty much all the pages under "Battlefield Tactics & Gameplay" have been extensively changed and information shuffled around. I've lost track of what happened. It will take a *lot* of work to rewrite this.<br />
c) the pages on Damage Modifiers, Vehicles (the general pages, not the ones about specific vehicles), and Buildings have been significantly altered.<br />
d) at least the 4 pages on unused features have been consolidated into one. I don't think the old ones have been deleted though, but at least they aren't on the main page anymore.<br />
<br />
Other than that, I see several issues with the Apocalypse part of the Wiki, of which I would highlight:<br />
1) his writing style was very different from the one used on most of the pages, far more suited to a fanmade guide than a wiki - though, admittedly, some of the old pages also had a very "pub talk" style with lots of "you should do XY" which isn't really suited to a wiki, either. Some pages got "trimmed" yet had IMO superfluous info added (e.g. do we really need to describe what explosive damage is?). Spelling/writing standardization would also be nice - e.g. is it X-COM or X-Com? It would also be good to refer to things consistently - e.g. not talking about Security Guards in one article, Building Security in another, and just Guards in a third. Flying vehicles or airborne vehicles? And so on.<br />
2) there is still quite a bit of information that hasn't been verified. This is made worse by the fact that even the OpenApoc team seem to disagree on some things. For example, a lot of info on Organizations can be found floating around their Discord, but after consulting Skin36 and doing extensive in-game testing, I have found some of this info is just outright false - most glaringly, despite what some of the team claim, the Tips Book is outright wrong on the effects of allying with certain Organizations. Skin did mention he found there are quite a few places in the code that the "allied" flags are checked - but it's not obvious what they do.<br />
3) images are often not being displayed correctly. This appears to affect the entire wiki, but is especially visible in the Apocalypse part because so many new ones were added.<br />
[[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 20:12, 15 June 2023 (CEST)<br />
<br />
'''Hello, I'm still around.'''<br><br />
First off, read -every single page- through the whole Apocalypse section. You will have a better understanding of what was done. <br><br />
1. Most pages were not uniform with many missing pics. The alien buldings pages in particular were needing extensive work and uniformness. I think 99% of the alien dimension anything is complete beside spelling mistakes and minor formatting.<br><br />
2. A wiki will become shallow and basically useless if you want to make the apoc section like wikipedia's "what not how" format and since there already is such a page, copy and pasting it here is redundant ...but is that what you both want? The whole point of these pages is concrete information which I have added to in a massive way. I have added many 'tactics and gameplay' to pages where it is useful. Expanding those sections would be the way to go and not sterilizing the page to make it like other pages (to other games) found on the internet.<br><br />
3. Orgs with false information from the hint book has been mentioned in the relevant page.<br><br />
4. The only pictures which do not display correctly are the title pages within the cut section and one in the citywall section. Every single page has the pictures displaying correctly.<br><br />
5. Moving pages within the Apocalypse title page was done to organise topics to be together as subtitles. I think I've done a good job but the "Combat Format" should be more integrated into the "Battlescape Tactics And Gameplay" section. I haven't re-written those pages but have dumped information into them to consolidate into one section only... and not like three sub-standard pages dealing with Cut Content as was before. I didn't look good. Old pages are still around - I have not deleted moved content but chose one of the three cut content pages to become the only one.<br><br />
<br><br />
<br><br />
Finally, consider this thought... if the apocalypse section has been added to heavily and cleaned up massively by me, then why are you both complaining that the work which needed to be done, has been done? If you cared about this as much as your demeanor implies then you would have made an effort to fix this section 'years' ago. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]]) 18:11, 11 July 2023 (CEST)<br />
<br />
:We did make an effort to fix it, Darkpast especially so. Check the edit histories of the Apoc pages and you'll find one or both of us on most of them. Much of the stuff you did is not "work which needed to be done"; it's actual disagreements between us and you. The only thing I recall as truly ''needing'' cleanup prior to your bull-in-a-china-shop act is Makus' pseudo-blogging, which admittedly I did let slide mostly because it was confined to a few pages that weren't otherwise in use.<br />
:Also, I am depressed and this isn't top-priority for me (I spent a month homeless last year, for fuck's sake, and three months of this year putting together a "please don't end the world" essay), and undoing your damage is a much bigger project than telling you to stop since you've made literally thousands of edits and ''some'' of them are actually okay so simply writing a script to globally rollback everything you've ever done on UFOpaedia would not be the best idea.<br />
:I did actually try to get an admin to intervene last year (I wasn't really looking for you to be banned, just warned with teeth to stop doing the objectionable stuff), but he's mostly absentee as well and I didn't chase it up because I thought you'd left and admin rights are only useful for stopping you rather than for reverting you. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 06:34, 20 July 2023 (CEST)<br />
<br />
:: I have pity but some choice of words you choose go too far. Damage? If you think what i have done is damage then you go away from here. Regardless, I hope your situation improves. Stay strong. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]]) 07:45, 20 July 2023 (CEST)<br />
<br />
::: EsTeR, what you did here isn't doing "what needed to be done", it's basically hijacking the whole Apocalypse section of the wiki and turning it into your personal FAQ, which it is not - there are sites like GameFAQs for what you're trying to write. I have little free time and no wish to spend it on edit wars, especially since the admins - and the site in general - seem to be pretty much inactive, but you on the other hand seem to have hours and hours to spend here, and have no problem using them to remove anything done by me or Magic9Muchroom. That is why I stopped trying to fix things long ago, as I know you'll just change them the moment I turn my back. But I am hurt to see the pages I worked on so long butchered by you, and I have no wish to communicate with you further. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 16:22, 30 September 2023 (CEST)<br />
::::'''If you do not want your writing to be edited mercilessly, then do not submit it here.'''<br />
<br />
==Examples==<br />
...of what needed to be done:<br><br />
Old: https://www.ufopaedia.org/index.php?title=Dimension_Gate_Generator&oldid=42597<br><br />
New: https://www.ufopaedia.org/index.php/Dimension_Gate_Generator<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Engineering_(Apocalypse)&oldid=99774<br><br />
New: https://www.ufopaedia.org/index.php/Engineering_(Apocalypse)<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Agents_Medals_(Apocalypse)&oldid=24681<br><br />
New: https://www.ufopaedia.org/index.php/Agents_Medals_(Apocalypse)<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Corporate_HQ_(Apocalypse)&oldid=26679<br><br />
New: https://www.ufopaedia.org/index.php/Corporate_HQ_(Apocalypse)<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Difficulty_Levels_(Apocalypse)&oldid=107281<br><br />
New: https://www.ufopaedia.org/index.php/Difficulty_Levels_(Apocalypse)<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Psionics_(Apocalypse)&oldid=92307<br><br />
New: https://www.ufopaedia.org/index.php/Psionics_(Apocalypse)<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Quantum_Physics_Lab_(Apocalypse)&oldid=59664<br><br />
New: https://www.ufopaedia.org/index.php/Quantum_Physics_Lab_(Apocalypse)<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Advanced_Workshop_(Apocalypse)&oldid=59677<br><br />
New: https://www.ufopaedia.org/index.php/Advanced_Workshop_(Apocalypse)<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Mind_Bender&oldid=99136<br><br />
New: https://www.ufopaedia.org/index.php/Mind_Bender<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Biological_Warfare_(Apocalypse)&oldid=42544<br><br />
New: https://www.ufopaedia.org/index.php/Biological_Warfare_(Apocalypse)<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php/Metro_Roadgrav_(Apocalypse)<br><br />
New: https://www.ufopaedia.org/index.php?title=Metro_Roadgrav_(Apocalypse)&oldid=91004<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Personal_Disruptor_Shield&oldid=107483<br><br />
New: https://www.ufopaedia.org/index.php/Personal_Disruptor_Shield<br><br />
<br><br />
Old: https://www.ufopaedia.org/index.php?title=Motion_Scanner_(Apocalypse)&oldid=28291<br><br />
New: https://www.ufopaedia.org/index.php/Motion_Scanner_(Apocalypse)<br><br />
<br><br />
Honestly, If you think what I have done is damage to few example given above, then you are a troll and should just go join your friend.<rb><br />
aka: '''you go away from here'''.<br><br />
[[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]]) 13:18, 5 October 2023 (CEST)<br />
<br />
== Re: Overviews of Aliens (TFTD) - Bio-Drone ==<br />
<br />
I notice you changed the Methods of Disposal for Bio-Drones from:<br />
:Gauss, Sonic and Explosives from as far away as possible; or Melee as close as possible.<br />
to:<br />
:Gauss and powerful Explosives from as far away as possible; or Melee as close as possible. Stun attacks are also fairly effective. Gauss attacks and light explosives are not very effective.<br />
This latter seems to be in error. First, you both recommended and disrecommended Gauss (I think the first one was supposed to be Sonic). Second, the reason for the recommendation of ''powerful'' HE weapons for Cyberdiscs/Sectopods/Hallucinoids is that they are in-effect weak to the damage type but have high Under Armour which blocks weak explosives. Bio-Drones don't have high Under Armour; they're just 40% resistant to HE (and aren't large), which means that both powerful and weak explosives will take longer to kill it but doesn't really discriminate between them. Eyeballing Weapon Effectiveness, you're talking two to three Sonic Pulsers per Bio-Drone, which gets expensive fast in money and item limit, and the DPT is only roughly even with far-cheaper Sonic if you're not using the carried-grenades exploit (and obviously these won't work against an airborne Bio-Drone; the Gas Cannon with HE rounds will, as well as being cheaper and saving items, but the DPT of that is way inferior to Sonic). Am I missing something? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 09:13, 7 November 2023 (CET)<br />
::You are right, it was an error on my part. Feel free to change/reword it. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 09:24, 8 November 2023 (CET)</div>Darkpasthttps://www.ufopaedia.org/index.php?title=User_talk:Magic9mushroom&diff=115926User talk:Magic9mushroom2023-09-30T14:26:09Z<p>Darkpast: </p>
<hr />
<div>== Rolling back NKF ==<br />
<br />
Hi, and thanks for the heads-up. But my stance is to trust that wikipedia's ''[[wikipedia:Wikipedia:WAIN#Adminship_is_not_a_trophy|What adminship is not]]'' still applies here, particularly when it says that "An admin is just a normal user with a mop and a bucket." Are you implying that here they are exempt from the practice of resolving disputes through discussion? Anyway, IMO that stage wasn't reached yet, and i see no point worrying about "what if NKF disagrees about my revert?" until i'll know that he does... -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 22:05, 9 April 2015 (EDT)<br />
<br />
:I was not implying that NKF is exempt from resolving disputes through discussion. I was merely suggesting for the future that engaging in such discussion - on his talk page, perhaps - might be more prudent and courteous than rolling him back while yelling at him in all-caps. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:07, 11 April 2015 (EDT)<br />
<br />
<br />
== Updates to UBK ==<br />
Hey, I was looking at your "rewrite" section of the Base Layout Strategy:Talk page. I noticed that you used "lab"s as the default place holder to indicate any facility. <br />
I have the image assets available to create an "empty room" tile that could be added to the UBK if you are interested. I reworked the UBK for the XPiratez mod of OpenXcom, and created all the tiles there, so it would be quite easy. <br />
[[Template:UBK_Piratez]] <br />
<br />
--[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 13:02, 27 April 2016 (UTC)<br />
<br />
:Well, I didn't make the UBK - NKF did - so he'd probably be the one to ask. I'm not sure it'd really clear anything up, though; since UBK's a copy of in-game pics, you'd still probably have to explain what the weird new graphic is. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 23:54, 27 April 2016 (UTC)<br />
:Fair enough. :) Thanks for all the great work you have done to continue to make the Ufopaedia a vital resource --[[User:IvanDogovich|IvanDogovich]] ([[User talk:IvanDogovich|talk]]) 04:05, 28 April 2016 (UTC)<br />
Thanks. It really helps to hear someone say that every so often. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:21, 29 April 2016 (UTC)<br />
<br />
== Security Turrets in Alien Dimension (Apoc) ==<br />
<br />
Hi Magic9mushroom<br />
<br />
Ill try and screengrab a pic at some point, but there are disrupter pods on some alien buildings in battlescape<br />
These do indeed fire if agents get close on UK CD-ROM (Original release) version<br />
<br />
EDIT: These are the turrets...<br />
https://media.discordapp.net/attachments/376028757183561728/481796205697957888/unknown.png?width=884&height=683<br />
<br />
:Wow, the more you know. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 03:28, 23 August 2018 (CEST)<br />
<br />
I guess they have the same flaw as X-com security turrets? I've never seen them fire on my agents in turn based mode. [[User:Jasonred79|Jasonred79]] ([[User talk:Jasonred79|talk]]) 18:07, 7 May 2022 (CEST)<br />
<br />
== Zorium and Apoc Power ==<br />
Hi magic9mushroom the final release does not contain this information no, but as we are talking about cut features i'm including the cut lore<br />
Reason for linking the One Way to Win stuff was it refers to the eras of apoc development in which this was all covered<br />
I'm trying to think of a way that this can all be incorporated without a long winded explanation<br />
Will message again when ive had a think<br />
<br />
No problem I have adjusted things to be clearer; let me know your thoughts.<br />
<br />
:That makes more sense. Remind me where it says that the Alien Dimension is becoming inhospitable? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 14:09, 17 August 2019 (CEST)<br />
<br />
<br />
==The pistol gif==<br />
Hey man,tbh I’m on moblie site of this in safari tbh the pic on my screen was all white [[User:Michaelx2|Michaelx2]] ([[User talk:Michaelx2|talk]]) 13:21, 21 February 2020 (UTC)<br />
<br />
:I believe you. It's just that if anyone can see it, the problem is likely on your end. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 22:38, 21 February 2020 (UTC)<br />
::I’ll try to sent a new Gif of pistol to replace it<br />
:::The image is fine. I can see it. The problem is on your end. Look for a fix on your end (such as reloading the image or checking whether Safari is allowing GIFs). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:51, 22 February 2020 (UTC)<br />
<br />
== Hi Magic9mushroom i can sand u converted Apoc files ==<br />
<br />
Hi Magic9mushroom i can sand u converted Apoc files <br />
here https://my-files.su/fyc4xb<br />
<br />
== Yes i forgot to say that its graphics ==<br />
<br />
Yes i forgot to say that its graphics ...<br />
you can join our discord and some ppl can help you with code etc https://discord.com/invite/f8Rayre<br />
i cant say about psionics for sure...<br />
<br />
== Also about Unit Stat Box (EU2012) that used in XCom2 they became outdated ==<br />
<br />
Also about Unit Stat Box (EU2012) that used in XCom2 they became outdated<br />
so if u can modify them here good example from <br />
https://xcom.fandom.com/wiki/Faceless_(XCOM_2)?action=edit<br />
<br />
{{Infobox XCOM2enemy<br />
|name = Faceless<br />
|image = File:XCOM2_Faceless.png<br />
|aim =60/75/75/75 <br />
|critchance = 0/15/15/15 <br />
|defense = 0/0/0/0 <br />
|health = 8/10/10/12<br />
|mobility = 12/14/14/14 <br />
|will = 50/50/70/70 <br />
|weapon = Claws (3-4 damage)<br />
|abilities =Regeneration, Leap <br />
}}<br />
<br />
== strange beacose i take color samples from apoc game interface ==<br />
<br />
strange beacose i take color samples from apoc game interface<br />
<br />
== Request - Apoc'd ==<br />
<br />
Do you know how whether it's possible to have an organisation conduct a raid against X-COM using Apoc'd? If so, how? Thanks. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:48, 15 July 2020 (UTC)<br />
<br />
:Yes. Savedgames -> desired savegame -> Organised Crime. Set the organisation to the one you want to raid you, the target to the desired X-COM base, the action to Raid or Storm, and the time remaining to something other than 0.<br />
<br />
:Note that if the organisation is not hostile, the invaders will count as neutrals and neither they nor your forces will open fire immediately. If you want to simulate a real base defence, you need to annoy them first (pointless investigations are the simplest way). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 09:18, 15 July 2020 (UTC)<br />
<br />
::Thanks, that worked fine for a new game, but it doesn't seem to work when I try it with my existing game that's currently at Week 6 (I've even tried waiting for the next day and there's still no raid).<br />
::That aside, I've discovered two pieces of random and probably useless information while fiddling around with this: setting the raiding Organisation to "X-COM" or "Civilian" will get you the "base under attack" screen followed by the time jumping forward straight to the first Alien Alert, while setting it to "Alien" will get your base attacked by the crew of a Mothership. Yes, crew, not infiltration force, so there will be Megaspawn and Psimorphs. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 19:18, 15 July 2020 (UTC)<br />
:: That doesn't sound useless, that sounds EXTREMELY FUN!!! ... I'd love to experience a base defence with Megaspawn and Psimorphs! Watching psimorphs going up against security stations will just be sadistic lol [[User:Jasonred79|Jasonred79]] ([[User talk:Jasonred79|talk]]) 18:11, 7 May 2022 (CEST)<br />
<br />
<br />
:Dunno what's going on there; all I can say is it works fine for me even in games that have been going on for a while. Megapol doesn't seem to want to launch illegal flyers, but otherwise it seems to work. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 08:59, 16 July 2020 (UTC)<br />
<br />
== Overspawn Bug Deletion ==<br />
No evidence? The purple segments (multiple with various window patterns) of transtellar apartments et al. on the superhuman map (located up near the north-east corner) will have an overspawn just walk straight thru the building AND any other building that has those particular segments. Craft stop firing because the overspawn is '''inside''' the segment. I'm sure this that is a bug in all sense of the word. I request you put that listing back.<br />
<br />
Please use a little more caution in future.<br />
<br />
:Lolz, ironic echo. Nice.<br />
<br />
:More seriously, insofar as the segments are set to be able to be walked through that's technically not a bug (the program is doing what it's told, it's just told to do something dumb). Just about anything you can fix with Apoc'd is not strictly a bug for this reason (as Apoc'd only changes data tables, not code). You only mentioned trees, which probably were deliberately made walkable so as not to slow down the Overspawn destroying them - I've also seen that the roads are set this way (though the supports for them are not) which may also be deliberate. If you'd mentioned those buildings rather than ranting about "a big ugly baby" in mainspace I would have been less inclined to just blank it.<br />
<br />
:Now, the thing with the purple buildings is an anomaly and could be considered a design flaw, so feel free to put that under that heading. Suggesting making ''all'' tiles unwalkable for the Overspawn is probably a cure worse than the disease, though. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 13:24, 6 August 2020 (UTC)<br />
<br />
Thanks for the prompt reply. I've tried to inject a little humour with that baby reference but this place serious business. Point Noted. "...technically not a bug (the program is doing what it's told, it's just told to do something dumb)..." quite so.<br />
<br />
:It's not so much that the whole place is super serious - humour's fine in talk pages and some of the less precise or opinion articles (see: Weapon Analysis). But Known Bugs is a pretty crucially important page and being exact is necessary to avoid confusion. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 15:03, 6 August 2020 (UTC)<br />
<br />
== Apocalypse question ==<br />
<br />
Hi, I was wondering if you knew whether being allied to an Organisation in Apocalypse has any "hidden" in-game effects? There are lots of internet rumours about this (e.g. allying with a gang gives more human recruits, allying with Technocrats makes smaller organisations friendlier...), and the Tips Book makes similar claims. However, from what I've observed, I'm 99% sure none of this was actually implemented. But it would be nice to have confirmation obtained by looking at the game code. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 22:34, 5 May 2022 (CEST)<br />
<br />
:I'm not a primary code digger. What I do know from Skin36's work is that relations with factions are irrelevant to new hires with the sole exception that hybrid/android recruits are removed if you have <0 relations with the Mutants/SELF.<br />
<br />
:I'm not aware of any hidden relations effects, besides the ones from factions' (hidden) relationship with the Aliens (factions allied with the Aliens will refuse X-Com bribes; I forget whether this is also why you never get Alerts from CoS temples or if that's a ''sui generis'' case). There is, however, the basic principle of Apocalypse relations to consider: "if faction A attacks faction B, then faction C that disliked B will start liking A and faction D that liked B will start disliking A". This principle, applied over many iterations, ''can'' work some magic. This is, for instance, why Marsec and the gangs are substantially more likely than usual to go hostile, despite having zero starting relations with both you and the aliens - they hate Megapol, so when the UFOs blow up Megapol cars and buildings they start liking the aliens, so when you blow up aliens they start disliking you. So it's not ''ridiculous'' to say that getting the Technocrats to like you might be good for getting some of the enemies of the Marsec/Solmine/Extropian/Transtellar alliance to like you. On the other hand, any relations process that routes through somebody non-militarised (i.e. not player/aliens/Megapol/gangs/infiltrated) performing attacks is going to take forever to work, because non-militarised factions don't attack people very often. And of course you can't ''see'' most of the relations grid, and it's partially random, so any attempts at more than the most basic manipulations are blind unless you cheat. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 17:49, 26 May 2022 (CEST)<br />
<br />
:: Ok, thx. I'll run a couple more in-game tests just to make sure, but everything seems to point towards the conclusion that the Tips Book's claims about the effects of alliances are wrong (and I'll revert the edit accordingly after I'm reasonably certain).<br />
:: <s>One more thing I've wanted to ask - could you remind me how the game rounds numbers, again? In particular, I'd like to put the exact numbers of guards/henchmen employed by an organization in the appropriate table.</s> Figured it out. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 15:40, 2 June 2022 (CEST)<br />
:: <s>I've contacted Filmboy84 via Discord. His info directly contradicts Skin36's, as he claims the Tips Book is essentially correct, though the effects are minimal. Allying with a gang makes it more likely that the max number of recruits turns up. Apparently what affects the number of recruits is much more complex than it seems at first glance. It's apparently modified by your relations with several organizations, both positive and negative.</s> Filmboy is wrong. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 19:44, 16 June 2022 (CEST)<br />
=Hello=<br />
If anything is found, please update the page: [[Organizations]]. I've just rewrittnen it (removed relations).<br><br />
...any feedback positive or negative, please post to my talk page about my recent actions (March 2022 to present) since I'm thinking I might be 'stepping on peoples toes' by rewriting quite a few pages. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]]) 14:27, 17 June 2022 (CEST)<br />
<br />
=Note=<br />
I just came here to cross off some old stuff that has been resolved in the meantime as well as to say I greatly appreciate all the work you've put into the wiki, and hope you get better soon. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 16:26, 30 September 2023 (CEST)</div>Darkpasthttps://www.ufopaedia.org/index.php?title=User_talk:Darkpast&diff=115924User talk:Darkpast2023-09-30T14:22:35Z<p>Darkpast: </p>
<hr />
<div>==Request==<br />
While you're uploading in-game images from Apoc, would you mind getting the inventory sprites of 1) alien artefacts, 2) vehicle weapons/equipment? There's none on here at the moment and I'm not sure how to do it myself. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 08:07, 20 May 2020 (UTC)<br />
: Unfortunately I don't know how to extract the sprites from the files; the images I uploaded are just cropped screenshots. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 17:50, 20 May 2020 (UTC)<br />
::Would you mind grabbing a pic of Corporate Hoods to go with your pics of the other sorts of humans on [[Population (Apocalypse)]]? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 04:33, 9 July 2020 (UTC)<br />
:::Yeah, I'll grab one as soon as I get round to it. The Police pic is also kinda dark so I'll see if I can get a better one. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:22, 9 July 2020 (UTC)<br />
::Thanks a bunch. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 08:11, 9 July 2020 (UTC)<br />
<br />
== Acceleration ==<br />
<br />
My testing in Apoc has not shown the Acceleration stat to actually do anything, so I'm kinda conflicted about whether we should include it in tables. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:06, 10 June 2020 (UTC)<br />
* I had no idea... Yeah, no point in including it if it doesn't do anything - unless possibly if this is changed in OpenApoc. By the way, does the engine's Power stat do anything? And can any vehicle's weight actually slow it down? [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 06:31, 10 June 2020 (UTC)<br />
::Actually, scratch that; with hacking to extreme values I was able to get a noticeable effect out of it, or at least an effect for both Power and Weight (Acceleration = Power/Weight, though I'm not 100% sure that the 1-10 range allowed for displayed Acceleration is the real range). It seems to affect turn rate and response delay, although turn rate also depends directly on the craft (a Hoverbike with Acceleration 10 will do a 180-degree turn ''much'' faster than a Valkyrie with Acceleration 10). The issue I was having was that changing engine (without hacking the engines) also changes max speed (so I couldn't tell whether it was Acceleration or simply speed) and while changing the Weight frequently changes the displayed Acceleration the effect is imperceptible (hacking a part to weigh 20000, though, is enough to have an obvious discrepancy in turn rate and response time). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 10:32, 10 June 2020 (UTC)<br />
:::Interesting finds, there sure is an incredible amount of detail in some aspects of Apoc, even though they're often barely perceptible in-game. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:39, 11 June 2020 (UTC)<br />
<br />
== Wow Android civilians and other findings in Unused Game Features ==<br />
<br />
Wow Android civilians and other findings in 'Unused Game Features'<br />
great finding Darkpast! thx<br />
<br />
==Graph==<br />
If needed for the "Raid Loot Table" page. Please use this and edit if you want (eg: removing terse wording):<br />
: Thank you. Before I put up the page, I still need to figure out if there's anything that affects the items spawned. I've heard that Tech Level is a factor. For example, a Lawpistol may be replaced by a Plasma Gun if Tech Level is high. I'll see if one of the coders working on OpenApoc can help. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:32, 6 August 2022 (CEST)<br />
<br />
==Spawned Items==<br />
The numbers indicate quantity.<br><br />
Note: terse<br />
{| {{StdCenterTable}}<br />
|||[[Image:Apoc_govt_icon.png]]||[[Image:Apoc_megapol_icon.png]]||[[Image:Apoc_sirius_icon.png]]||[[Image:Apoc_marsec_icon.png]]||[[Image:Apoc_sd_icon.png]]||[[Image:Apoc_gm_icon.png]]||[[Image:Apoc_cyberweb_icon.png]]||[[Image:Apoc_ts_icon.png]]||[[Image:Apoc_solmine_icon.png]]||[[Image:Apoc_sensovision_icon.png]]||[[Image:Apoc_lifetree_icon.png]]||[[Image:Apoc_nutrivend_icon.png]]||[[Image:Apoc_evonet_icon.png]]||[[Image:Apoc_sanctuary_icon.png]]||[[Image:Apoc_nanotech_icon.png]]||[[Image:Apoc_energen_icon.png]]||[[Image:Apoc_synthemesh_icon.png]]||[[Image:Apoc_gravball_icon.png]]||[[Image:Apoc_psyke_icon.png]]||[[Image:Apoc_diablo_icon.png]]||[[Image:Apoc_osiron_icon.png]]||[[Image:Apoc_self_icon.png]]||[[Image:Apoc_mutant_icon.png]]||[[Image:Apoc_extropians_icon.png]]||[[Image:Apoc_technocr_icon.png]]<br />
|-<br />
|[[Megapol AP Grenade|AP Gren]]||1||1||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||1||1||1||1<br />
|-<br />
|[[Megapol Stun Grenade|Stun Gren]]||1||1||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||||1||1||1<br />
|-<br />
|[[Marsec Proximity Mine|Prox Mine]]||1||||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||1||1||1||1<br />
|-<br />
|[[Marsec High Explosive|Hi-X]]||1||||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||1||1||1||1<br />
|-<br />
|[[Megapol Lawpistol|Lawpistol]]||1||||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||||1||1||1<br />
|-<br />
|[[Marsec M4000 Machine Gun|M4000]]||1||||||1||1||1||1||1||||1||1||1||1||1||1||1||1||1||1||||||1||1||1||1<br />
|-<br />
|[[Megapol Laser Sniper Gun|Laser Rifle]]||1||||||1||||||||||||||||||||||||||||||||1||||1||||||<br />
|-<br />
|[[Megapol Auto Cannon|Autocannon]]||1||1||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||1||2||1||1||1<br />
|-<br />
|[[Megapol Plasma Gun|Plasma]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Marsec Heavy Launcher|Hvy Launch]]||||||||1||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Marsec Minilauncher|Mini Launch]]||||||||1||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Megapol Stun Grapple|Grapple]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Power Sword|Sword]]||||||||1||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Mind Shield (Apocalypse)|Mind Shield]]||||||||1||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Mind_Bender|Mind Bender]]||||||||1||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Medi-Kit (Apocalypse)|Medikit]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Motion Scanner (Apocalypse)|Motion Scan]]||||||||1||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Psiclone]]||||||10||||||||||||||||||||||||||||||||10||10||10||6||6||||<br />
|-<br />
|[[Elerium (Apocalypse)|Elerium]]||8||3||||1||8||8||8||8||15||8||8||8||8||8||8||8||8||8||2||2||2||2||2||8||8<br />
|-<br />
|[[Megapol_Armor|Meg.Head]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Megapol_Armor|Meg.Chest]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Megapol_Armor|Meg.Left Arm]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Megapol_Armor|Meg.Right Arm]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Megapol_Armor|Meg.Legs]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Marsec_Armor|Mar.Head]]||||||||1||||||||||||||||||||||||||||||||1||||||||||<br />
|-<br />
|[[Marsec_Armor|Mar.Chest]]||||||||1||||||||||||||||||||||||||||||||1||1||||||||<br />
|-<br />
|[[Marsec_Armor|Mar.Left Arm]]||||||||1||||||||||||||||||||||||||||||1||||||||||||<br />
|-<br />
|[[Marsec_Armor|Mar.Right Arm]]||||||||1||||||||||||||||||||||||||||||||||1||||||||<br />
|-<br />
|[[Marsec_Armor|Mar.Legs]]||||||||1||||||||||||||||||||||||||||||1||||||||||||<br />
|}<br />
<br />
==Taking stock==<br />
EsTeR says he's gone away. I want to do some reversion/rewrites here (I didn't particularly want to wage full-on edit war, but if he's left then there's no reason to leave UFOpaedia Apoc in this state), but I wasn't around for much of this so I don't have a good idea of which pages he did and didn't affect and ''in particular'' which pieces of information he actually full-on moved from one article to another vs. newly added vs. duplicated (in the case of stuff he moved, there's the question of which page it belongs on and we need to make sure we don't lose it, but in the case of duplications we generally want to remove one of the mentions to help undo the bloat).<br />
<br />
Do you have some idea of the shape of things? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 16:40, 18 November 2022 (CET)<br />
<br />
Sorry for replying so late, I wasn't active here for a while. Frankly, he changed most of the pages. Among other things:<br />
a) redoing the main page at https://www.ufopaedia.org/index.php/Apocalypse. I haven't compared it to the older version, so I guess this is where any major work on the Wiki should start.<br />
b) pretty much all the pages under "Battlefield Tactics & Gameplay" have been extensively changed and information shuffled around. I've lost track of what happened. It will take a *lot* of work to rewrite this.<br />
c) the pages on Damage Modifiers, Vehicles (the general pages, not the ones about specific vehicles), and Buildings have been significantly altered.<br />
d) at least the 4 pages on unused features have been consolidated into one. I don't think the old ones have been deleted though, but at least they aren't on the main page anymore.<br />
<br />
Other than that, I see several issues with the Apocalypse part of the Wiki, of which I would highlight:<br />
1) his writing style was very different from the one used on most of the pages, far more suited to a fanmade guide than a wiki - though, admittedly, some of the old pages also had a very "pub talk" style with lots of "you should do XY" which isn't really suited to a wiki, either. Some pages got "trimmed" yet had IMO superfluous info added (e.g. do we really need to describe what explosive damage is?). Spelling/writing standardization would also be nice - e.g. is it X-COM or X-Com? It would also be good to refer to things consistently - e.g. not talking about Security Guards in one article, Building Security in another, and just Guards in a third. Flying vehicles or airborne vehicles? And so on.<br />
2) there is still quite a bit of information that hasn't been verified. This is made worse by the fact that even the OpenApoc team seem to disagree on some things. For example, a lot of info on Organizations can be found floating around their Discord, but after consulting Skin36 and doing extensive in-game testing, I have found some of this info is just outright false - most glaringly, despite what some of the team claim, the Tips Book is outright wrong on the effects of allying with certain Organizations. Skin did mention he found there are quite a few places in the code that the "allied" flags are checked - but it's not obvious what they do.<br />
3) images are often not being displayed correctly. This appears to affect the entire wiki, but is especially visible in the Apocalypse part because so many new ones were added.<br />
[[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 20:12, 15 June 2023 (CEST)<br />
<br />
'''Hello, I'm still around.'''<br><br />
First off, read -every single page- through the whole Apocalypse section. You will have a better understanding of what was done. <br><br />
1. Most pages were not uniform with many missing pics. The alien buldings pages in particular were needing extensive work and uniformness. I think 99% of the alien dimension anything is complete beside spelling mistakes and minor formatting.<br><br />
2. A wiki will become shallow and basically useless if you want to make the apoc section like wikipedia's "what not how" format and since there already is such a page, copy and pasting it here is redundant ...but is that what you both want? The whole point of these pages is concrete information which I have added to in a massive way. I have added many 'tactics and gameplay' to pages where it is useful. Expanding those sections would be the way to go and not sterilizing the page to make it like other pages (to other games) found on the internet.<br><br />
3. Orgs with false information from the hint book has been mentioned in the relevant page.<br><br />
4. The only pictures which do not display correctly are the title pages within the cut section and one in the citywall section. Every single page has the pictures displaying correctly.<br><br />
5. Moving pages within the Apocalypse title page was done to organise topics to be together as subtitles. I think I've done a good job but the "Combat Format" should be more integrated into the "Battlescape Tactics And Gameplay" section. I haven't re-written those pages but have dumped information into them to consolidate into one section only... and not like three sub-standard pages dealing with Cut Content as was before. I didn't look good. Old pages are still around - I have not deleted moved content but chose one of the three cut content pages to become the only one.<br><br />
<br><br />
<br><br />
Finally, consider this thought... if the apocalypse section has been added to heavily and cleaned up massively by me, then why are you both complaining that the work which needed to be done, has been done? If you cared about this as much as your demeanor implies then you would have made an effort to fix this section 'years' ago. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]]) 18:11, 11 July 2023 (CEST)<br />
<br />
:We did make an effort to fix it, Darkpast especially so. Check the edit histories of the Apoc pages and you'll find one or both of us on most of them. Much of the stuff you did is not "work which needed to be done"; it's actual disagreements between us and you. The only thing I recall as truly ''needing'' cleanup prior to your bull-in-a-china-shop act is Makus' pseudo-blogging, which admittedly I did let slide mostly because it was confined to a few pages that weren't otherwise in use.<br />
:Also, I am depressed and this isn't top-priority for me (I spent a month homeless last year, for fuck's sake, and three months of this year putting together a "please don't end the world" essay), and undoing your damage is a much bigger project than telling you to stop since you've made literally thousands of edits and ''some'' of them are actually okay so simply writing a script to globally rollback everything you've ever done on UFOpaedia would not be the best idea.<br />
:I did actually try to get an admin to intervene last year (I wasn't really looking for you to be banned, just warned with teeth to stop doing the objectionable stuff), but he's mostly absentee as well and I didn't chase it up because I thought you'd left and admin rights are only useful for stopping you rather than for reverting you. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 06:34, 20 July 2023 (CEST)<br />
<br />
:: I have pity but some choice of words you choose go too far. Damage? If you think what i have done is damage then you go away from here. Regardless, I hope your situation improves. Stay strong. [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]]) 07:45, 20 July 2023 (CEST)<br />
<br />
::: EsTeR, what you did here isn't doing "what needed to be done", it's basically hijacking the whole Apocalypse section of the wiki and turning it into your personal FAQ, which it is not - there are sites like GameFAQs for what you're trying to write. I have little free time and no wish to spend it on edit wars, especially since the admins - and the site in general - seem to be pretty much inactive, but you on the other hand seem to have hours and hours to spend here, and have no problem using them to remove anything done by me or Magic9Muchroom. That is why I stopped trying to fix things long ago, as I know you'll just change them the moment I turn my back. But I am hurt to see the pages I worked on so long butchered by you, and I have no wish to communicate with you further. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 16:22, 30 September 2023 (CEST)</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Known_Bugs_(TFTD)&diff=114661Known Bugs (TFTD)2023-06-26T17:48:15Z<p>Darkpast: /* Alien Glitches */</p>
<hr />
<div>''Note: Since TFTD shares its game engine with X-Com Enemy Unknown, there are many problems that are common to both games. Please track any shared/common bugs under the XCOM-EU list of Known Bugs (link at the bottom of this page). This page is just for TFTD-Specific bugs. ''<br />
<br />
<br />
= List of TFTD-Specific Bugs =<br />
==Artifact Site Glitches==<br />
There is a rarely occurring glitch when winning Artifact Sight missions by killing all aliens. Instead of a normal end screen,the screen will turn black and then resume on one of your soldiers, but with an unmovable cursor. Reloading saves may put you on the geoscape where the game can be played normally apart from when entering Artifact Sites, where you either cannot move your cursor in the equipment screen or the ending screen from the mission when the glitch occurred is shown but the cursor can't be moved. This means you must ignore all Artifact Site missions to continue the game, but as ignoring them results in an immediate -2000 point penalty, you will eventually lose due to being shut down or running out of funds. <br />
<br />
== Research Tree bugs ==<br />
<br />
See the [[TRTBAG|Research Bug Avoidance Guide]] for full discussion. *<br />
<br />
==Alien Glitches==<br />
<br />
* Aliens can't use carried melee weapons (Vibroblades and both types of Thermic Lances), even when they are equipped with them. (This is a game engine bug is present in UFO:EU as well, but it is not relevant to UFO:EU, since in UFO:EU aliens never get equipped with any carried melee weapons.) *<br />
* The [[Bio-Drone]]'s melee attack almost always has no effect, even on unarmoured troops (chance to hit is 0.9%). ([[User:Zombie|Zombie]] has determined the weapon has a base accuracy of 0%, presumably a programming error). This is a serious flaw in the Bio-Drone, as it always uses this attack when Aquanauts are adjacent - especially given that one of the best ways to deal with Bio-Drones is by melee combat. *<br />
* <s>The [[Hallucinoid]]'s ranged attack only works on land, but the Hallucinoid rarely/never appears on land. Presumably this is a programming error and was meant to be the other way round (only works underwater)</s>. The [[Hallucinoid]] is not given a ranged attack of any kind although the in-game description states that it has one. Its melee attack deals normal (lethal) damage although the in-game description says that it is icy, leading the player to believe that it should stun. ''This has been verified by several reliable sources. It does not appear on land unless the game code or data files have been modified.''<br />
* The Deep One attack looks like the Celatid spit / mortar (holdover from UFO). *<br />
* The Bio-Drone leaves a burning trail. This may be a holdover from the Silacoid in UFO, most likely because the designers used the Silacoid slot from the original game for this alien. Then again, it is possible that it is intended to do this, even though it is not mentioned in the in-game UFOpaedia. *<br />
* Even though it looks like an exclusively aquatic creature, a [[Xarquid]] sometimes appears as part of [[Mixed Crew]] missions on land, and is able to "swim" through the air. This is likely because of an oversight or bug in the way the game is supposed to replace terrorists on land. A [[Deep One]] or [[Calcinite]] was probably supposed to appear instead.<br />
* Despite being organic aliens, the Xarquid and [[Hallucinoid]] have the "robotic" flag set, which makes them impossible to capture alive. This is most likely because the designers used the Cyberdisk and Sectopod slots from the original game for these aliens, but forgot to remove said flags.<br />
<br />
== Mind Control Bugs==<br />
*[[Large units#Large units in TFTD|Large units in TFTD]] suffer from even more bizarre behaviour than in UFO, due to an attempt to fix the old UFO bug.<br />
<br />
== Craft Bugs==<br />
*The floor maps & schematic pictures of the Survey Ship and Escort are swapped with each other in the Battlescape, the Interception window and the UFOPaedia. There is a (partial?) fix for this in [[XcomUtil]]. [[User:Zombie|Zombie]] has provided a [http://www.strategycore.co.uk/files/index.php?dlid=620 fix] that also fixes the routes as well as the maps.<br />
<br />
*The schematic pictures of the Battle Ship and the Fleet Supply Cruiser are also swapped in the UFOPaedia and Intercept window. The floorplan maps on the Battlescape are not affected.<br />
*Troop transports like the [[Triton]] can be blown up quite badly in land maps (rather than being invulnerable as it should be). This somehow doesn't prevent X-COM from flying back using it.<br />
* '''TFTD V1.0''' There is a unit positioning bug when placing 26 men in a Leviathan. This bug is fixed by [[XcomUtil]] (and presumably in later versions of TFTD).<br />
* 'Medic Cannon' - USO being armed with 1/0 weapons, the 'weapon' being 'medic' shown as a purple rank badge with commander's chains. with an ammunition capacity of two, but without any rounds for it. [[User:NKF|NKF]] says "it takes the D.U.P. Head as ammo. The launcher. Not the ammo. I don't know if the performance is the same between glitches, but I've seen this thing destroy a Dreadnaught and left no wreckage. Then at other times it does nothing."<br />
<br />
== X-COM Equipment Glitches ==<br />
* Underwater-only weapons (HydroJet Cannon, Torpedo Launcher, and Disruptor Pulse Launcher, plus the Coelecanth/AquaJet & Displacer/PWT SWS weapons) are able to fire on land during XCOM's reaction-fire phase. This should not be allowed. *<br />
* Coelacanth/Gauss Cannon ammo arming bug(s): The Coelacanth/Gauss does NOT return any remaining ammo to your stores at the end of a mission. In addition, when you assign a Coelacanth/Gauss to a troop transport, 50 Gauss Cannon rounds (used by both Craft and SWS Gauss Cannon) will be immediately deducted. These rounds cannot be refunded by any means. If you change your mind about assigning it, deassign it, and then reassign it, the premium will be deducted yet again from your stores. *<br />
<br />
== Geoscape Bugs ==<br />
* There is a really annoying "Cannot intercept over land" message that repeatedly pops up (often more than once a second) during some pursuits along coastlines. This is probably because the pursuing aircraft is moving rapidly from land areas to sea areas and back again as it flies along a coastline. *<br />
<br />
* When intercepting an Alien Sub that is too deep for an XCom Flying Sub's operating depth, the Sub will report "Mission too deep" and return to base, rather than tracking the Alien Sub until such time as the Alien Sub rises to a depth at which the Sub can intercept. This forces you to take control of the Sub and get it to follow the Alien Sub manually, using Geoscape waypoints. *<br />
<br />
* Alien Subs will sometimes Touch Down on land (e.g. several hundred nm south of the North African coastline). If you respond to these missions with an Assault, they are fought at Shallow depth rather than on land. Geoscape map/terrain data bug maybe? ''Even worse, assaulting these subs may cause your game to crash when it tries to start the battle.''<br />
<br />
* [[Known Bugs#Manufacturing Rate Limit Bug (TFTD)|Manufacturing Rate Limit Bug/Quirk (TFTD)]] - The manufacturing windows allows you to assign more technicians than the limit allowed and provides a quicker estimated time to complete the project than actually occurs. *<br />
<br />
* Craft Gauss Cannon rearm rate. The Craft Gauss Cannon reloads at only 10 rounds per hour. This compares to 99 or 100 rounds per hour for all other cannon weapons in TFTD and EU. This is believed to be a data entry bug when changing the reload rate of the Laser Cannon (99) for the TFTD equivalent Gauss Cannon. The result is that fully reloading a single Gauss Cannon takes 5+1= 6 hours and dual Gauss Cannon 5x2+1= 11 hours. This is slower rearming than any other weapon system apart from AJAX/Stingray (which itself probably represents a design oversight on its rearming rate). *<br />
<br />
* When generating the Geodata.dat outline map for a sunken plane mission, if the game decides to put in a small version of the right wing (PLANE19.MAP or PLANE20.MAP) it will try to place it in Geodata map block 3, 3 (tile x:30 y:30). When verifying if the block is free, the game will mistakenly check Geodata map block 1, 1 (x:10 y:10). If that block is free, it will create the small wing in map block 3, 3 regardless of what was in there. While this is a bug, its effects are quite trivial and players will not necessarily notice anything amiss were it to have taken effect. <br />
:: The more technical explanation is that instead of checking the Geodata.dat map location at 3 * 5 + 3, the game simply checks the map at location 3 + 3. The map width (5) has been omitted.<br />
<br />
== Battlescape Bugs ==<br />
* Strange MCD records (aka the 3d shapes that form the various walls and objects in the game). Due to some strange shapes, there are some locations with various line of sight errors and clipping errors such as a bullet hitting something in mid air when it shouldn't. There are even some cases where walking into a tile is much more tiring than it should be. This is not TFTD specific, but is much more apparent. <br />
<br />
* On ship missions, there are some metal panels on walls. These tend to remain floating in the air even if the wall is destroyed. This is only a visual bug. <br />
<br />
* Multi-stage mission bugs<br />
**Strange effects occur to Aquanauts who were unconscious and/or under Molecular Control at the end of the previous stage of a multi-stage mission. These effects include: the Aquanauts becoming invisible, or becoming 'wraiths' in the next mission stage. (Does this also affect XCOM-EU, e.g. the 2-stage Cydonia mission?) *<br />
** Any Captured aliens that are carried will die when they reach phase two. The actual working logic behind this is that since the new map is generated with a new set of enemies, the 'stats' that make up the stunned alien aren't retained, but only the physical object that represents the alien is carried over. This makes capturing aliens on the first part pointless unless you intend to abort the first part after physically hauling the stunned alien back to the transport. <br />
** '''TFTD V1.0''' any equipment that is left on the ground on the first part of a two parter mission are not collected when you abort or complete the second part. This includes everything in the troop transport, which is lost forever. The V2.0 patch fixes this bug and returns everything on the first map. <br />
<br />
* [[Dye Grenade]]s are to all intents and purposes, useless. Arguably not a bug, but it should not have survived basic playtesting. Weak weapons (eg [[Dart Gun]]) are one thing, but Dye Grenades are pointless because they never generate enough of a screen to block visibility. The best they would do is reduce alien visual range from 20 to 17. There would be a strong case to fix the strength of the Dye 'explosion' upward from 10 to 60 (like the [[Smoke Grenade]]) or at least 30-40. *<br />
* Stunned Aquanaut bugs. (These might not be specific to TFTD, the situations are rare enough).<br />
** In some cases, when moving a stunned body elsewhere, and it is subsequently killed by an explosion, the corpse may appear back at its original location. *<br />
** Stunned Aquanauts in the Triton are not reported as either inside or outside the transport sub when you abort a terror mission. *<br />
*** Stunned aquanauts that are carried by other aquanauts are listed as MIA if mission is aborted even if the carrier is aboard the Triton.<br />
**It is possible to abort a mission even if all Aquanauts are stunned. Not sure if this should be possible?<br />
**If the Triton is lost (aborting with no survivors), the stunned Aquanauts are shown as assigned to "Weapon-1", not their Triton, and they become inaccessible, basically lost/gone. *<br />
** The animation for stunning a Civilian falling down shows them being violently killed.<br />
<br />
* Zrbite spawns in locations unrelated to the Ion Accelerators. This is a result that the developers either 1) set the location of zrbite and later the ship maps were changed or 2) the developers confused the x and y coordinates in the database which specifies the specific location in the USO. ''In the game, Zrbite spawns when the alien items are created. Each Zrbite's OBPOS coordinates are established based on the USO position then reading the additional x, y, and z coordinates from a database, referenced to each USO.''-[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 05:56, 3 April 2015 (EDT)<br />
<br />
* In the CE version, clips that are loaded into weapons dropped on the battlefield will be given to the player at the time of an abort, even if the weapon in question was left on the battlefield. This is very apparent on USO recovery missions if the player immediately aborts when the battle starts and several aliens have died prior to the start of battle.*<br />
<br />
==Manufacturing Rate Limit Bug(TFTD)*==<br />
<br />
In UFO Enemy Unknown, the Manufacturing Rate Limit is just an irritant: The game prevents you from allocating more Engineers than the PRODUCT.DAT files says are needed to complete the item in one hour. This result in a minimum of one hour per item being necessary for the whole order. In an attempt to overcome this, the programmers eliminated this cap on the manufacture screen but failed to alter the code that actually determines what is produced every hour. Any extra technicians assigned over the number shown when you start an order produce nothing and their hours are wasted.<br />
<br />
== Ufopaedia Discrepancies ==<br />
<br />
* [[Deep One]]s are portrayed carrying a weapon, in fact it appears to be carrying an X-com issue [[P.W.T. Cannon|P.W.T. Cannon]] craft weapon, instead of being unarmed other than its built in attack. *<br />
* The [[Tasoth]] species is described as more resembling some sort of foot soldier in Ufopaedia. It seems highly likely that the Tasoth were supposed to be one of the grunt races, and planning issues caused there to only be 4 main races in TFTD, making Tasoth the default Psionic (MC using) race.<br />
* The [[Tentaculat]] description states that ([[Zombie]]s) cause death by touch even through armor. That's very wrong. The resulting zombies have a rather weak melee attack, especially compared to the Tentaculats. Also, the description says nothing about Zombies turning into Tentaculats upon death.<br />
* The Ufopaedia shows the damage of a [[Displacer/Sonic]] cannon as 130, but the coded value is 110. *<br />
* See also the Craft Bugs where the map layout, interception picture and the Ufopaedia picture are inconsistent with each other.<br />
* The Ufopaedia describes the [[Dart Gun]] as having a ten round magazine, when in fact it has a twelve round magazine.<br />
* The Ufopaedia shows the damage of a [[Coelacanth/Aqua Jet]]'s torpedo as 90, but the coded value is 85.<br />
* The Ufopaedia shows the damage of a [[Coelacanth/G. Cannon]]'s harpoon cannon as 50, but the coded value is 60.<br />
<br />
== Questionable logic== <br />
* Aquanauts and SWSs are unable to move vertically in water without the use of alien technology. Apparently no one has heard of ballast belts, propellers, or flippers.<br />
** Actually, most of the aliens are unable to move vertically in water, despite most of them being aquatic creatures!<br />
* Thrown objects behave underwater with identical physics as on land - impossible.<br />
* Explosions behave underwater with identical physics as on land - impossible. (See [http://science.howstuffworks.com/explosion-land-water1.htm this link])<br />
* Projectile weapons behave underwater with identical physics as on land - extremely unlikely.<br />
* Vehicles behave the same underwater as in the air, fuel, acceleration, speed, etc. - impossible <br />
* Alien "Molecular Control" is said to work via MC implants on the subject, but works on human Aquanauts (and civilians), regardless of whether the humans have MC implants. (They should've just called this Psionics like in Enemy Unknown.)<br />
* X-com craft mounted Gas Cannon has an effective range of 8km. A gas reservoir capable of launching a solid bolt 8km underwater? - ridiculous.<br />
* Underwater missions will at most take place in the light during the day and in the dark during the night. This is impossible. Sunlight won't penetrate deep in the water and most of the seabed is permanently dark.<br />
<br />
== [[XcomUtil]] Bugs ==<br />
<br />
These bugs relating to XComutil may be outdated. <br />
<br />
* Gillmen are reported as Snakemen in some pop up messages, when using XcomUtil. <br />
<br />
*Sometimes at the start of the 2nd level of a mission, all items, not loaded onto Aquanauts in the equip phase, appear to be lost. And some/all weapons have an ammo count of zero / no clips (possibly when the ammo was loaded automatically in the equip phase). (Believed to be related to XcomUtil teleporting 'spare' equipment back to base at the end of a level. See Talk page and [[Talk:XcomUtil#Open Bugs]])<br />
<br />
==TFTD Extender ==<br />
Items marked with an asterisk (*) have been fixed with the Extender.<br />
<br />
= TFTD-Specific Exploits =<br />
<br />
== Massively Profitable Alternate Craft Gauss Ammo ==<br />
<br />
(Possibly should be defined as 'Light Modding' rather than an exploit, in the language of the Enemy Unknown [[Exploits]] pages.)<br />
<br />
There is an alternate Craft Gauss Ammo type (in [[BASE.DAT (TFTD)]] at offset 0xD2). There appears to be no research path to unlock this ammo type. It looks like a late design decision was taken to have both the [[Coelacanth/Gauss]]'s cannon and the Craft [[Gauss Cannon]] use the same ammo type (in BASE.DAT (TFTD) at offset D0), unlocked by Gauss Cannon research, and unusually (uniquely?) without its own ammo Research topic. This is just as well, since the 0xD2 ammo type is incredibly expensive to manufacture and uses a huge amount of storage space. The production start cost is $10,000, and each unit uses 0.6 base storage. Perhaps this was intended to be a 50-round ammo pack, like the Craft [[Gas Cannon]] (and Enemy Unknown's [[Cannon]]), in which case the cost would not have been unreasonable.<br />
Probably due to a typing / data entry error, the sell price of the 0xD2 ammo is set to $53,300, which is the sell price of Craft P.W.T. Ammo (and the Fusion Ball in Enemy Unknown). The extremely favourable spread between the build price and the sell price makes this item more than 5 times more profitable to manufacture than Gauss Cannon, far and away the most profitable item in the game.<br />
If it is true that there is no Research path to unlock this 0xD2 ammo, then unlocking it requires game file manipulation, so this is arguably a Game File exploit, and of course if one is manipulating Game Files, it's easier just to hack ridiculously large amounts of money. For those who are not inclined to edit a binary file themselves, the XcomUtil TEC:ALL option will unlock this ammo type. Possibly XcomHack could also be used. The clear profit with two full Workshops is $22.866 million per month - after all expenses including Technician salaries. <br />
<br />
= See Also =<br />
<br />
*[[Known Bugs|Known Bugs (Enemy Unknown and generic)]]<br />
*[[Exploits|Exploits (Enemy Unknown and generic)]]<br />
<br />
[[Category: Oddities and bugs]]<br />
[[Category:TFTD]]</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Hallucinoid&diff=114660Hallucinoid2023-06-26T17:36:32Z<p>Darkpast: /* Notes */ mentioning likely design error</p>
<hr />
<div>== General Information ==<br />
<br />
{{Ref Open|title = Hallucinoid}}<br />
[[Image:Hallucinoid.png|right|Hallucinoid]]Having harvested the oceans the aliens have bred these huge Earth creatures as a weapon. Do not be lulled into a false sense of security when facing these harmless looking sailors of the deeps.<br><br>Possessed of a formidable, ranged, freezing blast and a close combat icy strike, the Hallucinoid is a deadly foe. <br clear="all" /><br />
{{Ref Close | source = Terror From The Deep Ufopaedia}}<br />
<br />
<br />
{{Ref Open|title = Hallucinoid Autopsy}}<br />
[[Image:HallucinoidAutopsy.png|right|Hallucinoid Autopsy]]Nested in the many layers of the gelatinous body of this organism is a powerful chemical freezer, its main offensive capability. The soft and supple skin of the Hallucinoid seems susceptible to heat based attacks. Often this mutant is found in the company of its masters, the Aquatoids. <br clear="all" /><br />
{{Ref Close | source = Terror From The Deep Ufopaedia}}<br />
<br />
{{Infobox open}}<br />
{{Statbox module<br />
| name = Hallucinoid<br />
| time_units = 62 - 91<br />
| health = 120<br />
| energy = 90 - 133<br />
| reactions = 90 - 122<br />
| strength = 90 - 111<br />
| bravery = 100<br />
| firing_acc = 32 - 129<br />
| throwing_acc = 80<br />
| MC_skill = 0<br />
| MC_strength = 90 - 111<br />
| armour_front = 14 - 42<br />
| armour_left = 14 - 42<br />
| armour_right = 14 - 42<br />
| armour_back = 14 - 42<br />
| armour_under = 10 - 30<br />
}}<br />
{{Statbox module/hidden stats<br />
| melee_acc = 90 - 133<br />
| energy_recharge = 50<br />
| victory_points = 35<br />
| standing_height = 23<br />
| kneeling_height = 18<br />
| intelligence = 7<br />
| aggression = 2<br />
}}<br />
{{Statbox module/unique stats<br />
| armour_category = Hallucinoid<br />
| rank_types = Terrorist<br />
| unique_attributes = Melee Attack, Can "Fly"<br />
}}<br />
{{Infobox close}}<br />
<br />
The Hallucinoid is a large, "flying" alien jellyfish usually found in the company of [[Aquatoid|Aquatoids]] and [[Mixed Crew|Mixed Crews]] underwater, and is also deployed to guard important sites such as [[Alien Colony Attack Mission|Alien Colonies]] or [[Artefact Site|Artefact Sites]]. It is fairly resilient, but is limited to physical melee attacks. Contrary to the Ufopaedia description, it does not have a ranged attack. <br />
<br />
Since it is not particularly aggressive and has no means of harassing enemies at range, it is not an immediate threat to Aquanauts as long as they maintain their distance. However, if allowed to close to melee range, it can seriously damage or kill any Aquanaut.<br />
<br />
Hallucinoids' ability to change elevation allows them to pursue Aquanauts wearing [[Magnetic Ion Armor]]. However, their large size renders them unable to chase [[Aquanauts]] through narrow gaps or passages.<br />
<br />
The Hallucinoid appears in Terror From the Deep. Its closest approximation in UFO Enemy Unknown is the [[Reaper]].<br />
<br />
==Tactics==<br />
The Hallucinoid is not a very dangerous alien, as it has no ranged weaponry and is not amazingly fast or aggressive like the [[Tentaculat]]. It does, however, have a great deal of bulk between its immense health, wide array of resistances, and significant armour.<br />
<br />
Sonic weapons are effective for hunting Hallucinoids, as they aren't resisted and have enough power to punch through the armour. Thermal Shok Launchers are also very effective. Explosives deal 4x damage due to Hallucinoids' large size, but their significant HE resistance and Under Armour mean that only very powerful explosives such as the [[Torpedo Launcher]] and [[Disrupter Pulse Launcher]] can really benefit from this. Gauss weapons do a decent job on lower difficulty settings, but on the higher difficulties Hallucinoids' armour is just too tough. Hallucinoids' ability to swim makes it difficult to use grenades against them, but the [[Magna-Pack Explosive]] and [[Sonic Pulser]] will deal massive damage if you can catch one on the ground. Finally, do not attempt to use [[Vibroblade]]s against Hallucinoids. Their high armour and resistance to melee damage make these drills ineffective. Stronger drills like the [[Heavy Thermic Lance]] have a better chance at armour penetration. Note that approaching a Hallucinoid to use a drill also puts the Aquanaut in its striking range. <br />
<br />
==Notes==<br />
The following are some miscellaneous notes on the Hallucinoid:<br />
* The Hallucinoid takes 0.6x damage from melee and armour piercing attacks, 0.7x damage from explosives, 0.8x from Gauss, but 1.7x damage from incendiary attacks.<br />
* It appears exclusively underwater.<br />
* Takes up 4 squares on the battlescape.<br />
* Hallucinoids cannot be captured alive, due to the same flag being set that prevents capture of [[Cyberdisc]]s and [[Sectopod]]s in UFO.<br />
** Because the Hallucinoid occupies the same slot in [[UNITREF.DAT]] as the Sectopod did in the first game, it is likely that the developers simply replaced the relevant data but forgot to remove this flag.<br />
<br />
==See Also==<br />
* [[Alien Life Forms (TFTD)|Alien Life Forms]]<br />
* [[Overviews_of_Aliens_(TFTD)|Overviews of Aliens]]<br />
* [[Terror_Units_(TFTD)|Terror Units]]<br />
* [[Calcinite]]<br />
* [[Aquatoid]]<br />
<br /><br />
{{Aliens (TFTD)}}<br />
<br />
[[Category:Alien Life Forms (TFTD)]]<br />
[[Category:TFTD]]</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Xarquid&diff=114659Xarquid2023-06-26T17:34:49Z<p>Darkpast: /* Notes */ note on likely design error</p>
<hr />
<div>== General Information ==<br />
<br />
{{Ref Open|title = Xarquid}}<br />
[[Image:Xarquid.png|right|Xarquid]]Another modfied Earth invertebrate, the Xarquid is a creature of great beauty and danger.<br><br>The swift swimming gargantuan hides a devastating arsenal of weapons, a smothering ink spray and an ionised particle blast.<br><br>Since our first encounters with this powerful creature we have been wary of its power and its controllers the vengeful Gillmen. <br clear="all" /><br />
{{Ref Close | source = Terror From The Deep Ufopaedia}}<br />
<br />
<br />
{{Ref Open|title = Xarquid Autopsy}}<br />
[[Image:XarquidAutopsy.png|right|Xarquid Autopsy]]This overgrown Nautilus has beeen made huge on a diet of Alien drugs and surgical alterations. Perverted beyond the scope of nature, the Gillmen have added mechanical control systems to the creature and now none of the creature's original nature exists.<br><br>Deployed as an organic weapons platform, the Xarquids tough shell and mobility make it a formidable opponent. <br clear="all" /><br />
{{Ref Close | source = Terror From The Deep Ufopaedia}}<br />
<br />
{{Infobox open}}<br />
{{Statbox module<br />
| name = Xarquid<br />
| time_units = 40 - 59<br />
| health = 114<br />
| energy = 80 - 118<br />
| reactions = 50 - 68<br />
| strength = 70 - 87<br />
| bravery = 90<br />
| firing_acc = 26 - 105<br />
| throwing_acc = 50<br />
| MC_skill = 0<br />
| MC_strength = 100 - 124<br />
| armour_front = 20 - 60<br />
| armour_left = 20 - 60<br />
| armour_right = 20 - 60<br />
| armour_back = 20 - 60<br />
| armour_under = 2 - 6<br />
}}<br />
{{Statbox module/hidden stats<br />
| melee_acc = 50 - 74<br />
| energy_recharge = 40<br />
| victory_points = 30<br />
| standing_height = 23<br />
| kneeling_height = 13<br />
| intelligence = 4<br />
| aggression = 2<br />
}}<br />
{{Statbox module/unique stats<br />
| armour_category = Xarquid/Bio-Drone<br />
| rank_types = Terrorist<br />
| unique_attributes = Can "Fly"<br />
}}<br />
{{Infobox close}}<br />
<br />
The Xarquid is a large, flying alien nautilus with substantial armor. Not only is it giant, it moves in reverse. Real Nautilus float backwards with the tentacles behind - the Xarquid floats with the tentacles forward. It has a fairly powerful and accurate ranged attack (roughly equivalent to a Sonic Cannon - see [[Innate_Weapons_(TFTD)|here)]], and will mostly stay at long range and snipe at your units.<br />
<br />
Xarquid usually accompany Gill Men underwater, but may also be found as part of [[Mixed Crew|Mixed Crews]], even on land.<br />
<br />
==Tactics==<br />
The Xarquid is not a particularly difficult enemy. The greatest danger comes from its tendency to lurk in a particular location and use reaction fire to take out your Aquanauts (which is actually fairly smart considering the Xarquid is one of the slowest aliens). Once you get [[Ion Armor]], its attacks will become considerably less dangerous, except if they manage to hit your Aquanauts' weaker side armour.<br />
<br />
The best weapons to use against the Xarquid are explosives (despite their resistance, they have weak Under Armour and will take extra damage due to their size) or melee weapons (provided they're not "flying" out of reach, that is!). The Sonic Cannon is best for taking out high-"flying" Xarquid.<br />
<br />
==Notes==<br />
The following are some miscellaneous notes on the Xarquid:<br />
* The Xarquid takes 0.6x damage from incendiary and explosive attacks, 0.7x damage from Gauss weapons, 0.9x damage from Sonic and Stun Attacks, but 1.45x damage from melee attacks.<br />
* Xarquid normally accompany [[Gillman|Gillmen]] and will normally replace the [[Deep One]] for underwater missions that involved terror units. They may also be found as part of [[Mixed Crew|Mixed Crews]], strangely appearing only on land. This is most likely a bug or design oversight (perhaps the designers intended to use Deep Ones instead?). Finally, a few will be found on the lower levels of [[T'leth]].<br />
* Takes up 4 squares on the battlescape.<br />
* Although the in-game UFOpedia claims they have a secondary attack in the form of an ink spray, which would presumably work like a smoke grenade, it is never used.<br />
* Xarquid cannot be captured alive. For some reason, they have the "robotic" flag set (the same flag that makes Cyberdiscs and Sectopods uncapturable in UFO). The only way to get the "live alien" UFOpedia entry is to interrogate an Aquatoid Medic.<br />
** Because the Xarquid occupies the same slot in [[UNITREF.DAT]] as the Cyberdisk did in the first game, it is likely that the developers simply replaced the relevant data but forgot to remove this flag.<br />
<br />
==See Also==<br />
* [[Alien Life Forms (TFTD)|Alien Life Forms]]<br />
* [[Overviews_of_Aliens_(TFTD)|Overviews of Aliens]]<br />
* [[Terror_Units_(TFTD)|Terror Units]]<br />
* [[Deep One]]<br />
* [[Gillman]]<br />
<br /><br />
{{Aliens (TFTD)}}<br />
<br />
[[Category:Alien Life Forms (TFTD)]]<br />
[[Category:TFTD]]</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Mixed_Crew&diff=114658Mixed Crew2023-06-25T22:18:34Z<p>Darkpast: /* The Mixed Crew "race" */ small clarifications etc.</p>
<hr />
<div>Unlike in the [[X-COM|first X-COM game]], where each UFO crew consists of only one race, some [[Alien Submarine]]s in ''X-COM: Terror From The Deep'' are manned by Mixed crews.<br />
<br />
==The Mixed Crew "race"== <br />
<br />
A "Mixed" crew classification on an Alien Sub means that its crew consists of a mix of alien races, including Tasoths, Aquatoids and up to four different types of [[Terror Units (TFTD)|Terror Unit]].<br />
<br />
In game terms, Mixed crews are treated as the fifth alien "race". When the game assigns [[Alien Rank|ranks]] to a Mixed crew, the [[Soldier (Alien Rank)|Soldier]] and [[Squad Leader (Alien Rank)|Squad Leader]] slots will be filled by the appropriate Tasoths, while the other ranks (Navigator, Technician, etc.) are instead filled with a mixture of Aquatoids and various Terror Units.<br />
<br />
To summarize, mixed crews comprise:<br />
:1. [[Tasoth]] Soldiers: always present, these form the majority of weapon-using Aliens.<br />
:2. Tasoth Squad Leaders: present on all Mixed crew subs except [[Survey Ship]]s, but only one or two are usually encountered.<br />
:3. [[Aquatoid]] Soldiers: one or two will appear on the larger Alien subs.<br />
:4. Aquatoid Squad Leaders: interestingly, these are slightly more common than the Soldiers.<br />
:5. [[Tentaculat|Tentaculats]]: present on Battleships (in large numbers) and [[Dreadnought]]s (lower numbers, possibly none on lower difficulty settings) if X-COM downs and assaults them.<br />
:6. [[Hallucinoid|Hallucinoids]]: also present on Battleships (only one) and Dreadnoughts (a few) if X-COM downs and assaults them.<br />
:7. Random mixture of [[Bio-Drone|Bio-Drones]] and [[Triscene|Triscenes]]: replace Tentaculats on land.<br />
:8. Random mixture of [[Xarquid]]s and [[Calcinite]]s: replace Hallucinoids on land.<br />
<br />
Mixed crews normally perform only Alien Surface Attack (terror) missions, but may also launch Floating Base Attacks if X-COM provokes them by downing their subs. As Mixed crew missions tend to show up late into the game, they can be a backpath to obtaining a Calcinite if X-COM failed to capture one during the early months.<br />
<br />
Note that Triscenes can be encountered exclusively as part of Mixed crews.<br />
<br />
Although they appear to be aquatic Aliens, Xarquids are present as part of some Mixed crew missions on the surface and can even "fly" there. This is likely a bug - it is possible that these were intended to be [[Deep One]]s instead. <br />
<br />
Unless X-COM detected the Alien Sub using a [[Transmission Resolver]], it may not be immediately apparent that they are facing a Mixed crew, as the aliens can be mistaken for Tasoths at first glance. In comparison to "pure" Tasoth crews, Mixed crews deploy more types of terrorists and a slightly greater number of them; on the other hand, the weapon-carrying aliens are slightly weaker overall and fewer of them are M.C. capable (usually only 1 or 2).<br />
<br />
==Other appearances of Mixed crews== <br />
<br />
Mixed crews also man certain key Alien sites. These are described below.<br />
<br />
===Alien Colonies=== <br />
<br />
The way alien [[Alien Colony Attack Mission|colonies]] are crewed in TFTD differs slightly from UFO. Where UFO bases will be manned and supplied by the same species as the construction crew, in TFTD colonies are always guarded by the same a mixture of alien types, regardless of which race does the supply runs:<br />
<br />
*The topside (1st stage) of an Alien Colony is always manned by the Mixed crew "race", meaning a mixture of Tasoths and Aquatoids accompanied by Tentaculats and Hallucinoids.<br />
*The interior (2nd stage) of an Alien colony is always manned by the [[Lobster Man|Lobster Men]] and their usual underwater Terror Units, the Tentaculats.<br />
<br />
The crew of the [[Fleet Supply Cruiser]]s will be the same as the crew of the aliens that established the colony. For example, if [[Gillman|Gillmen]] do the scouting and construction of the colony, they will also be responsible for the supply runs. <br />
<br />
===Artefact Sites=== <br />
<br />
Both stages of an [[Artefact Site]] feature the Mixed Crew "race", i.e. a mixture of Tasoths and Aquatoids accompanied by Tentaculats and Hallucinoids. Note that, due to an insufficient number of spawn points, Hallucinoids, Tentaculats, and occasionally even Aquatoids may fail to spawn on first stage of the mission.<br />
<br />
===T'leth=== <br />
<br />
[[T'leth]] is manned by a unique crew:<br />
<br />
*The 1st stage is manned by Aquatoids and their usual underwater associates, the Hallucinoids.<br />
*The 2nd and 3rd stages are manned by a unique set of aliens, which is different than the usual Mixed "race" and is detailed in the article on that mission.<br />
<br />
==Note==<br />
<br />
In some online sources, as well as in older versions of this article, you will find reference to the existence of two different types of Mixed Crew "races" that can run missions, where the other "race" consists of Lobster Men accompanied by Aquatoids and various terrorists. This is not correct, as the second Mixed Crew "race" is used only for generating the aliens on the lower levels of T'leth and does not feature in any missions before then.<br />
<br />
<br clear="all"><br />
<br />
{{Aliens (TFTD)}}<br />
<br />
[[Category:TFTD]]</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Mixed_Crew&diff=114653Mixed Crew2023-06-25T09:41:21Z<p>Darkpast: small improvements</p>
<hr />
<div>Unlike in the [[X-COM|first X-COM game]], where each UFO crew consists of only one race, some [[Alien Submarine]]s in ''X-COM: Terror From The Deep'' are manned by Mixed crews.<br />
<br />
==The Mixed Crew "race"== <br />
<br />
A "Mixed" crew classification on an Alien Sub means that its crew consists of a mix of alien races, including many different [[Terror Units (TFTD)|Terror Units]]. Up to six alien races may be encountered in a single Mixed crew mission.<br />
<br />
In game terms, Mixed crews are treated as the fifth alien "race". When the game assigns [[Alien Rank|ranks]] to a Mixed crew, the basic [[Soldier (Alien Rank)|Soldiers]] and [[Squad Leader (Alien Rank)|Squad Leaders]] will be filled by the appropriate Tasoths, while the other ranks (Navigator, Technician, etc.) are instead filled with a mixture of Aquatoids and various Terror Units.<br />
<br />
To summarize, mixed crews comprise:<br />
:1. [[Tasoth]] Soldiers: these are always present, and are the most common alien except on [[Battleship (TFTD)|Battleships]]<br />
:2. Tasoth Squad Leaders: present on all alien subs except [[Survey Ship]]s, but only one or two are usually encountered.<br />
:3. [[Aquatoid]] Soldiers: one or two will appear on the largest alien subs.<br />
:4. Aquatoid Squad Leaders: interestingly, these are slightly more common than the Soldiers.<br />
:5. [[Tentaculat|Tentaculats]]: present on Battleships (in large numbers) and [[Dreadnought]]s (lower numbers, possibly none on lower difficulty settings) if X-COM downs and assaults them.<br />
:6. [[Hallucinoid|Hallucinoids]]: also present on Battleships (only one) and Dreadnoughts (a few) if X-COM downs and assaults them.<br />
:7. Random mixture of [[Bio-Drone|Bio-Drones]] and [[Triscene|Triscenes]]: replace Tentaculats on land.<br />
:8. Random mixture of [[Xarquid]]s and [[Calcinite]]s: replace Hallucinoids on land.<br />
<br />
Mixed crews normally perform only Alien Surface Attack (terror) missions, but may also launch Floating Base Attacks if X-COM provokes them by downing their subs. As Mixed crew missions tend to show up late into the game, they can be a backpath to obtaining a Calcinite if X-COM failed to capture one during the early months.<br />
<br />
Note that Triscenes can be encountered exclusively as part of Mixed crews.<br />
<br />
Unless X-COM detected the Alien Sub using a [[Transmission Resolver]], it may not be immediately apparent that they are facing a Mixed crew, as the aliens can be mistaken for Tasoths at first glance. In comparison to "pure" Tasoth crews, Mixed crews deploy more types of terrorists and a slightly greater number of them; on the other hand, the weapon-carrying aliens are slightly weaker overall and fewer of them are M.C. capable (usually only 1 or 2).<br />
<br />
==Other appearances of Mixed crews== <br />
<br />
Mixed crews also man certain key Alien sites. These are described below.<br />
<br />
===Alien Colonies=== <br />
<br />
The way alien [[Alien Colony Attack Mission|colonies]] are crewed in TFTD differs slightly from UFO. Where UFO bases will be manned and supplied by the same species as the construction crew, in TFTD colonies are always guarded by the same a mixture of alien types, regardless of which race does the supply runs:<br />
<br />
*The topside (1st stage) of an Alien Colony is always manned by the Mixed crew "race", meaning a mixture of Tasoths and Aquatoids accompanied by Tentaculats and Hallucinoids.<br />
*The interior (2nd stage) of an Alien colony is always manned by the [[Lobster Man|Lobster Men]] and their usual underwater Terror Units, the Tentaculats.<br />
<br />
The crew of the [[Fleet Supply Cruiser]]s will be the same as the crew of the aliens that established the colony. For example, if [[Gillman|Gillmen]] do the scouting and construction of the colony, they will also be responsible for the supply runs. <br />
<br />
===Artefact Sites=== <br />
<br />
Both stages of an [[Artefact Site]] feature the Mixed Crew "race", i.e. a mixture of Tasoths and Aquatoids accompanied by Tentaculats and Hallucinoids. Note that, due to an insufficient number of spawn points, Hallucinoids, Tentaculats, and occasionally even Aquatoids may fail to spawn on first stage of the mission.<br />
<br />
===T'leth=== <br />
<br />
[[T'leth]] is manned by a unique crew:<br />
<br />
*The 1st stage is manned by Aquatoids and their usual underwater associates, the Hallucinoids.<br />
*The 2nd and 3rd stages are manned by a unique set of aliens, which is different than the usual Mixed "race" and is detailed in the article on that mission.<br />
<br />
==Note==<br />
<br />
In some online sources, as well as in older versions of this article, you will find reference to the existence of two different types of Mixed Crew "races" that can run missions, where the other "race" consists of Lobster Men accompanied by Aquatoids and various terrorists. This is not correct, as the second Mixed Crew "race" is used only for generating the aliens on the lower levels of T'leth and does not feature in any missions before then.<br />
<br />
<br clear="all"><br />
<br />
{{Aliens (TFTD)}}<br />
<br />
[[Category:TFTD]]</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Alien_Missions_(TFTD)&diff=114652Alien Missions (TFTD)2023-06-23T17:57:10Z<p>Darkpast: typo</p>
<hr />
<div>The Aliens will periodically send out [[Alien Submarines|their submarines]] to conduct various types of missions. Some will score points for the Aliens if successful (and thus effectively lower X-COM's monthly score), while others will present a more direct threat to X-COM or its [[Council of Funding Nations|sponsors]]. A [[Transmission Resolver]] will reveal the mission any detected Alien sub is performing. Otherwise, X-COM can only make educated guesses based on the type, number and behavior of subs that are detected.<br />
<br />
Interrogating a live [[Squad Leader (Alien Rank)|Alien Squad Leader]] will reveal general information about one randomly selected Alien mission.<br />
<br />
==Alien Probe Mission==<br />
{{Ref Open|title = Alien Probe Mission}}The Alien Probe Mission is used for correlating data about the seabed, the resources, shipping and aeroplane flight paths of an area. The Alien subs involved in these missions are not a major threat in themselves, but they indicate sites of activity that may flare at any time. <br />
{{Ref Close | source = Terror From The Deep Ufopaedia}}<br />
<br />
The Aliens do not directly score for completing this mission.<br />
<br />
Sub Type Lands? Time<br />
1 Survey Ship No 150h? (2.5h exactly for first month)<br />
2 Escort x1 150h<br />
3 Cruiser x2 130h<br />
4 Cruiser x2 150h<br />
<br />
==Alien Interdiction==<br />
{{Ref Open|title = Alien Interdiction}}The Aliens have a policy of policing areas they are interested in, sending out craft with the express purpose of securing an area before more intensive missions are begun. They will land at specific sites they intend to raid later to lock down the areas and prepare the way for the next level of activity.<br />
{{Ref Close | source = Terror From The Deep Ufopaedia}}<br />
<br />
The Aliens will score 30{{verify}} points each time an Interdiction mission is successfully performed. This is applied each time one of their subs sets off after having touched down and performed the mission, unless it is successfully assaulted by X-COM while touched down.<br />
<br />
Sub Type Lands? Time<br />
1 Survey Ship No 130h?<br />
2 Survey Ship x1 130h<br />
3 Escort x1 130h<br />
4 Cruiser No 100h<br />
5 Cruiser x1 130h<br />
6 Heavy Cruiser x2 150h<br />
7 Heavy Cruiser x2 50h<br />
8 Dreadnought x1 12.5h<br />
<br />
==Alien Resource Raid==<br />
{{Ref Open|title = Alien Resource Raid}}The sinking of ships and the downing of aircraft are key elements of the Alien strategy. The acquisition of materials is one of the prime Alien activities and as such is allied to these overtly aggressive acts. The Aliens also raid areas of geo-thermal activity, mining sites and sites of antiquity for minerals and refined metals and other human produced items.<br />
{{Ref Close | source = Terror From The Deep Ufopaedia}}<br />
<br />
The Aliens will score 50{{verify}} points each time an Resource Raid mission is successfully performed. This is applied each time one of their subs sets off after having touched down and performed the mission, unless it is successfully assaulted by X-COM while touched down.<br />
<br />
Sub Type Lands? Time<br />
1 Survey Ship No 250h?<br />
2 Escort x2 250h<br />
3 Cruiser x1 300h<br />
4 Hunter x1 150h<br />
5 Hunter x2 150h<br />
6 Hunter x2 1h<br />
<br />
==Alien Infiltration==<br />
{{Ref Open|title = Alien Infiltration}}This can result in official contact between Aliens and corporations or governments at the highest level. The climax of this activity is characterised by intense Alien Sub activity in the waters of the organisation concerned. The Aliens will attempt to sign an agreement with a government or organisation by offering knowledge of their superior technologies. This Alien activity represents a major threat to X-COM. If a corporation or government co-operates with the invaders then its funding ceases.<br />
{{Ref Close | source = Terror From The Deep Ufopaedia}}<br />
<br />
The Aliens will score 150{{verify}} points each time an Infiltration mission is successfully performed. More importantly, the affected government will cease all X-COM funding permanently. In addition, the aliens will establish a [[Alien Colony Attack Mission|Colony]] in the sea near the country, which will score them 5 points each day it is active.<br />
<br />
Sub Type Lands? Time<br />
1 Survey Ship ? ??<br />
2 Escort ? 275h<br />
3 Escort ? 250h<br />
4 Cruiser ? 230h<br />
5 Cruiser ? 150h<br />
6 Battleship ? 1h<br />
7 Fleet Supply Cruiser ? 1h<br />
8 Dreadnought ? 1h<br />
9 Dreadnought ? 1h<br />
<br />
==Alien Colony Expansion==<br />
{{Ref Open|title = Alien Colony Expansion}}These colonies are known to contain labs, cloning centres, surgical facilities for human and Alien experimentation. The presence of Alien colonies will generate more Alien activity without the presence of Alien Subs. In order to locate a colony an X-COM sub must patrol an area for a few hours to stand some chance of successful detection.<br />
{{Ref Close | source = Terror From The Deep Ufopaedia}}<br />
<br />
The Aliens will score 50{{verify}} points each time they successfully establish a [[Alien Colony Attack Mission|Colony]]. In addition, they will score 5 points each day the Colony is active.<br />
<br />
Sub Type Lands? Time<br />
1 Survey Ship x2 ??<br />
2 Escort x2 150h<br />
3 Cruiser x2 250h<br />
4 Fleet Supply Cruiser x2 1h<br />
5 Fleet Supply Cruiser x2 1h<br />
6 Dreadnought x1 1h<br />
<br />
==Alien Surface Attacks==<br />
{{Ref Open|title = Alien Surface Attacks}}When the Aliens need humans they terrorise a port, attack an island, or raid a ship. Civilians will be directly threatened, to fulfil the perverse breeding needs of the Aliens and their hideous experiments.<br />
{{Ref Close | source = Terror From The Deep Ufopaedia}}<br />
<br />
Popularly known as a [[Terror Mission (TFTD)|Terror Mission]]. The Aliens will score 1000{{verify}} points if X-COM does not react to the resulting Terror Site before it disappears. If X-COM responds, scoring will be calculated according to the results of the mission.<br />
<br />
Sub Type Lands? Time<br />
1 Escort x2 2.5h exactly<br />
2 Cruiser x2 250h<br />
3 Battleship No 160h<br />
4 Battleship x1* 200h (produces a Port Attack or Island Attack site when it lands)<br />
<br />
==Floating Base Attack==<br />
{{Ref Open|title = Floating Base Attack}}If X-COM intercept subs are being particularly successful in sinking Alien craft then the Aliens may take some aggressive retaliatory action. This could result in a direct attack against an X-COM facility. However, the Aliens have to find an X-Com base in order to attack it, and provided Alien Subs are kept away then there should be little danger of an assault.<br />
{{Ref Close | source = Terror From The Deep Ufopaedia}}<br />
<br />
The Aliens do not directly score for this mission. But if they discover an X-COM base, they will send a Dreadnought to assault it, which will produce a [[Base Defense (TFTD)|Base Defense Mission]].<br />
<br />
Sub Type Lands? Time<br />
(Search phase, will terminate prematurely if base is found)<br />
1 Survey Ship No ?? (2.5h exactly if scheduled)<br />
2 Escort No 50h<br />
3 Escort No 50h<br />
4 Cruiser No 50h<br />
5 Cruiser No 50h<br />
6 Cruiser No 50h (may not appear)<br />
7 Dreadnought No 50h<br />
8 Dreadnought No 50h<br />
(Assault phase)<br />
1 Dreadnought x1* ?? (produces a Base Defence mission when it lands)<br />
<br />
==Colony Supply Missions==<br />
{{Ref Open|title = Colony Supply Missions}}Once an Alien colony is constructed then it is re-supplied on a regular basis by a special supply ship. If one of these vessels is detected while touching down then it is certain that an Alien colony is nearby.<br />
{{Ref Close | source = Terror From The Deep Ufopaedia}}<br />
<br />
Once an Alien Colony is established, the Aliens will periodically send a [[Fleet Supply Cruiser]] to resupply it. It will be crewed by the same race that built the Colony. The Aliens do not directly score for completing this mission.<br />
<br />
Sub Type Lands? Time<br />
1 Fleet Supply Cruiser x1 0.5h exactly, may occur on any day<br />
<br />
==See Also==<br />
[[Alien Life Forms (TFTD)|Alien Life Forms]]<br><br />
[[Alien Subs]]<br />
<br />
[[Category:Missions]][[Category:Research (TFTD)]]<br />
[[Category:TFTD]]</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Alien_Missions_(TFTD)&diff=114642Alien Missions (TFTD)2023-06-20T15:06:47Z<p>Darkpast: </p>
<hr />
<div>The Aliens will periodically send out [[Alien Submarines|their submarines]] to conduct various types of missions. Some will score points for the Aliens if successful (and thus effectively lower X-COM's monthly score), while others will present a more direct threat to X-COM or its [[Council of Funding Nations|sponsors]]. A [[Transmission Resolver]] will reveal the mission any detected Alien sub is performing. Otherwise, X-COM can only make educated guesses based on the type, number and behavior of subs that are detected.<br />
<br />
Interrogating a live [[Squad Leader (Alien Rank)|Alien Squad Leader]] will reveal general information about one randomly selected Alien mission.<br />
<br />
==Alien Probe Mission==<br />
{{Ref Open|title = Alien Probe Mission}}The Alien Probe Mission is used for correlating data about the seabed, the resources, shipping and aeroplane flight paths of an area. The Alien subs involved in these missions are not a major threat in themselves, but they indicate sites of activity that may flare at any time. <br />
{{Ref Close | source = Terror From The Deep Ufopaedia}}<br />
<br />
The Aliens do not directly score for completing this mission.<br />
<br />
Sub Type Lands? Time<br />
1 Survey Ship No 150h? (2.5h exactly for first month)<br />
2 Escort x1 150h<br />
3 Cruiser x2 130h<br />
4 Cruiser x2 150h<br />
<br />
==Alien Interdiction==<br />
{{Ref Open|title = Alien Interdiction}}The Aliens have a policy of policing areas they are interested in, sending out craft with the express purpose of securing an area before more intensive missions are begun. They will land at specific sites they intend to raid later to lock down the areas and prepare the way for the next level of activity.<br />
{{Ref Close | source = Terror From The Deep Ufopaedia}}<br />
<br />
The Aliens will score 30{{verify}} points each time an Interdiction mission is successfully performed. This is applied each time one of their subs sets off after having touched down and performed the mission, unless it is successfully assaulted by X-COM while touched down.<br />
<br />
Sub Type Lands? Time<br />
1 Survey Ship No 130h?<br />
2 Survey Ship x1 130h<br />
3 Escort x1 130h<br />
4 Cruiser No 100h<br />
5 Cruiser x1 130h<br />
6 Heavy Cruiser x2 150h<br />
7 Heavy Cruiser x2 50h<br />
8 Dreadnought x1 12.5h<br />
<br />
==Alien Resource Raid==<br />
{{Ref Open|title = Alien Resource Raid}}The sinking of ships and the downing of aircraft are key elements of the Alien strategy. The acquisition of materials is one of the prime Alien activities and as such is allied to these overtly aggressive acts. The Aliens also raid areas of geo-thermal activity, mining sites and sites of antiquity for minerals and refined metals and other human produced items.<br />
{{Ref Close | source = Terror From The Deep Ufopaedia}}<br />
<br />
The Aliens will score 50{{verify}} points each time an Resource Raid mission is successfully performed. This is applied each time one of their subs sets off after having touched down and performed the mission, unless it is successfully assaulted by X-COM while touched down.<br />
<br />
Sub Type Lands? Time<br />
1 Survey Ship No 250h?<br />
2 Escort x2 250h<br />
3 Cruiser x1 300h<br />
4 Hunter x1 150h<br />
5 Hunter x2 150h<br />
6 Hunter x2 1h<br />
<br />
==Alien Infiltration==<br />
{{Ref Open|title = Alien Infiltration}}This can result in official contact between Aliens and corporations or governments at the highest level. The climax of this activity is characterised by intense Alien Sub activity in the waters of the organisation concerned. The Aliens will attempt to sign an agreement with a government or organisation by offering knowledge of their superior technologies. This Alien activity represents a major threat to X-COM. If a corporation or government co-operates with the invaders then its funding ceases.<br />
{{Ref Close | source = Terror From The Deep Ufopaedia}}<br />
<br />
The Aliens will score 150{{verify}} points each time an Infiltration mission is successfully performed. More importantly, the affected government will cease all X-COM funding permanently. In addition, the aliens will establish a [[Alien Colony Attack Mission|Colony]] in the sea near the country, which will score them 5 points each day it is active.<br />
<br />
Sub Type Lands? Time<br />
1 Survey Ship ? ??<br />
2 Escort ? 275h<br />
3 Escort ? 250h<br />
4 Cruiser ? 230h<br />
5 Cruiser ? 150h<br />
6 Battleship ? 1h<br />
7 Fleet Supply Cruiser ? 1h<br />
8 Dreadnought ? 1h<br />
9 Dreadnought ? 1h<br />
<br />
==Alien Colony Expansion==<br />
{{Ref Open|title = Alien Colony Expansion}}These colonies are known to contain labs, cloning centres, surgical facilities for human and Alien experimentation. The presence of Alien colonies will generate more Alien activity without the presence of Alien Subs. In order to locate a colony an X-COM sub must patrol an area for a few hours to stand some chance of successful detection.<br />
{{Ref Close | source = Terror From The Deep Ufopaedia}}<br />
<br />
The Aliens will score 50{{verify}} points each time they successfully establish a [[Alien Colony Attack Mission|Colony]]. In addition, they will score 5 points each day the Colony is active.<br />
<br />
Sub Type Lands? Time<br />
1 Survey Ship x2 ??<br />
2 Escort x2 150h<br />
3 Cruiser x2 250h<br />
4 Fleet Supply Cruiser x2 1h<br />
5 Fleet Supply Cruiser x2 1h<br />
6 Dreadnought x1 1h<br />
<br />
==Alien Surface Attacks==<br />
{{Ref Open|title = Alien Surface Attacks}}When the Aliens need humans they terrorise a port, attack an island, or raid a ship. Civilians will be directly threatened, to fulfil the perverse breeding needs of the Aliens and their hideous experiments.<br />
{{Ref Close | source = Terror From The Deep Ufopaedia}}<br />
<br />
Popularly known as a [[Terror Mission (TFTD)|Terror Mission]]. The Aliens will score 1000{{verify}} points if X-COM does not react to the resulting Terror Site before it disappears. If X-COM responds, scoring will be calculated according to the results of the mission.<br />
<br />
Sub Type Lands? Time<br />
1 Escort x2 2.5h exactly<br />
2 Cruiser x2 250h<br />
3 Battleship No 160h<br />
4 Battleship x1* 200h (produces a Port Attack or Island Attack site when it lands)<br />
<br />
==Floating Base Attack==<br />
{{Ref Open|title = Floating Base Attack}}If X-COM intercept subs are being particularly successful in sinking Alien craft then the Aliens may take some aggressive retaliatory action. This could result in a direct attack against an X-COM facility. However, the Aliens have to find an X-Com base in order to attack it, and provided Alien Subs are kept away then there should be little danger of an assault.<br />
{{Ref Close | source = Terror From The Deep Ufopaedia}}<br />
<br />
The Aliens do not directly score for this mission. But if they discover an X-COM base, they will send s Dreadnought to assault it, which will produce a [[Base Defense (TFTD)|Base Defense Mission]].<br />
<br />
Sub Type Lands? Time<br />
(Search phase, will terminate prematurely if base is found)<br />
1 Survey Ship No ?? (2.5h exactly if scheduled)<br />
2 Escort No 50h<br />
3 Escort No 50h<br />
4 Cruiser No 50h<br />
5 Cruiser No 50h<br />
6 Cruiser No 50h (may not appear)<br />
7 Dreadnought No 50h<br />
8 Dreadnought No 50h<br />
(Assault phase)<br />
1 Dreadnought x1* ?? (produces a Base Defence mission when it lands)<br />
<br />
==Colony Supply Missions==<br />
{{Ref Open|title = Colony Supply Missions}}Once an Alien colony is constructed then it is re-supplied on a regular basis by a special supply ship. If one of these vessels is detected while touching down then it is certain that an Alien colony is nearby.<br />
{{Ref Close | source = Terror From The Deep Ufopaedia}}<br />
<br />
Once an Alien Colony is established, the Aliens will periodically send a [[Fleet Supply Cruiser]] to resupply it. It will be crewed by the same race that built the Colony. The Aliens do not directly score for completing this mission.<br />
<br />
Sub Type Lands? Time<br />
1 Fleet Supply Cruiser x1 0.5h exactly, may occur on any day<br />
<br />
==See Also==<br />
[[Alien Life Forms (TFTD)|Alien Life Forms]]<br><br />
[[Alien Subs]]<br />
<br />
[[Category:Missions]][[Category:Research (TFTD)]]<br />
[[Category:TFTD]]</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Alien_Missions_(TFTD)&diff=114641Alien Missions (TFTD)2023-06-20T15:04:23Z<p>Darkpast: intro text added</p>
<hr />
<div>The Aliens will periodically send out [[Alien Submarines|their submarines]] to conduct various types of missions. Some will score points for the Aliens if successful (and thus effectively lower X-COM's monthly score), while others will present a more direct threat to X-COM or its [[Council of Funding Nations|sponsors]]. A [[Transmission Resolver]] will reveal the mission any detected Alien sub is performing. Otherwise, X-COM can only make educated guesses based on the type, number and behavior of subs that are detected.<br />
<br />
==Alien Probe Mission==<br />
{{Ref Open|title = Alien Probe Mission}}The Alien Probe Mission is used for correlating data about the seabed, the resources, shipping and aeroplane flight paths of an area. The Alien subs involved in these missions are not a major threat in themselves, but they indicate sites of activity that may flare at any time. <br />
{{Ref Close | source = Terror From The Deep Ufopaedia}}<br />
<br />
The Aliens do not directly score for completing this mission.<br />
<br />
Sub Type Lands? Time<br />
1 Survey Ship No 150h? (2.5h exactly for first month)<br />
2 Escort x1 150h<br />
3 Cruiser x2 130h<br />
4 Cruiser x2 150h<br />
<br />
==Alien Interdiction==<br />
{{Ref Open|title = Alien Interdiction}}The Aliens have a policy of policing areas they are interested in, sending out craft with the express purpose of securing an area before more intensive missions are begun. They will land at specific sites they intend to raid later to lock down the areas and prepare the way for the next level of activity.<br />
{{Ref Close | source = Terror From The Deep Ufopaedia}}<br />
<br />
The Aliens will score 30{{verify}} points each time an Interdiction mission is successfully performed. This is applied each time one of their subs sets off after having touched down and performed the mission, unless it is successfully assaulted by X-COM while touched down.<br />
<br />
Sub Type Lands? Time<br />
1 Survey Ship No 130h?<br />
2 Survey Ship x1 130h<br />
3 Escort x1 130h<br />
4 Cruiser No 100h<br />
5 Cruiser x1 130h<br />
6 Heavy Cruiser x2 150h<br />
7 Heavy Cruiser x2 50h<br />
8 Dreadnought x1 12.5h<br />
<br />
==Alien Resource Raid==<br />
{{Ref Open|title = Alien Resource Raid}}The sinking of ships and the downing of aircraft are key elements of the Alien strategy. The acquisition of materials is one of the prime Alien activities and as such is allied to these overtly aggressive acts. The Aliens also raid areas of geo-thermal activity, mining sites and sites of antiquity for minerals and refined metals and other human produced items.<br />
{{Ref Close | source = Terror From The Deep Ufopaedia}}<br />
<br />
The Aliens will score 50{{verify}} points each time an Resource Raid mission is successfully performed. This is applied each time one of their subs sets off after having touched down and performed the mission, unless it is successfully assaulted by X-COM while touched down.<br />
<br />
Sub Type Lands? Time<br />
1 Survey Ship No 250h?<br />
2 Escort x2 250h<br />
3 Cruiser x1 300h<br />
4 Hunter x1 150h<br />
5 Hunter x2 150h<br />
6 Hunter x2 1h<br />
<br />
==Alien Infiltration==<br />
{{Ref Open|title = Alien Infiltration}}This can result in official contact between Aliens and corporations or governments at the highest level. The climax of this activity is characterised by intense Alien Sub activity in the waters of the organisation concerned. The Aliens will attempt to sign an agreement with a government or organisation by offering knowledge of their superior technologies. This Alien activity represents a major threat to X-COM. If a corporation or government co-operates with the invaders then its funding ceases.<br />
{{Ref Close | source = Terror From The Deep Ufopaedia}}<br />
<br />
The Aliens will score 150{{verify}} points each time an Infiltration mission is successfully performed. More importantly, the affected government will cease all X-COM funding permanently. In addition, the aliens will establish a [[Alien Colony Attack Mission|Colony]] in the sea near the country, which will score them 5 points each day it is active.<br />
<br />
Sub Type Lands? Time<br />
1 Survey Ship ? ??<br />
2 Escort ? 275h<br />
3 Escort ? 250h<br />
4 Cruiser ? 230h<br />
5 Cruiser ? 150h<br />
6 Battleship ? 1h<br />
7 Fleet Supply Cruiser ? 1h<br />
8 Dreadnought ? 1h<br />
9 Dreadnought ? 1h<br />
<br />
==Alien Colony Expansion==<br />
{{Ref Open|title = Alien Colony Expansion}}These colonies are known to contain labs, cloning centres, surgical facilities for human and Alien experimentation. The presence of Alien colonies will generate more Alien activity without the presence of Alien Subs. In order to locate a colony an X-COM sub must patrol an area for a few hours to stand some chance of successful detection.<br />
{{Ref Close | source = Terror From The Deep Ufopaedia}}<br />
<br />
The Aliens will score 50{{verify}} points each time they successfully establish a [[Alien Colony Attack Mission|Colony]]. In addition, they will score 5 points each day the Colony is active.<br />
<br />
Sub Type Lands? Time<br />
1 Survey Ship x2 ??<br />
2 Escort x2 150h<br />
3 Cruiser x2 250h<br />
4 Fleet Supply Cruiser x2 1h<br />
5 Fleet Supply Cruiser x2 1h<br />
6 Dreadnought x1 1h<br />
<br />
==Alien Surface Attacks==<br />
{{Ref Open|title = Alien Surface Attacks}}When the Aliens need humans they terrorise a port, attack an island, or raid a ship. Civilians will be directly threatened, to fulfil the perverse breeding needs of the Aliens and their hideous experiments.<br />
{{Ref Close | source = Terror From The Deep Ufopaedia}}<br />
<br />
Popularly known as a [[Terror Mission (TFTD)|Terror Mission]]. The Aliens will score 1000{{verify}} points if X-COM does not react to the resulting Terror Site before it disappears. If X-COM responds, scoring will be calculated according to the results of the mission.<br />
<br />
Sub Type Lands? Time<br />
1 Escort x2 2.5h exactly<br />
2 Cruiser x2 250h<br />
3 Battleship No 160h<br />
4 Battleship x1* 200h (produces a Port Attack or Island Attack site when it lands)<br />
<br />
==Floating Base Attack==<br />
{{Ref Open|title = Floating Base Attack}}If X-COM intercept subs are being particularly successful in sinking Alien craft then the Aliens may take some aggressive retaliatory action. This could result in a direct attack against an X-COM facility. However, the Aliens have to find an X-Com base in order to attack it, and provided Alien Subs are kept away then there should be little danger of an assault.<br />
{{Ref Close | source = Terror From The Deep Ufopaedia}}<br />
<br />
The Aliens do not directly score for this mission. But if they discover an X-COM base, they will send s Dreadnought to assault it, which will produce a [[Base Defense (TFTD)|Base Defense Mission]].<br />
<br />
Sub Type Lands? Time<br />
(Search phase, will terminate prematurely if base is found)<br />
1 Survey Ship No ?? (2.5h exactly if scheduled)<br />
2 Escort No 50h<br />
3 Escort No 50h<br />
4 Cruiser No 50h<br />
5 Cruiser No 50h<br />
6 Cruiser No 50h (may not appear)<br />
7 Dreadnought No 50h<br />
8 Dreadnought No 50h<br />
(Assault phase)<br />
1 Dreadnought x1* ?? (produces a Base Defence mission when it lands)<br />
<br />
==Colony Supply Missions==<br />
{{Ref Open|title = Colony Supply Missions}}Once an Alien colony is constructed then it is re-supplied on a regular basis by a special supply ship. If one of these vessels is detected while touching down then it is certain that an Alien colony is nearby.<br />
{{Ref Close | source = Terror From The Deep Ufopaedia}}<br />
<br />
Once an Alien Colony is established, the Aliens will periodically send a [[Fleet Supply Cruiser]] to resupply it. It will be crewed by the same race that built the Colony. The Aliens do not directly score for completing this mission.<br />
<br />
Sub Type Lands? Time<br />
1 Fleet Supply Cruiser x1 0.5h exactly, may occur on any day<br />
<br />
==See Also==<br />
[[Alien Life Forms (TFTD)|Alien Life Forms]]<br><br />
[[Alien Subs]]<br />
<br />
[[Category:Missions]][[Category:Research (TFTD)]]<br />
[[Category:TFTD]]</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Alien_Missions_(TFTD)&diff=114639Alien Missions (TFTD)2023-06-19T20:23:21Z<p>Darkpast: sourcing text taken from the in-game ufopaedia and adding some basic descriptions</p>
<hr />
<div>==Alien Probe Mission==<br />
{{Ref Open|title = Alien Probe Mission}}The Alien Probe Mission is used for correlating data about the seabed, the resources, shipping and aeroplane flight paths of an area. The Alien subs involved in these missions are not a major threat in themselves, but they indicate sites of activity that may flare at any time. <br />
{{Ref Close | source = Terror From The Deep Ufopaedia}}<br />
<br />
The Aliens do not directly score for completing this mission.<br />
<br />
Sub Type Lands? Time<br />
1 Survey Ship No 150h? (2.5h exactly for first month)<br />
2 Escort x1 150h<br />
3 Cruiser x2 130h<br />
4 Cruiser x2 150h<br />
<br />
==Alien Interdiction==<br />
{{Ref Open|title = Alien Interdiction}}The Aliens have a policy of policing areas they are interested in, sending out craft with the express purpose of securing an area before more intensive missions are begun. They will land at specific sites they intend to raid later to lock down the areas and prepare the way for the next level of activity.<br />
{{Ref Close | source = Terror From The Deep Ufopaedia}}<br />
<br />
The Aliens will score 30{{verify}} points each time an Interdiction mission is successfully performed. This is applied each time one of their subs sets off after having touched down and performed the mission, unless it is successfully assaulted by X-COM while touched down.<br />
<br />
Sub Type Lands? Time<br />
1 Survey Ship No 130h?<br />
2 Survey Ship x1 130h<br />
3 Escort x1 130h<br />
4 Cruiser No 100h<br />
5 Cruiser x1 130h<br />
6 Heavy Cruiser x2 150h<br />
7 Heavy Cruiser x2 50h<br />
8 Dreadnought x1 12.5h<br />
<br />
==Alien Resource Raid==<br />
{{Ref Open|title = Alien Resource Raid}}The sinking of ships and the downing of aircraft are key elements of the Alien strategy. The acquisition of materials is one of the prime Alien activities and as such is allied to these overtly aggressive acts. The Aliens also raid areas of geo-thermal activity, mining sites and sites of antiquity for minerals and refined metals and other human produced items.<br />
{{Ref Close | source = Terror From The Deep Ufopaedia}}<br />
<br />
The Aliens will score 50{{verify}} points each time an Resource Raid mission is successfully performed. This is applied each time one of their subs sets off after having touched down and performed the mission, unless it is successfully assaulted by X-COM while touched down.<br />
<br />
Sub Type Lands? Time<br />
1 Survey Ship No 250h?<br />
2 Escort x2 250h<br />
3 Cruiser x1 300h<br />
4 Hunter x1 150h<br />
5 Hunter x2 150h<br />
6 Hunter x2 1h<br />
<br />
==Alien Infiltration==<br />
{{Ref Open|title = Alien Infiltration}}This can result in official contact between Aliens and corporations or governments at the highest level. The climax of this activity is characterised by intense Alien Sub activity in the waters of the organisation concerned. The Aliens will attempt to sign an agreement with a government or organisation by offering knowledge of their superior technologies. This Alien activity represents a major threat to X-COM. If a corporation or government co-operates with the invaders then its funding ceases.<br />
{{Ref Close | source = Terror From The Deep Ufopaedia}}<br />
<br />
The Aliens will score 150{{verify}} points each time an Infiltration mission is successfully performed. More importantly, the affected government will cease all X-COM funding permanently. In addition, the aliens will establish a [[Alien Colony Attack Mission|Colony]] in the sea near the country, which will score them 5 points each day it is active.<br />
<br />
Sub Type Lands? Time<br />
1 Survey Ship ? ??<br />
2 Escort ? 275h<br />
3 Escort ? 250h<br />
4 Cruiser ? 230h<br />
5 Cruiser ? 150h<br />
6 Battleship ? 1h<br />
7 Fleet Supply Cruiser ? 1h<br />
8 Dreadnought ? 1h<br />
9 Dreadnought ? 1h<br />
<br />
==Alien Colony Expansion==<br />
{{Ref Open|title = Alien Colony Expansion}}These colonies are known to contain labs, cloning centres, surgical facilities for human and Alien experimentation. The presence of Alien colonies will generate more Alien activity without the presence of Alien Subs. In order to locate a colony an X-COM sub must patrol an area for a few hours to stand some chance of successful detection.<br />
{{Ref Close | source = Terror From The Deep Ufopaedia}}<br />
<br />
The Aliens will score 50{{verify}} points each time they successfully establish a [[Alien Colony Attack Mission|Colony]]. In addition, they will score 5 points each day the Colony is active.<br />
<br />
Sub Type Lands? Time<br />
1 Survey Ship x2 ??<br />
2 Escort x2 150h<br />
3 Cruiser x2 250h<br />
4 Fleet Supply Cruiser x2 1h<br />
5 Fleet Supply Cruiser x2 1h<br />
6 Dreadnought x1 1h<br />
<br />
==Alien Surface Attacks==<br />
{{Ref Open|title = Alien Surface Attacks}}When the Aliens need humans they terrorise a port, attack an island, or raid a ship. Civilians will be directly threatened, to fulfil the perverse breeding needs of the Aliens and their hideous experiments.<br />
{{Ref Close | source = Terror From The Deep Ufopaedia}}<br />
<br />
Popularly known as a [[Terror Mission (TFTD)|Terror Mission]]. The Aliens will score 1000{{verify}} points if X-COM does not react to the resulting Terror Site before it disappears. If X-COM responds, scoring will be calculated according to the results of the mission.<br />
<br />
Sub Type Lands? Time<br />
1 Escort x2 2.5h exactly<br />
2 Cruiser x2 250h<br />
3 Battleship No 160h<br />
4 Battleship x1* 200h (produces a Port Attack or Island Attack site when it lands)<br />
<br />
==Floating Base Attack==<br />
{{Ref Open|title = Floating Base Attack}}If X-COM intercept subs are being particularly successful in sinking Alien craft then the Aliens may take some aggressive retaliatory action. This could result in a direct attack against an X-COM facility. However, the Aliens have to find an X-Com base in order to attack it, and provided Alien Subs are kept away then there should be little danger of an assault.<br />
{{Ref Close | source = Terror From The Deep Ufopaedia}}<br />
<br />
The Aliens do not directly score for this mission. But if they discover an X-COM base, they will send s Dreadnought to assault it, which will produce a [[Base Defense (TFTD)|Base Defense Mission]].<br />
<br />
Sub Type Lands? Time<br />
(Search phase, will terminate prematurely if base is found)<br />
1 Survey Ship No ?? (2.5h exactly if scheduled)<br />
2 Escort No 50h<br />
3 Escort No 50h<br />
4 Cruiser No 50h<br />
5 Cruiser No 50h<br />
6 Cruiser No 50h (may not appear)<br />
7 Dreadnought No 50h<br />
8 Dreadnought No 50h<br />
(Assault phase)<br />
1 Dreadnought x1* ?? (produces a Base Defence mission when it lands)<br />
<br />
==Colony Supply Missions==<br />
{{Ref Open|title = Colony Supply Missions}}Once an Alien colony is constructed then it is re-supplied on a regular basis by a special supply ship. If one of these vessels is detected while touching down then it is certain that an Alien colony is nearby.<br />
{{Ref Close | source = Terror From The Deep Ufopaedia}}<br />
<br />
Once an Alien Colony is established, the Aliens will periodically send a [[Fleet Supply Cruiser]] to resupply it. It will be crewed by the same race that built the Colony. The Aliens do not directly score for completing this mission.<br />
<br />
Sub Type Lands? Time<br />
1 Fleet Supply Cruiser x1 0.5h exactly, may occur on any day<br />
<br />
==See Also==<br />
[[Alien Life Forms (TFTD)|Alien Life Forms]]<br><br />
[[Alien Subs]]<br />
<br />
[[Category:Missions]][[Category:Research (TFTD)]]<br />
[[Category:TFTD]]</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Overviews_of_Aliens_(TFTD)&diff=114638Overviews of Aliens (TFTD)2023-06-19T13:05:54Z<p>Darkpast: minor corrections</p>
<hr />
<div>All aliens are not, of course, equal. While a novice may be overwhelmed at any manifestation of Alien presence, he will soon learn to cope, and discern the abilities of his enemy. For those who aren't yet well-versed in such things, here's a rundown on how mean each of these creatures can be in a fight. For more details, look at aliens' specific pages or [[Alien Stats (TFTD)|the stats page]].<br />
<br />
The alien races are split into two categories, Armed Combatant and Terror Unit, and ordered according to their general order of appearance.<br />
<br />
==Armed Combatants==<br />
<br />
Armed Combatants are races that can operate independently and use manufactured weapons.<br />
<br />
===Gill Man===<br />
[[Image:Gillman.png|How does I betray planet?]]<br />
<br />
Gill Men (also spelled Gillmen) are not true aliens, but an ancient Terran species that serves them. They make rather poor soldiers, and their alien overlords seem to treat them as little more than cannon fodder. They are comparable to the [[Snakeman|Snakemen]] of the First War, but are much less accurate and slightly less tough.<br />
<br />
They are slower and less accurate than [[Aquatoid]]s and have no [[Molecular Control]] ability, with the sole exception of those of [[Commander (Alien Rank)|Commander]] rank. However, they wield the same powerful sonic and explosive weapons as the other alien races and as such should not be underestimated.<br />
<br />
They have all ranks except for the Medic and Navigator.<br />
<br />
Methods of Disposal: Pretty much anything, though weaker weapons such as Hydro-Jet Cannons, Gauss Pistols, and especially Jet Harpoons will usually not kill them in one hit. Unlike Aquatoids, they will usually survive when on the edges of an explosion. They are vulnerable to M.C. attacks.<br />
<br />
You will need to have examined a dead Gillman in order to unlock the [[Thermic Lance]]. Their [[#Deep One|associates]] are perhaps of more interest. <br />
<br clear="all" /><br />
See also: [[Gillman]] | [[Xarquid]] | [[Deep One]]<br />
<br />
===Aquatoid===<br />
[[Image:Aquatoid.png|Beware: Aquatards!]]<br />
<br />
Distant relations to the [[Sectoid]]s, they have much the same strengths and weaknesses.<br />
<br />
Aquatiods make at best average soldiers, having pitifully low health. However, they do have decent Reactions and Firing Accuracy, and their Technicians, Navigators, and Commanders have [[Molecular Control]] abilities.<br />
<br />
Aquatoids can be of any rank (they are the only race to have Medics). They usually act independently, but can also be found as part of [[Mixed Crew]] missions and the forces defending [[Alien_Colony_Attack_Mission|Alien Colonies]] and [[Artefact Site]]s.<br />
<br />
Methods of Disposal: Anything. Explosives are particularly effective, and will often kill them even if they're on the very edge of the blast radius. Weapons with high rates of fire are another good option. The lower ranks are fairly vulnerable to M.C. attacks, the higher ones less so.<br />
<br clear="all" /><br />
See also: [[Aquatoid]] | [[Hallucinoid]] | [[Calcinite]]<br />
<br />
===Lobster Man===<br />
[[Image:Lobsterman.png|Foe or Food?]]<br />
<br />
These orange instruments of doom are the [[Muton]] of TFTD. They are usually encountered from April 2040, but can occasionally appear as early as February.<br />
<br />
They are very tough and flexible opponents as they can fight with standard weapons (they have decent Firing Accuracy) or their built-in claw attacks, which can give even the most well protected aquanaut a major pounding.<br />
<br />
While their armor is weak, they have insanely formidable resistances that allow them to shrug off between 50% and 80% (!) of most damage types. Combined with plenty of health, this allows them to sustain unreal amounts of damage before dropping dead. Thankfully, this is balanced by Lobstermen taking more damage from stun or drill type weapons. <br />
<br />
Lobster Men have all ranks except for Medic, and none of them have any M.C. ability at all. In addition to running their own missions, they also man the lower levels of [[Alien_Colony_Attack_Mission|Alien Colonies]].<br />
<br />
Methods of Disposal: [[Thermal Shok Launcher|Thermal Shok Bombs]] (or [[Thermal Tazer|Tazers]] if you're feeling brave) and drills (e.g. [[Vibroblade]], [[Thermic Lance]]) are ideal. Failing that, use lots of powerful explosives or Sonic weapons with spare clips. M.C. attacks are effective against them, though the higher ranks are somewhat resistant. Gauss and beginning-tier ranged weapons are ineffective.<br />
<br />
A live Lobster Man Commander is required to research the [[Leviathan]] Assault Sub and [[T'leth, the Alien's City]], both of which are required to finish the game. Earlier versions of the game required researching a Lobsterman Navigator for Magnetic Navigation. <br />
<br clear="all" /><br />
See also: [[Lobsterman]] | [[Tentaculat]] | [[Bio Drone]]<br />
<br />
===Tasoth===<br />
[[Image:Tasoth.png|Rag-dolly-lizard, all liquid inside...]]<br />
<br />
Tasoths are alien super-soldiers, with a deadly combination of high TUs and Reactions as well as good Firing Accuracy and very high Health. While they lack the damage resistances of the Lobster Men, they do not have any glaring weakness, either. They usually start appearing in July, but may sometimes be encountered earlier, in Terror Missions, [[Alien_Colony_Attack_Mission|Alien Colonies]] or [[Artefact Site]]s.<br />
<br />
Tasoth come in two flavours: Soldier and Squad Leader. The Squad Leaders have significantly better stats and, more importantly, [[Molecular Control]] ability. In addition to running their own missions, they are also found defending Alien Colonies and Artefact Sites and comprise the majority in [[Mixed Crew]] missions.<br />
<br />
Methods of Disposal: Sonic weapons are preferred, but ''strong'' explosives and melee weapons will also do the trick. Gauss Weapons will struggle against them (4-5 Rifle hits are required per Tasoth) and starting-tier weapons are generally ineffective, save for powerful explosives such as the [[Torpedo Launcher]]. Tasoth Soldiers are vulnerable to M.C. attacks, Squad Leaders less so.<br />
<br />
A live Tasoth of either rank is required to research the [[M.C. Disruptor]].<br />
<br clear="all" /><br />
See also: [[Tasoth]] | [[Bio Drone]] | [[Tentaculat]]<br />
<br />
<br />
==Terror Units==<br />
<br />
Terror Units are always deployed to support Armed Combatants, and never run missions of their own. They have more specialized roles and only use built-in or natural weapons. They do not have ranks other than [[Terrorist (Alien Rank)|Terrorist]].<br />
<br />
===Deep One===<br />
[[Image:DeepOne.png|Cthulu says: Die plz.]]<br />
<br />
Deep Ones are fire support aliens with a unique and powerful arcing weapon that they can fire over obstacles. Sadly, it cannot be recovered or used by X-COM. Otherwise, the Deep Ones combat capabilities are unimpressive, as they are slow, rather fragile, and not very accurate.<br />
<br />
They are found in the company of [[Gillman|Gillmen]] on land missions, and are therefore likely to be the first Terror Unit encountered by X-COM. Interestingly, they appear underwater only in the final mission of the game.<br />
<br />
Methods of Disposal: Anything stronger than harpoons will kill them easily. They are resistant to M.C. attacks, though not as much as the other terrorist species.<br />
<br />
It cannot be overstated how vitally important these creatures are to X-COM research. A dead body is required to unlock research into [[Aqua Plastics]] and [[Plastic Aqua Armor]], and '''afterwards''' a live specimen is needed to unlock [[Ion Armor]], advanced submarines and advanced [[SWS]] models.<br />
<br clear="all" /><br />
See also: [[Deep One]] | [[Gill Man]]<br />
<br />
===Calcinite===<br />
[[Image:Calc.PNG|I am a civilian you cannot see me, oh wait...]]<br />
<br />
Melee only units with powerful claws. They can take a bit of a beating due to their high level of health and are pretty fast, but they don't have any special resistance to any weapons so sustained fire of any kind will drop them.<br />
<br />
Calcinites are found in the company of [[Aquatoid]]s and [[Mixed Crew]]s on land missions. While Calcinites may be encountered as very early in the game, their Aquatoid masters are less inclined to launch Terror Missions than Gill Men, meaning that in some playthroughs X-COM will have to wait a long time before facing one.<br />
<br />
Methods of Disposal: Gauss or Sonic preferred, but Explosives and [[Gas Cannon]]s can be useful. As they are melee-only, [[Particle Disturbance Grenade]]s can be particularly effective. They are highly resistant to M.C. attacks.<br />
<br />
A dead Calcinite is required to unlock all the melee weapons, starting with the [[Vibroblade]].<br />
<br clear="all" /><br />
See also: [[Calcinite]] | [[Aquatoid]]<br />
<br />
===Bio Drone===<br />
[[Image:BioDrone.png|Screaming you to death since 2045.]]<br />
<br />
These are one of the most dangerous aliens in the game. They can be thought of as miniature [[Cyberdisc]]s with high TUs, very high Health, and a sonic weapon with the best accuracy in the game. Not only can they take a considerable amount of punishment before falling, but they also explode when they fall, except if stunned or killed by melee weapons. Also, like Cyberdiscs, they can fly.<br />
<br />
Thankfully, they can be detected by a burned trail they leave behind them as the move. In addition, while they have a melee attack, it is extremely inaccurate, and they will often waste time trying to hit any aquanaut standing adjacent to them.<br />
<br />
Bio Drones are found on [[Lobsterman|Lobstermen]], [[Tasoth]], and [[Mixed Crew]] land missions. As such, X-COM will probably first encounter one on 1 April 2040. They do not appear underwater.<br />
<br />
Methods of Disposal: Gauss and powerful Explosives from as far away as possible; or Melee as close as possible. Stun attacks are also fairly effective. Gauss attacks and light explosives are not very effective. They are highly resistant to M.C. attacks.<br />
<br clear="all" /><br />
See also: [[Bio-Drone]] | [[Tasoth]] | [[Lobster Man]]<br />
<br />
===[[Hallucinoid]]===<br />
[[Image:Hallucinoid.png|Jelly baby!]]<br />
<br />
The Hallucinoid is a large, floating alien that primarily attacks with a lethal "cold-based" melee attack. It does not have a ranged attack, despite the UFOpaedia entry, and attacks only with its tentacles (which deal ordinary melee damage, not Freeze damage).<br />
<br />
Hallucinoids are found in the company of [[Aquatoid]]s and [[Mixed Crew]] on underwater missions, and also defend [[Alien_Colony_Attack_Mission|Alien Colonies]] and [[Artefact Site]]s. They are not found on the surface.<br />
<br />
Methods of Disposal: Sonics or ''powerful'' explosives are preferred. Most other weapons will work, but on higher difficulties it will take many shots thanks to Hallucinoids' high health and considerable armor. They do have a weakness to Phosphor rounds, but Phosphor is so ineffective underwater that it's usually not worth the trouble. They are highly resistant to M.C. attacks. As they are large units, one can stay out of their reach simply by moving through a single-space door or in other spaces they cannot reach.<br />
<br />
Hallucinoids are able to alter their depth (i.e. "fly"). This can make it harder to hit them thrown explosives or melee weapons. On the other hand, it makes misses with ranged area-effect rounds much safer. <br />
<br clear="all" /><br />
See also: [[Hallucinoid]] | [[Aquatoid]]<br />
<br />
===Tentaculat===<br />
[[Image:Tentaculat.PNG|Death From Above!]]<br />
<br />
Tentaculats are extremely dangerous aliens, very similar to the [[Chryssalid]]s of the first war. These big brain creatures have the same ability to proliferate by ''zombify''ing their targets into mindless walking incubators for their young. Tentaculats are able to raise or lower their elevation in the water with impunity. In short: underwater flying [[Chryssalid]]s. The one saving grace is that no civilians are ever encountered on the same map as Tentaculats. <br />
<br />
Tentaculats have a high distribution of front armor, but their rear and sides are weaker. If encountered early with weaker weapons, try to hit them from the flanks or rear as much as you can. Liberal use of explosives generally does the trick. <br />
<br />
They are found on [[Lobsterman]], [[Tasoth]], or [[Mixed Crew]] underwater missions as well as guarding [[Alien_Colony_Attack_Mission|Alien Colonies]] and [[Artefact Site]]s.<br />
<br />
Methods of Disposal : Sonic weapons, explosives, and a healthy dose of luck. Gauss is less effective, harpoons even less so. [[Submersible Weapons Systems]], especially Displacers, are resistant to their attacks and cannot be zombified. [[Particle Disturbance Grenade]]s can be effective, but a Tentaculat at full health will often survive a single blast. Tentaculats are almost immune to M.C. attacks, but using M.C. to control other aliens for scouting is effective on maps with Tentaculats, as that will keep X-COM Aquanauts safe, and aliens cannot be zombified.<br />
<br clear="all" /> <br />
See also: [[Chryssalid]] | [[Zombie (TFTD)]] | [[Tentaculat]] | [[Lobster Man]] | [[Tasoth]]<br />
<br />
===[[Zombie (TFTD)|Zombie - Fallen Aquanaut]]===<br />
<br />
[[File:TFTD ZOMBIE24.PNG|200px]]<br />
<br />
The unfortunate result of human entanglement with a [[Tentaculat]].<br />
<br />
Zombies are slow and armed only with a (strong) melee attack. This makes them easy to evade, run away from and kill. They leave a nasty surprise upon their death: A newly emerged Tentaculat with full TUs and a hunger for tasty X-COM flesh. Striking the killing blow on a Tentaculat with a Phosphorous attack will interrupt the hatching process, and no Zombie will emerge from its corpse.<br />
<br />
Zombies can only be found where there are already Tentaculats which (thankfully) means that X-COM doesn't have to worry about [[Civilian]]s feeding these things.<br />
<br />
Methods of Disposal: Ranged weapons preferred over melee weapons due to the danger of being too close, though melee weapons are probably the most effective if one is willing to risk being next to a dead Zombie when the Tentaculat emerges. HE is good, Sonic, and Gauss are fine, AP is weak. It is not wise to kill them if one cannot also eliminate the resulting Tentaculat. If this is not possible, it is better to flee and let the Zombie pursue, as they are very slow.<br />
<br />
There is no in-game UFOPedia entry for this creature, as they cannot be captured or researched - not even corpses can be recovered. The grainy image above is from X-COM tactical video footage.<br />
<br clear="all" /> <br />
See also: [[Tentaculat]]<br />
<br />
===Xarquid===<br />
[[Image:Xarquid.png|Japanese delicacy]]<br />
<br />
One of the less common TFTD units. They resemble a giant nautilus that move backwards, with their tentacles facing the front. <br />
<br />
They have decent stats they don't seem to move around much, preferring instead to 'camp' a particular location and use their good reflexes to tag intruders with their particle cannon, which is roughly equivalent to the [[Sonic Cannon]], making it fairly decent at cracking X-COM armor. Xarquids are one of the few aliens with decent armor ratings but, being large units, are very vulnerable to explosives or stun damage.<br />
<br />
Xarquids are normally found in the company of [[Gillman|Gillmen]] on underwater missions, and occasionally in the company of [[Mixed Crew]] on land missions (likely a bug or design oversight).<br />
<br />
Methods of Disposal: Explosives and drills preferred. Sonic will work, but multiple hits are required. Gauss and harpoons are ineffective. They are almost immune to M.C. attacks.<br />
<br clear="all" /><br />
See also: [[Xarquid]] | [[Gill Man]]<br />
<br />
===Triscene===<br />
[[Image:Triscene.png|Jurassic Farce]]<br />
<br />
Another rare unit, the Triscene can be a formidable foe as it combines high TUs and Health with very strong armor as well as having a powerful, accurate sonic attack backed up with a very strong melee attack. It is roughly equivalent to the [[Sectopod]] of the First War.<br />
<br />
While a dangerous foe, its biggest weakness is its non-existent underside armor, which means it can be be felled with almost any explosives, sometimes just a single [[Magna-Blast Grenade]].<br />
<br />
Triscenes are found in the company of Mixed Crews, exclusively on land missions.<br />
<br />
Methods of Disposal: Explosives. Powerful melee weapons can work, but approaching the Triscene is risky. Sonic attacks are relatively effective on the lower difficulty levels, but even Sonic Cannons are mostly useless on Superhuman. Triscenes are almost immune to M.C. attacks.<br />
<br clear="all" /><br />
See also: [[Triscene]]<br />
<br />
<br />
==See Also==<br />
*[[Alien Stats (TFTD)]]<br />
*[[Damage Modifiers (TFTD)]]<br />
*[[Overviews of Aliens|Overviews of Aliens (UFO Defense)]]<br />
<br />
[[Category:TFTD]]</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Mixed_Crew&diff=114551Mixed Crew2023-06-18T12:49:15Z<p>Darkpast: </p>
<hr />
<div>Some [[Alien Submarine]]s in ''X-COM: Terror From The Deep'' are manned by Mixed crews.<br />
<br />
==The Mixed Crew "race"== <br />
<br />
A "Mixed" crew classification on an Alien Sub means that its crew consists of an unusual mix of alien races, including many different [[Terror Units (TFTD)|Terror Units]]. Up to six alien races may be encountered in a single Mixed crew mission.<br />
<br />
In game terms, Mixed crews are treated as the fifth alien "race", with a very unusual way of assigning ranks. The basic [[Soldier (Alien Rank)|Soldiers]] and [[Squad Leader (Alien Rank)|Squad Leaders]] are Tasoths, while the other ranks are filled with a mixture of Aquatoids and various Terror Units.<br />
<br />
To summarize, mixed crews comprise:<br />
:1. [[Tasoth]] Soldiers: these are always present, and are the most common alien except on [[Battleship (TFTD)|Battleships]]<br />
:2. Tasoth Squad Leaders: present on all alien subs except [[Survey Ship]]s, but only one or two are usually encountered.<br />
:3. [[Aquatoid]] Soldiers: one or two will appear on the largest alien subs.<br />
:4. Aquatoid Squad Leaders: interestingly, these are slightly more common than the Soldiers.<br />
:5. [[Tentaculat|Tentaculats]]: present on Battleships (in large numbers) and [[Dreadnought]]s (lower numbers, possibly none on lower difficulty settings) if X-COM downs and assaults them.<br />
:6. [[Hallucinoid|Hallucinoids]]: also present on Battleships (only one) and Dreadnoughts (a few) if X-COM downs and assaults them.<br />
:7. Random mixture of [[Bio-Drone|Bio-Drones]] and [[Triscene|Triscenes]]: replace Tentaculats on land.<br />
:8. Random mixture of [[Xarquid]]s and [[Calcinite]]s: replace Hallucinoids on land.<br />
<br />
Mixed crews normally perform only Alien Surface Attack (terror) missions, but may also launch Floating Base Attacks if X-COM provokes them by downing their subs. As Mixed crew missions tend to show up late into the game, they can be a backpath to obtaining a Calcinite if X-COM failed to capture one during the early months.<br />
<br />
Triscenes can be encountered exclusively as part of Mixed crews.<br />
<br />
Unless X-COM detected the Alien Sub using a [[Transmission Resolver]], it may not be immediately apparent that they are facing a Mixed crew, as the aliens can be mistaken for Tasoths at first glance. In comparison to "pure" Tasoth crews, Mixed crews deploy more types of terrorists and a slightly greater number of them; on the other hand, the weapon-carrying aliens are slightly weaker overall and fewer of them are M.C. capable (usually only 1 or 2).<br />
<br />
==Other appearances of Mixed crews== <br />
<br />
Mixed crews also man certain key Alien sites. These are described below.<br />
<br />
===Mix of races in Alien Colonies=== <br />
<br />
The way alien [[Alien Colony Attack Mission|colonies]] are crewed in TFTD differs slightly from UFO. Where UFO bases will be manned and supplied by the same species as the construction crew, in TFTD colonies are always guarded by the same a mixture of alien types, regardless of which race does the supply runs:<br />
<br />
*The topside (1st stage) of an Alien Colony is always manned by the Mixed crew "race", meaning a mixture of Tasoths and Aquatoids accompanied by Tentaculats and Hallucinoids.<br />
*The interior (2nd stage) of an Alien colony is always manned by the [[Lobster Man|Lobster Men]] and their usual underwater Terror Units, the Tentaculats.<br />
<br />
The crew of the [[Fleet Supply Cruiser]]s will be the same as the crew of the aliens that established the colony. For example, if [[Gillman|Gillmen]] do the scouting and construction of the colony, they will also be responsible for the supply runs. <br />
<br />
===Mix of races in Artefact Sites=== <br />
<br />
Both stages of an [[Artefact Site]] feature the Mixed Crew "race", i.e. a mixture of Tasoths and Aquatoids accompanied by Tentaculats and Hallucinoids. Note that, due to an insufficient number of spawn points, Hallucinoids, Tentaculats, and occasionally even Aquatoids may fail to spawn on first stage of the mission.<br />
<br />
===Mix of races in T'leth=== <br />
<br />
[[T'leth]] is manned by a unique crew:<br />
<br />
*The 1st stage is manned by Aquatoids and their usual underwater associates, the Hallucinoids.<br />
*The 2nd and 3rd stages are manned by a unique set of aliens, which is different than the usual Mixed "race" and is detailed in the article on that mission.<br />
<br />
'''Note:''' in some online sources, as well as in older versions of the article, you will find reference to the existence of two different types of Mixed Crew "races", where the other consists of Lobster Men accompanied by Aquatoids and various terrorists. This second Mixed "race" is used only for generating the aliens on the lower levels of T'leth and does not feature in any missions before then.<br />
<br />
<br clear="all"><br />
<br />
{{Aliens (TFTD)}}<br />
<br />
[[Category:TFTD]]</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Mixed_Crew&diff=114550Mixed Crew2023-06-17T19:48:14Z<p>Darkpast: </p>
<hr />
<div>Mixed Crews man some [[Alien Submarine]]s in ''X-COM: Terror From The Deep''.<br />
<br />
==The Mixed Crew "race"== <br />
<br />
A "Mixed" crew classification on an Alien Sub means that its crew consists of an unusual mix of alien races, including many different [[Terror Units (TFTD)|Terror Units]]. Up to six different races may be encountered in a single Mixed crew mission.<br />
<br />
In game terms, Mixed crews are treated as the fifth alien "race", with a very unusual way of assigning ranks. The basic [[Soldier (Alien Rank)|Soldiers]] and [[Squad Leader (Alien Rank)|Squad Leaders]] are Tasoths, while the other ranks are filled with a mixture of Aquatoids and various Terror Units.<br />
<br />
To summarize, mixed crews comprise:<br />
:1. [[Tasoth]] Soldiers: these are always present, and are the most common alien except on [[Battleship (TFTD)|Battleships]]<br />
:2. Tasoth Squad Leaders: present on all alien subs except [[Survey Ship]]s, but only one or two are usually encountered.<br />
:3. [[Aquatoid]] Soldiers: one or two will appear on the largest alien subs.<br />
:4. Aquatoid Squad Leaders: interestingly, these are slightly more common than the Soldiers.<br />
:5. [[Tentaculat|Tentaculats]]: Present on Battleships (in large numbers) and [[Dreadnought]]s (lower numbers, possibly none on lower difficulty settings) if X-COM downs and assaults them.<br />
:6. [[Hallucinoid|Hallucinoids]]: Also present on Battleships (only one) and [[Dreadnought]]s (a few) if X-COM downs and assaults them.<br />
:7. Random mixture of [[Bio-Drone|Bio-Drones]] and [[Triscene|Triscenes]]: replace Tentaculats on land.<br />
:8. Random mixture of [[Xarquid]]s and [[Calcinite]]s: replace Hallucinoids on land.<br />
<br />
Mixed crews normally perform only Alien Surface Attack (terror) missions, but may also launch Floating Base Attacks if X-COM provokes them by downing their subs. As Mixed crew missions tend to show up late into the game, they can be a backpath to obtaining a Calcinite if X-COM failed to capture one during the early months.<br />
<br />
==Other appearances of Mixed crews== <br />
<br />
Mixed crews also man certain key Alien sites. These are described below.<br />
<br />
===Mix of races in Alien Colonies=== <br />
<br />
The way alien [[Alien Colony Attack Mission|colonies]] are crewed in TFTD differs slightly from UFO. Where UFO bases will be manned and supplied by the same species as the construction crew, in TFTD colonies are always guarded by the same a mixture of alien types, regardless of which race does the supply runs:<br />
<br />
*The topside (1st stage) of an Alien Colony is always manned by the Mixed crew "race", meaning a mixture of Tasoths and Aquatoids accompanied by Tentaculats and Hallucinoids.<br />
*The interior (2nd stage) of an Alien colony is always manned by the [[Lobster Man|Lobster Men]] and their usual underwater Terror Units, the Tentaculats.<br />
<br />
The crew of the [[Fleet Supply Cruiser]]s will be the same as the crew of the aliens that established the colony. For example, if [[Gillman|Gillmen]] do the scouting and construction of the colony, they will also be responsible for the supply runs. <br />
<br />
===Mix of races in Artefact Sites=== <br />
<br />
Both stages of an [[Artefact Site]] feature the Mixed Crew "race", i.e. a mixture of Tasoths and Aquatoids accompanied by Tentaculats and Hallucinoids. Note that, due to an insufficient number of spawn points, Hallucinoids, Tentaculats, and occasionally even Aquatoids may fail to spawn on first stage of the mission.<br />
<br />
===Mix of races in T'leth=== <br />
<br />
[[T'leth]] is manned by a unique crew:<br />
<br />
*The 1st stage is manned by Aquatoids and their usual underwater associates, the Hallucinoids.<br />
*The 2nd and 3rd stages are manned by a unique set of aliens, which is different than the usual Mixed "race" and is detailed in the article on that mission.<br />
<br />
'''Note:''' in some online sources, as well as in older versions of the article, you will find reference to the existence of two different types of Mixed Crew "races", where the other consists of Lobster Men accompanied by Aquatoids and various terrorists. This second Mixed "race" is used only for generating the aliens on the lower levels of T'leth and does not feature in any missions before then.<br />
<br />
<br clear="all"><br />
<br />
{{Aliens (TFTD)}}<br />
<br />
[[Category:TFTD]]</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Mixed_Crew&diff=114545Mixed Crew2023-06-16T21:14:21Z<p>Darkpast: </p>
<hr />
<div>==The Mixed Crew "race"== <br />
<br />
A "Mixed" crew classification on an Alien Sub means that its crew consists of an unusual mix of alien races, including many different [[Terror Units (TFTD)|Terror Units]]. Up to six different races may be encountered in a single Mixed crew mission.<br />
<br />
In game terms, Mixed crews are treated as the fifth alien "race", with a very unusual way of assigning ranks. The basic [[Soldier (Alien Rank)|Soldiers]] and [[Squad Leader (Alien Rank)|Squad Leaders]] are Tasoths, while the other ranks are filled with a mixture of Aquatoids and various Terror Units.<br />
<br />
To summarize, mixed crews comprise:<br />
:1. [[Tasoth]] Soldiers: these are always present, and are the most common alien except on [[Battleship (TFTD)|Battleships]]<br />
:2. Tasoth Squad Leaders: present on all alien subs except [[Survey Ship]]s, but only one or two are usually encountered.<br />
:3. [[Aquatoid]] Soldiers: one or two will appear on the largest alien subs.<br />
:4. Aquatoid Squad Leaders: interestingly, these are slightly more common than the Soldiers.<br />
:5. [[Tentaculat|Tentaculats]]: Present on Battleships (in large numbers) and [[Dreadnought]]s (lower numbers, possibly none on lower difficulty settings) if X-COM downs and assaults them.<br />
:6. [[Hallucinoid|Hallucinoids]]: Also present on Battleships (only one) and [[Dreadnought]]s (a few) if X-COM downs and assaults them.<br />
:7. Random mixture of [[Bio-Drone|Bio-Drones]] and [[Triscene|Triscenes]]: replace Tentaculats on land.<br />
:8. Random mixture of [[Xarquid]]s and [[Calcinite]]s: replace Hallucinoids on land.<br />
<br />
Mixed crews normally perform only Alien Surface Attack (terror) missions, but may also launch Floating Base Attacks if X-COM provokes them by downing their subs. As Mixed crew missions tend to show up late into the game, they can be a backpath to obtaining a Calcinite if X-COM failed to capture one during the early months.<br />
<br />
==Other appearances of Mixed crews== <br />
<br />
Mixed crews also man certain key Alien sites. These are described below.<br />
<br />
===Mix of races in Alien Colonies=== <br />
<br />
The way alien [[Alien Colony Attack Mission|colonies]] are crewed in TFTD differs slightly from UFO. Where UFO bases will be manned and supplied by the same species as the construction crew, in TFTD colonies are always guarded by the same a mixture of alien types, regardless of which race does the supply runs:<br />
<br />
*The topside (1st stage) of an Alien Colony is always manned by the Mixed crew "race", meaning a mixture of Tasoths and Aquatoids accompanied by Tentaculats and Hallucinoids.<br />
*The interior (2nd stage) of an Alien colony is always manned by the [[Lobster Man|Lobster Men]] and their usual underwater Terror Units, the Tentaculats.<br />
<br />
The crew of the [[Fleet Supply Cruiser]]s will be the same as the crew of the aliens that established the colony. For example, if [[Gillman|Gillmen]] do the scouting and construction of the colony, they will also be responsible for the supply runs. <br />
<br />
===Mix of races in Artefact Sites=== <br />
<br />
Both stages of an [[Artefact Site]] feature the Mixed Crew "race", i.e. a mixture of Tasoths and Aquatoids accompanied by Tentaculats and Hallucinoids. Note that, due to an insufficient number of spawn points, Hallucinoids, Tentaculats, and occasionally even Aquatoids may fail to spawn on first stage of the mission.<br />
<br />
===Mix of races in T'leth=== <br />
<br />
[[T'leth]] is manned by a unique crew:<br />
<br />
*The 1st stage is manned by Aquatoids and their usual underwater associates, the Hallucinoids.<br />
*The 2nd and 3rd stages are manned by a unique set of aliens, which is different than the usual Mixed "race" and is detailed in the article on that mission.<br />
<br />
'''Note:''' in some online sources, as well as in older versions of the article, you will find reference to the existence of two different types of Mixed Crew "races", where the other consists of Lobster Men accompanied by Aquatoids and various terrorists. This second Mixed "race" is used only for generating the aliens on the lower levels of T'leth and does not feature in any missions before then.<br />
<br />
<br clear="all"><br />
<br />
{{Aliens (TFTD)}}<br />
<br />
[[Category:TFTD]]</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Mixed_Crew&diff=114544Mixed Crew2023-06-16T21:07:07Z<p>Darkpast: update and revision. Hopefully clearer now</p>
<hr />
<div>==The Mixed Crew "race"== <br />
<br />
A "Mixed" crew classification on an Alien Sub means that its crew consists of an unusual mix of alien races, including many different [[Terror Unit (TFTD)|Terror Units]]. Up to six different races may be encountered in a single Mixed crew mission.<br />
<br />
In game terms, Mixed crews are treated as the fifth alien "race", with a very unusual way of assigning ranks. The basic [[Soldier (Alien Rank)|Soldiers]] and [[Squad Leader (Alien Rank)|Squad Leaders]] are Tasoths, while the other ranks are filled with a mixture of Aquatoids and various Terror Units.<br />
<br />
To summarize, mixed crews comprise:<br />
:1. [[Tasoth]] Soldiers: these are always present, and are the most common alien except on [[Battleship (TFTD)|Battleships]]<br />
:2. Tasoth Squad Leaders: present on all alien subs except [[Survey Ship]]s, but only one or two are usually encountered.<br />
:3. [[Aquatoid]] Soldiers: one or two will appear on the largest alien subs.<br />
:4. Aquatoid Squad Leaders: interestingly, these are slightly more common than the Soldiers.<br />
:5. [[Tentaculat|Tentaculats]]: Present on Battleships (in large numbers) and [[Dreadnought]]s (lower numbers, possibly none on lower difficulty settings) if X-COM downs and assaults them.<br />
:6. [[Hallucinoid|Hallucinoids]]: Also present on Battleships (only one) and [[Dreadnought]]s (a few) if X-COM downs and assaults them.<br />
:7. Random mixture of [[Bio-Drone|Bio-Drones]] and [[Triscene|Triscenes]]: replace Tentaculats on land.<br />
:8. Random mixture of [[Xarquid]]s and [[Calcinite]]s: replace Hallucinoids on land.<br />
<br />
Mixed crews normally perform only Alien Surface Attack (terror) missions, but may also launch Floating Base Attacks if X-COM provokes them by downing their subs. As Mixed crew missions tend to show up late into the game, they can be a backpath to obtaining a Calcinite if X-COM failed to capture one during the early months.<br />
<br />
==Other appearances of Mixed crews== <br />
<br />
Mixed crews also man certain key Alien sites. These are described below.<br />
<br />
===Mix of races in Alien Colonies=== <br />
<br />
The way alien [[Alien Colony Attack Mission|colonies]] are crewed in TFTD differs slightly from UFO. Where UFO bases will be manned and supplied by the same species as the construction crew, in TFTD colonies are always guarded by the same a mixture of alien types, regardless of which race does the supply runs:<br />
<br />
*The topside (1st stage) of an Alien Colony is always manned by the Mixed crew "race", meaning a mixture of Tasoths and Aquatoids accompanied by Tentaculats and Hallucinoids.<br />
*The interior (2nd stage) of an Alien colony is always manned by the [[Lobster Man|Lobster Men]] and their usual underwater Terror Units, the Tentaculats.<br />
<br />
The crew of the [[Fleet Supply Cruiser]]s will be the same as the crew of the aliens that established the colony. For example, if [[Gillman|Gillmen]] do the scouting and construction of the colony, they will also be responsible for the supply runs. <br />
<br />
===Mix of races in Artefact Sites=== <br />
<br />
Both stages of an [[Artefact Site]] feature the Mixed Crew "race", i.e. a mixture of Tasoths and Aquatoids accompanied by Tentaculats and Hallucinoids. Note that, due to an insufficient number of spawn points, Hallucinoids, Tentaculats, and occasionally even Aquatoids may fail to spawn on first stage of the mission.<br />
<br />
===Mix of races in T'leth=== <br />
<br />
[[T'leth]] is manned by a unique crew:<br />
<br />
*The 1st stage is manned by Aquatoids and their usual underwater associates, the Hallucinoids.<br />
*The 2nd and 3rd stages are manned by a unique set of aliens, which is different than the usual Mixed "race" and is detailed in the article on that mission.<br />
<br />
'''Note:''' in some online sources, as well as in older versions of the article, you will find reference to the existence of two different types of Mixed Crew "races", where the other consists of Lobster Men accompanied by Aquatoids and various terrorists. This second Mixed "race" is used only for generating the aliens on the lower levels of T'leth and does not feature in any missions before then.<br />
<br />
<br clear="all"><br />
<br />
{{Aliens (TFTD)}}<br />
<br />
[[Category:TFTD]]</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Alien_Life_Forms_(TFTD)&diff=114543Alien Life Forms (TFTD)2023-06-16T19:57:51Z<p>Darkpast: rewriting and updating some info</p>
<hr />
<div>There exist many alien races.<br />
Some are cretaceous creatures... some are aliens, here you will find the most basic info on races from the [[Second Alien War]].<br />
<br />
For a more comprehensive overview, see [[Overviews of Aliens (TFTD)]]. For an overview of their stats, see [[Alien Stats (TFTD)]].<br />
<br />
===Weapon-Carrying Aliens===<br />
Also known as Armed Combatants, these are the mainstay of the alien invasion. In every mission, X-COM will face one of these alien races. They are almost always armed with manufactured weapons, though some also have innate melee or [[Molecular Control]] attacks.<br />
<br />
*[[Aquatoid]]<br />
:Technically the most vulnerable aliens, can be easily killed even with harpoons. Usually the first race to be encountered. Some are M.C. capable, which can lead to a nasty surprise.<br />
<br />
*[[Gillman]]<br />
:Overall, probably the easiest opponents. Slightly tougher than Aquatoids, but still vulnerable. Only their Commanders have M.C. capability.<br />
<br />
*[[Lobsterman]]<br />
:Extremely tough shock troops, [[Damage Modifiers (TFTD)|resistant to]] most ranged attacks and damage types, though very vulnerable to a few others. Usually first appear a few months into the game and soon account for most alien subs. All possess an innate melee attack, but none are M.C. capable.<br />
<br />
*[[Tasoth]]<br />
:Best described as alien special forces or super-soldiers. Their leaders are M.C. capable. Arguably the most dangerous aliens in the game, but by the time they show up one should be able to handle them.<br />
<br />
*[[Mixed Crew]]<br />
:A crew composed of mostly Tasoths and some Aquatoids, accompanied by an unusual mix of Terror Units: Tentaculats and Hallucinoids underwater, and Triscenes, Bio-Drones, Calcinites and Xarquids on land. They do only Terror and Floating Base Attack (Retaliation) missions, and can also be found guarding [[Alien_Colony_Attack_Mission|Alien Colonies]] and [[Artefact Site]]s. <br />
<br />
===Terror Units===<br />
Terror Units are more specialized and use innate attacks. As their name implies, they accompany the Weapon-Carrying Aliens on Terror Missions and when assaulting X-COM bases, but can also be found defending important alien sites and their largest subs. None are M.C. capable, but most are extremely resistant to such attacks.<br />
<br />
*[[Bio-Drone]]<br />
:Basically a hover-tank. Can take a few hits and still return fire with high accuracy, will go down in a huge explosion like the [[Cyberdisc]]. Very dangerous. Accompanies Tasoths and Lobster Men on land.<br />
<br />
*[[Calcinite]]<br />
:Melee attack only. Looks like a diver. Comes with Aquatoids and Mixed Crews on land missions. <br />
<br />
*[[Deep One]]<br />
:Has a built-in arcing ranged attack, but is easily killed. Follows Gillmen on land missions. Make sure to catch a live specimen.<br />
<br />
*[[Hallucinoid]]<br />
:While lacking a ranged attack, these large Jellyfish are deadly in melee, and can take a surprising amount of damage. Can "hover". Only on submerged missions with Aquatoids and Mixed Crews.<br />
<br />
*[[Tentaculat]]<br />
:Have a deadly melee attack that zombifies their victims. Armor offers no protection in the original game (though it does in OpenXCom). They're incredibly fast and can "hover". Don't play games, shoot on sight. They associate with Tasoths, Lobster Men, and Mixed Crews underwater.<br />
<br />
*[[Triscene]]<br />
:A baby dinosaur with metallic teeth and guns on their back. Associated with Mixed Crews on land missions, and therefore rarely seen. Just like their masters, you'd better be ready for them by the time they show up.<br />
<br />
*[[Xarquid]]<br />
:Xarquids are actually giant Nautilus with a weapon shoved up the tentacles. Their shell provides some protection, but it's nowhere as good as the Lobstermen's. Xarquids associate with Gillmen on submerged missions and with Mixed Crews on land (likely a bug).<br />
<br />
*[[Zombie (TFTD)|Zombie]]<br />
:That's what becomes of your troops if they're bitten by a Tentaculat.<br />
<br />
==See Also==<br />
* [[Overviews of Aliens (TFTD)]]<br />
<br />
{{Aliens (TFTD)}}<br />
<br />
[[Category:TFTD]]</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Overviews_of_Aliens_(TFTD)&diff=114541Overviews of Aliens (TFTD)2023-06-16T14:55:04Z<p>Darkpast: Prompted by the discussion over at https://www.ufopaedia.org/index.php/Talk:Alien_Overview_(Apocalypse), I have removed "threat levels" because they are somewhat subjective and re-ordered the aliens according to general type and order of appearance. Also hopefully made the writing more encyclopedic in style. Still not quite finished.</p>
<hr />
<div>All aliens are not, of course, equal. While a novice may be overwhelmed at any manifestation of Alien presence, he will soon learn to cope, and discern the abilities of his enemy. For those who aren't yet well-versed in such things, here's a rundown on how mean each of these creatures can be in a fight. For more details, look at aliens' specific pages or [[Alien Stats (TFTD)|the stats page]].<br />
<br />
The alien races are split into two categories, Armed Combatant and Terror Unit, and ordered according to their general order of appearance.<br />
<br />
==Armed Combatants==<br />
<br />
Armed Combatants are races that can operate independently and use manufactured weapons.<br />
<br />
===Gill Man===<br />
[[Image:Gillman.png|How does I betray planet?]]<br />
<br />
Gill Men (also spelled Gillmen) are not true aliens, but an ancient Terran species that serves them. They make rather poor soldiers, and their alien overlords seem to treat them as little more than cannon fodder. They are comparable to the [[Snakeman|Snakemen]] of the First War, but are much less accurate and slightly less tough.<br />
<br />
They are slower and less accurate than [[Aquatoid]]s and have no [[Molecular Control]] ability, with the sole exception of those of [[Commander (Alien Rank)|Commander]] rank. However, they wield the same powerful sonic and explosive weapons as the other alien races and as such should not be underestimated.<br />
<br />
They have all ranks except for the Medic and Navigator.<br />
<br />
Methods of Disposal: Pretty much anything, though weaker weapons such as Hydro-Jet Cannons, Gauss Pistols, and especially Jet Harpoons will usually not kill them in one hit. Unlike Aquatoids, they will usually survive when on the edges of an explosion. They are vulnerable to M.C. attacks.<br />
<br />
You will need to have examined a dead Gillman in order to unlock the [[Thermic Lance]]. Their [[#Deep One - Terror Unit|associates]] are perhaps of more interest. <br />
<br clear="all" /><br />
See also: [[Gillman]] | [[Xarquid]] | [[Deep One]]<br />
<br />
===Aquatoid===<br />
[[Image:Aquatoid.png|Beware: Aquatards!]]<br />
<br />
Distant relations to the [[Sectoid]]s, they have much the same strengths and weaknesses.<br />
<br />
Aquatiods make at best average soldiers, having pitifully low health. However, they do have decent Reactions and Firing Accuracy, and their Technicians, Navigators, and Commanders have [[Molecular Control]] abilities (the Commander has the most powerful M.C. in the game).<br />
<br />
Aquatoids can be of any rank (they are the only race to have Medics). They usually act independently, but can also be found as part of [[Mixed Crew]] missions and the forces defending [[Alien_Colony_Attack_Mission|Alien Colonies]] and [[Artefact Site]]s.<br />
<br />
Methods of Disposal: Anything. Explosives are particularly effective, and will often kill them even if they're on the very edge of the blast radius. The lower ranks are fairly vulnerable to M.C. attacks, the higher ones less so.<br />
<br clear="all" /><br />
See also: [[Aquatoid]] | [[Hallucinoid]] | [[Calcinite]]<br />
<br />
===Lobster Man===<br />
[[Image:Lobsterman.png|Foe or Food?]]<br />
<br />
These orange instruments of doom are the [[Muton]] of TFTD. They are usually encountered from April 2040, but can occasionally appear as early as February.<br />
<br />
They are very tough and flexible opponents as they can fight with standard weapons (they have decent Firing Accuracy) or their built-in claw attacks, which can give even the most well protected aquanaut a major pounding.<br />
<br />
While their armor is weak, they have insanely formidable resistances that allow them to shrug off between 50% and 80% (!) of most damage types. Combined with plenty of health, this allows them to sustain unreal amounts of damage before dropping dead. Thankfully, this is balanced by Lobstermen taking more damage from stun or drill type weapons. <br />
<br />
Lobster Men have all ranks except for Medic, and none of them have any M.C. ability at all. In addition to running their own missions, they also man the lower levels of [[Alien_Colony_Attack_Mission|Alien Colonies]].<br />
<br />
Methods of Disposal: [[Thermal Shok Launcher|Thermal Shok Bombs]] (or [[Thermal Tazer|Tazers]] if you're feeling brave) and drills (e.g. [[Vibroblade]], [[Thermic Lance]]) are ideal. Failing that, use lots of powerful explosives or Sonic weapons with spare clips. M.C. attacks are effective against them, though the higher ranks are somewhat resistant. Gauss weapons and beginning-tier ranged weapons are ineffective.<br />
<br />
A live Lobster Man Commander is required to research the [[Leviathan]] Assault Sub and [[T'leth, the Alien's City]], both of which are required to finish the game. Earlier versions of the game required researching a Lobsterman Navigator for Magnetic Navigation. <br />
<br clear="all" /><br />
See also: [[Lobsterman]] | [[Tentaculat]] | [[Bio Drone]]<br />
<br />
===Tasoth===<br />
[[Image:Tasoth.png|Rag-dolly-lizard, all liquid inside...]]<br />
<br />
Tasoths are alien super-soldiers, with a deadly combination of high TUs and Reactions as well as good Firing Accuracy and very high Health. While they lack the damage resistances of the Lobster Men, they do not have any glaring weakness, either. They usually start appearing in July, but may sometimes be encountered earlier, in Terror Missions or Artefact Sites.<br />
<br />
Tasoth come in two flavours: Soldier and Squad Leader. The Squad Leaders have significantly better stats and, more importantly, [[Molecular Control]] ability. In addition to running their own missions, they are also found defending [[Alien_Colony_Attack_Mission|Alien Colonies]] and [[Artefact Site]]s and comprise the majority in [[Mixed Crew]] missions.<br />
<br />
Methods of Disposal: Sonic weapons are preferred, but ''strong'' explosives and melee weapons will also do the trick. Gauss Weapons will struggle against them (4-5 Rifle hits are required per Tasoth) and starting-tier weapons are generally ineffective, save for powerful explosives such as the [[Torpedo Launcher]]. Tasoth Soldiers are vulnerable to M.C. attacks, but Squad Leaders much less so.<br />
<br />
A live Tasoth of either rank is required to research the [[M.C. Disruptor]].<br />
<br clear="all" /><br />
See also: [[Tasoth]] | [[Bio Drone]] | [[Tentaculat]]<br />
<br />
<br />
==Terror Units==<br />
<br />
Terror Units are always deployed to support Armed Combatants, and never run missions of their own. They have more specialized roles and only use built-in or natural weapons. They do not have ranks other than [[Terrorist (Alien Rank)|Terrorist]].<br />
<br />
===Deep One===<br />
[[Image:DeepOne.png|Cthulu says: Die plz.]]<br />
<br />
Deep Ones are fire support aliens with a unique and powerful arcing weapon that they can fire over obstacles. Sadly, it cannot be recovered or used by X-COM. Otherwise, the Deep Ones combat capabilities are unimpressive, as they are slow, rather fragile, and not very accurate.<br />
<br />
They are found in the company of [[Gillman|Gillmen]] on land missions, and are therefore likely to be the first Terror Unit encountered by X-COM. Interestingly, they appear underwater only in the final mission of the game.<br />
<br />
Methods of Disposal: Anything stronger than harpoons will kill them easily. They are resistant to M.C. attacks, though not as much as the other terrorist species.<br />
<br />
It cannot be overstated how vitally important these creatures are to X-COM research. A dead body is required to unlock research into [[Aqua Plastics]] and [[Plastic Aqua Armor|Plastic Aqua Armour]], and '''afterwards''' a live specimen is needed to unlock [[Ion Armor|Ion Armour]], advanced submarines and advanced [[SWS]] models.<br />
<br clear="all" /><br />
See also: [[Deep One]] | [[Gill Man]]<br />
<br />
===Calcinite===<br />
[[Image:Calc.PNG|I am a civilian you cannot see me, oh wait...]]<br />
<br />
Melee only units with powerful claws. They can take a bit of a beating due to their high level of health and are pretty fast, but they don't have any special resistance to any weapons so sustained fire of any kind will drop them.<br />
<br />
Calcinites are found in the company of [[Aquatoid]]s and [[Mixed Crew]]s on land missions. While Calcinites may be encountered as very early in the game, their Aquatoid masters are less inclined to launch Terror Missions than Gill Men, meaning that in some playthroughs X-COM will have to wait a long time before facing one.<br />
<br />
Methods of Disposal: Gauss or Sonic preferred, but Explosives and [[Gas Cannon]]s can be useful. As they are melee-only, [[Particle Disturbance Grenade]]s can be particularly effective. They are highly resistant to M.C. attacks.<br />
<br />
A dead Calcinite is required to unlock all the melee weapons, starting with the [[Vibroblade]].<br />
<br clear="all" /><br />
See also: [[Calcinite]] | [[Aquatoid]]<br />
<br />
===Bio Drone===<br />
[[Image:BioDrone.png|Screaming you to death since 2045.]]<br />
<br />
These are one of the most dangerous aliens in the game. They can be thought of as miniature [[Cyberdisc]]s with high TUs, very high Health, and a sonic weapon with the best accuracy in the game. Not only can they take a considerable amount of punishment before falling, but they also explode when they fall, except if stunned or killed by melee weapons. Also like Cyberdisks, they can fly.<br />
<br />
Thankfully, they can be detected by a burned trail they leave behind them as the move. In addition, while they have a melee attack, it is extremely inaccurate, and they will often waste time trying to hit any aquanaut standing adjacent to them.<br />
<br />
Bio Drones are found on [[Lobsterman|Lobstermen]], [[Tasoth]], and [[Mixed Crew]] land missions. As such, X-COM will probably first encounter one on 1 April 2040. They do not appear underwater.<br />
<br />
Methods of Disposal: Gauss and powerful Explosives from as far away as possible; or Melee as close as possible. Stun attacks are also fairly effective. Gauss attacks and light explosives are not very effective. They are highly resistant to M.C. attacks.<br />
<br clear="all" /><br />
See also: [[Bio-Drone]] | [[Tasoth]] | [[Lobster Man]]<br />
<br />
===[[Hallucinoid]]===<br />
[[Image:Hallucinoid.png|Jelly baby!]]<br />
<br />
The Hallucinoid is a large, floating alien that primarily attacks with a lethal "cold-based" melee attack. It does not have a ranged attack, despite the UFOpaedia entry, and attacks only with its tentacles (which deal ordinary melee damage, not Freeze damage).<br />
<br />
Hallucinoids are found in the company of [[Aquatoid]]s and [[Mixed Crew]] on underwater missions, and also defend [[Alien_Colony_Attack_Mission|Alien Colonies]] and [[Artefact Site]]s. They are not found on the surface.<br />
<br />
Methods of Disposal: Sonics or ''powerful'' explosives are preferred. Most other weapons will work, but on higher difficulties it will take many shots thanks to Hallucinoids' high health and considerable armor. They do have a weakness to Phosphor rounds, but Phosphor is so ineffective underwater that it's usually not worth the trouble. They are highly resistant to M.C. attacks. As they are large units, one can stay out of their reach simply by moving through a single-space door or in other spaces they cannot reach.<br />
<br />
Hallucinoids are able to alter their depth (i.e. "fly"). This can make it harder to hit them thrown explosives or melee weapons. On the other hand, it makes misses with ranged area-effect rounds much safer. <br />
<br clear="all" /><br />
See also: [[Hallucinoid]] | [[Aquatoid]]<br />
<br />
===Tentaculat===<br />
[[Image:Tentaculat.PNG|Death From Above!]]<br />
<br />
Tentaculats are extremely dangerous aliens, very similar to the [[Chryssalid]]s of the first war. These big brain creatures have the same ability to proliferate by ''zombify''ing their targets into mindless walking incubators for their young. Tentaculats are able to raise or lower their elevation in the water with impunity. In short: underwater flying [[Chryssalid]]s. The one saving grace is that no civilians are ever encountered on the same map as Tentaculats. <br />
<br />
Tentaculats have a high distribution of front armor, but their rear and sides are weaker. If encountered early with weaker weapons, try to hit them from the flanks or rear as much as you can. Liberal use of explosives generally does the trick. <br />
<br />
They are found on [[Lobsterman]], [[Tasoth]], or [[Mixed Crew]] underwater missions as well as guarding [[Alien_Colony_Attack_Mission|Alien Colonies]] and [[Artefact Site]]s.<br />
<br />
Methods of Disposal : Sonic weapons, explosives, and a healthy dose of luck. Gauss is less effective, harpoons even less so. [[Submersible Weapons Systems]], especially Displacers, are resistant to their attacks and cannot be zombified. [[Particle Disturbance Grenade]]s can be effective, but a Tentaculat at full health will often survive a single blast. Tentaculats are almost immune to M.C. attacks, but using M.C. to control other aliens for scouting is effective on maps with Tentaculats, as that will keep X-COM Aquanauts safe, and aliens cannot be zombified.<br />
<br clear="all" /> <br />
See also: [[Chryssalid]] | [[Zombie (TFTD)]] | [[Tentaculat]] | [[Lobster Man]] | [[Tasoth]]<br />
<br />
===[[Zombie (TFTD)|Zombie - Fallen Aquanaut]]===<br />
<br />
[[File:TFTD ZOMBIE24.PNG|200px]]<br />
<br />
The unfortunate result of human entanglement with a [[Tentaculat]].<br />
<br />
Zombies are slow and armed only with a (strong) melee attack. This makes them easy to evade, run away from and kill. They leave a nasty surprise upon their death: A newly emerged Tentaculat with full TUs and a hunger for tasty X-COM flesh. Note that this will be a Tentaculat at base stat levels that have not been adjusted by difficulty level. This is a reprieve on Superhuman difficulty, but a curse on Beginner difficulty. Striking the killing blow on a Tentaculat with a Phosphorous attack will interrupt the hatching process, and no Zombie will emerge from its corpse.<br />
<br />
Zombies can only be found where there are already Tentaculats which (thankfully) means that X-COM doesn't have to worry about [[Civilian]]s feeding these things.<br />
<br />
Methods of disposal: Ranged weapons preferred over melee weapons due to the danger of being too close, though melee weapons are probably the most effective if one is willing to risk being next to a dead Zombie when the Tentaculat emerges. HE is good, Sonic, and Gauss are fine, AP is weak. It is not wise to kill them if one cannot also eliminate the resulting Tentaculat. If this is not possible, it is better to flee and let the Zombie pursue, as they are very slow.<br />
<br />
There is no in-game UFOPedia entry for this creature, as they cannot be captured or researched - not even corpses can be recovered. The grainy image above is from X-COM tactical video footage.<br />
<br clear="all" /> <br />
See also: [[Tentaculat]]<br />
<br />
===Xarquid===<br />
[[Image:Xarquid.png|Japanese delicacy]]<br />
<br />
One of the less common TFTD units. They resemble a giant nautilus that move backwards, with their tentacles facing the front. <br />
<br />
They have decent stats they don't seem to move around much, preferring instead to 'camp' a particular location and use their good reflexes to tag intruders with their particle cannon, which is roughly equivalent to the [[Sonic Cannon]], making it fairly decent at cracking X-COM armor. Xarquids are one of the few aliens with decent armor ratings but, being large units, are very vulnerable to explosives or stun damage.<br />
<br />
Xarquids are normally found in the company of [[Gillman|Gillmen]] on underwater missions, and occasionally in the company of [[Mixed Crew]] on land missions (likely a bug or design oversight).<br />
<br />
Methods of Disposal: Explosives and drills preferred. Sonic will work, but multiple hits are required. Gauss and harpoons are ineffective. They are almost immune to M.C. attacks.<br />
<br clear="all" /><br />
See also: [[Xarquid]] | [[Gill Man]]<br />
<br />
===Triscene===<br />
[[Image:Triscene.png|Jurassic Farce]]<br />
<br />
Another rare unit, the Triscene can be a formidable foe as it combines high TUs and Healt with very strong armor as well as having a powerful, accurate sonic attack backed up with a very strong melee attack. It is roughly equivalent to the [[Sectopod]] of the First War.<br />
<br />
While a dangerous foe, its biggest weakness is its non-existent underside armor, which means it can be be felled with almost any explosives, sometimes just a single [[Magna-Blast Grenade]].<br />
<br />
Triscenes are found in the company of Mixed Crews, exclusively on land missions.<br />
<br />
Methods of Disposal: Explosives. Powerful melee weapons can work, but approaching the Triscene is risky. Sonic attacks are relatively effective on the lower difficulty levels, but even Sonic Cannons are mostly useless on Superhuman. They are almost immune to M.C. attacks.<br />
<br clear="all" /><br />
See also: [[Triscene]]<br />
<br />
<br />
==See Also==<br />
*[[Alien Stats (TFTD)]]<br />
*[[Damage Modifiers (TFTD)]]<br />
*[[Overviews of Aliens|Overviews of Aliens (UFO Defense)]]<br />
<br />
[[Category:TFTD]]</div>Darkpasthttps://www.ufopaedia.org/index.php?title=User_talk:Darkpast&diff=114540User talk:Darkpast2023-06-15T18:12:23Z<p>Darkpast: /* Taking stock */</p>
<hr />
<div>==Request==<br />
While you're uploading in-game images from Apoc, would you mind getting the inventory sprites of 1) alien artefacts, 2) vehicle weapons/equipment? There's none on here at the moment and I'm not sure how to do it myself. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 08:07, 20 May 2020 (UTC)<br />
: Unfortunately I don't know how to extract the sprites from the files; the images I uploaded are just cropped screenshots. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 17:50, 20 May 2020 (UTC)<br />
::Would you mind grabbing a pic of Corporate Hoods to go with your pics of the other sorts of humans on [[Population (Apocalypse)]]? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 04:33, 9 July 2020 (UTC)<br />
:::Yeah, I'll grab one as soon as I get round to it. The Police pic is also kinda dark so I'll see if I can get a better one. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:22, 9 July 2020 (UTC)<br />
::Thanks a bunch. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 08:11, 9 July 2020 (UTC)<br />
<br />
== Acceleration ==<br />
<br />
My testing in Apoc has not shown the Acceleration stat to actually do anything, so I'm kinda conflicted about whether we should include it in tables. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:06, 10 June 2020 (UTC)<br />
* I had no idea... Yeah, no point in including it if it doesn't do anything - unless possibly if this is changed in OpenApoc. By the way, does the engine's Power stat do anything? And can any vehicle's weight actually slow it down? [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 06:31, 10 June 2020 (UTC)<br />
::Actually, scratch that; with hacking to extreme values I was able to get a noticeable effect out of it, or at least an effect for both Power and Weight (Acceleration = Power/Weight, though I'm not 100% sure that the 1-10 range allowed for displayed Acceleration is the real range). It seems to affect turn rate and response delay, although turn rate also depends directly on the craft (a Hoverbike with Acceleration 10 will do a 180-degree turn ''much'' faster than a Valkyrie with Acceleration 10). The issue I was having was that changing engine (without hacking the engines) also changes max speed (so I couldn't tell whether it was Acceleration or simply speed) and while changing the Weight frequently changes the displayed Acceleration the effect is imperceptible (hacking a part to weigh 20000, though, is enough to have an obvious discrepancy in turn rate and response time). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 10:32, 10 June 2020 (UTC)<br />
:::Interesting finds, there sure is an incredible amount of detail in some aspects of Apoc, even though they're often barely perceptible in-game. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:39, 11 June 2020 (UTC)<br />
<br />
== Wow Android civilians and other findings in Unused Game Features ==<br />
<br />
Wow Android civilians and other findings in 'Unused Game Features'<br />
great finding Darkpast! thx<br />
<br />
==Graph==<br />
If needed for the "Raid Loot Table" page. Please use this and edit if you want (eg: removing terse wording):<br />
: Thank you. Before I put up the page, I still need to figure out if there's anything that affects the items spawned. I've heard that Tech Level is a factor. For example, a Lawpistol may be replaced by a Plasma Gun if Tech Level is high. I'll see if one of the coders working on OpenApoc can help. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:32, 6 August 2022 (CEST)<br />
<br />
==Spawned Items==<br />
The numbers indicate quantity.<br><br />
Note: terse<br />
{| {{StdCenterTable}}<br />
|||[[Image:Apoc_govt_icon.png]]||[[Image:Apoc_megapol_icon.png]]||[[Image:Apoc_sirius_icon.png]]||[[Image:Apoc_marsec_icon.png]]||[[Image:Apoc_sd_icon.png]]||[[Image:Apoc_gm_icon.png]]||[[Image:Apoc_cyberweb_icon.png]]||[[Image:Apoc_ts_icon.png]]||[[Image:Apoc_solmine_icon.png]]||[[Image:Apoc_sensovision_icon.png]]||[[Image:Apoc_lifetree_icon.png]]||[[Image:Apoc_nutrivend_icon.png]]||[[Image:Apoc_evonet_icon.png]]||[[Image:Apoc_sanctuary_icon.png]]||[[Image:Apoc_nanotech_icon.png]]||[[Image:Apoc_energen_icon.png]]||[[Image:Apoc_synthemesh_icon.png]]||[[Image:Apoc_gravball_icon.png]]||[[Image:Apoc_psyke_icon.png]]||[[Image:Apoc_diablo_icon.png]]||[[Image:Apoc_osiron_icon.png]]||[[Image:Apoc_self_icon.png]]||[[Image:Apoc_mutant_icon.png]]||[[Image:Apoc_extropians_icon.png]]||[[Image:Apoc_technocr_icon.png]]<br />
|-<br />
|[[Megapol AP Grenade|AP Gren]]||1||1||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||1||1||1||1<br />
|-<br />
|[[Megapol Stun Grenade|Stun Gren]]||1||1||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||||1||1||1<br />
|-<br />
|[[Marsec Proximity Mine|Prox Mine]]||1||||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||1||1||1||1<br />
|-<br />
|[[Marsec High Explosive|Hi-X]]||1||||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||1||1||1||1<br />
|-<br />
|[[Megapol Lawpistol|Lawpistol]]||1||||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||||||1||1||1<br />
|-<br />
|[[Marsec M4000 Machine Gun|M4000]]||1||||||1||1||1||1||1||||1||1||1||1||1||1||1||1||1||1||||||1||1||1||1<br />
|-<br />
|[[Megapol Laser Sniper Gun|Laser Rifle]]||1||||||1||||||||||||||||||||||||||||||||1||||1||||||<br />
|-<br />
|[[Megapol Auto Cannon|Autocannon]]||1||1||1||||1||1||1||1||||1||1||1||1||1||1||1||1||1||||||1||2||1||1||1<br />
|-<br />
|[[Megapol Plasma Gun|Plasma]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Marsec Heavy Launcher|Hvy Launch]]||||||||1||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Marsec Minilauncher|Mini Launch]]||||||||1||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Megapol Stun Grapple|Grapple]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Power Sword|Sword]]||||||||1||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Mind Shield (Apocalypse)|Mind Shield]]||||||||1||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Mind_Bender|Mind Bender]]||||||||1||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Medi-Kit (Apocalypse)|Medikit]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Motion Scanner (Apocalypse)|Motion Scan]]||||||||1||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Psiclone]]||||||10||||||||||||||||||||||||||||||||10||10||10||6||6||||<br />
|-<br />
|[[Elerium (Apocalypse)|Elerium]]||8||3||||1||8||8||8||8||15||8||8||8||8||8||8||8||8||8||2||2||2||2||2||8||8<br />
|-<br />
|[[Megapol_Armor|Meg.Head]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Megapol_Armor|Meg.Chest]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Megapol_Armor|Meg.Left Arm]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Megapol_Armor|Meg.Right Arm]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Megapol_Armor|Meg.Legs]]||||1||||||||||||||||||||||||||||||||||||||||||||||<br />
|-<br />
|[[Marsec_Armor|Mar.Head]]||||||||1||||||||||||||||||||||||||||||||1||||||||||<br />
|-<br />
|[[Marsec_Armor|Mar.Chest]]||||||||1||||||||||||||||||||||||||||||||1||1||||||||<br />
|-<br />
|[[Marsec_Armor|Mar.Left Arm]]||||||||1||||||||||||||||||||||||||||||1||||||||||||<br />
|-<br />
|[[Marsec_Armor|Mar.Right Arm]]||||||||1||||||||||||||||||||||||||||||||||1||||||||<br />
|-<br />
|[[Marsec_Armor|Mar.Legs]]||||||||1||||||||||||||||||||||||||||||1||||||||||||<br />
|}<br />
<br />
==Taking stock==<br />
EsTeR says he's gone away. I want to do some reversion/rewrites here (I didn't particularly want to wage full-on edit war, but if he's left then there's no reason to leave UFOpaedia Apoc in this state), but I wasn't around for much of this so I don't have a good idea of which pages he did and didn't affect and ''in particular'' which pieces of information he actually full-on moved from one article to another vs. newly added vs. duplicated (in the case of stuff he moved, there's the question of which page it belongs on and we need to make sure we don't lose it, but in the case of duplications we generally want to remove one of the mentions to help undo the bloat).<br />
<br />
Do you have some idea of the shape of things? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 16:40, 18 November 2022 (CET)<br />
<br />
Sorry for replying so late, I wasn't active here for a while. Frankly, he changed most of the pages. Among other things:<br />
a) redoing the main page at https://www.ufopaedia.org/index.php/Apocalypse. I haven't compared it to the older version, so I guess this is where any major work on the Wiki should start.<br />
b) pretty much all the pages under "Battlefield Tactics & Gameplay" have been extensively changed and information shuffled around. I've lost track of what happened. It will take a *lot* of work to rewrite this.<br />
c) the pages on Damage Modifiers, Vehicles (the general pages, not the ones about specific vehicles), and Buildings have been significantly altered.<br />
d) at least the 4 pages on unused features have been consolidated into one. I don't think the old ones have been deleted though, but at least they aren't on the main page anymore.<br />
<br />
Other than that, I see several issues with the Apocalypse part of the Wiki, of which I would highlight:<br />
1) his writing style was very different from the one used on most of the pages, far more suited to a fanmade guide than a wiki - though, admittedly, some of the old pages also had a very "pub talk" style with lots of "you should do XY" which isn't really suited to a wiki, either. Some pages got "trimmed" yet had IMO superfluous info added (e.g. do we really need to describe what explosive damage is?). Spelling/writing standardization would also be nice - e.g. is it X-COM or X-Com? It would also be good to refer to things consistently - e.g. not talking about Security Guards in one article, Building Security in another, and just Guards in a third. Flying vehicles or airborne vehicles? And so on.<br />
2) there is still quite a bit of information that hasn't been verified. This is made worse by the fact that even the OpenApoc team seem to disagree on some things. For example, a lot of info on Organizations can be found floating around their Discord, but after consulting Skin36 and doing extensive in-game testing, I have found some of this info is just outright false - most glaringly, despite what some of the team claim, the Tips Book is outright wrong on the effects of allying with certain Organizations. Skin did mention he found there are quite a few places in the code that the "allied" flags are checked - but it's not obvious what they do.<br />
3) images are often not being displayed correctly. This appears to affect the entire wiki, but is especially visible in the Apocalypse part because so many new ones were added.<br />
[[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 20:12, 15 June 2023 (CEST)</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Cut_items_and_features_(Apocalypse)&diff=112304Cut items and features (Apocalypse)2022-10-28T08:38:34Z<p>Darkpast: /* Cityscape */ adding undeployed ground vehicles</p>
<hr />
<div>{{tocright}}<br />
=X-Com Apocalypse - History=<br />
A collection of features cut from the final release:<br />
* Hidden features which can be easily found in the game folders.<br />
* Removed items with some remnants of their intended purpose found by exploring the game code.<br />
* Pre-release beta versions containing some working features but were cut to meet a production deadline.<br />
* Features mentioned throughout the production timeline but were removed.<br><br />
and<br><br />
* Supporting information relevant to the official release.<br />
<br />
==Introduction==<br />
Two excerpts from the official '''Mythos Games''' website explaining a vision of what the game could have been, versus the reality of hardware limitations and time restrictions.<br />
<br />
<pre><br />
After completing this game I know how Francis Coppola felt after filming 'Apocalypse Now'. Just about everything that could go wrong did go wrong, and the amount of effort required to pull it into shape was immense. After three years of hard work and five different producers 'X-Com: Apocalypse' finally hit the streets. The initial game design was definitely too ambitious and too complex. The aim was to recreate in some detail the events, organisations and personalities within a futuristic megalopolis. Each corporation had a leader who could be tailed, arrested, interrogated or assassinated. Organisations could buy and sell buildings as their financial fortunes changed. X-COM agents could spy on other organisations to gain valuable information. A sophisticated diplomacy display allowed the player to instigate aggressive or defensive alliances with other organisations.<br />
There were multiple alien dimensions, generated pseudo-randomly, and the aliens gradually expanded their empire as the game progressed. The game also featured a scenario generator and multiplayer options using a hotseat turn based system or a real time LAN option. Most of these features were implemented to some degree, but were finally stripped out due to the horrendous amount of work involved in QA and debugging. We decided right at the start of the project to include an option for real time tactical combat or turn based. This decision alone caused many of the headaches for the programmers, but the final implementation of the real time combat stands up as a truly innovative system.<br />
</pre><br />
<br />
Source:<br><br />
*http://www.strategycore.co.uk/databank/games/x-com-apocalypse/concepts<br />
*http://web.archive.org/web/19990222062040/http://www.mythosgames.com/history.htm#Apocalypse<br />
<br />
<pre><br />
Game Storyline<br />
The year is 2084 and human civilization has undergone some fundamental changes since the last alien incursion. In an attempt to overcome Earth's problems without abandoning the planet altogether, self-contained cities called Megalopolises were erected around Earth in the year 2046.<br />
Game Play<br />
The majority of the game play takes place within the largest Megalopolis on the planet, MegaPrime. This vast city, however, is more than just a combat zone. To play the game well, players must immerse themselves in the society of Megalopolis, learning key information through interrogation of suspects and the investigation of organizations within the city. At the start of each game, the city of Megalopolis, the character skill sets and the alien universe are all uniquely generated to increase game replayability.<br />
The in-game action of X-COM<br />
Apocalypse falls into three distinct phases. The player investigates many strange, inexplicable incidents throughout the city. Inevitably these lead to conflicts with alien entities and their servants, in all kinds of locations within the city. The second phase features aliens beginning to send their larger invasion forces into direct, real-time combat with X-COM attack craft above the city. The final phase involves real-time squad level combat action sequences using an updated version of the familiar X-COM combat system. The aliens invade the city, running amok in the huge buildings and drawing players into the strange alien dimension. Players can choose either turn-based or real-time combat.<br />
Additional Game Features<br />
The X-COM agents have the same abilities as in the earlier X-COM titles with many additions including interrogation skill, perceptive ability, biochemistry, quantum physics understanding, forensics, engineering, sanity, driving skill and flying skill. The action is more lifelike, featuring SGI-rendered agents and aliens that can crawl, jump, climb, kneel, stand, run and walk.<br />
</pre><br />
<br />
Source:<br><br />
*https://web.archive.org/web/19961221153122/http://www.microprose.com:80/corporatedesign/press/xcomapoc.html<br />
SGI:<br><br />
*https://en.wikipedia.org/wiki/SGI_Visual_Workstation<br />
<br />
==Pre-Release Versions==<br />
There are four '''builds''' known before the final version:<br />
*'''Debug''' Only sent out to "Quality And Assurance/Debuggers", no public release. This X-Com Apocalypse version contained all of the cut content and cut functionality in its current state at that time before it was removed. Additional options were unique cheats to aid in testing the game. A total of nine randomly generated alien dimensions were planned (three were complete) with an alternate ending if X-Com did not find all nine alien worlds.<br />
<pre><br />
Alternate endings:<br />
1) Earth is destroyed due to X-Com's failure to succeed in combat, destructon of all bases, excessive negative funding. (Very Bad Ending)<br />
2) Planet Earth is teleported into the main alien dimension due to massive infiltration then stripped of resources with the remaining population becoming slaves or food. (Bad Ending)<br />
3) X-Com destroys the main alien dimension but does not discover the other dimensions which the aliens have populated. Earth appears to have been saved but is eventually destroyed as revenge. (False-Win ending) <br />
4) The main alien dimension is either destroyed or sealed once all other dimensions are discovered or conquered. (Good Ending).<br />
</pre><br />
*'''First Beta''' This X-Com Apocalypse version was unstable due to the removal/disabling of ''content and functionality'' which was chosen earlier to be cut. The nine dimensions were scrapped in favour of just one human world and one alien world with the main antagonist being the Micronoid lifeform. (Alternate Endings #1 and #2 were combined when the player lost (Bad Ending) with a new winning ending being made: ''"We did it! Yeeessss!"'' (Good Ending). It frequently crashed due to missing data, a broken research tree, and program critical errors. It was not possible to complete the game unless cheats or work-arounds were used. A working "Skirmish Mode" and a "Multiplayer(Peer-To-Peer) Mode" were present but was prone to errors and desynchronisation.<br />
*'''Official Demo''' An official public release made available on 15th April 1997. It contains a single, playable battlescape combat mission.<br />
*'''Second Beta''' Not intended for wide public distribution. A common pre-release build of X-Com Apocalypse which was mostly complete except for intermittent crashes and missing graphics in certain areas. Remnants of the cut content and cut functionality were present within the gamefiles but all had been removed or disabled when playing the game, with a few exceptions. Some of the disabled content is still present within the installation and can be found via [[Utilities_(Apocalypse)|editors]] but has no use in-game. The executable (xcomapoc.exe) has a date of 12th June 1997 which is after the official game release due to planned patches and corrections. This build contains remnants of the "Skirmish Mode" with complete removal of "Multiplayer Mode", which did not work.<br />
====Final Release====<br />
Once the game was stable, two global versions were released in 1997 on compact disc. A United Kingdom (UK) version and a United States (US) version with both using DOS-version files:<br><br />
'''DOS''' versions use UFO2P4.exe and TACP4.exe. These are the original final-version files. Common on CDs.<br><br />
'''Windows''' uses UFO2P.exe and TACP.exe These are the enhanced final-version files made specifically for the WIndow95 operating system. Digital distributions use the Windows files versions. [[Known_Bugs_(Apocalypse)#Executables:_Old_Or_New|Some may not]].<br />
There are minimal differences between the two with the most obvious being the different title screens for the two regions.<br />
<gallery><br />
Image:Title_Red_(Apocalypse).png|frame|300px|UK version Title Screen<br />
Image:Title_Blue_Apocalypse.png|frame|300px|US version Title Screen<br />
</gallery><br />
<br />
=Cut, Deleted, Removed, Hidden=<br />
* "UFOpaedia" text is sourced from '''UFOPAEDI/paedia.mt''', from the commercial release of X-Com Apocalypse.<br />
* "In-game text" is any text that appears within the Agent Equip screen or if on a battlescape when using the cut content.<br />
* "Debug text: only appears if any previous versions had relevant text.<br />
<br />
===Name Change===<br />
Mega-Primus was originally called "MegaPrime"<br />
<br />
==Agent Equipemnt==<br />
<br />
===Mind Shield===<br />
[[Image:Cut_Item_MndShld_(Apocalypse).png|left]]<br />
[[Image:xcom3-mindshield.png|200px|right]]<br />
UFOpaedia: The Mind Shield is an expensive, clumsy device which protects the wearer from Psionic attacks.<br><br />
In-game text: <none><br><br />
Debug text: Psionically Protect Unit, Lend Psionic Strength, Psi-Drain, Psi-Lend, Psi-Unpanic, Psi-Unstun.<br><br />
<br />
This device was intended, as text above, to complement an agent's [[Psionics_(Apocalypse)|psionics skills]] and functionality. The removal of this device was not complete and it still can be found within [[Marsec]] owned buildings when performing a raid however, it can only increase an agent's Psi-Defence skill when it is active (denoted by a white outline) and held in the hand. The device has an unintented effect of permanently increasing the Psi-Defence attribute if the Mind Shield remains active when the mission is completed or that agent has escaped the battlescape.<br />
<br clear="all"><br />
<br />
===ForceWeb===<br />
[[Image:Cut_Item_ForceWeb_(Apocalypse).png|left]]<br />
[[Image:xcom3-forceweb.png|200px|right]]<br />
UFOpaedia: An energy beam device which can render a target immobile for a short period of time. The target remains conscious but is unable to move or use equipment.<br><br />
In-game text: <none><br><br />
<br />
This weapon was to behave like weak version of the [[Megapol_Stun_Grapple|Stun Grapple]] but with a local area-effect stun. It was designed to capture multiple small units within a small 3x3 area or for use against a single large alien. Prior to removal, the stun grapple was unable to affect large lifeforms so this was the weapon to use. The Beta version of the game has a working weapon but without any animation effect. It was to use the Energy Pod ammunition. The fire-weapon sound effect is the same as the Stun Grapple.<br />
<br clear="all"><br />
<br />
===Dimension Destabilizer===<br />
[[Image:Cut_Item_DimenDestab_(Apocalypse).png|left]]<br />
[[Image:xcom3-destabilizer.png|200px|right]]<br />
UFOpaedia: An X-COM developed Disruptor Beam weapon based on Alien technology. It is a faster firing and more effective weapon than the Devastator Cannon.<br><br />
In-game text: Destabilization. A device based on disruption field research which could be used disable Alien disruption shields.<br><br />
<br />
This weapon was to be an X-Com derived version of the alien's disruptor weapon technology with the same recharging function but able to fire rapidly. Intended to fit between the [[Disruptor_Gun|Disruptor Gun]] and the [[Devastator_Cannon|Devastator Cannon]] within the research tree. Energy Pod ammunition is relevant to this weapon somehow but having a recharging function may have been caused errors, prompting removal. The fire-weapon sound effect is the same as the Devastator Cannon. <br />
<br clear="all"><br />
<br />
====Energy Pod====<br />
[[Image:Cut_Item_EnrgPod_(Apocalypse).png|left]]<br />
[[Image:xcom3-energypod.png|200px|right]]<br />
UFOpaedia: <none><br><br />
In-game text: Disruptor Beam<br><br />
<br />
This ammunition object is used by two weapons: ForceWeb and Dimension Destabiliser. This ammunition does not work. [[Transtellar]] facilities may still have this item appear within their buildings (from raiding) in early versions of the game. See [[Known_Bugs_(Apocalypse)#Pentium_or_DOS_Versions|DOS vs Pentium versions]].<br />
<br clear="all"><br />
<br />
===Dimension Force Field===<br />
[[Image:Cut_Item_DimenFF_(Apocalypse).png|left]]<br />
[[Image:xcom3-forcefield.png|200px|right]]<br />
UFOpaedia: <none><br><br />
In-game text: Incendiary<br><br />
<br />
This weapon has no effect and has an unknown purpose. The name suggests it was used to project a defensive barrier as a sort of instant [[Take_Cover!|cover]] or to block passage through a doorway etc. Sound is unknown.<br />
<br clear="all"><br />
<br />
===Tracker Gun===<br />
[[Image:Cut_Item_TrackGun_(Apocalypse).png|left]]<br />
[[Image:xcom3-trackergun.png|200px|right]]<br />
UFOpaedia: NOT USED<br><br />
In-game text: Tracker Dart<br><br />
<br />
This weapon was used to ''tag'' units (typically VIPs) on the battlescape to allow them to be tracked across MegaPrime if they escaped the battlefield or if X-com units retreated and fled the mission. Their position would be similiarly marked as with X-Com agents when they use people tubes in the final release but would instead, use a "red man and yellow circle" icon. The "marked" person was then able to be stunned and captured on a subsquent mission (a raid?) and since they were "tagged" they would be sent to the '''Cells''' within an X-Com base. It used a fire-weapon sound unique to this weapon (TRAKGUN.RAW).<br />
<br clear="all"><br />
<br />
====Tracker Gun Clip====<br />
[[Image:Cut_Item_TrackGunAmmo_(Apocalypse).png|left]]<br />
[[Image:xcom3-trackmag.png|200px|right]]<br />
UFOpaedia: NOT USED<br><br />
In-game text: Tracker Dart<br><br />
This ammunition object is used by the Tracker Gun. It used an ammunition-impact sound unique to this projectile (TRAKHIT.RAW).<br />
<br clear="all"><br />
<br />
===Multi-Tracker===<br />
[[Image:Cut_Item_MultiTrack_(Apocalypse).png|left]]<br />
[[Image:xcom3-multitracker.png|200px|right]]<br />
UFOpaedia: NOT USED<br><br />
In-game text: <none><br><br />
<br />
This device was used to locate ''tagged'' individuals on the battlescapse which were earlier marked with the Tracker Gun. The device uses a mini-map screen similiar to the in-game [[Motion_Scanner_(Apocalypse)|Motion Scanner]] but only displays the marked target and the user as a simple white dot. <br />
<br clear="all"><br />
<br />
===Alien Detector===<br />
[[Image:Cut_Item_AlnDet_(Apocalypse).png|left]]<br />
[[Image:xcom3-detector.png|200px|right]]<br />
UFOpaedia: <none><br><br />
In-game text: <none><br><br />
<br />
This device was used to find [[Micronoid_Aggregate_(Apocalypse)|Micronoid]] infected units that were not currently hostile to X-Com within the battlescape. The game allowed some infected units to not automatically become hostile as a way to infiltrate an organisation at a later time, by not being killed. The device uses a mini-map screen similiar to the in-game Motion Scanner but is more accurate and uses coloured dots.<br />
<br clear="all"><br />
<br />
===Psi-Grenade===<br />
[[Image:Cut_Item_PsiGren_(Apocalypse).png|left]]<br />
[[Image:psibomb.png|200px|right]]<br />
UFOpaedia: A device which causes a Psionic disruption blast. Any target with high Psionic capability is particularly vulnerable to Psi-grenades. The blast will drain Psi-energy and possibly render the target unconscious.<br><br />
In-game text: Psi-Blast<br><br />
<br />
This weapon was a thrown grenade which, upon exploding, would cause units to "Panic" by reducing their Psi Strength, Psi Defence skills would also reduce their [[Agents_Stats_(Apocalypse)#Morale.2FBravery|Bravery]] attribute based on a percentage calculation. The effect of this grenade, "Psionic Blast", was removed also. Does not use any sound effects.<br />
<br clear="all"><br />
<br />
==Facilities==<br />
<br />
===Security Turrets===<br />
[[Security_Station_(Apocalypse)|Security turrets]] were used within some X-Com facilities. Turrets were used to suppress any uprisings and to thwart any attempt of rescue of prisoners or live aliens during a [[Base_Defense_(Apocalypse)|base defence]] mission. [[Alien_Containment_(Apocalypse)|Alien Containment]] in the final version still has the turrets pictured within the UFOpaedia entry but these do not appear if the facilty is built. Other facilites which were cut also had some security functionality. Security Stations are the only facilities in the final version which use turrets.<br />
<br />
===Advanced Alien Containment===<br />
[[Image:Cut_Facil_AlnCont_(Apocalypse).png|left]]<br />
[[Image:xcom3-bigaliencont.png|200px|right]]<br />
UFOpaedia: NOT USED IN GAME ANYMORE!<br><br />
In-game text: To secure and research large or dangerous Alien life forms<br><br />
<br />
An X-Com facility which was an advanced version of the normally available Alien Containment. It was designed to hold the large lifeforms ([[Psimorph_(Apocalypse)|Psimorph]], [[Megaspawn_(Apocalypse)|Megaspawn]], [[Overspawn_(Apocalypse)|Overspawn]] and [[Queenspawn_(Apocalypse)|Queenspawn]]) and had its capacity tripled. An extra function of this facility was to allow X-Com agents to interrogate the aliens to extract information. [[Advanced_Security_Station_(Apocalypse)|Advanced security turrets]] were present.<br><br />
<br clear="all"><br />
<br />
===Cells===<br />
[[Image:Cut_Facil_Cells_(Apocalypse).png|left]]<br />
[[Image:xcom3-cells.png|200px|right]]<br />
UFOpaedia: NOT USED<br><br />
In-game text: <none><br><br />
<br />
An X-Com facility intended as a prison to hold hostages, criminals, politicians, etc. It functioned as similiar to laboratories but agents were assigned to interrogate prisoners by using their (cut) skills of Interrogate, Perception, etc. Security turrets were present. <br />
<br clear="all"><br />
<br />
===Advanced Cells===<br />
NO IMAGES REMAIN of this cut item.<br> <br />
UFOpaedia: <none><br><br />
In-game text: <none><br><br />
An X-Com facility intended as a prison which had further functionality to that of the smaller Cells. The Advanced Cells added torture as an additional interrogation technique. This was cut early due to corrupted graphics, error-prone turrets, program crashes etc. Advanced security turrets were present.<br />
<br clear="all"><br />
<br />
===Repair Bay Vehicles===<br />
[[Image:Xcom3-Vehicles-in-Repair-Bays-showed-up-in-Combat.jpg|thumb|left|200px|Annihilator]]<br />
[[Image:Xcom3-Vehicles-in-Repair-Bays-showed-up-in-Combat-policecar.png|thumb|right|200px|Police car]]<br />
Base defence missions which contained a [[Vehicle_Repair_Bay_(Apocalypse)|Vehicle Repair Bay]] would have a vehicle appear inside the facility. The vehicle was vunerable to damage and could be destroyed. The cut feature was removal of an vehicle appearing but the facility remained in the final version and still has a vehicle pictured.<br />
<br clear="all"><br />
<br />
==Units==<br />
<pre><br />
Each corporation had a leader who could be tailed, arrested, interrogated or assassinated. X-COM agents could spy on other organisations to gain valuable information. "Mythos Games"<br />
</pre><br />
* Every [[Organizations|organisation]] had a Leader which usually resided within their [[Corporate_HQ_(Apocalypse)|Corporate Headquarters]] or [[Temple_of_Sirius_(Apocalypse)|Temple]] but was able to travel around MegaPrime to conduct 'business' such as extortion, coercion, sabotage, assassination, etc.<br />
* Each organisation could recruit a Spy with a set of skills that allowed them to assume the identity of others, obtain information by stealth, influence their command structure, steal technology, assassinate etc.<br />
<br clear="all"><br />
===Politicians And ''Very Important People''===<br />
[[Image:Vipttl.png|left|200px|"Vipttl.pcx" UFOpaedia Title Page - VIPs]] <br />
UFOpaedia: <nowiki>!!!!Blank - Unused (WAS VIP TITLE PAGE)</nowiki><br><br />
In-game text: <none><br><br />
Debug text: VIPs, Police Chief, Politician, Corporate Boss, Gang Boss, Alien Attacks VIP, Crazed VIP Attacks VIP, VIP spotted. Do you wish to tail this VIP?, Observe VIP.<br><br />
<br />
These unit types were able to be captured via the Tracker Gun weapon and then placed into the Cells facility. Information extracted via interrogation provided details of alien infestations, inter-organisation relationships and possible unit locations. If the imprisoned unit was not longer useful, a ransom could be offered to return this inportant person, or they could be executed if deemed a threat.<br />
<br clear="all"><br />
<br />
===Gang Leaders===<br />
[[Image:S-title.png|200px|left]]<br />
[[Image:CultLdr_Batt_360_(Apocalypse).png|frame|right|Cult Of Sirius Leader]] <br />
[[Image:GangLdr_Batt_360_(Apocalypse).png|frame|right|Diablo Gang Leader]]<br />
UFOpaedia: <none><br><br />
In-game text: <none><br><br />
Debug text: Squad Leader, Gang Leader, Cult Leader, Gangster, Psiclone Gang.<br><br />
<br />
These unit types were used in the game as similair to Politicians and VIPs. All unique characters were removed except the two pictured.<br />
<br clear="all"><br />
<br />
===Android Civilians===<br />
[[Image:Android_civilian.png|left]]<br />
UFOpaedia: <none><br><br />
In-game text: <none><br><br />
<br />
These unit types were used to complement MegaPrime's varied population. Cut early however remnants can be found when "Probe Unit" or "Control Unit" is used against civilians and security. Their portrait picture may show an Android image but everyone (by attributes) is classed as human. No hybrid portraits are present anywhere unless hired by X-Com.<br />
<br clear="all"><br />
<br />
==Agent Abilities And Skills==<br />
*'''Interrogation'''<br><br />
An agent's skill in persuading imprisoned units to divulge information and to influence an organisation diplomatically. Agents were assigned to the "Cells" facility and had a graded ability similiar to the 60&harr;100 skill of technical personel.<br><br />
*'''Perception'''<br><br />
An agent's skill which complemented their ''Interrogation'' skill when interacting with prisoners. Perception also influenced an agent's ability to notice things on the battlescape and improved their accuracy and reaction attributes.<br><br />
*'''Forensics'''<br><br />
[[Image:Xcom3-investigate-alien-sctructure.png|200px|right]]<br />
An agent's skill which complemented the ''Perception'' skill when looking for obscure information within a battlescape such as evidence of alien infestation within buildings, humans infected with Mriconoids, clues to other alien dimensions, etc. It would also assist in successful extortion of an organisation if objectional evidence was found after a ''stealth'' styled mission. An important skill which was needed to discover the intended purpose and any weakness of alien-owned building targeted for future destruction.<br><br />
*'''Sanity'''<br><br />
An agent's skill which was comparable to Psi-Defence against psionic attacks. The sanity of an agent determined their willpower to resist interrogation by others, to remain undetected when performing an undercover operation, and influenced their resistance to psionic manipulation. Further discovery of cut features was that the worse an agents sanity, the harder it was for psionics to affect them.<br><br />
*'''Climb'''<br><br />
[[Image:Cut_Agent_Climb_(Apocalypse).png|frame|right|Climbing]]<br />
An agent's ability to traverse difficult areas by using a unconventional approach useful for stealth and covert operations. <br><br />
*'''Driving''' <br />
An agent's ability which determined the maximum speed they could drive safely, evade hostile fire, weave through traffic, etc. An agent could be placed within the vehicle as a designated driver but this was removed in favour of autonomous robotic drivers.<br><br />
*'''Flying'''<br><br />
An agent's ability to safely pilot a flying vehicle at maximum speed, effectively evade fire, accurately fire craft weapons, etc.<br><br />
*'''Swimming'''<br><br />
An agent's ability to traverse bodies of water at speed and efficiency.<br><br />
*'''Technical Skill'''<br><br />
Biochemists, Quantum Physicists and Engineers each have an aptitude for their relevant profession. Each type possessed skills for another profession, but at a lower competancy. This may have allowed a mix of professionals to assist others.<br />
:'''Bio-Chemists''' have 10&harr;50 skill in Quantum Physics.<br><br />
:'''Quantum Physicists''' have 10&harr;50 in Biochemistry and also 10&harr;30 skill in Engineering.<br><br />
:'''Engineers''' have 10&harr;-30 skill in Quantum Physics.<br><br />
<br />
==Organisations And Relations==<br />
<br />
===Diplomacy===<br />
Diplomatic posturing between organisations cut early.<br />
<gallery><br />
Image:Xcom3-diplomacy-early-interface-standings.png|Relations Overview<br />
Image:Xcom3-diplomacy-early-interface.png|Relations Trend<br />
Image:Xcom3-diplomacy-early-interface-change.png|Confirm Actions<br />
</gallery><br />
<br />
===Real Estate===<br />
Buying and selling of buildings by auction. Cut very early in develppment.<br />
<gallery><br />
Image:Apoc_Cut_feature_building_auction.jpg|Building Selection<br />
Image:Apoc_Cut_feature_building_auction2.jpg|Confirm Actions<br />
</gallery><br />
<br />
==UFOpaedia==<br />
<br />
===Temple Of Sirius===<br />
[[Image:24sensod.png|200px|right]]<br />
UFOpaedia: <none><br><br />
In-game text: <none><br><br />
A UFOpaedia entry which was the old "Temple Of Sirius" building picture: '''24sensod.pcx'''. It has been replaced with '''33sirius.pcx'''.<br />
<br clear="all"><br />
<br />
===City Walls===<br />
[[File:29WALL.png|200px|frame|right|City Walls]]<br />
UFOpaedia: <none><br><br />
In-game text: <none><br><br />
A UFOpaedia entry which implied something about City Walls.<br />
<br clear="all"><br />
<br />
==Cityscape==<br />
<br />
===Building Names===<br />
<table {{StdDescTable}}><br />
<tr><td>Raven Reaches</td><td>Mahler Building</td><td>The Gugarin Institute</td><td>Lincoln Tower </td><td>The Armageddon Centre</td><td>Cyborg Institute</td><td>Descartes Towers</td><td>Stellar Apartments</td><td>Lone Ranger Apartments</td><td>Cyclops Mansions</td><td>Durruti Block</td><td>Blue Doctor Project</td><td>Enlightenment Towers</td><td>Renaissance Block</td><td>Slum City</td></tr><br />
</table><br />
<br />
Every building name which is numbered, each has three names. <building name ONE>, <building name TWO>, <building name THREE> with the only exception being Warehouse names, which go up to <Warehouse TWELVE>.<br />
<br />
===Undeployed ground vehicles===<br />
While organizations other than X-Com never buy military ground vehicles, Megapol and the gangs do have several Stormdogs in their starting vehicle pools, and Megapol also has a Griffon AFV. However, these military ground vehicles are never deployed. If a building owned by one of the mentioned organisations suffers damage, some of these ground vehicles may disappear from the pool. They will not be replaced.<br />
<br />
==Battlescape==<br />
<br />
===People Tubes===<br />
[[Image:Cut_Lvl_PplTube_(Apocalypse).png|frame|left|People Tubes corrupted palette]]<br />
[[Image:Xcom3-peopletubes.png|200px|right]]<br />
UFOpaedia: The People Tube network is the mass transit system for the whole city. The anti-gravity pathways suspend the traveler above the floor and safely propels them at speeds of about 25 miles an hour.<br><br />
In-game text: <none><br><br />
A UFOpaedia entry which is located within the "Buildings" entry. '''People Tubes''' is the only building within this category which cannot be chosen as a battlescape however, the normal text (above) remains in the game. Uses [[Shopping_Mall_(Apocalypse)|shopping mall]] features and geometry.<br />
<br clear="all"><br />
<br />
===Car Park===<br />
UFOpaedia: <none><br><br />
In-game text: <none><br><br />
A battlescape which was removed and replaced with a Shopping Mall map.<br />
UFOPAEDI folder contains '''04carprk.pcx'''.<br />
<br clear="all"><br />
<br />
===Hotel===<br />
UFOpaedia: <none><br><br />
In-game text: <none><br><br />
A battlescape which was removed and replaced with a [[Luxury_Apartments_(Apocalypse)|Luxury Apartments]] map.<br />
<br clear="all"><br />
<br />
===Atmosphere Processor===<br />
UFOpaedia: <none><br><br />
In-game text: <none><br><br />
A battlescape which was removed and replaced with a [[Hydro-Farm_(Apocalypse)|Hydro Farm]] map.<br><br />
UFOPAEDI folder contains '''04atmos.pcx''' which is identical to '''17police.pcx'''.<br />
<br clear="all"><br />
<br />
===Ruins===<br />
UFOpaedia: <none><br><br />
In-game text: <none><br><br />
A battlescape which was removed and replaced with a [[Slums_(Apocalypse)|Slums]] map.<br />
<br clear="all"><br />
<br />
===Spaceship===<br />
UFOpaedia: <none><br><br />
In-game text: <none><br><br />
A battlescape which was removed and replaced with a [[Space_Port_(Apocalypse)|Space Port]] map.<br />
<br clear="all"><br />
<br />
===Outdoor Parks===<br />
UFOpaedia: <none><br><br />
In-game text: <none><br><br />
A battlescape which was removed and replaced with a [[Procreation_Park_(Apocalypse)|Procreation Park]] map.<br />
<br clear="all"><br />
<br />
==Vehicles And Items==<br />
<br />
===Structure Probe===<br />
UFOpaedia: <none><br><br />
In-game text: <none><br><br />
<br />
This device was the 'point' on the front of the [[Dimension_Probe|Dimension Probe]] which had the purpose of 'probing' an alien building to discover any possible entry points and to get basic understanding of the structure's purpose. A squad of forensic specialists and supporting agents (see above: '''Agent Abilities And Skills''') were then able to land and explore the structure for evidence of advanced technology, its use, hidden accesses, and to find structural weaknesses to enable future destruction. As a cut device, the Dimension Probe vehicle no longer has any use however, it still can be built and used in the final version.<br />
<br />
===Vortex Analyser===<br />
UFOpaedia: <none><br><br />
In-game text: <none><br><br />
<br />
This device was used to scan the current [[Alien_Dimension_(Apocalypse)|alien dimension]] for any hidden [[Dimension_Gates|Dimension Gates]] after X-Com acquired knowledge of multiple alien worlds. If any vortices were detected, the Dimension Shifter device (see next) would be used to travel through the new gate, opening up another alien dimension. If research was accelerated by skipping directly to '''One Way To Win''', the main alien dimension could be accessed and others could be bypassed.<br />
<br clear="all"><br />
<br />
===Dimension Shifter===<br />
[[File:Cut_Veh_Dmnx2_Shft_(Apocalyspe).png|frame|left|Dimension Shifter: Equip & Battlescape]]<br />
[[Image:xcom3-dimshifter.png|200px|right]]<br />
UFOpaedia: NOT USED!<br><br />
In-game text: Transports a vehicle between dimensions.<br><br />
This device allowed an airborne craft to 'jump' to one of (planned) nine alien dimensions without needing a Dimension Gate by using previously identified but obscure 'Vortex'. Some [[Alien_Craft_(Apocalypse)|UFO]] crash recovery battlescapes in the final version still contain this Dimension Shifter device within the craft but it is not recovered when mission completes.<br />
<br clear="all"><br />
<br />
===Zorium===<br />
UFOpaedia: <none><br><br />
In-game text: <none><br><br />
An exotic-energy item or a vehicle fuel used for an unknown purpose. The X-COM series of games each introduced a new and rare exotic fuel used by the aliens ([[X-COM|X-Com1]] = [[Elerium-115|Elerium]], [[TFTD|X-Com2]] = [[Zrbite]]). It has been suspected that '''Zorium''' was to have been the exotic item specific to X-Com Apocalypse. <br />
<br clear="all"><br />
<br />
===Overspawn - Live===<br />
[[Image:xcom3-overspawnalt.png|right|200px]]<br />
UFOpaedia: This enormous creature is deposited by an Alien Mothership. Its primary objective appears to be destruction of the city and annihilation of X-COM bases. The terror and panic that it causes amongst the population indicates a change in Alien strategy. It is possible that they have abandoned their attempts at infiltration and are now only concerned with revenge and retribution against X-COM.<br><br />
In-game text: A gigantic monster that has ravaged the city.<br><br />
<br />
This lifeform is a large alien, bipedal vehicle within the final version. Is it not possible to capture one alive but it can be killed. The "Autopsy" is available, whereas the "alive" lifeform research is not.<br />
<br clear="all"><br />
<br />
===Overspawn's Weapons===<br />
According to [https://openapoc.org/forum/threads/inside-the-overspawn-and-craft-stun-weapons.299/| FilmBoy84's research], the Overspawn was originally supposed to have the ability to fire four types of bombs from the smaller mouths on its chest:<br />
* [[Disruptor_Bomb_Launcher_(Apocalypse)|Disruptor Bombs]]<br />
* [[Disruptor_Multi-Bomb_Launcher_(Apocalypse)|Disruptor Multi-Bombs]]<br />
* [[Stasis_Bomb_Launcher_(Apocalypse)|Stasis Bombs]]<br />
* Entropy Bombs (cut weapon)<br><br />
<br clear="all"><br />
<br />
==Alien Dimension==<br />
<br />
===Turret - Control Chamber===<br />
[[Image:Cut+Rebuilt-AlnBld06-Turret-(Apocalypse).png|left]]<br />
[[Image:Cut-AlnBld06-Contr-Turret-(Apocalypse).png|right]]<br />
This object is unknown in name or purpose. It is found (as shown, right) within the pyramid next to the orange pads at ground level. There are four. It is speculation only, but since the control chamber is such an important building, these objects may have been defence turrets of some fashion.<br><br />
The rebuilt image (as shown, left) is generated from tiles found within the game files. This is what it would have looked like.<br />
<br clear="all"><br />
<br />
===Turret - Organic Factory===<br />
[[Image:Cut-NoWork-AlnBld06-Turret-(Apocalypse).png|left]]<br />
These objects are found within the Organic Factory. The devices are defence turrets for the alien side to protect vunerable areas. There are multiple turrets placed in the walls and upon pedestals inside the various structures which contain the targets for destruction by X-Com forces. They are not active but fire a disruptor style weapon. They may work normally (unconfirmed) if using the CD made for the UK market. <br />
<br clear="all"><br />
<br />
===Unfinished Internal Architecture===<br />
[[Image:AlnBld03-Odd-BoneDoor-(Apocalypse).png|right]]<br />
Bone doors present within the third alien building, Alien Farm, inside the one of the larger landscape features with flat top and red 'carpet'. The doors are active and work but do not lead anywhere. These four (found so far) cannot be seen and must be dug out. The remainder of this landscape feature does not contain anything of interest but only solid fibrous wall sections as expected.<br />
<br clear="all"><br />
<br />
===Alien Building Capture===<br />
X-Com could acquire alien buildings which may have allowed the manufacture of UFOs.<br />
<br />
===Multiple Buildings===<br />
Alien structures within any of the nine dimensions were to be redundant. Multiple building of the same purpose were to be built to safeguard losing any specific type or particular purpose.<br />
<br />
===Deactivated Dimension Gates===<br />
Aliens could close dimension gates. This would deny inter-dimensional travel, could trap active X-Com craft in an alien dimension, halt re-inforcements, etc.<br />
<br />
===Grounded Access===<br />
https://www.youtube.com/watch?v=Rde1g6CQUt4<br />
Each alien structure was isolated from the others and no 'people tubes' connections between buildings were present. X-Com craft would land on the ground to enable access to an alien structure. Once the craft was on the ground it was extremely vunerable to damage and destruction.<br><br />
<br />
==Research==<br />
<br />
===One Way To Win===<br />
[[Image:xcom3-onewaywin.png|200px|right]]<br />
UFOpaedia: NOT USED<br><br />
In-game text: We must discover a way to beat the Aliens once and for all.<br><br />
This research topic was to have been the very last discovery when nine dimensions were planned. Knowledge of this building allowed proper completion of the game. See above: '''Pre-Release Versions'''<br />
<br clear="all"><br />
<br />
==Game Styles==<br />
'''Multiplayer'''<br><br />
[[File:CGSP_Apr97_Pg34_(Apocalypse).png|center]]<br />
Source: CGSP_1997_04_pg034.jpg<br><br />
Multiplayer was to be a feature. All alien lifeforms and all UFOs had their own inventory/equip screen so that humans and aliens could fight in a randomly generated skirmish.<br />
<br clear="all"><br />
<br />
<br />
'''Squad Icons'''<br><br />
[[Image:Cut-Icons-Squad7to10-(Apocalypse).jpg|left]]<br />
Icons not available in normal gameplay. These icons denote squad groups beyond the six that are available which appear above the heads of any units. The numbers: 7, 8, 9, and 10 to indicate squad number is missing. The rightmost icon is corrupted when an agent moves, leaving a trail. The leftmost icon is not grey but clear. It has no colour.<br><br />
These appear if [[Utilities_(Apocalypse)|changing]] any aliens '''Side''' to ''X-Com'' and control of '''A.I. Control''' to ''none''.<br />
<br clear="all"><br />
<br />
==Concept Art - Aliens==<br />
Tim White (1952-2020), an artist who created some conceptual illustrations of aliens for X-Com Apocalypse.<br />
<br />
[[Image:Xfunnelhead.JPG|right|X-FunnelHead]]<br />
<gallery><br />
Image:Acousticcreaturesmall.jpg|frame|Acoustic Creature<br />
Image:Alienwolf.jpg|frame|Alien Wolf<br />
Image:Demonoidmodelsmall.jpg|frame1|Demonoid<br />
Image:Megacarnosaur.jpg|frame|Mega Carnosaur<br />
</gallery><br />
<br />
==Sources==<br />
===The Cutting Room Floor===<br />
*https://tcrf.net/X-COM:_Apocalypse<br />
===StrategyCore===<br />
*http://www.strategycore.co.uk/databank/games/x-com-apocalypse/concepts<br />
===OpenApoc===<br />
*http://openapoc.org/threads/beta-observed-cut-functions-behaviours-items-and-units.241<br />
*http://openapoc.org/threads/beta-of-spies-interrogation-forensics-extortion-agent-skills-vips.278<br />
===Old Websites===<br />
*http://web.archive.org/web/19990222062040/http://www.mythosgames.com/history.htm#Apocalypse<br />
*https://web.archive.org/web/19961221153122/http://www.microprose.com:80/corporatedesign/press/xcomapoc.html<br />
===Tim White===<br />
*https://en.wikipedia.org/wiki/Tim_White_(artist)<br />
*https://scifinet.net/tim-white-2<br />
*https://web.archive.org/web/20131208051129/http://www.tim-white.co.uk/pages/sculpturegallerypage1.html<br />
<br />
=Map Editor=<br />
An easily accessible <u>cityscape</u> map editor hidden within the final version files. See [[Utilities_(Apocalypse)|Apatcher]].</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Talk:Organizations&diff=112303Talk:Organizations2022-10-28T06:44:46Z<p>Darkpast: </p>
<hr />
<div>== Raids ==<br />
<br />
Browsing around with Apoc'd, I see that there are several types of "raid" actions that organizations can conduct against their enemies. I'm looking for more concrete information on what the various types of raid actually mean. There exist:<br />
:Raid - this is the typical base attack using agents.<br />
:Attack - I have no idea what this is.<br />
:Illegal flyer - a flying vehicle or two attack an enemy building. Used only by Megapol and gangs.<br />
:Storm - again, no idea what this is. Used only by Megapol and gangs.<br />
[[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 05:25, 14 June 2020 (UTC)<br />
<br />
:Attack = you get a "Organisation attacked:" message on the scrollbar (e.g. "Organisation attacked: Psyke Attacked by: Megapol"). However, if X-COM is targetted nothing happens.<br />
:Raid = similar message, but if X-COM is targetted you get a base defence.<br />
:Storm = similar message, but if X-COM is targetted you get a base defence (no apparent difference in difficulty).<br />
:Illegal flyer = "An illegal flyer has been detected", and then they suicide two Hovercars/Hoverbikes (depending on current budget I think) against an enemy building (IIRC Megapol can also use Police Hovercars, and I've seen a single Valkyrie get used once, but these are pretty rare).<br />
<br />
:Note that any infiltrated organisation will use the Megapol/gangs table (which has a much higher likelihood of rolling something interesting, in addition to the "illegal flyer" possibility). When the Alien Takeover screen says "right and wrong no longer exists for these people" it's actually hinting at this. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 07:08, 14 June 2020 (UTC)<br />
<br />
:: Awesome, thank you. So this confirms that non-gang non-Megapol organizations don't attack you with vehicles (unless infiltrated). As for the vehicle used, it's possible it's just a random dice roll with an equal chance of each vehicle in the organization's vehicle park being selected. This would explain why Valkyries are so rare, as the gangs each have only a single Valkyrie at the beginning of the game (though they might buy more as the game progresses).<br />
:: Which brings me to another question - do organizations ever send out ground vehicles to defend their buildings? I tried attacking Diablo and they never seem to bring out their Stormdogs (the gangs always begin with three each). In fact, I levelled a Diablo building and they lost a Stormdog, but I didn't get a "vehicle destroyed" message. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 08:24, 14 June 2020 (UTC)<br />
:I don't know if Vehicle Parks are used for illegal flyer attacks, although the air units are definitely used for building defence (I've never seen military ground vehicles used apart from Megapol's Police Cars). Organisations can definitely buy new vehicle parks, although they can't do it instantly (it's possible to run an organisation out of vehicles, but if you come back a couple of hours later they'll have bought replacements). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 17:07, 14 June 2020 (UTC)<br />
<br />
::I've done more testing regarding Illegal Flyers and here's what I've concluded:<br />
::1) Illegal Flyers are taken from an Org's "Vehicle Park".<br />
::2) The game will always try to assign two attacking vehicles.<br />
::3) The game checks the vehicles in the Park in the following order: Police Hovercar, Phoenix Hovercar, Hoverbike, Valkyrie, Hawk.<br />
::4) The selection routine seems to go: is there more than one vehicle of that type in the Pool? If yes, assign it to attack the target building & repeat query. If no, go to the next type.<br />
::For example: Cult of Sirius has 2 Phoenix Hovercars, 3 Hoverbikes and 2 Valkyries. The game assigns 1 Phoenix Hovercar, but skips the other one as it is now the only remaining one in the Pool. It moves on to the Hoverbikes and assigns one. Now there are two vehicles so the attack can go ahead. It will consist of one Phoenix and one Hoverbike.<br />
::Example #2: Government has 1 Hoverbike and 2 Hawks. The game skips the Hoverbike as there is only one in the Pool and moves onto the Hawks. It selects one and assigns it to the attack. As there are no other vehicles, the attack will consist of one Hawk.<br />
<br />
::Regarding '''armed''' ground vehicles, I could never get an Org to deploy them, and it seems that a number of them disappear from the Vehicle Park every time one of the owner's buildings gets damaged. They are never replaced. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 20:24, 15 July 2020 (UTC)<br />
<br />
:Some testing of my own revealed a further wrinkle - illegal Police Hovercars do not produce the "An illegal flyer has been detected" message. This means that if the time setting is on Ultra Fast, the game will skip past them - if something else stops the clock within the next half-hour or so, the attack will commence then, but otherwise it'll go away. This would seem to be why illegal flyer attacks from Megapol don't show up very often - you're only stopped a few times a day.<br />
<br />
:Organisations do also seem to have to purchase vehicles for their vehicle park, which means that if you can bankrupt an organisation AND run them out of vehicle park they should be unable to launch illegal flyer attacks (raids can occur at negative balance, though). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 11:32, 16 July 2020 (UTC)<br />
<br />
::Just wanted to make sure - have you seen a bankrupt Organisation launch a raid "naturally" (without using Apoc'd to schedule it)? [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:23, 20 July 2020 (UTC)<br />
<br />
:Yes, the original thing that made me say that was getting raided by Osiron during an ordinary game after they'd gone into negatives from their slums being collateral damage. Just retested by making the gangs hate me and giving them all -$1M starting money - took a while, but eventually I got raided (they were raiding each other and Megapol from the get-go, but I wanted to get a raid on X-COM to be sure). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 09:24, 20 July 2020 (UTC)<br />
<br />
:: OK, thanks. Seems there isn't much point in bankrupting them, then. Illegal flyer attacks are rare and not very dangerous if you have any craft to speak of. I'm not sure whether the Police Hovercars and Hoverbikes can even damage buildings with their weapons. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 09:28, 20 July 2020 (UTC)<br />
<br />
:Megapol's Police Car and Police Hovercar patrols come out of their vehicle park; if you're hostile with Megapol, bankrupting them + shooting the cars down will eventually remove the distraction from UFO interception. Otherwise, though, I think you're right. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 11:04, 20 July 2020 (UTC)<br />
<br />
== Suggestion ==<br />
<br />
I was thinking that it may be better to replace the "Organizations Important to X-COM" section with a "Services Provided to X-COM" overview, e.g.<br />
<br />
<br><br />
<table {{StdCenterTable}}><br />
<th {{StdDescTable_Heading}} valign ="center">Organization</th><th {{StdDescTable_Heading}}>Services provided<br />
<tr><td align="left">[[Image:Apoc_govt_icon.png]] [[Government]]</td><td>weekly funding</td></tr><br />
<tr><td align="left">[[Image:Apoc_megapol_icon.png]] [[Megapol]]</td><td>sells agent and vehicle equipment; limited assistance vs. Alien Craft</td></tr><br />
<tr><td align="left">[[Image:Apoc_marsec_icon.png]] [[Marsec]]</td><td>sells ground and air vehicles, agent and vehicle equipment</td></tr><br />
</table><br />
<br><br />
<br />
And so on for all organizations that actually provide something to X-COM. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 09:46, 20 July 2020 (UTC)<br />
<br />
:I mean, I do have a rather-detailed guide to that on my user page, but I suppose we could whip up something more concise.<br />
<br />
:The big question is whether to include Psyke and to a lesser degree Cyberweb. Psyke "sells" Psiclone, but they never have any for sale unless you sold it to them first and it's useless. Cyberweb does provide a selection of vehicle equipment, but none of the items appears to do anything. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 11:15, 20 July 2020 (UTC)<br />
<br />
::My recommendation - don't include Psyke, but do include Cyberweb, with a footnote explaining the latter's items don't work as intended.<br />
::p.s. I'm also not sure about Gravball League. I'm inclined to believe it does not affect the number of recruits, but I don't have 100% proof. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 11:33, 20 July 2020 (UTC)<br />
<br />
:I just did a test of thirty days' worth of humans with GBL neutral/hostile/allied, and got 39/52/43, so I'm strongly inclined to think there's no effect. Probably not enough to filter out the noise, though, so I also put in a question on OpenApoc. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 13:51, 20 July 2020 (UTC)<br />
<br />
:: Don't forget that every Organization will buy recruits from the same pool, just as they will also buy up craft and equipment, so that will have impact on the availability as well. The increase is about the same as from SELF and Mutant Alliance. [[User:Bard|Bard]] ([[User talk:Bard|talk]]) 17:29, 20 July 2020 (UTC)<br />
<br />
:::I've seen no evidence of anything you claim there; organisation personnel are not hired or equipped with bought equipment the way X-COM's are (they and their equipment are randomly generated when a mission is started), and the max humans seen with the GB league hostile and with it allied were both 3 (SELF and Mutant Alliance switch on and off the 0-1 android/hybrid, so a similar mechanism would produce a difference). Please don't supply urban legends as fact; it just confuses matters. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 06:40, 21 July 2020 (UTC)<br />
<br />
:::: Relations do matter, here is more info from the "PC Zone X-Com Apocalypse Tips Books", though ingame already all of these are very obvious to observe: https://imgur.com/a/QJtmiaR [[User:Bard|Bard]] ([[User talk:Bard|talk]]) 11:47, 15 October 2021 (UTC)<br />
<br />
::::: And most of those tips don't work as advertised because the game came out without many announced features. The best person to ask about which actually work is to ask Chimera Kitty Of Malal, the main developer of OpenApoc, since he has extensively researched the game's source code and he'll be able to clarify what actually works ingame. You can find him at the OpenXCom discord. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 19:18, 15 October 2021 (UTC)<br />
<br />
::::: Yeah, have you actually verified any of this? I'm 100% sure that the Mutant Alliance and S.E.L.F. info is wrong, for example - your relations with the relevant org need to be at least 0, or Hybrids/Androids will not be available at all (so they will definitely not be available if the org is unfriendly). The bit about Synthemesh is at least half-wrong, too - the city is always fully repaired at midnight. And you can't buy equipment from hostile organizations at all, so the claim that being unfriendly or better with Cyberweb makes *more* weapons control systems available, while technically true (because the number available is zero if Cyberweb is hostile), is an odd and awkward way of putting things to say the least. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 01:01, 10 November 2021 (CET)<br />
<br />
::::::The city's not necessarily ''fully''-repaired at midnight. Levelled buildings will only be repaired one height-level at a time. I think there's also some sort of global cap on how much repair work can be done per day, although I'm not certain about that. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 18:12, 26 May 2022 (CEST)<br />
<br />
:::::::Fair enough, I hadn't really notice that before. But my main point is that I see no evidence to back up the vast majority of what the Tips Book claims regarding the effects of alliances. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 21:59, 27 May 2022 (CEST)<br />
<br />
== Alliance effects ==<br />
<br />
Upon my request, Skin36 was kind enough to investigate the code in order to determine whether good relations have the effects claimed in the Tips Book. After checking 10 different organizations, the effect is a resounding "no". In fact, the only noticeable effect is that non-Human recruits will not be available if X-COM's relationship with the SELF/Mutant Alliance is less than 0, as detailed by Magic9Mushroom here: https://www.ufopaedia.org/index.php/Talk:Agents_(Apocalypse)<br />
<br />
Furthermore, I have done in-game tests and concluded that being allied with Sanctuary Clinic or Nanotech has no effect on Agents' healing rates. Likewise, being allied with Synthemesh has no visible effect on building repair rate: they always seem to be repaired one level (floor) per day.<br />
<br />
Therefore, the information from the Tips Book will soon be removed unless someone comes up with '''conclusive evidence''' to the contrary. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 21:48, 11 July 2022 (CEST)<br />
<br />
=Funding or Funds Does Not Matter=<br />
Bankrupt organisations cannot buy new vehicles.<br />
False.<br><br />
Replacement of vehicles by "bankrupt" orgs is always completed on the new day. Their funds, or lack of, is irrelevant. I've tested this already ...way too much.<br />
<br />
* Well I have just tested this by bankrupting Marsec and guess what - no new vehicles. To be specific, I set their funds to zero using Apoc'd, destroyed their entire fleet, then leveled their buildings, driving them into negative funding. I waited two days and they did not replace their vehicles. So either we're doing something different, or this varies between different versions of the game.<br />
<br />
* Also, destroyed vehicles aren't always replaced by the same vehicles. Instead, each organization has a chance of buying new vehicles each hour (not day!) and will do so - I don't exactly how it chooses which vehicles to buy and when they have "enough". So, let's say Marsec has 3 Hoverbikes and 2 Hovercars. If you destroy them, they'll buy new vehicles, but it might not be the same number and type.<br />
* Some organizations start with no vehicles (such as the Government), while others have a lot (gangs, Megapol), but how often they buy new ones seems to be based mostly on their funding. I think this should be mentioned.<br />
* It should be mentioned that Megapol doesn't use Phoenix Hovercars or Hoverbikes.<br />
* Can Illegal Flyers really be sent by anyone? I've only seen it done by infiltrated organizations, the gangs and Megapol. But I haven't tested it exhaustively.<br />
* I have definitely seen organizations scramble unarmed civilian vehicles (such as the Rescue Transport) when their buildings are attacked. I've also seen civilian vehicles appear in their vehicle pools, though these do not seem to be the ones you see driving from one building to another. <br />
* Have you ever seen an organization use a vehicle with non-default weapons or upgrades?<br />
* Megapol and the gangs do start with Stormdogs, and Megapol has a Griffon, but they never seem to deploy them. I guess this doesn't have to be mentioned here, but it may fit under "unused features". [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 00:26, 28 October 2022 (CEST)<br />
<br />
FUNDING<br><br />
: Apoc'd: set half orgs to $3,8000,000,000, set other half to have $500,000,000. give car pool qty 25. Make them all hostile.<br />
:Savegame: illegal flyers for all (eleven lots of ten sequences were tested. One every 5minutes = 550 minutes approx of constant fights). Let them fight all day and night (add ten more illegal flyer actions each time when needed), but not past midnight.<br><br />
What happened: Illegal flyers scheduled for same day stopped happening eventually = orgs have run out of vehicles. Vehicles do not get replenished at the start of a new hour otherwise the illegal flyer actions would continue on and on (vehicles run out confirmed by checking savegame each time i've replenished the 'actions'). Any forced illegal flyer actions I made, I did not make them stretch into the new day.<br />
* start of a new day, orgs with negative money replenished some (random marsec combat variants just the same as those with postive funds. Checked with vehicle park. It confirmed that money does not matter to re-stock vehicles. ... even it is one vehicle.<br />
* Without editing the new-day vehicles pools, money, relations, or vehicle qty in pool, I made more illegal flyers actions possible for this next 24hr period. "Bankrupt" orgs and Rich orgs commenced launching vehicles for illegal flyer actions when I scheduled. I did this to confirm that the vehicles were actually present at the orgs buildings and not as a 'future buy order' or something.<br><br />
<br />
This means vehicles are bought for new day irrelevant of funds.<br />
<br />
FLYERS<br><br />
Alot of orgs have to be almost 100% hostile to launch against their enemy. The most common ones are gangs obviously but any org will do it. The first to launch, besides gangs, are those orgs which unfriendly/hate each other at game start. Playing the game long enough and see Lifetree starts attacking Sanct. Megapol against Gov. Muties against everyone. It all happens but they really have to strongly hate each otherwise you'll get treaty signed.<br />
<br />
CIV VEH<br><br />
Yes, they launch concurrently but it would be dumb to launch unarmed crafts first when under attack. The game (seem to) sequence all craft to launch irrelevant of their use. The reason (needs more testing) that civ vehicles go first is due to them being traffic and the game codes them to launch first (under attack or not) to make the city seem alive otherwise the org would be launching combat types instead to act like general traffic. If it were distraction technique, its a very bad way of making one.<br />
<br />
UPGRADEs<br><br />
Nope! it is always the default layout. This mentioned within the Traffic page (i <s>think</s> hope).<br />
<br />
Stormdog and Others<br><br />
Add it to cut items page!<br />
<br />
* Well I'll do more testing and perhaps ask the OpenApoc coders about the funding. But one thing I'm 100% sure about is that orgs can buy new vehicles each hour. Just tried it - I destroyed Marsec's entire vehicle park at 12:00, skipped forward to 13:55 and they already have new vehicles. It's also mentioned by Magic9mushroom, above: "(it's possible to run an organisation out of vehicles, but if you come back a '''couple of hours later''' they'll have bought replacements)" (emphasis added by me). EDIT: One possibility is that orgs only buy vehicles "hourly" as a response to X-Com aggression. Otherwise yes, they only seem to expand their vehicle pools at the end of the day if not provoked by X-Com. (I'll try testing this further)<br />
* Ok, interesting stuff about all orgs launching illegal flyers. I guess there are modifiers to the "raid actions chart", then. Probably based on relations and/or money.<br />
* Ok, good if the upgrades are mentioned elsewhere.<br />
* Looks like the launching of civilian vehicles to defend their buildings is a bug, then.<br />
* I'll add the stuff about military ground vehicles to the cut items page. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:47, 28 October 2022 (CEST)</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Talk:Organizations&diff=112302Talk:Organizations2022-10-28T05:47:50Z<p>Darkpast: </p>
<hr />
<div>== Raids ==<br />
<br />
Browsing around with Apoc'd, I see that there are several types of "raid" actions that organizations can conduct against their enemies. I'm looking for more concrete information on what the various types of raid actually mean. There exist:<br />
:Raid - this is the typical base attack using agents.<br />
:Attack - I have no idea what this is.<br />
:Illegal flyer - a flying vehicle or two attack an enemy building. Used only by Megapol and gangs.<br />
:Storm - again, no idea what this is. Used only by Megapol and gangs.<br />
[[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 05:25, 14 June 2020 (UTC)<br />
<br />
:Attack = you get a "Organisation attacked:" message on the scrollbar (e.g. "Organisation attacked: Psyke Attacked by: Megapol"). However, if X-COM is targetted nothing happens.<br />
:Raid = similar message, but if X-COM is targetted you get a base defence.<br />
:Storm = similar message, but if X-COM is targetted you get a base defence (no apparent difference in difficulty).<br />
:Illegal flyer = "An illegal flyer has been detected", and then they suicide two Hovercars/Hoverbikes (depending on current budget I think) against an enemy building (IIRC Megapol can also use Police Hovercars, and I've seen a single Valkyrie get used once, but these are pretty rare).<br />
<br />
:Note that any infiltrated organisation will use the Megapol/gangs table (which has a much higher likelihood of rolling something interesting, in addition to the "illegal flyer" possibility). When the Alien Takeover screen says "right and wrong no longer exists for these people" it's actually hinting at this. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 07:08, 14 June 2020 (UTC)<br />
<br />
:: Awesome, thank you. So this confirms that non-gang non-Megapol organizations don't attack you with vehicles (unless infiltrated). As for the vehicle used, it's possible it's just a random dice roll with an equal chance of each vehicle in the organization's vehicle park being selected. This would explain why Valkyries are so rare, as the gangs each have only a single Valkyrie at the beginning of the game (though they might buy more as the game progresses).<br />
:: Which brings me to another question - do organizations ever send out ground vehicles to defend their buildings? I tried attacking Diablo and they never seem to bring out their Stormdogs (the gangs always begin with three each). In fact, I levelled a Diablo building and they lost a Stormdog, but I didn't get a "vehicle destroyed" message. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 08:24, 14 June 2020 (UTC)<br />
:I don't know if Vehicle Parks are used for illegal flyer attacks, although the air units are definitely used for building defence (I've never seen military ground vehicles used apart from Megapol's Police Cars). Organisations can definitely buy new vehicle parks, although they can't do it instantly (it's possible to run an organisation out of vehicles, but if you come back a couple of hours later they'll have bought replacements). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 17:07, 14 June 2020 (UTC)<br />
<br />
::I've done more testing regarding Illegal Flyers and here's what I've concluded:<br />
::1) Illegal Flyers are taken from an Org's "Vehicle Park".<br />
::2) The game will always try to assign two attacking vehicles.<br />
::3) The game checks the vehicles in the Park in the following order: Police Hovercar, Phoenix Hovercar, Hoverbike, Valkyrie, Hawk.<br />
::4) The selection routine seems to go: is there more than one vehicle of that type in the Pool? If yes, assign it to attack the target building & repeat query. If no, go to the next type.<br />
::For example: Cult of Sirius has 2 Phoenix Hovercars, 3 Hoverbikes and 2 Valkyries. The game assigns 1 Phoenix Hovercar, but skips the other one as it is now the only remaining one in the Pool. It moves on to the Hoverbikes and assigns one. Now there are two vehicles so the attack can go ahead. It will consist of one Phoenix and one Hoverbike.<br />
::Example #2: Government has 1 Hoverbike and 2 Hawks. The game skips the Hoverbike as there is only one in the Pool and moves onto the Hawks. It selects one and assigns it to the attack. As there are no other vehicles, the attack will consist of one Hawk.<br />
<br />
::Regarding '''armed''' ground vehicles, I could never get an Org to deploy them, and it seems that a number of them disappear from the Vehicle Park every time one of the owner's buildings gets damaged. They are never replaced. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 20:24, 15 July 2020 (UTC)<br />
<br />
:Some testing of my own revealed a further wrinkle - illegal Police Hovercars do not produce the "An illegal flyer has been detected" message. This means that if the time setting is on Ultra Fast, the game will skip past them - if something else stops the clock within the next half-hour or so, the attack will commence then, but otherwise it'll go away. This would seem to be why illegal flyer attacks from Megapol don't show up very often - you're only stopped a few times a day.<br />
<br />
:Organisations do also seem to have to purchase vehicles for their vehicle park, which means that if you can bankrupt an organisation AND run them out of vehicle park they should be unable to launch illegal flyer attacks (raids can occur at negative balance, though). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 11:32, 16 July 2020 (UTC)<br />
<br />
::Just wanted to make sure - have you seen a bankrupt Organisation launch a raid "naturally" (without using Apoc'd to schedule it)? [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:23, 20 July 2020 (UTC)<br />
<br />
:Yes, the original thing that made me say that was getting raided by Osiron during an ordinary game after they'd gone into negatives from their slums being collateral damage. Just retested by making the gangs hate me and giving them all -$1M starting money - took a while, but eventually I got raided (they were raiding each other and Megapol from the get-go, but I wanted to get a raid on X-COM to be sure). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 09:24, 20 July 2020 (UTC)<br />
<br />
:: OK, thanks. Seems there isn't much point in bankrupting them, then. Illegal flyer attacks are rare and not very dangerous if you have any craft to speak of. I'm not sure whether the Police Hovercars and Hoverbikes can even damage buildings with their weapons. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 09:28, 20 July 2020 (UTC)<br />
<br />
:Megapol's Police Car and Police Hovercar patrols come out of their vehicle park; if you're hostile with Megapol, bankrupting them + shooting the cars down will eventually remove the distraction from UFO interception. Otherwise, though, I think you're right. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 11:04, 20 July 2020 (UTC)<br />
<br />
== Suggestion ==<br />
<br />
I was thinking that it may be better to replace the "Organizations Important to X-COM" section with a "Services Provided to X-COM" overview, e.g.<br />
<br />
<br><br />
<table {{StdCenterTable}}><br />
<th {{StdDescTable_Heading}} valign ="center">Organization</th><th {{StdDescTable_Heading}}>Services provided<br />
<tr><td align="left">[[Image:Apoc_govt_icon.png]] [[Government]]</td><td>weekly funding</td></tr><br />
<tr><td align="left">[[Image:Apoc_megapol_icon.png]] [[Megapol]]</td><td>sells agent and vehicle equipment; limited assistance vs. Alien Craft</td></tr><br />
<tr><td align="left">[[Image:Apoc_marsec_icon.png]] [[Marsec]]</td><td>sells ground and air vehicles, agent and vehicle equipment</td></tr><br />
</table><br />
<br><br />
<br />
And so on for all organizations that actually provide something to X-COM. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 09:46, 20 July 2020 (UTC)<br />
<br />
:I mean, I do have a rather-detailed guide to that on my user page, but I suppose we could whip up something more concise.<br />
<br />
:The big question is whether to include Psyke and to a lesser degree Cyberweb. Psyke "sells" Psiclone, but they never have any for sale unless you sold it to them first and it's useless. Cyberweb does provide a selection of vehicle equipment, but none of the items appears to do anything. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 11:15, 20 July 2020 (UTC)<br />
<br />
::My recommendation - don't include Psyke, but do include Cyberweb, with a footnote explaining the latter's items don't work as intended.<br />
::p.s. I'm also not sure about Gravball League. I'm inclined to believe it does not affect the number of recruits, but I don't have 100% proof. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 11:33, 20 July 2020 (UTC)<br />
<br />
:I just did a test of thirty days' worth of humans with GBL neutral/hostile/allied, and got 39/52/43, so I'm strongly inclined to think there's no effect. Probably not enough to filter out the noise, though, so I also put in a question on OpenApoc. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 13:51, 20 July 2020 (UTC)<br />
<br />
:: Don't forget that every Organization will buy recruits from the same pool, just as they will also buy up craft and equipment, so that will have impact on the availability as well. The increase is about the same as from SELF and Mutant Alliance. [[User:Bard|Bard]] ([[User talk:Bard|talk]]) 17:29, 20 July 2020 (UTC)<br />
<br />
:::I've seen no evidence of anything you claim there; organisation personnel are not hired or equipped with bought equipment the way X-COM's are (they and their equipment are randomly generated when a mission is started), and the max humans seen with the GB league hostile and with it allied were both 3 (SELF and Mutant Alliance switch on and off the 0-1 android/hybrid, so a similar mechanism would produce a difference). Please don't supply urban legends as fact; it just confuses matters. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 06:40, 21 July 2020 (UTC)<br />
<br />
:::: Relations do matter, here is more info from the "PC Zone X-Com Apocalypse Tips Books", though ingame already all of these are very obvious to observe: https://imgur.com/a/QJtmiaR [[User:Bard|Bard]] ([[User talk:Bard|talk]]) 11:47, 15 October 2021 (UTC)<br />
<br />
::::: And most of those tips don't work as advertised because the game came out without many announced features. The best person to ask about which actually work is to ask Chimera Kitty Of Malal, the main developer of OpenApoc, since he has extensively researched the game's source code and he'll be able to clarify what actually works ingame. You can find him at the OpenXCom discord. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 19:18, 15 October 2021 (UTC)<br />
<br />
::::: Yeah, have you actually verified any of this? I'm 100% sure that the Mutant Alliance and S.E.L.F. info is wrong, for example - your relations with the relevant org need to be at least 0, or Hybrids/Androids will not be available at all (so they will definitely not be available if the org is unfriendly). The bit about Synthemesh is at least half-wrong, too - the city is always fully repaired at midnight. And you can't buy equipment from hostile organizations at all, so the claim that being unfriendly or better with Cyberweb makes *more* weapons control systems available, while technically true (because the number available is zero if Cyberweb is hostile), is an odd and awkward way of putting things to say the least. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 01:01, 10 November 2021 (CET)<br />
<br />
::::::The city's not necessarily ''fully''-repaired at midnight. Levelled buildings will only be repaired one height-level at a time. I think there's also some sort of global cap on how much repair work can be done per day, although I'm not certain about that. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 18:12, 26 May 2022 (CEST)<br />
<br />
:::::::Fair enough, I hadn't really notice that before. But my main point is that I see no evidence to back up the vast majority of what the Tips Book claims regarding the effects of alliances. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 21:59, 27 May 2022 (CEST)<br />
<br />
== Alliance effects ==<br />
<br />
Upon my request, Skin36 was kind enough to investigate the code in order to determine whether good relations have the effects claimed in the Tips Book. After checking 10 different organizations, the effect is a resounding "no". In fact, the only noticeable effect is that non-Human recruits will not be available if X-COM's relationship with the SELF/Mutant Alliance is less than 0, as detailed by Magic9Mushroom here: https://www.ufopaedia.org/index.php/Talk:Agents_(Apocalypse)<br />
<br />
Furthermore, I have done in-game tests and concluded that being allied with Sanctuary Clinic or Nanotech has no effect on Agents' healing rates. Likewise, being allied with Synthemesh has no visible effect on building repair rate: they always seem to be repaired one level (floor) per day.<br />
<br />
Therefore, the information from the Tips Book will soon be removed unless someone comes up with '''conclusive evidence''' to the contrary. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 21:48, 11 July 2022 (CEST)<br />
<br />
=Funding or Funds Does Not Matter=<br />
Bankrupt organisations cannot buy new vehicles.<br />
False.<br><br />
Replacement of vehicles by "bankrupt" orgs is always completed on the new day. Their funds, or lack of, is irrelevant. I've tested this already ...way too much.<br />
<br />
* Well I have just tested this by bankrupting Marsec and guess what - no new vehicles. To be specific, I set their funds to zero using Apoc'd, destroyed their entire fleet, then leveled their buildings, driving them into negative funding. I waited two days and they did not replace their vehicles. So either we're doing something different, or this varies between different versions of the game.<br />
<br />
* Also, destroyed vehicles aren't always replaced by the same vehicles. Instead, each organization has a chance of buying new vehicles each hour (not day!) and will do so - I don't exactly how it chooses which vehicles to buy and when they have "enough". So, let's say Marsec has 3 Hoverbikes and 2 Hovercars. If you destroy them, they'll buy new vehicles, but it might not be the same number and type.<br />
* Some organizations start with no vehicles (such as the Government), while others have a lot (gangs, Megapol), but how often they buy new ones seems to be based mostly on their funding. I think this should be mentioned.<br />
* It should be mentioned that Megapol doesn't use Phoenix Hovercars or Hoverbikes.<br />
* Can Illegal Flyers really be sent by anyone? I've only seen it done by infiltrated organizations, the gangs and Megapol. But I haven't tested it exhaustively.<br />
* I have definitely seen organizations scramble unarmed civilian vehicles (such as the Rescue Transport) when their buildings are attacked. I've also seen civilian vehicles appear in their vehicle pools, though these do not seem to be the ones you see driving from one building to another. <br />
* Have you ever seen an organization use a vehicle with non-default weapons or upgrades?<br />
* Megapol and the gangs do start with Stormdogs, and Megapol has a Griffon, but they never seem to deploy them. I guess this doesn't have to be mentioned here, but it may fit under "unused features". [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 00:26, 28 October 2022 (CEST)<br />
<br />
FUNDING<br><br />
: Apoc'd: set half orgs to $3,8000,000,000, set other half to have $500,000,000. give car pool qty 25. Make them all hostile.<br />
:Savegame: illegal flyers for all (eleven lots of ten sequences were tested. One every 5minutes = 550 minutes approx of constant fights). Let them fight all day and night (add ten more illegal flyer actions each time when needed), but not past midnight.<br><br />
What happened: Illegal flyers scheduled for same day stopped happening eventually = orgs have run out of vehicles. Vehicles do not get replenished at the start of a new hour otherwise the illegal flyer actions would continue on and on (vehicles run out confirmed by checking savegame each time i've replenished the 'actions'). Any forced illegal flyer actions I made, I did not make them stretch into the new day.<br />
* start of a new day, orgs with negative money replenished some (random marsec combat variants just the same as those with postive funds. Checked with vehicle park. It confirmed that money does not matter to re-stock vehicles. ... even it is one vehicle.<br />
* Without editing the new-day vehicles pools, money, relations, or vehicle qty in pool, I made more illegal flyers actions possible for this next 24hr period. "Bankrupt" orgs and Rich orgs commenced launching vehicles for illegal flyer actions when I scheduled. I did this to confirm that the vehicles were actually present at the orgs buildings and not as a 'future buy order' or something.<br><br />
<br />
This means vehicles are bought for new day irrelevant of funds.<br />
<br />
FLYERS<br><br />
Alot of orgs have to be almost 100% hostile to launch against their enemy. The most common ones are gangs obviously but any org will do it. The first to launch, besides gangs, are those orgs which unfriendly/hate each other at game start. Playing the game long enough and see Lifetree starts attacking Sanct. Megapol against Gov. Muties against everyone. It all happens but they really have to strongly hate each otherwise you'll get treaty signed.<br />
<br />
CIV VEH<br><br />
Yes, they launch concurrently but it would be dumb to launch unarmed crafts first when under attack. The game (seem to) sequence all craft to launch irrelevant of their use. The reason (needs more testing) that civ vehicles go first is due to them being traffic and the game codes them to launch first (under attack or not) to make the city seem alive otherwise the org would be launching combat types instead to act like general traffic. If it were distraction technique, its a very bad way of making one.<br />
<br />
UPGRADEs<br><br />
Nope! it is always the default layout. This mentioned within the Traffic page (i <s>think</s> hope).<br />
<br />
Stormdog and Others<br><br />
Add it to cut items page!<br />
<br />
* Well I'll do more testing and perhaps ask the OpenApoc coders about the funding. But one thing I'm 100% sure about is that orgs can buy new vehicles each hour. Just tried it - I destroyed Marsec's entire vehicle park at 12:00, skipped forward to 13:55 and they already have new vehicles. It's also mentioned by Magic9mushroom, above: "(it's possible to run an organisation out of vehicles, but if you come back a '''couple of hours later''' they'll have bought replacements)" (emphasis added by me).<br />
* Ok, interesting stuff about all orgs launching illegal flyers. I guess there are modifiers to the "raid actions chart", then. Probably based on relations and/or money.<br />
* Ok, good if the upgrades are mentioned elsewhere.<br />
* I'll add the stuff about military ground vehicles to the cut items page. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:47, 28 October 2022 (CEST)</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Talk:Cut_items_and_features_(Apocalypse)&diff=112293Talk:Cut items and features (Apocalypse)2022-10-27T23:23:06Z<p>Darkpast: /* The "Gang leader" image */ new section</p>
<hr />
<div>== The "Gang leader" image ==<br />
<br />
...is actually an X-COM agent. It's obvious when you compare it to the inventory picture of unarmoured agents: https://www.ufopaedia.org/index.php/File:Apoc_noarmor.png. It may have been intended for a UFOpaedia entry about X-COM agents or something. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 01:23, 28 October 2022 (CEST)</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Cut_items_and_features_(Apocalypse)&diff=112292Cut items and features (Apocalypse)2022-10-27T23:18:04Z<p>Darkpast: /* Vehicles And Items */ added overspawn's weapons entry</p>
<hr />
<div>{{tocright}}<br />
=X-Com Apocalypse - History=<br />
A collection of features cut from the final release:<br />
* Hidden features which can be easily found in the game folders.<br />
* Removed items with some remnants of their intended purpose found by exploring the game code.<br />
* Pre-release beta versions containing some working features but were cut to meet a production deadline.<br />
* Features mentioned throughout the production timeline but were removed.<br><br />
and<br><br />
* Supporting information relevant to the official release.<br />
<br />
==Introduction==<br />
Two excerpts from the official '''Mythos Games''' website explaining a vision of what the game could have been, versus the reality of hardware limitations and time restrictions.<br />
<br />
<pre><br />
After completing this game I know how Francis Coppola felt after filming 'Apocalypse Now'. Just about everything that could go wrong did go wrong, and the amount of effort required to pull it into shape was immense. After three years of hard work and five different producers 'X-Com: Apocalypse' finally hit the streets. The initial game design was definitely too ambitious and too complex. The aim was to recreate in some detail the events, organisations and personalities within a futuristic megalopolis. Each corporation had a leader who could be tailed, arrested, interrogated or assassinated. Organisations could buy and sell buildings as their financial fortunes changed. X-COM agents could spy on other organisations to gain valuable information. A sophisticated diplomacy display allowed the player to instigate aggressive or defensive alliances with other organisations.<br />
There were multiple alien dimensions, generated pseudo-randomly, and the aliens gradually expanded their empire as the game progressed. The game also featured a scenario generator and multiplayer options using a hotseat turn based system or a real time LAN option. Most of these features were implemented to some degree, but were finally stripped out due to the horrendous amount of work involved in QA and debugging. We decided right at the start of the project to include an option for real time tactical combat or turn based. This decision alone caused many of the headaches for the programmers, but the final implementation of the real time combat stands up as a truly innovative system.<br />
</pre><br />
<br />
Source:<br><br />
*http://www.strategycore.co.uk/databank/games/x-com-apocalypse/concepts<br />
*http://web.archive.org/web/19990222062040/http://www.mythosgames.com/history.htm#Apocalypse<br />
<br />
<pre><br />
Game Storyline<br />
The year is 2084 and human civilization has undergone some fundamental changes since the last alien incursion. In an attempt to overcome Earth's problems without abandoning the planet altogether, self-contained cities called Megalopolises were erected around Earth in the year 2046.<br />
Game Play<br />
The majority of the game play takes place within the largest Megalopolis on the planet, MegaPrime. This vast city, however, is more than just a combat zone. To play the game well, players must immerse themselves in the society of Megalopolis, learning key information through interrogation of suspects and the investigation of organizations within the city. At the start of each game, the city of Megalopolis, the character skill sets and the alien universe are all uniquely generated to increase game replayability.<br />
The in-game action of X-COM<br />
Apocalypse falls into three distinct phases. The player investigates many strange, inexplicable incidents throughout the city. Inevitably these lead to conflicts with alien entities and their servants, in all kinds of locations within the city. The second phase features aliens beginning to send their larger invasion forces into direct, real-time combat with X-COM attack craft above the city. The final phase involves real-time squad level combat action sequences using an updated version of the familiar X-COM combat system. The aliens invade the city, running amok in the huge buildings and drawing players into the strange alien dimension. Players can choose either turn-based or real-time combat.<br />
Additional Game Features<br />
The X-COM agents have the same abilities as in the earlier X-COM titles with many additions including interrogation skill, perceptive ability, biochemistry, quantum physics understanding, forensics, engineering, sanity, driving skill and flying skill. The action is more lifelike, featuring SGI-rendered agents and aliens that can crawl, jump, climb, kneel, stand, run and walk.<br />
</pre><br />
<br />
Source:<br><br />
*https://web.archive.org/web/19961221153122/http://www.microprose.com:80/corporatedesign/press/xcomapoc.html<br />
SGI:<br><br />
*https://en.wikipedia.org/wiki/SGI_Visual_Workstation<br />
<br />
==Pre-Release Versions==<br />
There are four '''builds''' known before the final version:<br />
*'''Debug''' Only sent out to "Quality And Assurance/Debuggers", no public release. This X-Com Apocalypse version contained all of the cut content and cut functionality in its current state at that time before it was removed. Additional options were unique cheats to aid in testing the game. A total of nine randomly generated alien dimensions were planned (three were complete) with an alternate ending if X-Com did not find all nine alien worlds.<br />
<pre><br />
Alternate endings:<br />
1) Earth is destroyed due to X-Com's failure to succeed in combat, destructon of all bases, excessive negative funding. (Very Bad Ending)<br />
2) Planet Earth is teleported into the main alien dimension due to massive infiltration then stripped of resources with the remaining population becoming slaves or food. (Bad Ending)<br />
3) X-Com destroys the main alien dimension but does not discover the other dimensions which the aliens have populated. Earth appears to have been saved but is eventually destroyed as revenge. (False-Win ending) <br />
4) The main alien dimension is either destroyed or sealed once all other dimensions are discovered or conquered. (Good Ending).<br />
</pre><br />
*'''First Beta''' This X-Com Apocalypse version was unstable due to the removal/disabling of ''content and functionality'' which was chosen earlier to be cut. The nine dimensions were scrapped in favour of just one human world and one alien world with the main antagonist being the Micronoid lifeform. (Alternate Endings #1 and #2 were combined when the player lost (Bad Ending) with a new winning ending being made: ''"We did it! Yeeessss!"'' (Good Ending). It frequently crashed due to missing data, a broken research tree, and program critical errors. It was not possible to complete the game unless cheats or work-arounds were used. A working "Skirmish Mode" and a "Multiplayer(Peer-To-Peer) Mode" were present but was prone to errors and desynchronisation.<br />
*'''Official Demo''' An official public release made available on 15th April 1997. It contains a single, playable battlescape combat mission.<br />
*'''Second Beta''' Not intended for wide public distribution. A common pre-release build of X-Com Apocalypse which was mostly complete except for intermittent crashes and missing graphics in certain areas. Remnants of the cut content and cut functionality were present within the gamefiles but all had been removed or disabled when playing the game, with a few exceptions. Some of the disabled content is still present within the installation and can be found via [[Utilities_(Apocalypse)|editors]] but has no use in-game. The executable (xcomapoc.exe) has a date of 12th June 1997 which is after the official game release due to planned patches and corrections. This build contains remnants of the "Skirmish Mode" with complete removal of "Multiplayer Mode", which did not work.<br />
====Final Release====<br />
Once the game was stable, two global versions were released in 1997 on compact disc. A United Kingdom (UK) version and a United States (US) version with both using DOS-version files:<br><br />
'''DOS''' versions use UFO2P4.exe and TACP4.exe. These are the original final-version files. Common on CDs.<br><br />
'''Windows''' uses UFO2P.exe and TACP.exe These are the enhanced final-version files made specifically for the WIndow95 operating system. Digital distributions use the Windows files versions. [[Known_Bugs_(Apocalypse)#Executables:_Old_Or_New|Some may not]].<br />
There are minimal differences between the two with the most obvious being the different title screens for the two regions.<br />
<gallery><br />
Image:Title_Red_(Apocalypse).png|frame|300px|UK version Title Screen<br />
Image:Title_Blue_Apocalypse.png|frame|300px|US version Title Screen<br />
</gallery><br />
<br />
=Cut, Deleted, Removed, Hidden=<br />
* "UFOpaedia" text is sourced from '''UFOPAEDI/paedia.mt''', from the commercial release of X-Com Apocalypse.<br />
* "In-game text" is any text that appears within the Agent Equip screen or if on a battlescape when using the cut content.<br />
* "Debug text: only appears if any previous versions had relevant text.<br />
<br />
===Name Change===<br />
Mega-Primus was originally called "MegaPrime"<br />
<br />
==Agent Equipemnt==<br />
<br />
===Mind Shield===<br />
[[Image:Cut_Item_MndShld_(Apocalypse).png|left]]<br />
[[Image:xcom3-mindshield.png|200px|right]]<br />
UFOpaedia: The Mind Shield is an expensive, clumsy device which protects the wearer from Psionic attacks.<br><br />
In-game text: <none><br><br />
Debug text: Psionically Protect Unit, Lend Psionic Strength, Psi-Drain, Psi-Lend, Psi-Unpanic, Psi-Unstun.<br><br />
<br />
This device was intended, as text above, to complement an agent's [[Psionics_(Apocalypse)|psionics skills]] and functionality. The removal of this device was not complete and it still can be found within [[Marsec]] owned buildings when performing a raid however, it can only increase an agent's Psi-Defence skill when it is active (denoted by a white outline) and held in the hand. The device has an unintented effect of permanently increasing the Psi-Defence attribute if the Mind Shield remains active when the mission is completed or that agent has escaped the battlescape.<br />
<br clear="all"><br />
<br />
===ForceWeb===<br />
[[Image:Cut_Item_ForceWeb_(Apocalypse).png|left]]<br />
[[Image:xcom3-forceweb.png|200px|right]]<br />
UFOpaedia: An energy beam device which can render a target immobile for a short period of time. The target remains conscious but is unable to move or use equipment.<br><br />
In-game text: <none><br><br />
<br />
This weapon was to behave like weak version of the [[Megapol_Stun_Grapple|Stun Grapple]] but with a local area-effect stun. It was designed to capture multiple small units within a small 3x3 area or for use against a single large alien. Prior to removal, the stun grapple was unable to affect large lifeforms so this was the weapon to use. The Beta version of the game has a working weapon but without any animation effect. It was to use the Energy Pod ammunition. The fire-weapon sound effect is the same as the Stun Grapple.<br />
<br clear="all"><br />
<br />
===Dimension Destabilizer===<br />
[[Image:Cut_Item_DimenDestab_(Apocalypse).png|left]]<br />
[[Image:xcom3-destabilizer.png|200px|right]]<br />
UFOpaedia: An X-COM developed Disruptor Beam weapon based on Alien technology. It is a faster firing and more effective weapon than the Devastator Cannon.<br><br />
In-game text: Destabilization. A device based on disruption field research which could be used disable Alien disruption shields.<br><br />
<br />
This weapon was to be an X-Com derived version of the alien's disruptor weapon technology with the same recharging function but able to fire rapidly. Intended to fit between the [[Disruptor_Gun|Disruptor Gun]] and the [[Devastator_Cannon|Devastator Cannon]] within the research tree. Energy Pod ammunition is relevant to this weapon somehow but having a recharging function may have been caused errors, prompting removal. The fire-weapon sound effect is the same as the Devastator Cannon. <br />
<br clear="all"><br />
<br />
====Energy Pod====<br />
[[Image:Cut_Item_EnrgPod_(Apocalypse).png|left]]<br />
[[Image:xcom3-energypod.png|200px|right]]<br />
UFOpaedia: <none><br><br />
In-game text: Disruptor Beam<br><br />
<br />
This ammunition object is used by two weapons: ForceWeb and Dimension Destabiliser. This ammunition does not work. [[Transtellar]] facilities may still have this item appear within their buildings (from raiding) in early versions of the game. See [[Known_Bugs_(Apocalypse)#Pentium_or_DOS_Versions|DOS vs Pentium versions]].<br />
<br clear="all"><br />
<br />
===Dimension Force Field===<br />
[[Image:Cut_Item_DimenFF_(Apocalypse).png|left]]<br />
[[Image:xcom3-forcefield.png|200px|right]]<br />
UFOpaedia: <none><br><br />
In-game text: Incendiary<br><br />
<br />
This weapon has no effect and has an unknown purpose. The name suggests it was used to project a defensive barrier as a sort of instant [[Take_Cover!|cover]] or to block passage through a doorway etc. Sound is unknown.<br />
<br clear="all"><br />
<br />
===Tracker Gun===<br />
[[Image:Cut_Item_TrackGun_(Apocalypse).png|left]]<br />
[[Image:xcom3-trackergun.png|200px|right]]<br />
UFOpaedia: NOT USED<br><br />
In-game text: Tracker Dart<br><br />
<br />
This weapon was used to ''tag'' units (typically VIPs) on the battlescape to allow them to be tracked across MegaPrime if they escaped the battlefield or if X-com units retreated and fled the mission. Their position would be similiarly marked as with X-Com agents when they use people tubes in the final release but would instead, use a "red man and yellow circle" icon. The "marked" person was then able to be stunned and captured on a subsquent mission (a raid?) and since they were "tagged" they would be sent to the '''Cells''' within an X-Com base. It used a fire-weapon sound unique to this weapon (TRAKGUN.RAW).<br />
<br clear="all"><br />
<br />
====Tracker Gun Clip====<br />
[[Image:Cut_Item_TrackGunAmmo_(Apocalypse).png|left]]<br />
[[Image:xcom3-trackmag.png|200px|right]]<br />
UFOpaedia: NOT USED<br><br />
In-game text: Tracker Dart<br><br />
This ammunition object is used by the Tracker Gun. It used an ammunition-impact sound unique to this projectile (TRAKHIT.RAW).<br />
<br clear="all"><br />
<br />
===Multi-Tracker===<br />
[[Image:Cut_Item_MultiTrack_(Apocalypse).png|left]]<br />
[[Image:xcom3-multitracker.png|200px|right]]<br />
UFOpaedia: NOT USED<br><br />
In-game text: <none><br><br />
<br />
This device was used to locate ''tagged'' individuals on the battlescapse which were earlier marked with the Tracker Gun. The device uses a mini-map screen similiar to the in-game [[Motion_Scanner_(Apocalypse)|Motion Scanner]] but only displays the marked target and the user as a simple white dot. <br />
<br clear="all"><br />
<br />
===Alien Detector===<br />
[[Image:Cut_Item_AlnDet_(Apocalypse).png|left]]<br />
[[Image:xcom3-detector.png|200px|right]]<br />
UFOpaedia: <none><br><br />
In-game text: <none><br><br />
<br />
This device was used to find [[Micronoid_Aggregate_(Apocalypse)|Micronoid]] infected units that were not currently hostile to X-Com within the battlescape. The game allowed some infected units to not automatically become hostile as a way to infiltrate an organisation at a later time, by not being killed. The device uses a mini-map screen similiar to the in-game Motion Scanner but is more accurate and uses coloured dots.<br />
<br clear="all"><br />
<br />
===Psi-Grenade===<br />
[[Image:Cut_Item_PsiGren_(Apocalypse).png|left]]<br />
[[Image:psibomb.png|200px|right]]<br />
UFOpaedia: A device which causes a Psionic disruption blast. Any target with high Psionic capability is particularly vulnerable to Psi-grenades. The blast will drain Psi-energy and possibly render the target unconscious.<br><br />
In-game text: Psi-Blast<br><br />
<br />
This weapon was a thrown grenade which, upon exploding, would cause units to "Panic" by reducing their Psi Strength, Psi Defence skills would also reduce their [[Agents_Stats_(Apocalypse)#Morale.2FBravery|Bravery]] attribute based on a percentage calculation. The effect of this grenade, "Psionic Blast", was removed also. Does not use any sound effects.<br />
<br clear="all"><br />
<br />
==Facilities==<br />
<br />
===Security Turrets===<br />
[[Security_Station_(Apocalypse)|Security turrets]] were used within some X-Com facilities. Turrets were used to suppress any uprisings and to thwart any attempt of rescue of prisoners or live aliens during a [[Base_Defense_(Apocalypse)|base defence]] mission. [[Alien_Containment_(Apocalypse)|Alien Containment]] in the final version still has the turrets pictured within the UFOpaedia entry but these do not appear if the facilty is built. Other facilites which were cut also had some security functionality. Security Stations are the only facilities in the final version which use turrets.<br />
<br />
===Advanced Alien Containment===<br />
[[Image:Cut_Facil_AlnCont_(Apocalypse).png|left]]<br />
[[Image:xcom3-bigaliencont.png|200px|right]]<br />
UFOpaedia: NOT USED IN GAME ANYMORE!<br><br />
In-game text: To secure and research large or dangerous Alien life forms<br><br />
<br />
An X-Com facility which was an advanced version of the normally available Alien Containment. It was designed to hold the large lifeforms ([[Psimorph_(Apocalypse)|Psimorph]], [[Megaspawn_(Apocalypse)|Megaspawn]], [[Overspawn_(Apocalypse)|Overspawn]] and [[Queenspawn_(Apocalypse)|Queenspawn]]) and had its capacity tripled. An extra function of this facility was to allow X-Com agents to interrogate the aliens to extract information. [[Advanced_Security_Station_(Apocalypse)|Advanced security turrets]] were present.<br><br />
<br clear="all"><br />
<br />
===Cells===<br />
[[Image:Cut_Facil_Cells_(Apocalypse).png|left]]<br />
[[Image:xcom3-cells.png|200px|right]]<br />
UFOpaedia: NOT USED<br><br />
In-game text: <none><br><br />
<br />
An X-Com facility intended as a prison to hold hostages, criminals, politicians, etc. It functioned as similiar to laboratories but agents were assigned to interrogate prisoners by using their (cut) skills of Interrogate, Perception, etc. Security turrets were present. <br />
<br clear="all"><br />
<br />
===Advanced Cells===<br />
NO IMAGES REMAIN of this cut item.<br> <br />
UFOpaedia: <none><br><br />
In-game text: <none><br><br />
An X-Com facility intended as a prison which had further functionality to that of the smaller Cells. The Advanced Cells added torture as an additional interrogation technique. This was cut early due to corrupted graphics, error-prone turrets, program crashes etc. Advanced security turrets were present.<br />
<br clear="all"><br />
<br />
===Repair Bay Vehicles===<br />
[[Image:Xcom3-Vehicles-in-Repair-Bays-showed-up-in-Combat.jpg|thumb|left|200px|Annihilator]]<br />
[[Image:Xcom3-Vehicles-in-Repair-Bays-showed-up-in-Combat-policecar.png|thumb|right|200px|Police car]]<br />
Base defence missions which contained a [[Vehicle_Repair_Bay_(Apocalypse)|Vehicle Repair Bay]] would have a vehicle appear inside the facility. The vehicle was vunerable to damage and could be destroyed. The cut feature was removal of an vehicle appearing but the facility remained in the final version and still has a vehicle pictured.<br />
<br clear="all"><br />
<br />
==Units==<br />
<pre><br />
Each corporation had a leader who could be tailed, arrested, interrogated or assassinated. X-COM agents could spy on other organisations to gain valuable information. "Mythos Games"<br />
</pre><br />
* Every [[Organizations|organisation]] had a Leader which usually resided within their [[Corporate_HQ_(Apocalypse)|Corporate Headquarters]] or [[Temple_of_Sirius_(Apocalypse)|Temple]] but was able to travel around MegaPrime to conduct 'business' such as extortion, coercion, sabotage, assassination, etc.<br />
* Each organisation could recruit a Spy with a set of skills that allowed them to assume the identity of others, obtain information by stealth, influence their command structure, steal technology, assassinate etc.<br />
<br clear="all"><br />
===Politicians And ''Very Important People''===<br />
[[Image:Vipttl.png|left|200px|"Vipttl.pcx" UFOpaedia Title Page - VIPs]] <br />
UFOpaedia: <nowiki>!!!!Blank - Unused (WAS VIP TITLE PAGE)</nowiki><br><br />
In-game text: <none><br><br />
Debug text: VIPs, Police Chief, Politician, Corporate Boss, Gang Boss, Alien Attacks VIP, Crazed VIP Attacks VIP, VIP spotted. Do you wish to tail this VIP?, Observe VIP.<br><br />
<br />
These unit types were able to be captured via the Tracker Gun weapon and then placed into the Cells facility. Information extracted via interrogation provided details of alien infestations, inter-organisation relationships and possible unit locations. If the imprisoned unit was not longer useful, a ransom could be offered to return this inportant person, or they could be executed if deemed a threat.<br />
<br clear="all"><br />
<br />
===Gang Leaders===<br />
[[Image:S-title.png|200px|left]]<br />
[[Image:CultLdr_Batt_360_(Apocalypse).png|frame|right|Cult Of Sirius Leader]] <br />
[[Image:GangLdr_Batt_360_(Apocalypse).png|frame|right|Diablo Gang Leader]]<br />
UFOpaedia: <none><br><br />
In-game text: <none><br><br />
Debug text: Squad Leader, Gang Leader, Cult Leader, Gangster, Psiclone Gang.<br><br />
<br />
These unit types were used in the game as similair to Politicians and VIPs. All unique characters were removed except the two pictured.<br />
<br clear="all"><br />
<br />
===Android Civilians===<br />
[[Image:Android_civilian.png|left]]<br />
UFOpaedia: <none><br><br />
In-game text: <none><br><br />
<br />
These unit types were used to complement MegaPrime's varied population. Cut early however remnants can be found when "Probe Unit" or "Control Unit" is used against civilians and security. Their portrait picture may show an Android image but everyone (by attributes) is classed as human. No hybrid portraits are present anywhere unless hired by X-Com.<br />
<br clear="all"><br />
<br />
==Agent Abilities And Skills==<br />
*'''Interrogation'''<br><br />
An agent's skill in persuading imprisoned units to divulge information and to influence an organisation diplomatically. Agents were assigned to the "Cells" facility and had a graded ability similiar to the 60&harr;100 skill of technical personel.<br><br />
*'''Perception'''<br><br />
An agent's skill which complemented their ''Interrogation'' skill when interacting with prisoners. Perception also influenced an agent's ability to notice things on the battlescape and improved their accuracy and reaction attributes.<br><br />
*'''Forensics'''<br><br />
[[Image:Xcom3-investigate-alien-sctructure.png|200px|right]]<br />
An agent's skill which complemented the ''Perception'' skill when looking for obscure information within a battlescape such as evidence of alien infestation within buildings, humans infected with Mriconoids, clues to other alien dimensions, etc. It would also assist in successful extortion of an organisation if objectional evidence was found after a ''stealth'' styled mission. An important skill which was needed to discover the intended purpose and any weakness of alien-owned building targeted for future destruction.<br><br />
*'''Sanity'''<br><br />
An agent's skill which was comparable to Psi-Defence against psionic attacks. The sanity of an agent determined their willpower to resist interrogation by others, to remain undetected when performing an undercover operation, and influenced their resistance to psionic manipulation. Further discovery of cut features was that the worse an agents sanity, the harder it was for psionics to affect them.<br><br />
*'''Climb'''<br><br />
[[Image:Cut_Agent_Climb_(Apocalypse).png|frame|right|Climbing]]<br />
An agent's ability to traverse difficult areas by using a unconventional approach useful for stealth and covert operations. <br><br />
*'''Driving''' <br />
An agent's ability which determined the maximum speed they could drive safely, evade hostile fire, weave through traffic, etc. An agent could be placed within the vehicle as a designated driver but this was removed in favour of autonomous robotic drivers.<br><br />
*'''Flying'''<br><br />
An agent's ability to safely pilot a flying vehicle at maximum speed, effectively evade fire, accurately fire craft weapons, etc.<br><br />
*'''Swimming'''<br><br />
An agent's ability to traverse bodies of water at speed and efficiency.<br><br />
*'''Technical Skill'''<br><br />
Biochemists, Quantum Physicists and Engineers each have an aptitude for their relevant profession. Each type possessed skills for another profession, but at a lower competancy. This may have allowed a mix of professionals to assist others.<br />
:'''Bio-Chemists''' have 10&harr;50 skill in Quantum Physics.<br><br />
:'''Quantum Physicists''' have 10&harr;50 in Biochemistry and also 10&harr;30 skill in Engineering.<br><br />
:'''Engineers''' have 10&harr;-30 skill in Quantum Physics.<br><br />
<br />
==Organisations And Relations==<br />
<br />
===Diplomacy===<br />
Diplomatic posturing between organisations cut early.<br />
<gallery><br />
Image:Xcom3-diplomacy-early-interface-standings.png|Relations Overview<br />
Image:Xcom3-diplomacy-early-interface.png|Relations Trend<br />
Image:Xcom3-diplomacy-early-interface-change.png|Confirm Actions<br />
</gallery><br />
<br />
===Real Estate===<br />
Buying and selling of buildings by auction. Cut very early in develppment.<br />
<gallery><br />
Image:Apoc_Cut_feature_building_auction.jpg|Building Selection<br />
Image:Apoc_Cut_feature_building_auction2.jpg|Confirm Actions<br />
</gallery><br />
<br />
==UFOpaedia==<br />
<br />
===Temple Of Sirius===<br />
[[Image:24sensod.png|200px|right]]<br />
UFOpaedia: <none><br><br />
In-game text: <none><br><br />
A UFOpaedia entry which was the old "Temple Of Sirius" building picture: '''24sensod.pcx'''. It has been replaced with '''33sirius.pcx'''.<br />
<br clear="all"><br />
<br />
===City Walls===<br />
[[File:29WALL.png|200px|frame|right|City Walls]]<br />
UFOpaedia: <none><br><br />
In-game text: <none><br><br />
A UFOpaedia entry which implied something about City Walls.<br />
<br clear="all"><br />
<br />
==Cityscape==<br />
<br />
===Building Names===<br />
<table {{StdDescTable}}><br />
<tr><td>Raven Reaches</td><td>Mahler Building</td><td>The Gugarin Institute</td><td>Lincoln Tower </td><td>The Armageddon Centre</td><td>Cyborg Institute</td><td>Descartes Towers</td><td>Stellar Apartments</td><td>Lone Ranger Apartments</td><td>Cyclops Mansions</td><td>Durruti Block</td><td>Blue Doctor Project</td><td>Enlightenment Towers</td><td>Renaissance Block</td><td>Slum City</td></tr><br />
</table><br />
<br />
Every building name which is numbered, each has three names. <building name ONE>, <building name TWO>, <building name THREE> with the only exception being Warehouse names, which go up to <Warehouse TWELVE>.<br />
<br />
<br />
<br />
==Battlescape==<br />
<br />
===People Tubes===<br />
[[Image:Cut_Lvl_PplTube_(Apocalypse).png|frame|left|People Tubes corrupted palette]]<br />
[[Image:Xcom3-peopletubes.png|200px|right]]<br />
UFOpaedia: The People Tube network is the mass transit system for the whole city. The anti-gravity pathways suspend the traveler above the floor and safely propels them at speeds of about 25 miles an hour.<br><br />
In-game text: <none><br><br />
A UFOpaedia entry which is located within the "Buildings" entry. '''People Tubes''' is the only building within this category which cannot be chosen as a battlescape however, the normal text (above) remains in the game. Uses [[Shopping_Mall_(Apocalypse)|shopping mall]] features and geometry.<br />
<br clear="all"><br />
<br />
===Car Park===<br />
UFOpaedia: <none><br><br />
In-game text: <none><br><br />
A battlescape which was removed and replaced with a Shopping Mall map.<br />
UFOPAEDI folder contains '''04carprk.pcx'''.<br />
<br clear="all"><br />
<br />
===Hotel===<br />
UFOpaedia: <none><br><br />
In-game text: <none><br><br />
A battlescape which was removed and replaced with a [[Luxury_Apartments_(Apocalypse)|Luxury Apartments]] map.<br />
<br clear="all"><br />
<br />
===Atmosphere Processor===<br />
UFOpaedia: <none><br><br />
In-game text: <none><br><br />
A battlescape which was removed and replaced with a [[Hydro-Farm_(Apocalypse)|Hydro Farm]] map.<br><br />
UFOPAEDI folder contains '''04atmos.pcx''' which is identical to '''17police.pcx'''.<br />
<br clear="all"><br />
<br />
===Ruins===<br />
UFOpaedia: <none><br><br />
In-game text: <none><br><br />
A battlescape which was removed and replaced with a [[Slums_(Apocalypse)|Slums]] map.<br />
<br clear="all"><br />
<br />
===Spaceship===<br />
UFOpaedia: <none><br><br />
In-game text: <none><br><br />
A battlescape which was removed and replaced with a [[Space_Port_(Apocalypse)|Space Port]] map.<br />
<br clear="all"><br />
<br />
===Outdoor Parks===<br />
UFOpaedia: <none><br><br />
In-game text: <none><br><br />
A battlescape which was removed and replaced with a [[Procreation_Park_(Apocalypse)|Procreation Park]] map.<br />
<br clear="all"><br />
<br />
==Vehicles And Items==<br />
<br />
===Structure Probe===<br />
UFOpaedia: <none><br><br />
In-game text: <none><br><br />
<br />
This device was the 'point' on the front of the [[Dimension_Probe|Dimension Probe]] which had the purpose of 'probing' an alien building to discover any possible entry points and to get basic understanding of the structure's purpose. A squad of forensic specialists and supporting agents (see above: '''Agent Abilities And Skills''') were then able to land and explore the structure for evidence of advanced technology, its use, hidden accesses, and to find structural weaknesses to enable future destruction. As a cut device, the Dimension Probe vehicle no longer has any use however, it still can be built and used in the final version.<br />
<br />
===Vortex Analyser===<br />
UFOpaedia: <none><br><br />
In-game text: <none><br><br />
<br />
This device was used to scan the current [[Alien_Dimension_(Apocalypse)|alien dimension]] for any hidden [[Dimension_Gates|Dimension Gates]] after X-Com acquired knowledge of multiple alien worlds. If any vortices were detected, the Dimension Shifter device (see next) would be used to travel through the new gate, opening up another alien dimension. If research was accelerated by skipping directly to '''One Way To Win''', the main alien dimension could be accessed and others could be bypassed.<br />
<br clear="all"><br />
<br />
===Dimension Shifter===<br />
[[File:Cut_Veh_Dmnx2_Shft_(Apocalyspe).png|frame|left|Dimension Shifter: Equip & Battlescape]]<br />
[[Image:xcom3-dimshifter.png|200px|right]]<br />
UFOpaedia: NOT USED!<br><br />
In-game text: Transports a vehicle between dimensions.<br><br />
This device allowed an airborne craft to 'jump' to one of (planned) nine alien dimensions without needing a Dimension Gate by using previously identified but obscure 'Vortex'. Some [[Alien_Craft_(Apocalypse)|UFO]] crash recovery battlescapes in the final version still contain this Dimension Shifter device within the craft but it is not recovered when mission completes.<br />
<br clear="all"><br />
<br />
===Zorium===<br />
UFOpaedia: <none><br><br />
In-game text: <none><br><br />
An exotic-energy item or a vehicle fuel used for an unknown purpose. The X-COM series of games each introduced a new and rare exotic fuel used by the aliens ([[X-COM|X-Com1]] = [[Elerium-115|Elerium]], [[TFTD|X-Com2]] = [[Zrbite]]). It has been suspected that '''Zorium''' was to have been the exotic item specific to X-Com Apocalypse. <br />
<br clear="all"><br />
<br />
===Overspawn - Live===<br />
[[Image:xcom3-overspawnalt.png|right|200px]]<br />
UFOpaedia: This enormous creature is deposited by an Alien Mothership. Its primary objective appears to be destruction of the city and annihilation of X-COM bases. The terror and panic that it causes amongst the population indicates a change in Alien strategy. It is possible that they have abandoned their attempts at infiltration and are now only concerned with revenge and retribution against X-COM.<br><br />
In-game text: A gigantic monster that has ravaged the city.<br><br />
<br />
This lifeform is a large alien, bipedal vehicle within the final version. Is it not possible to capture one alive but it can be killed. The "Autopsy" is available, whereas the "alive" lifeform research is not.<br />
<br clear="all"><br />
<br />
===Overspawn's Weapons===<br />
According to [https://openapoc.org/forum/threads/inside-the-overspawn-and-craft-stun-weapons.299/| FilmBoy84's research], the Overspawn was originally supposed to have the ability to fire four types of bombs from the smaller mouths on its chest:<br />
* [[Disruptor_Bomb_Launcher_(Apocalypse)|Disruptor Bombs]]<br />
* [[Disruptor_Multi-Bomb_Launcher_(Apocalypse)|Disruptor Multi-Bombs]]<br />
* [[Stasis_Bomb_Launcher_(Apocalypse)|Stasis Bombs]]<br />
* Entropy Bombs (cut weapon)<br><br />
<br clear="all"><br />
<br />
==Alien Dimension==<br />
<br />
===Turret - Control Chamber===<br />
[[Image:Cut+Rebuilt-AlnBld06-Turret-(Apocalypse).png|left]]<br />
[[Image:Cut-AlnBld06-Contr-Turret-(Apocalypse).png|right]]<br />
This object is unknown in name or purpose. It is found (as shown, right) within the pyramid next to the orange pads at ground level. There are four. It is speculation only, but since the control chamber is such an important building, these objects may have been defence turrets of some fashion.<br><br />
The rebuilt image (as shown, left) is generated from tiles found within the game files. This is what it would have looked like.<br />
<br clear="all"><br />
<br />
===Turret - Organic Factory===<br />
[[Image:Cut-NoWork-AlnBld06-Turret-(Apocalypse).png|left]]<br />
These objects are found within the Organic Factory. The devices are defence turrets for the alien side to protect vunerable areas. There are multiple turrets placed in the walls and upon pedestals inside the various structures which contain the targets for destruction by X-Com forces. They are not active but fire a disruptor style weapon. They may work normally (unconfirmed) if using the CD made for the UK market. <br />
<br clear="all"><br />
<br />
===Unfinished Internal Architecture===<br />
[[Image:AlnBld03-Odd-BoneDoor-(Apocalypse).png|right]]<br />
Bone doors present within the third alien building, Alien Farm, inside the one of the larger landscape features with flat top and red 'carpet'. The doors are active and work but do not lead anywhere. These four (found so far) cannot be seen and must be dug out. The remainder of this landscape feature does not contain anything of interest but only solid fibrous wall sections as expected.<br />
<br clear="all"><br />
<br />
===Alien Building Capture===<br />
X-Com could acquire alien buildings which may have allowed the manufacture of UFOs.<br />
<br />
===Multiple Buildings===<br />
Alien structures within any of the nine dimensions were to be redundant. Multiple building of the same purpose were to be built to safeguard losing any specific type or particular purpose.<br />
<br />
===Deactivated Dimension Gates===<br />
Aliens could close dimension gates. This would deny inter-dimensional travel, could trap active X-Com craft in an alien dimension, halt re-inforcements, etc.<br />
<br />
===Grounded Access===<br />
https://www.youtube.com/watch?v=Rde1g6CQUt4<br />
Each alien structure was isolated from the others and no 'people tubes' connections between buildings were present. X-Com craft would land on the ground to enable access to an alien structure. Once the craft was on the ground it was extremely vunerable to damage and destruction.<br><br />
<br />
==Research==<br />
<br />
===One Way To Win===<br />
[[Image:xcom3-onewaywin.png|200px|right]]<br />
UFOpaedia: NOT USED<br><br />
In-game text: We must discover a way to beat the Aliens once and for all.<br><br />
This research topic was to have been the very last discovery when nine dimensions were planned. Knowledge of this building allowed proper completion of the game. See above: '''Pre-Release Versions'''<br />
<br clear="all"><br />
<br />
==Game Styles==<br />
'''Multiplayer'''<br><br />
[[File:CGSP_Apr97_Pg34_(Apocalypse).png|center]]<br />
Source: CGSP_1997_04_pg034.jpg<br><br />
Multiplayer was to be a feature. All alien lifeforms and all UFOs had their own inventory/equip screen so that humans and aliens could fight in a randomly generated skirmish.<br />
<br clear="all"><br />
<br />
<br />
'''Squad Icons'''<br><br />
[[Image:Cut-Icons-Squad7to10-(Apocalypse).jpg|left]]<br />
Icons not available in normal gameplay. These icons denote squad groups beyond the six that are available which appear above the heads of any units. The numbers: 7, 8, 9, and 10 to indicate squad number is missing. The rightmost icon is corrupted when an agent moves, leaving a trail. The leftmost icon is not grey but clear. It has no colour.<br><br />
These appear if [[Utilities_(Apocalypse)|changing]] any aliens '''Side''' to ''X-Com'' and control of '''A.I. Control''' to ''none''.<br />
<br clear="all"><br />
<br />
==Concept Art - Aliens==<br />
Tim White (1952-2020), an artist who created some conceptual illustrations of aliens for X-Com Apocalypse.<br />
<br />
[[Image:Xfunnelhead.JPG|right|X-FunnelHead]]<br />
<gallery><br />
Image:Acousticcreaturesmall.jpg|frame|Acoustic Creature<br />
Image:Alienwolf.jpg|frame|Alien Wolf<br />
Image:Demonoidmodelsmall.jpg|frame1|Demonoid<br />
Image:Megacarnosaur.jpg|frame|Mega Carnosaur<br />
</gallery><br />
<br />
==Sources==<br />
===The Cutting Room Floor===<br />
*https://tcrf.net/X-COM:_Apocalypse<br />
===StrategyCore===<br />
*http://www.strategycore.co.uk/databank/games/x-com-apocalypse/concepts<br />
===OpenApoc===<br />
*http://openapoc.org/threads/beta-observed-cut-functions-behaviours-items-and-units.241<br />
*http://openapoc.org/threads/beta-of-spies-interrogation-forensics-extortion-agent-skills-vips.278<br />
===Old Websites===<br />
*http://web.archive.org/web/19990222062040/http://www.mythosgames.com/history.htm#Apocalypse<br />
*https://web.archive.org/web/19961221153122/http://www.microprose.com:80/corporatedesign/press/xcomapoc.html<br />
===Tim White===<br />
*https://en.wikipedia.org/wiki/Tim_White_(artist)<br />
*https://scifinet.net/tim-white-2<br />
*https://web.archive.org/web/20131208051129/http://www.tim-white.co.uk/pages/sculpturegallerypage1.html<br />
<br />
=Map Editor=<br />
An easily accessible <u>cityscape</u> map editor hidden within the final version files. See [[Utilities_(Apocalypse)|Apatcher]].</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Overspawn_(Apocalypse)&diff=112291Overspawn (Apocalypse)2022-10-27T23:07:09Z<p>Darkpast: /* Misc */ adding link and concision</p>
<hr />
<div>{{Ref Open | title = Overspawn}}[[Image:Overspawn_(Alive).jpg|right]]<br />
This enormous creature is deposited by an Alien Mothership. Its primary objective appears to be destruction of the city and annihilation of X-COM bases. The terror and panic that it causes amongst the population indicates a change in Alien strategy. It is possible that they have abandoned their attempts at infiltration and are now only concerned with revenge and retribution against X-COM.<br />
{{Ref Close | source = X-COM Apocalypse Ufopedia}}<br />
<br />
{{Ref Open | title = Overspawn Autopsy}}[[Image:Overspawn_Autopsy.jpg|right]]<br />
The Overspawn is a hybrid creature, derived from the Megaspawn genetic pool. It is difficult to kill, but will eventually succumb to bombardment by Disruptor Beams and other powerful weapons. Fortunately it has no ranged combat capability.<br />
{{Ref Close | source = X-COM Apocalypse Ufopedia}}<br />
<br />
'''Note:''' The live alien entry is not normally accessible. <br />
<br />
<br />
The Overspawn is a giant alien created with the sole purpose of causing a lot of damage to Mega Primus. They are transported into the city by [[Mothership]]s. Once deployed, the Overspawn will walk about in random directions with no aim or purpose apart from flatten anything that stands in its way. Megapol will often respond by sending police hovercars to harass it. <br />
<br />
Fortunately, Overspawn are dimwitted and will gladly walk into the path of falling debris. This usually kills them in the process.<br />
<br />
Otherwise an Overspawn attack is a Public Relations boon to X-COM, as any organisations, including such groups as the Cult of Sirius, that suffer damage from the attack will start to fall out of favour with the aliens. X-COM generally benefits more by not taking any action unless the Overspawn ambles too close to an X-COM facility. If this is allowed to happen and the overspawn manages to walk over the base, then it will be destroyed instantly. In this instance, heavily armed aircraft should be deployed to defend the base. <br />
<br />
==Capture==<br />
<br />
Outside of game glitches and third party editors, there is no known way to capture this alien. <br />
<br />
==Misc==<br />
<br />
* This alien is functionally an unmanned vehicle in bipedal alien guise. <br />
* It is the only ground based unit that can travel without the need of a road. <br />
* According to [https://openapoc.org/forum/threads/inside-the-overspawn-and-craft-stun-weapons.299/| FilmBoy84's research], the Overspawn was supposed to have the ability to fire four types of bombs from the smaller mouths on its chest, but this was cut from the final game.<br />
* If given control to X-Com via third party editors and operated, the Overspawn exhibits a built in behaviour that causes it to take a step in a random direction at various intervals when under manual control. This accounts for its sometimes erratic movement pattern.<br />
* It is the only alien "craft" that's given a monetary value in the game files - a whopping $1.5 million. This value is, of course, never used in-game.<br />
<br />
==Statistics==<br />
<table {{StdCenterTable}}><br />
<tr {{StdDescTable_Heading}}><th align="left">Statistics</th><br />
<th>Value</th></tr><br />
<tr><td align="left">Armor*</td><td>17/17/17/17/17/17</td></tr><br />
<tr><td align="left">Constitution</td><td>1800</td></tr><br />
<tr><td align="left">Top Speed</td><td>4</td></tr><br />
<tr><td align="left">Acceleration</td><td>1</td></tr><br />
<tr><td align="left">Weapon</td><td>(Claws)</td></tr><br />
<tr><td align="left">Weapon Power</td><td>Instant destruction</td></tr><br />
<tr><td align="left">Weapon Range</td><td>Touch</td></tr><br />
<tr><td align="left">Score points</td><td>400</td></tr><br />
</table><br /><br />
<nowiki>*</nowiki>Armor values are read as: Top (above), Front, Left, Right, Rear and Bottom (below).<br />
<br />
==See Also==<br />
* [[Aliens (Apocalypse)|Aliens]]<br />
* [[Alien Life Forms (Apocalypse)|Alien Life Forms]]<br />
<br />
<br />
{{Unit Navbar (Apocalypse)}}<br />
{{Vehicles (Apocalypse) Navbar}}<br />
<br />
[[Category: Apocalypse]]<br />
[[Category: Aliens (Apocalypse)]]<br />
[[Category: Research (Apocalypse)]]</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Population_(Apocalypse)&diff=112290Population (Apocalypse)2022-10-27T23:00:04Z<p>Darkpast: /* X-Com Technical Personnel */ spelling and mentioning they can't kneel/go prone</p>
<hr />
<div>'''Humans, Hybrids, Robots, and ''friends''.'''<br />
=A Populated City=<br />
[[Mega-Primus]] is home to a variety of peoples ...and home to a strange collection of alien lifeforms who have recently taken up residence in various buildings.<br />
<br />
===Interactions===<br />
An environmentally sustainable modern city that accommodates many. The majority are respectable citizens, some not so much, and others are just not welcome within the city walls. A new threat of otherworldly beings is also apparent and must be removed to safeguard the populace.<br><br />
X-Com's role is to remove these alien invaders and in doing so, X-Com agents will meet some of the inhabitants of the city by:<br />
* Investigation, detection, and removal of aliens within an organisation's building.<br />
* Raiding a company building belonging to any, allied to hostile, organisation.<br />
* Retaliation for X-Com's hostile actions by an invading force attemping to destroy an X-Com base.<br><br />
X-Com may also offer job opportunities to anyone willing to help:<br />
* Citizens offering their willingness to fight any threat to Mega-Primus can be hired as Agents.<br />
* Anyone not willing to fight can be hired as a professional '''Technical Personel''' instead, assisting with research of biological specimens and strange organic items, and then to use that acquired knowledge to construct advanced, exotic technologies.<br />
<br />
====Building Defenders====<br />
Any company building will use its own members as a ''defence force'' to defend the structure and to fight any invaders:<br />
* '''Police''' appear within any Megapol owned building.<br />
* '''Cultists''' appear in any Cult Of Sirius Temple.<br />
* '''Gangsters''' appear in gang owned buildings, typically derelict slums.<br />
* '''Building Security''' are hired '''Guards''' that appear within all buildings which do not have a dedicated defence force.<br><br />
If an X-Com base is attacked by any hostile organisation, the same style of Building Defenders will appear inside the layout of the base except any company which uses Building Security. These hired security Guards will refuse to participate in attacking an X-Com base. A hostile company will resort to using '''Corporate Hoods''' ...which are less inclined to care but only if the price is right!<br />
<br />
==The Population==<br />
Technical Personel, Citizens, Police, Cultists, Gangsters, Building Security, Corporate Thugs! Everyone has a name, everyone has a purpose.<br />
===X-Com Technical Personnel===<br />
[[Image:TechPers_Invt_(Apocalypse).png|frame|right|X-Com Technical Personel]]<br />
[[Image:TechPers_Batt_360_(Apocalypse).png|frame|left|Technical Personel]]<br />
Scientists (Bio-chemists and Quantum Physicists) and Engineers are hired to work inside X-Com [[Research_(Apocalypse)|laboratories]] and [[workshops]] as skilled professionals and will be present on the battlescape if a base has come under attack by hostile ground forces.<br><br />
On any base defence mission, professionals do not engage in combat and do not have an inventory. They also cannot kneel or go prone. Their attributes are similar to other simple units such as Civilians. All technical personnel use the same portraits as human agents, are assigned the Rookie rank, and their icons on the [[Battlescape_Overview_(Apocalypse)|battlescape control panel]] look identical to those of rookie human agents. Do not confuse the two!<br><br />
Any newly hired professional will be offered a [[Autotaxi_(Apocalypse)|Transtellar Autotaxi]] for transport to their new base. If too many are hired or not enough taxis, any newly hired units must instead use the people tube network. Some problems may arise:<br />
* City damage may prevent any new hire from using the [[Known_Bugs_(Apocalypse)#Unreliable_People_Tubes|damaged people tubes]].<br />
* An X-Com base may be breach of environmental laws and will be classed as unsustainable if a large amount of people resides within. Mandatory [[Known_Bugs_(Apocalypse)#Firing_Infatuated_Agents|decrease of inhabitants]] will be immediately enforced if attempting to hire more.<br />
* Military vehicles are prohibited from transporting any civilians. Technical personnel cannot be placed within any vehicle owned by X-Com. By law, they must use public transport options only.<br />
<br clear="all"><br />
<br />
===Civilians===<br />
[[Image:Civ_Line_Front_(Apocalypse).png|frame|left| Middle Class &brvbar; Upper Class &brvbar; Lower Class<br> Male Female Male Female Male Female<br>'''Civilians appearing within Mega-Primus''']]<br />
The population of Mega-Primus live their lives in peace with their robotic servants. Any modern society will contain a broad range of peoples of a particular economic status: '''Lower class, Middle class, and Upper class'''. Any residential building: slums, apartments and luxury apartments will have a high density of citizens to match. Areas of employment will have a lower quantity of civilians, and some buildings will have none at all. All will avoid hostilities between organisations (no civilians appear on any raid actions) but may be under threat by aliens present within their buildings (civilians only appear when X-Com is removing an alien infestation).<br><br />
Civilians will avoid combat and will often be is a state of panic by running around aimlessly. Aliens do not attack civilians since infiltration and eventual Micronoid infection is the goal, though they may kill them by accident when firing at X-Com forces. If any civilian is killed, the Government will penalise X-Com by reducing the mission score by '''-10''' for each death. This penalty is applied regardless of who is responsible for the death. Civilian deaths have no effect on X-Com's relations with the organisation that owns the building.<br />
<br clear="all"><br />
<br />
===Police===<br />
[[Image:Police_Batt_360_(Apocalypse).png|frame|left|Megapol Poilce]]<br />
Police officers are responsible for enforcing law and order within the city. Officers are well-armed (Tech Level 3) but do not wear their own style of armor. Academy training allows these units to start with better than average reactions and good built-in armor but do not have good psionic resistance.<br />
<br clear="all"><br />
<br />
===Cultists===<br />
[[Image:Cult_Batt_360_(Apocalypse).png|frame|left|Cultists]]<br />
Cult of Sirius zealots are moderately armed (Tech Level 2). Religious studies have stunted their accuracy and have weaker than average built-in armor values however, their mythological teachings has allowed them to have above average psionic defense.<br />
<br clear="all"><br />
<br />
===Gangsters===<br />
[[Image:Gangs_Batt_360_(Apocalypse).png|frame|left|Gangsters]]<br />
Gangsters are very well-armed (Tech Level 4) although their accuracy is less than average. Psiclone use has decreased their psionic defence but has made their reactions better.<br />
<br clear="all"><br />
<br />
===Building Security===<br />
[[Image:Guards_Batt_360_(Apocalypse).png|frame|left|Building Security]]<br />
Building Security, also known as "Guards" may use any starting Tech Level which depends on their employment. Larger organisations such as [[Marsec]] and [[Solmine]] use level four whereas other such as [[Superdynamics]] and [[Evonet]] will use level one. Attributes are less then average since these units are hired members of Mega-Primus and are not well trained in combat.<br />
<br clear="all"><br />
<br />
===Corporate Hood===<br />
[[Image:Hoods_Batt_360_(Apocalypse).png|frame|left|Corporate Hoods]]<br />
Corporate Hoods replace Building Security when assaulting an X-com base. The hood's Tech Level depends on which organisation is raiding the base, typically matching the level given to Guards. Their attributes are similar to building security but have slightly better accuracy skill.<br />
<br clear="all"><br />
<br />
===Robotic Workers===<br />
[[Image:Pop-Robot-All-(Apocalypse).png|frame|left|Robots: Workers, Factory Assistants, Haulers, Cleaners, Household Assistants]]<br />
<br clear="all"> <br />
No robots are active on any battlescape and all have been immediately shutdown due to human proximity as a safety precaution. They do not move and cannot be selected. Destroyed robots will either:<br />
* Disappear in a puff of smoke or stun gas or have no effect.<br />
* Detonate in a small 3x3 explosion, causing minor damage.<br />
* Explode in flames (common incendiary effect) which [[Robot_Factory_(Apocalypse)|can spread]] to other flammable things.<br />
...and may have different consequences within different buildings.<br />
<br />
===Sectoid===<br />
[[Image:Sectoid-Batt-360-(Apocalypse).png|frame|left|Sectoids]]<br />
The Sectoid race of aliens is present within the Alien Dimension as a food source. The enemy of a previous X-COM game has become an alien delicacy! Sectoid lifeforms are only found inside the [[Food Chamber]] and are no threat to X-Com. They are being held captive as 'free-range' food and behave exactly like civilians - moving about in the Food Chamber in a panic. If choosing to not kill off the Sectoids, [[Mutant Alliance]] will become friendly or better, towards X-Com at the conclusion of battle and will also become immediately hostile to Aliens, if not already.<br />
<br clear="all"><br />
Aliens will not target their food. A penalty of '''-10''' is applied to X-COM's score at the mission's end for each Sectoid killed, regardless of who is responsible.<br><br />
Sectoids are typically found in a loose group of up to twenty.<br />
<br clear="all"><br />
<br />
<br />
==See Also==<br />
* [[Organizations]]<br />
* [[Relations (Apocalypse)|Relations]]<br />
<br />
<br />
[[Category: Apocalypse]]<br />
<br />
<br />
{{Unit Navbar (Apocalypse)}}</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Talk:Organizations&diff=112289Talk:Organizations2022-10-27T22:57:33Z<p>Darkpast: /* Funding or Funds Does Not Matter */</p>
<hr />
<div>== Raids ==<br />
<br />
Browsing around with Apoc'd, I see that there are several types of "raid" actions that organizations can conduct against their enemies. I'm looking for more concrete information on what the various types of raid actually mean. There exist:<br />
:Raid - this is the typical base attack using agents.<br />
:Attack - I have no idea what this is.<br />
:Illegal flyer - a flying vehicle or two attack an enemy building. Used only by Megapol and gangs.<br />
:Storm - again, no idea what this is. Used only by Megapol and gangs.<br />
[[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 05:25, 14 June 2020 (UTC)<br />
<br />
:Attack = you get a "Organisation attacked:" message on the scrollbar (e.g. "Organisation attacked: Psyke Attacked by: Megapol"). However, if X-COM is targetted nothing happens.<br />
:Raid = similar message, but if X-COM is targetted you get a base defence.<br />
:Storm = similar message, but if X-COM is targetted you get a base defence (no apparent difference in difficulty).<br />
:Illegal flyer = "An illegal flyer has been detected", and then they suicide two Hovercars/Hoverbikes (depending on current budget I think) against an enemy building (IIRC Megapol can also use Police Hovercars, and I've seen a single Valkyrie get used once, but these are pretty rare).<br />
<br />
:Note that any infiltrated organisation will use the Megapol/gangs table (which has a much higher likelihood of rolling something interesting, in addition to the "illegal flyer" possibility). When the Alien Takeover screen says "right and wrong no longer exists for these people" it's actually hinting at this. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 07:08, 14 June 2020 (UTC)<br />
<br />
:: Awesome, thank you. So this confirms that non-gang non-Megapol organizations don't attack you with vehicles (unless infiltrated). As for the vehicle used, it's possible it's just a random dice roll with an equal chance of each vehicle in the organization's vehicle park being selected. This would explain why Valkyries are so rare, as the gangs each have only a single Valkyrie at the beginning of the game (though they might buy more as the game progresses).<br />
:: Which brings me to another question - do organizations ever send out ground vehicles to defend their buildings? I tried attacking Diablo and they never seem to bring out their Stormdogs (the gangs always begin with three each). In fact, I levelled a Diablo building and they lost a Stormdog, but I didn't get a "vehicle destroyed" message. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 08:24, 14 June 2020 (UTC)<br />
:I don't know if Vehicle Parks are used for illegal flyer attacks, although the air units are definitely used for building defence (I've never seen military ground vehicles used apart from Megapol's Police Cars). Organisations can definitely buy new vehicle parks, although they can't do it instantly (it's possible to run an organisation out of vehicles, but if you come back a couple of hours later they'll have bought replacements). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 17:07, 14 June 2020 (UTC)<br />
<br />
::I've done more testing regarding Illegal Flyers and here's what I've concluded:<br />
::1) Illegal Flyers are taken from an Org's "Vehicle Park".<br />
::2) The game will always try to assign two attacking vehicles.<br />
::3) The game checks the vehicles in the Park in the following order: Police Hovercar, Phoenix Hovercar, Hoverbike, Valkyrie, Hawk.<br />
::4) The selection routine seems to go: is there more than one vehicle of that type in the Pool? If yes, assign it to attack the target building & repeat query. If no, go to the next type.<br />
::For example: Cult of Sirius has 2 Phoenix Hovercars, 3 Hoverbikes and 2 Valkyries. The game assigns 1 Phoenix Hovercar, but skips the other one as it is now the only remaining one in the Pool. It moves on to the Hoverbikes and assigns one. Now there are two vehicles so the attack can go ahead. It will consist of one Phoenix and one Hoverbike.<br />
::Example #2: Government has 1 Hoverbike and 2 Hawks. The game skips the Hoverbike as there is only one in the Pool and moves onto the Hawks. It selects one and assigns it to the attack. As there are no other vehicles, the attack will consist of one Hawk.<br />
<br />
::Regarding '''armed''' ground vehicles, I could never get an Org to deploy them, and it seems that a number of them disappear from the Vehicle Park every time one of the owner's buildings gets damaged. They are never replaced. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 20:24, 15 July 2020 (UTC)<br />
<br />
:Some testing of my own revealed a further wrinkle - illegal Police Hovercars do not produce the "An illegal flyer has been detected" message. This means that if the time setting is on Ultra Fast, the game will skip past them - if something else stops the clock within the next half-hour or so, the attack will commence then, but otherwise it'll go away. This would seem to be why illegal flyer attacks from Megapol don't show up very often - you're only stopped a few times a day.<br />
<br />
:Organisations do also seem to have to purchase vehicles for their vehicle park, which means that if you can bankrupt an organisation AND run them out of vehicle park they should be unable to launch illegal flyer attacks (raids can occur at negative balance, though). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 11:32, 16 July 2020 (UTC)<br />
<br />
::Just wanted to make sure - have you seen a bankrupt Organisation launch a raid "naturally" (without using Apoc'd to schedule it)? [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:23, 20 July 2020 (UTC)<br />
<br />
:Yes, the original thing that made me say that was getting raided by Osiron during an ordinary game after they'd gone into negatives from their slums being collateral damage. Just retested by making the gangs hate me and giving them all -$1M starting money - took a while, but eventually I got raided (they were raiding each other and Megapol from the get-go, but I wanted to get a raid on X-COM to be sure). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 09:24, 20 July 2020 (UTC)<br />
<br />
:: OK, thanks. Seems there isn't much point in bankrupting them, then. Illegal flyer attacks are rare and not very dangerous if you have any craft to speak of. I'm not sure whether the Police Hovercars and Hoverbikes can even damage buildings with their weapons. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 09:28, 20 July 2020 (UTC)<br />
<br />
:Megapol's Police Car and Police Hovercar patrols come out of their vehicle park; if you're hostile with Megapol, bankrupting them + shooting the cars down will eventually remove the distraction from UFO interception. Otherwise, though, I think you're right. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 11:04, 20 July 2020 (UTC)<br />
<br />
== Suggestion ==<br />
<br />
I was thinking that it may be better to replace the "Organizations Important to X-COM" section with a "Services Provided to X-COM" overview, e.g.<br />
<br />
<br><br />
<table {{StdCenterTable}}><br />
<th {{StdDescTable_Heading}} valign ="center">Organization</th><th {{StdDescTable_Heading}}>Services provided<br />
<tr><td align="left">[[Image:Apoc_govt_icon.png]] [[Government]]</td><td>weekly funding</td></tr><br />
<tr><td align="left">[[Image:Apoc_megapol_icon.png]] [[Megapol]]</td><td>sells agent and vehicle equipment; limited assistance vs. Alien Craft</td></tr><br />
<tr><td align="left">[[Image:Apoc_marsec_icon.png]] [[Marsec]]</td><td>sells ground and air vehicles, agent and vehicle equipment</td></tr><br />
</table><br />
<br><br />
<br />
And so on for all organizations that actually provide something to X-COM. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 09:46, 20 July 2020 (UTC)<br />
<br />
:I mean, I do have a rather-detailed guide to that on my user page, but I suppose we could whip up something more concise.<br />
<br />
:The big question is whether to include Psyke and to a lesser degree Cyberweb. Psyke "sells" Psiclone, but they never have any for sale unless you sold it to them first and it's useless. Cyberweb does provide a selection of vehicle equipment, but none of the items appears to do anything. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 11:15, 20 July 2020 (UTC)<br />
<br />
::My recommendation - don't include Psyke, but do include Cyberweb, with a footnote explaining the latter's items don't work as intended.<br />
::p.s. I'm also not sure about Gravball League. I'm inclined to believe it does not affect the number of recruits, but I don't have 100% proof. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 11:33, 20 July 2020 (UTC)<br />
<br />
:I just did a test of thirty days' worth of humans with GBL neutral/hostile/allied, and got 39/52/43, so I'm strongly inclined to think there's no effect. Probably not enough to filter out the noise, though, so I also put in a question on OpenApoc. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 13:51, 20 July 2020 (UTC)<br />
<br />
:: Don't forget that every Organization will buy recruits from the same pool, just as they will also buy up craft and equipment, so that will have impact on the availability as well. The increase is about the same as from SELF and Mutant Alliance. [[User:Bard|Bard]] ([[User talk:Bard|talk]]) 17:29, 20 July 2020 (UTC)<br />
<br />
:::I've seen no evidence of anything you claim there; organisation personnel are not hired or equipped with bought equipment the way X-COM's are (they and their equipment are randomly generated when a mission is started), and the max humans seen with the GB league hostile and with it allied were both 3 (SELF and Mutant Alliance switch on and off the 0-1 android/hybrid, so a similar mechanism would produce a difference). Please don't supply urban legends as fact; it just confuses matters. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 06:40, 21 July 2020 (UTC)<br />
<br />
:::: Relations do matter, here is more info from the "PC Zone X-Com Apocalypse Tips Books", though ingame already all of these are very obvious to observe: https://imgur.com/a/QJtmiaR [[User:Bard|Bard]] ([[User talk:Bard|talk]]) 11:47, 15 October 2021 (UTC)<br />
<br />
::::: And most of those tips don't work as advertised because the game came out without many announced features. The best person to ask about which actually work is to ask Chimera Kitty Of Malal, the main developer of OpenApoc, since he has extensively researched the game's source code and he'll be able to clarify what actually works ingame. You can find him at the OpenXCom discord. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 19:18, 15 October 2021 (UTC)<br />
<br />
::::: Yeah, have you actually verified any of this? I'm 100% sure that the Mutant Alliance and S.E.L.F. info is wrong, for example - your relations with the relevant org need to be at least 0, or Hybrids/Androids will not be available at all (so they will definitely not be available if the org is unfriendly). The bit about Synthemesh is at least half-wrong, too - the city is always fully repaired at midnight. And you can't buy equipment from hostile organizations at all, so the claim that being unfriendly or better with Cyberweb makes *more* weapons control systems available, while technically true (because the number available is zero if Cyberweb is hostile), is an odd and awkward way of putting things to say the least. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 01:01, 10 November 2021 (CET)<br />
<br />
::::::The city's not necessarily ''fully''-repaired at midnight. Levelled buildings will only be repaired one height-level at a time. I think there's also some sort of global cap on how much repair work can be done per day, although I'm not certain about that. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 18:12, 26 May 2022 (CEST)<br />
<br />
:::::::Fair enough, I hadn't really notice that before. But my main point is that I see no evidence to back up the vast majority of what the Tips Book claims regarding the effects of alliances. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 21:59, 27 May 2022 (CEST)<br />
<br />
== Alliance effects ==<br />
<br />
Upon my request, Skin36 was kind enough to investigate the code in order to determine whether good relations have the effects claimed in the Tips Book. After checking 10 different organizations, the effect is a resounding "no". In fact, the only noticeable effect is that non-Human recruits will not be available if X-COM's relationship with the SELF/Mutant Alliance is less than 0, as detailed by Magic9Mushroom here: https://www.ufopaedia.org/index.php/Talk:Agents_(Apocalypse)<br />
<br />
Furthermore, I have done in-game tests and concluded that being allied with Sanctuary Clinic or Nanotech has no effect on Agents' healing rates. Likewise, being allied with Synthemesh has no visible effect on building repair rate: they always seem to be repaired one level (floor) per day.<br />
<br />
Therefore, the information from the Tips Book will soon be removed unless someone comes up with '''conclusive evidence''' to the contrary. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 21:48, 11 July 2022 (CEST)<br />
<br />
=Funding or Funds Does Not Matter=<br />
Bankrupt organisations cannot buy new vehicles.<br />
False.<br><br />
Replacement of vehicles by "bankrupt" orgs is always completed on the new day. Their funds, or lack of, is irrelevant. I've tested this already ...way too much.<br />
<br />
* Well I have just tested this by bankrupting Marsec and guess what - no new vehicles. To be specific, I set their funds to zero using Apoc'd, destroyed their entire fleet, then leveled their buildings, driving them into negative funding. I waited two days and they did not replace their vehicles. So either we're doing something different, or this varies between different versions of the game.<br />
* Also, destroyed vehicles aren't always replaced by the same vehicles. Instead, each organization has a chance of buying new vehicles each hour (not day!) and will do so - I don't exactly how it chooses which vehicles to buy and when they have "enough". So, let's say Marsec has 3 Hoverbikes and 2 Hovercars. If you destroy them, they'll buy new vehicles, but it might not be the same number and type.<br />
* Some organizations start with no vehicles (such as the Government), while others have a lot (gangs, Megapol), but how often they buy new ones seems to be based mostly on their funding. I think this should be mentioned.<br />
* It should be mentioned that Megapol doesn't use Phoenix Hovercars or Hoverbikes.<br />
* Can Illegal Flyers really be sent by anyone? I've only seen it done by infiltrated organizations, the gangs and Megapol. But I haven't tested it exhaustively.<br />
* I have definitely seen organizations scramble unarmed civilian vehicles (such as the Rescue Transport) when their buildings are attacked. I've also seen civilian vehicles appear in their vehicle pools, though these do not seem to be the ones you see driving from one building to another.<br />
* Have you ever seen an organization use a vehicle with non-default weapons or upgrades?<br />
* Megapol and the gangs do start with Stormdogs, and Megapol has a Griffon, but they never seem to deploy them. I guess this doesn't have to be mentioned here, but it may fit under "unused features". [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 00:26, 28 October 2022 (CEST)</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Population_(Apocalypse)&diff=112288Population (Apocalypse)2022-10-27T22:52:06Z<p>Darkpast: x-com always gets blamed for civilian/sectoid deaths, even if an alien killed them by accident; also, it's the Government who determines x-com's score</p>
<hr />
<div>'''Humans, Hybrids, Robots, and ''friends''.'''<br />
=A Populated City=<br />
[[Mega-Primus]] is home to a variety of peoples ...and home to a strange collection of alien lifeforms who have recently taken up residence in various buildings.<br />
<br />
===Interactions===<br />
An environmentally sustainable modern city that accommodates many. The majority are respectable citizens, some not so much, and others are just not welcome within the city walls. A new threat of otherworldly beings is also apparent and must be removed to safeguard the populace.<br><br />
X-Com's role is to remove these alien invaders and in doing so, X-Com agents will meet some of the inhabitants of the city by:<br />
* Investigation, detection, and removal of aliens within an organisation's building.<br />
* Raiding a company building belonging to any, allied to hostile, organisation.<br />
* Retaliation for X-Com's hostile actions by an invading force attemping to destroy an X-Com base.<br><br />
X-Com may also offer job opportunities to anyone willing to help:<br />
* Citizens offering their willingness to fight any threat to Mega-Primus can be hired as Agents.<br />
* Anyone not willing to fight can be hired as a professional '''Technical Personel''' instead, assisting with research of biological specimens and strange organic items, and then to use that acquired knowledge to construct advanced, exotic technologies.<br />
<br />
====Building Defenders====<br />
Any company building will use its own members as a ''defence force'' to defend the structure and to fight any invaders:<br />
* '''Police''' appear within any Megapol owned building.<br />
* '''Cultists''' appear in any Cult Of Sirius Temple.<br />
* '''Gangsters''' appear in gang owned buildings, typically derelict slums.<br />
* '''Building Security''' are hired '''Guards''' that appear within all buildings which do not have a dedicated defence force.<br><br />
If an X-Com base is attacked by any hostile organisation, the same style of Building Defenders will appear inside the layout of the base except any company which uses Building Security. These hired security Guards will refuse to participate in attacking an X-Com base. A hostile company will resort to using '''Corporate Hoods''' ...which are less inclined to care but only if the price is right!<br />
<br />
==The Population==<br />
Technical Personel, Citizens, Police, Cultists, Gangsters, Building Security, Corporate Thugs! Everyone has a name, everyone has a purpose.<br />
===X-Com Technical Personnel===<br />
[[Image:TechPers_Invt_(Apocalypse).png|frame|right|X-Com Technical Personel]]<br />
[[Image:TechPers_Batt_360_(Apocalypse).png|frame|left|Technical Personel]]<br />
Scientists (Bio-chemists and Quantum Physicists) and Engineers are hired to work inside X-Com [[Research_(Apocalypse)|laboratories]] and [[workshops]] as skilled professionals and will be present on the battlescape if a base has come under attack by hostile ground forces.<br><br />
On any base defence mission, professionals do not engage in combat and do not have an inventory. Their attributes are similiar to other simple units such as Civilians. All technical personel use the same portraits as human agents, are assigned the Rookie rank, and their icons on the [[Battlescape_Overview_(Apocalypse)|battlescape control panel]] look identical to those of rookie human agents. Do not confuse the two!<br><br />
Any newly hired professional will be offered a [[Autotaxi_(Apocalypse)|Transtellar Autotaxi]] for transport to their new base. If too many are hired or not enough taxis, any newly hired units must instead use the people tube network. Some problems may arise:<br />
* City damage may prevent any new hire from using the [[Known_Bugs_(Apocalypse)#Unreliable_People_Tubes|damaged people tubes]].<br />
* An X-Com base may be breach of environmental laws and will be classed as unsustainable if a large amount of people resides within. Mandatory [[Known_Bugs_(Apocalypse)#Firing_Infatuated_Agents|decrease of inhabitants]] will be immediately enforced if attempting to hire more.<br />
* Military vehicles are prohibited from transporting any civilians. Technical personel cannot be placed within any vehicle owned by X-Com. By law, they must use public transport options only.<br />
<br clear="all"><br />
<br />
===Civilians===<br />
[[Image:Civ_Line_Front_(Apocalypse).png|frame|left| Middle Class &brvbar; Upper Class &brvbar; Lower Class<br> Male Female Male Female Male Female<br>'''Civilians appearing within Mega-Primus''']]<br />
The population of Mega-Primus live their lives in peace with their robotic servants. Any modern society will contain a broad range of peoples of a particular economic status: '''Lower class, Middle class, and Upper class'''. Any residential building: slums, apartments and luxury apartments will have a high density of citizens to match. Areas of employment will have a lower quantity of civilians, and some buildings will have none at all. All will avoid hostilities between organisations (no civilians appear on any raid actions) but may be under threat by aliens present within their buildings (civilians only appear when X-Com is removing an alien infestation).<br><br />
Civilians will avoid combat and will often be is a state of panic by running around aimlessly. Aliens do not attack civilians since infiltration and eventual Micronoid infection is the goal, though they may kill them by accident when firing at X-Com forces. If any civilian is killed, the Government will penalise X-Com by reducing the mission score by '''-10''' for each death. This penalty is applied regardless of who is responsible for the death. Civilian deaths have no effect on X-Com's relations with the organisation that owns the building.<br />
<br clear="all"><br />
<br />
===Police===<br />
[[Image:Police_Batt_360_(Apocalypse).png|frame|left|Megapol Poilce]]<br />
Police officers are responsible for enforcing law and order within the city. Officers are well-armed (Tech Level 3) but do not wear their own style of armor. Academy training allows these units to start with better than average reactions and good built-in armor but do not have good psionic resistance.<br />
<br clear="all"><br />
<br />
===Cultists===<br />
[[Image:Cult_Batt_360_(Apocalypse).png|frame|left|Cultists]]<br />
Cult of Sirius zealots are moderately armed (Tech Level 2). Religious studies have stunted their accuracy and have weaker than average built-in armor values however, their mythological teachings has allowed them to have above average psionic defense.<br />
<br clear="all"><br />
<br />
===Gangsters===<br />
[[Image:Gangs_Batt_360_(Apocalypse).png|frame|left|Gangsters]]<br />
Gangsters are very well-armed (Tech Level 4) although their accuracy is less than average. Psiclone use has decreased their psionic defence but has made their reactions better.<br />
<br clear="all"><br />
<br />
===Building Security===<br />
[[Image:Guards_Batt_360_(Apocalypse).png|frame|left|Building Security]]<br />
Building Security, also known as "Guards" may use any starting Tech Level which depends on their employment. Larger organisations such as [[Marsec]] and [[Solmine]] use level four whereas other such as [[Superdynamics]] and [[Evonet]] will use level one. Attributes are less then average since these units are hired members of Mega-Primus and are not well trained in combat.<br />
<br clear="all"><br />
<br />
===Corporate Hood===<br />
[[Image:Hoods_Batt_360_(Apocalypse).png|frame|left|Corporate Hoods]]<br />
Corporate Hoods replace Building Security when assaulting an X-com base. The hood's Tech Level depends on which organisation is raiding the base, typically matching the level given to Guards. Their attributes are similar to building security but have slightly better accuracy skill.<br />
<br clear="all"><br />
<br />
===Robotic Workers===<br />
[[Image:Pop-Robot-All-(Apocalypse).png|frame|left|Robots: Workers, Factory Assistants, Haulers, Cleaners, Household Assistants]]<br />
<br clear="all"> <br />
No robots are active on any battlescape and all have been immediately shutdown due to human proximity as a safety precaution. They do not move and cannot be selected. Destroyed robots will either:<br />
* Disappear in a puff of smoke or stun gas or have no effect.<br />
* Detonate in a small 3x3 explosion, causing minor damage.<br />
* Explode in flames (common incendiary effect) which [[Robot_Factory_(Apocalypse)|can spread]] to other flammable things.<br />
...and may have different consequences within different buildings.<br />
<br />
===Sectoid===<br />
[[Image:Sectoid-Batt-360-(Apocalypse).png|frame|left|Sectoids]]<br />
The Sectoid race of aliens is present within the Alien Dimension as a food source. The enemy of a previous X-COM game has become an alien delicacy! Sectoid lifeforms are only found inside the [[Food Chamber]] and are no threat to X-Com. They are being held captive as 'free-range' food and behave exactly like civilians - moving about in the Food Chamber in a panic. If choosing to not kill off the Sectoids, [[Mutant Alliance]] will become friendly or better, towards X-Com at the conclusion of battle and will also become immediately hostile to Aliens, if not already.<br />
<br clear="all"><br />
Aliens will not target their food. A penalty of '''-10''' is applied to X-COM's score at the mission's end for each Sectoid killed, regardless of who is responsible.<br><br />
Sectoids are typically found in a loose group of up to twenty.<br />
<br clear="all"><br />
<br />
<br />
==See Also==<br />
* [[Organizations]]<br />
* [[Relations (Apocalypse)|Relations]]<br />
<br />
<br />
[[Category: Apocalypse]]<br />
<br />
<br />
{{Unit Navbar (Apocalypse)}}</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Talk:Organizations&diff=112287Talk:Organizations2022-10-27T22:26:28Z<p>Darkpast: </p>
<hr />
<div>== Raids ==<br />
<br />
Browsing around with Apoc'd, I see that there are several types of "raid" actions that organizations can conduct against their enemies. I'm looking for more concrete information on what the various types of raid actually mean. There exist:<br />
:Raid - this is the typical base attack using agents.<br />
:Attack - I have no idea what this is.<br />
:Illegal flyer - a flying vehicle or two attack an enemy building. Used only by Megapol and gangs.<br />
:Storm - again, no idea what this is. Used only by Megapol and gangs.<br />
[[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 05:25, 14 June 2020 (UTC)<br />
<br />
:Attack = you get a "Organisation attacked:" message on the scrollbar (e.g. "Organisation attacked: Psyke Attacked by: Megapol"). However, if X-COM is targetted nothing happens.<br />
:Raid = similar message, but if X-COM is targetted you get a base defence.<br />
:Storm = similar message, but if X-COM is targetted you get a base defence (no apparent difference in difficulty).<br />
:Illegal flyer = "An illegal flyer has been detected", and then they suicide two Hovercars/Hoverbikes (depending on current budget I think) against an enemy building (IIRC Megapol can also use Police Hovercars, and I've seen a single Valkyrie get used once, but these are pretty rare).<br />
<br />
:Note that any infiltrated organisation will use the Megapol/gangs table (which has a much higher likelihood of rolling something interesting, in addition to the "illegal flyer" possibility). When the Alien Takeover screen says "right and wrong no longer exists for these people" it's actually hinting at this. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 07:08, 14 June 2020 (UTC)<br />
<br />
:: Awesome, thank you. So this confirms that non-gang non-Megapol organizations don't attack you with vehicles (unless infiltrated). As for the vehicle used, it's possible it's just a random dice roll with an equal chance of each vehicle in the organization's vehicle park being selected. This would explain why Valkyries are so rare, as the gangs each have only a single Valkyrie at the beginning of the game (though they might buy more as the game progresses).<br />
:: Which brings me to another question - do organizations ever send out ground vehicles to defend their buildings? I tried attacking Diablo and they never seem to bring out their Stormdogs (the gangs always begin with three each). In fact, I levelled a Diablo building and they lost a Stormdog, but I didn't get a "vehicle destroyed" message. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 08:24, 14 June 2020 (UTC)<br />
:I don't know if Vehicle Parks are used for illegal flyer attacks, although the air units are definitely used for building defence (I've never seen military ground vehicles used apart from Megapol's Police Cars). Organisations can definitely buy new vehicle parks, although they can't do it instantly (it's possible to run an organisation out of vehicles, but if you come back a couple of hours later they'll have bought replacements). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 17:07, 14 June 2020 (UTC)<br />
<br />
::I've done more testing regarding Illegal Flyers and here's what I've concluded:<br />
::1) Illegal Flyers are taken from an Org's "Vehicle Park".<br />
::2) The game will always try to assign two attacking vehicles.<br />
::3) The game checks the vehicles in the Park in the following order: Police Hovercar, Phoenix Hovercar, Hoverbike, Valkyrie, Hawk.<br />
::4) The selection routine seems to go: is there more than one vehicle of that type in the Pool? If yes, assign it to attack the target building & repeat query. If no, go to the next type.<br />
::For example: Cult of Sirius has 2 Phoenix Hovercars, 3 Hoverbikes and 2 Valkyries. The game assigns 1 Phoenix Hovercar, but skips the other one as it is now the only remaining one in the Pool. It moves on to the Hoverbikes and assigns one. Now there are two vehicles so the attack can go ahead. It will consist of one Phoenix and one Hoverbike.<br />
::Example #2: Government has 1 Hoverbike and 2 Hawks. The game skips the Hoverbike as there is only one in the Pool and moves onto the Hawks. It selects one and assigns it to the attack. As there are no other vehicles, the attack will consist of one Hawk.<br />
<br />
::Regarding '''armed''' ground vehicles, I could never get an Org to deploy them, and it seems that a number of them disappear from the Vehicle Park every time one of the owner's buildings gets damaged. They are never replaced. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 20:24, 15 July 2020 (UTC)<br />
<br />
:Some testing of my own revealed a further wrinkle - illegal Police Hovercars do not produce the "An illegal flyer has been detected" message. This means that if the time setting is on Ultra Fast, the game will skip past them - if something else stops the clock within the next half-hour or so, the attack will commence then, but otherwise it'll go away. This would seem to be why illegal flyer attacks from Megapol don't show up very often - you're only stopped a few times a day.<br />
<br />
:Organisations do also seem to have to purchase vehicles for their vehicle park, which means that if you can bankrupt an organisation AND run them out of vehicle park they should be unable to launch illegal flyer attacks (raids can occur at negative balance, though). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 11:32, 16 July 2020 (UTC)<br />
<br />
::Just wanted to make sure - have you seen a bankrupt Organisation launch a raid "naturally" (without using Apoc'd to schedule it)? [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 07:23, 20 July 2020 (UTC)<br />
<br />
:Yes, the original thing that made me say that was getting raided by Osiron during an ordinary game after they'd gone into negatives from their slums being collateral damage. Just retested by making the gangs hate me and giving them all -$1M starting money - took a while, but eventually I got raided (they were raiding each other and Megapol from the get-go, but I wanted to get a raid on X-COM to be sure). [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 09:24, 20 July 2020 (UTC)<br />
<br />
:: OK, thanks. Seems there isn't much point in bankrupting them, then. Illegal flyer attacks are rare and not very dangerous if you have any craft to speak of. I'm not sure whether the Police Hovercars and Hoverbikes can even damage buildings with their weapons. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 09:28, 20 July 2020 (UTC)<br />
<br />
:Megapol's Police Car and Police Hovercar patrols come out of their vehicle park; if you're hostile with Megapol, bankrupting them + shooting the cars down will eventually remove the distraction from UFO interception. Otherwise, though, I think you're right. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 11:04, 20 July 2020 (UTC)<br />
<br />
== Suggestion ==<br />
<br />
I was thinking that it may be better to replace the "Organizations Important to X-COM" section with a "Services Provided to X-COM" overview, e.g.<br />
<br />
<br><br />
<table {{StdCenterTable}}><br />
<th {{StdDescTable_Heading}} valign ="center">Organization</th><th {{StdDescTable_Heading}}>Services provided<br />
<tr><td align="left">[[Image:Apoc_govt_icon.png]] [[Government]]</td><td>weekly funding</td></tr><br />
<tr><td align="left">[[Image:Apoc_megapol_icon.png]] [[Megapol]]</td><td>sells agent and vehicle equipment; limited assistance vs. Alien Craft</td></tr><br />
<tr><td align="left">[[Image:Apoc_marsec_icon.png]] [[Marsec]]</td><td>sells ground and air vehicles, agent and vehicle equipment</td></tr><br />
</table><br />
<br><br />
<br />
And so on for all organizations that actually provide something to X-COM. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 09:46, 20 July 2020 (UTC)<br />
<br />
:I mean, I do have a rather-detailed guide to that on my user page, but I suppose we could whip up something more concise.<br />
<br />
:The big question is whether to include Psyke and to a lesser degree Cyberweb. Psyke "sells" Psiclone, but they never have any for sale unless you sold it to them first and it's useless. Cyberweb does provide a selection of vehicle equipment, but none of the items appears to do anything. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 11:15, 20 July 2020 (UTC)<br />
<br />
::My recommendation - don't include Psyke, but do include Cyberweb, with a footnote explaining the latter's items don't work as intended.<br />
::p.s. I'm also not sure about Gravball League. I'm inclined to believe it does not affect the number of recruits, but I don't have 100% proof. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 11:33, 20 July 2020 (UTC)<br />
<br />
:I just did a test of thirty days' worth of humans with GBL neutral/hostile/allied, and got 39/52/43, so I'm strongly inclined to think there's no effect. Probably not enough to filter out the noise, though, so I also put in a question on OpenApoc. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 13:51, 20 July 2020 (UTC)<br />
<br />
:: Don't forget that every Organization will buy recruits from the same pool, just as they will also buy up craft and equipment, so that will have impact on the availability as well. The increase is about the same as from SELF and Mutant Alliance. [[User:Bard|Bard]] ([[User talk:Bard|talk]]) 17:29, 20 July 2020 (UTC)<br />
<br />
:::I've seen no evidence of anything you claim there; organisation personnel are not hired or equipped with bought equipment the way X-COM's are (they and their equipment are randomly generated when a mission is started), and the max humans seen with the GB league hostile and with it allied were both 3 (SELF and Mutant Alliance switch on and off the 0-1 android/hybrid, so a similar mechanism would produce a difference). Please don't supply urban legends as fact; it just confuses matters. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 06:40, 21 July 2020 (UTC)<br />
<br />
:::: Relations do matter, here is more info from the "PC Zone X-Com Apocalypse Tips Books", though ingame already all of these are very obvious to observe: https://imgur.com/a/QJtmiaR [[User:Bard|Bard]] ([[User talk:Bard|talk]]) 11:47, 15 October 2021 (UTC)<br />
<br />
::::: And most of those tips don't work as advertised because the game came out without many announced features. The best person to ask about which actually work is to ask Chimera Kitty Of Malal, the main developer of OpenApoc, since he has extensively researched the game's source code and he'll be able to clarify what actually works ingame. You can find him at the OpenXCom discord. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 19:18, 15 October 2021 (UTC)<br />
<br />
::::: Yeah, have you actually verified any of this? I'm 100% sure that the Mutant Alliance and S.E.L.F. info is wrong, for example - your relations with the relevant org need to be at least 0, or Hybrids/Androids will not be available at all (so they will definitely not be available if the org is unfriendly). The bit about Synthemesh is at least half-wrong, too - the city is always fully repaired at midnight. And you can't buy equipment from hostile organizations at all, so the claim that being unfriendly or better with Cyberweb makes *more* weapons control systems available, while technically true (because the number available is zero if Cyberweb is hostile), is an odd and awkward way of putting things to say the least. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 01:01, 10 November 2021 (CET)<br />
<br />
::::::The city's not necessarily ''fully''-repaired at midnight. Levelled buildings will only be repaired one height-level at a time. I think there's also some sort of global cap on how much repair work can be done per day, although I'm not certain about that. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 18:12, 26 May 2022 (CEST)<br />
<br />
:::::::Fair enough, I hadn't really notice that before. But my main point is that I see no evidence to back up the vast majority of what the Tips Book claims regarding the effects of alliances. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 21:59, 27 May 2022 (CEST)<br />
<br />
== Alliance effects ==<br />
<br />
Upon my request, Skin36 was kind enough to investigate the code in order to determine whether good relations have the effects claimed in the Tips Book. After checking 10 different organizations, the effect is a resounding "no". In fact, the only noticeable effect is that non-Human recruits will not be available if X-COM's relationship with the SELF/Mutant Alliance is less than 0, as detailed by Magic9Mushroom here: https://www.ufopaedia.org/index.php/Talk:Agents_(Apocalypse)<br />
<br />
Furthermore, I have done in-game tests and concluded that being allied with Sanctuary Clinic or Nanotech has no effect on Agents' healing rates. Likewise, being allied with Synthemesh has no visible effect on building repair rate: they always seem to be repaired one level (floor) per day.<br />
<br />
Therefore, the information from the Tips Book will soon be removed unless someone comes up with '''conclusive evidence''' to the contrary. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 21:48, 11 July 2022 (CEST)<br />
<br />
=Funding or Funds Does Not Matter=<br />
Bankrupt organisations cannot buy new vehicles.<br />
False.<br><br />
Replacement of vehicles by "bankrupt" orgs is always completed on the new day. Their funds, or lack of, is irrelevant. I've tested this already ...way too much.<br />
<br />
* Well I have just tested this by bankrupting Marsec and guess what - no new vehicles. To be specific, I set their funds to zero using Apoc'd, destroyed their entire fleet, then leveled their buildings, driving them into negative funding. I waited two days and they did not replace their vehicles. So either we're doing something different, or this varies between different versions of the game.<br />
* Also, destroyed vehicles aren't always replaced by the same vehicles. Instead, each organization has a chance of buying new vehicles each hour (not day!) and will do so - I don't exactly how it chooses which vehicles to buy and when they have "enough". So, let's say Marsec has 3 Hoverbikes and 2 Hovercars. If you destroy them, they'll buy new vehicles, but it might not be the same number and type.<br />
* Some organizations start with no vehicles (such as the Government), while others have a lot (gangs, Megapol), but how often they buy new ones seems to be based mostly on their funding. I think this should be mentioned.<br />
* It should be mentioned that Megapol doesn't use Phoenix Hovercars.<br />
* Can Illegal Flyers really be sent by anyone? I've only seen it done by infiltrated organizations, the gangs and Megapol. But I haven't tested it exhaustively.<br />
* I have definitely seen organizations scramble unarmed civilian vehicles (such as the Rescue Transport) when their buildings are attacked. I've also seen civilian vehicles appear in their vehicle pools, though these do not seem to be the ones you see driving from one building to another.<br />
* Have you ever seen an organization use a vehicle with non-default weapons or upgrades?<br />
* Megapol and the gangs do start with Stormdogs, and Megapol has a Griffon, but they never seem to deploy them. I guess this doesn't have to be mentioned here, but it may fit under "unused features". [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 00:26, 28 October 2022 (CEST)</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&diff=111281Known Bugs (Apocalypse)2022-08-21T07:17:29Z<p>Darkpast: /* Marsec Dimension Probe & Anti-Alien Gas Missile */ adding note on Multipower Plus engine and renaming section. I wonder if Marsec is set as the default manufacturer and the devs forgot to change it for some items.</p>
<hr />
<div>'''X-Com Apocalypse - Errors, Oddities, & Strange Behaviour'''<br />
<br />
...also known as '''"Bugs"'''<br />
<br />
=Bugs=<br />
Apocalypse bugs listed here are divided (loosely) into two main categories: ''Cityscape'' and ''Battlescape''.<br><br />
<br />
=====When describing any new error:=====<br />
* explain briefly what happened, or if you don't understand it, what you were doing. <br />
* if you can repeat the bug, describe in concise detail how to make it appear so that others can test it, otherwise it might just be a random glitch.<br />
* explain how or what ''you'' did to avoid, or fix, the bug since there may be multiple ways to prevent/fix it.<br><br />
* <s>and if you can, explain your method on how to exploit it.</s><br />
<br />
=====Extra Information=====<br />
This may help others work on a solution, but is not necessary to include, and completely optional<nowiki>*</nowiki>:<br />
* what game version (EU or US) of physical CD you used, or<br />
* what digital version (GOG or Steam), or<br />
* if it is some other version available (eg: game magazine CD, free complilation disk etc.).<br><br />
<nowiki>*</nowiki> due to privacy.<br />
<br />
=====What '''not''' to include:=====<br />
* modified (modded) games.<br />
* burned, illegal or pirated games of any sort whatsoever.<br />
<br />
<br />
<br />
=Errors, Oddities, & Strange Behaviour=<br />
<br />
==Please Insert CD== <!-- FIXES AND SOLUTIONS go at the bottom (the link), this blurb in an intro text to the bug--><br />
A transition from cityscape to battlescape may sometimes bring up this message.<br><br />
It is an uncommon random occurrance and does not seem to be avoidable (a possible solution is [[Known_Bugs_(Apocalypse)#Please_Insert_CD_Bug|listed below]] which may work).<br />
<br />
To prevent losing your progress in your game, '''save your game''' just before you start any mission (base defense mission may start unexpectantly, so save often).<br />
<br />
==Executables: Old Or New==<br />
Digital distributions could be using old versions of certain files whereas better versions would be ideal on modern hardware. An explaination below and an optional fix is [[Known_Bugs_(Apocalypse)#Pentium_or_DOS_Versions|listed below]].<br />
<br />
=Cityscape=<br />
===Start Base: Vehicle Repair Bay Location===<br />
The start base may have an incorrectly placed [[Vehicle_Repair_Bay_(Apocalypse)|Vehicle Repair Bay]] as shown:<br />
<gallery widths="200px"><br />
Image:Apocalypse_base_bug.png|<br />
</gallery><br />
Restart the game to remove this error.<br />
<br />
===Cargo Module Capers===<br />
This is relevant to the first mission only, and only if the mission is in your starting building. The cargo module will 'remember' briefly what it was carrying (usually brainsucker launchers).<br><br />
Any vehicle must have a cargo module installed (the Valkyrie at the game start) for this to work and must remain at the base. Agents ready to do battle when an Alien infestation is detected (alert or search, doesn't matter) are selected (not necessary to place them in a vehicle) for battle in the building, do battle as usual, alien infestation is cleared and brainsucker launchers are (should be) recovered (noted in de-brief screen at mission end), seems normal so far.<br><br />
When checking the sell-agent-equipment screen to find the alien artifacts after mission success, they are not listed. '''The bug:''' They have been 'moved' into the cargo module in a vehicle that was not at all involved with this first mission! To ''properly recover'' the artifacts, launch the craft which contains the cargo module (the valkyrie?), send it somewhere in the city (the craft must clear the launch tube and leave the base, one cell movement is far enough), then return it to base. A new message appears: "Items from tactical combat zone have arrived: Base 1" ...your brainsucker launchers! (it gets weird now) <br><br />
The vehicle with the cargo module has got the launchers 'stuck' in it. You can move the module to another vehicle (save the game now to support this explaination) and launch that new craft (as before: the fly-return routine), the message appears now from this vehicle! (Reload that save now). If launching the craft (the valkyrie which had its module removed) by doing the same fly-then-land routine, the valkyrie does not prompt the message... proving that the brainsucker launchers are 'stuck' somewhere in the cargo module and uses zero space!.<br><br />
To prevent weirdness, pick up a dropped launcher when fighting and store it on the agent. After mission end, remove the launcher and it will disappear (it is an artifact and is now listed in the sell screen). The bio-lab will have a new topic! ...or do the fly-return routine with the craft that has the module. [[User:EsTeR|EsTeR]]<br />
<br />
===Freeze After Midnight===<br />
Sometimes the game might just freeze once it passes a day at 00:00, this freeze is somehow connected to the city repairing itself bit by bit everytime the clock reaches midnight. What exactly causes this is unknown and there are no known ways to prevent this as the city already starts partially destroyed (from the intro cinematic UFO) as well as avoiding city damage during incursions or just by stray Megapol Policecar shots being a nigh impossible thing.<br><br />
If you encounter a freeze past midnight but have saved the game just before, a way to prevent the freezing (for a while at least) is to destroy more of the city. In this case the Cult of Sirius buildings are a good target, as no matter what you do you will inevitably end up or already start the game with being hostile towards Cult of Sirius. Once you have destroyed some of their buildings, the game should no longer freeze once midnight passes. However, this might have to be repeated everytime a freeze occurs. Sometimes it manages to fully get rid of the freezing, requiring no more destruction of the city, sometimes it can only prevent the freeze for a few days.<br />
<br />
===Unreliable People Tubes===<br />
If many are hired at once, technical personel (scientists and engineers, but not agents) may not be provided a vehicle for transport and are forced to walk to the X-Com base. '''The bug:''' If the new technical person is forced to stop moving through a building (no further progress since people-tube is missing), they will remain there and will not move (even with ultra-speed timescale).<br><br />
To avoid this error, prevent any new hires from being forced to stop at anytime during their foot journey by using ultra-fast time momentarily immediately after hire/fire screen . (Spacebar = pause time).<br><br />
Agents on foot who are stopped by missing people tubes may be picked up manually by a vehicle.<br />
<br />
===Ultra-Fast Time Denial: Combat===<br />
Cityscape time-scale selection of Ultra-Fast does not work. '''The bug:''' Too many vehicles are present or there is an active battle on-going somewhere will prevent "Ultra Fast" time from being chosen.<br><br />
These is no fix for this except waiting for the time-scale to become valid (press the Ultra-Fast button roughly every second until it activates, spacebar to pause the time)<br />
<br />
===Ultra-Fast Time Denial: Routing===<br />
Cityscape time-scale selection of Ultra-Fast does not work. '''The bug:''' A road vehicle is unable to proceed to its destination due to a broken road somewhere which will prevent "Ultra Fast" time from being chosen.<br><br />
To fix the routing problem it may be necessary to target the vehicle itself for destruction or by collapsing the road section by using [[Input_Device_Reference_(Apocalypse)|Manual Control]].<br />
<br />
===Ultra-Fast Time: Crazy Transportation===<br />
If you hire a new unit and road access to your base is not possible or broken, the vehicle may drive around aimlessly. If Ultra-Fast time scale is chosen briefly, the unit is delivered as normal.<br />
<br />
===Empty Taxi===<br />
If an agent/scientist is hired, they may have a road taxi as transport to their destination base. '''The bug:''' If the unit is sacked/transfered, the taxi will proceed to the destination base as usual but without the unit on-board. [[User:EsTeR|EsTeR]]<br />
<br />
===Teleporting Agent(s)===<br />
Use the overhead cityscape view. Give an agent a "Go To Building" command. The yellow person icon will start to move to the nearest people tube access point. When the icon is not on the home-cell anymore, but still in the perimeter of your base outline, place that agent into any vehicle and go park/land at a building somewhere. Once at the bullding, go to agent display bar, select that agent and repeat the 'go to building' command given earlier.<br><br />
'''The bug:''' The agent icon will 'teleport' back to the location they were at just before you assigned them to a vehicle. The vehicle parked at a building will be empty! I don't know how this can be exploited. [[User:EsTeR|EsTeR]]<br />
<br />
===Firing Infatuated Agents===<br />
The Hire/Fire screen only displays the first twenty units in their relevant section (agents, biochemists, quantum physicists, engineers) when at a base.<br><br />
'''The bug:''' Others beyond the twenty listed cannot be fired since they do not appear.<br><br />
To allow others not visibly listed to be fired, they must be transfered to another base (icon only, not physically) so that they appear in the sell/sack screen of this new base with the original base possibly having a reorganised list. (see next bug also: "Sell Agent Transfer Swap").<br />
<br />
===Automatic Unit-Ratio Reduction===<br />
Any unit may be sacked without being chosen if the game decides there are too many units of <u>one type</u> in all your base(s), combined.<br><br />
'''The bug:''' Sacking any unit will also sack another down the list, eg: sacking biochemist #1, will also sack biochemist #21. If more are sacked, the corresponding ''+1 and +20'' unit will be sacked together if the game wants to limit your unit ratios, other types may be fired at random!<br><br />
The game has an internal limit for how many of a single type of any unit is allowed in regards to the ratio of total X-Com personel. If the game thinks you might have too many units of one type, it will automatically reduce the large differences by selecting random units and adding them to the sell/sack list. Eg: firing one techician might also sack three agents. If many agents are hired in the earlier parts of the game, the game will sack units to reduced the quantity to ''more manageable levels''. Drastic reductions are possible just by opening the Hire/Fire screen, clicking OK, and then you have a message appear of "'''#''' units Fired" without actually selecting anyone. To reduced the chance of automatic ratio reductions, don't over populate your bases and be aware of how many you hired or fired as to not be caught out with missing units.<br><br />
Maximum total of all X-Com personel across all base(s):<br />
: Total Limit = '''180'''.<br />
: Technical personel of one type = '''50'''.<br />
: Agent quantity = '''100'''.<br />
: Agent limit if no technical personel employed = '''20'''.<br />
Tested: base quantites, labs present then demolished, selling many at once or just one, increasing ratios tends to trigger this bug and not base quantity or quantity of labs/fabs.<br />
Note: This may work in reverse. If many agents are available for hire, closing the sell/sack screen may automatically hire someone (the message appears) if there are too many of that same type in the hire list! [[User:EsTeR|EsTeR]]<br />
<br />
===Sell Agent Transfer Swap===<br />
Transfer units between bases then immediately sell/sack them before they arrive may possibly crash the game.<br><br />
Typically, if any X-Com unit is transfered to another base, their icon will appear at the destination base (in the sell screen) before they are actually present at their new base.<br><br />
Eg: Two bases '''B1''' and '''B2''' with agents. Agents at B1 are transfered to B2 and Agents at B2 are transfered to B1 within the same transfer screen. '''The bug:''' If these ready-to-transfer agents are immediately sacked then the game very soon may lock up with a black screen or crashes with a page fault. If these transferred units are allowed to arrive at their respective new base then everything ''seems normal''.<br><br />
<u>Note:</u> This error can persist. If those transferred units are sacked after they have arrived, the game may still crash. To reduced the chance of a random crash: Transfer one group of agents from A to B, press 'OK' to confirm, then transfer second (a different) group of agents from to B to A, again press 'OK', then wait for the transfers to arrive at their destination (use ultra-fast-time if you want), then sack them. If the game crashed for some reason, start game, load your savegame, transfer one group, OK, save, reload that save, transfer second group, save in a different spot, reload this new save, play normally. This ''may'' clear out the error from memory (if you crashed with an earlier attempt).<br />
Tested: scientists (researching or not), agents (training or not, equiped with something or not, assigned to a craft or not), multiple transfers of the same agents (transfer from A to B, then B to C all in one go) etc... All produced the bug if sold immediately after transfer screen. Used GOG, WinXP-SP3 and a game with many hire/fire uses and at week six. [[User:EsTeR|EsTeR]]<br />
<br />
===Instant Equipment Transfers On Sacking===<br />
If needing to transfer agent equipment <u>immediately</u>, equip an expendable agent(s) with what is needed then transfer them to that base. '''The bug:''' The sell/sack screen will display the agent's icon at the new base (but they havn't physically arrived yet) and if that transfered agent(s) is sacked, their equipment will go into the stores of this new base. Exploited easily if any agents are not needed!<br><br />
<u>Note:</u> This also can be used to 'store' items at a base which does not have a [[Stores_(Apocalypse)|Stores]]. Any 'equiped' agent transfered to the base (need Living Quarters for this to work) can be sacked and their equipment will remain behind. This also happens when a new base (don't need Living Quarters but an agent is present) is attacked [[Base_Defense_(Apocalypse)|Base Defense]] and you are successful. The recovered items remain at the base and can be used, transfered as normal! [[User:EsTeR|EsTeR]]<br />
<br />
===65535 Widget Bug===<br />
A massive quantity of a vehicle item may suddenly appear after selling or transferring a dual purpose (air or road) device. '''The bug:''' An unresearched exotic item which appears in both "Airbourne" and "Road" vehicle equipment screen may be sold/transferred twice: once in airbourne, then again in road, in the same selll/transfer session and is denoted by '''-1''' quantity.<br><br />
Negative quantity values of an item is not possible. The game will internally 'wrap' the quantity to the next available positive number which is 65535.<br><br />
The item usually is unreseached and will take up all storage capacity at the base. If the item is quickly researched, it may be sold for massive profit.<br><br />
Note: 65535 is 2^16 which is a 16-bit number.<br />
<br />
===Storage Alchemy===<br />
When you sell off all of an alien artifact and it disappears from the sell screen, the game doesn't always re-point your stores correctly. One known possibility is all your Elerium-115 (potentially several hundred) being transmuted into GLM Air Defenses when Cloaking Fields are sold off.<br />
: This has been tested has it has nothing to do with alien artifacts or any ammo in particular. This is an error in the update routine when selling off the first item in the list of craft specific items to a zero storage quantity. If you buy a Light Weapons Control the game will give you the correct amount and your list will work as normal. If you happen to sell <u>all</u> the light modules, the '''quantity amounts''' (but not item list) of all your items in the Ground Vehicle section (even though you may have sold it in the Air Vehicle section) will be bumped down the list once. The second quantity of the item, that being Medium Weapons Control modules, will be inserted as the third quantity as well! eg: if you have seven medium modules and the '''repeatable''' bug appears, then will now have seven heavy modules as well - as long as the technology has been introduced. Repeatable (and exploitable): If you buy all the light modules again (and wait for delivery) and then sell them all, the quantity values will bump down once again! [[User:EsTeR|EsTeR]]<br />
: Not to be confused with the 65535 Widget bug which is seperate.<br />
'''<u>Note:</u>''' This bug will always appear if the first item in the sell list (in either air or road sell screens) is sold off to a zero quantity.<br />
<br />
===Ammunition Partial Use===<br />
Weapons which have multiple ammo types may be loaded with ammunition which is not displayed in the equip screen. '''The bug:''' Partially used ammo is still present in the base and may be loaded into a weapon but all others will be unloaded (when equipping multiple agents at once with the same weapon type). Eg: An autocannon used on a previous mission used an armor-piercing clip (the last remaining one). When back at base, the weapon was removed from the agent and the ammunition (AC-AP) disappeared from the equip-agent screen. In the future, when placing autocannons into multiple agents at once, the first weapon (for the first agent in the list) gets this partially used AC-AP ammunition, but all the other autocannons are empty even with other ammo types available.<br><br />
When equipping multiple troops, make sure the correct ammo is loaded as well by manually moving the relevant clip onto the weapon icon otherwise some weapons will have no ammunition loaded when starting a mission. [[User:EsTeR|EsTeR]]<br />
<br />
===Alien Module No Containment===<br />
If a base has no alien containment but has a landed craft at the base which contains a bio-module, when aliens are defeated in a base defense mission, the prompt "Keep On Board" or "Destroy" will display. If choosing to 'keep on board' and then moving that craft to another base with an alien containment, no message appears to decide which aliens to keep! The aliens are all killed and corpses are disposed immediately after successful defense of the base! (exactly as expected when no containment is at a base when aliens infiltrate). '''The bug:''' Aliens are immediately disposed of and are not placed into the bio-module as expected. [[User:EsTeR|EsTeR]]<br />
<br />
===Research Lab Topic Swap===<br />
Clicking on a lab (but not manufacturing lab) will sometimes swap the active research topic to another which is active in another base regardless if it belongs to that catergory.<br />
eg: biology base with four small biology labs and a quantum base with four small quantum labs all researching a topic each. If you click on one of the biology labs, select new topic (without starting the new topic) then press OK, often a quantum topic and research progress will be 'transferred' to this base and the bio topic swapped to the quantum lab. '''The bug:''' If a quantum lab was idle, the bio lab new becomes idle and the quant lab is now researching a bio topic! The progress and research continues normally for the swapped topic and thus, can be completed as normal. Obviously this can be '''exploited''' by swapping a topic and then starting ''new'' research in the lab that got is topic 'stolen'. You could have 4xbio and 4xquan but research seven bio topics. This bug appears always between two bases which have the same layout position of the labs.<br />
To make things normal again, click back to the other base and 'start a new project' in the lab which had its topic stolen, - don't select a new topic, just click OK. Things return to how they should be. [[User:EsTeR|EsTeR]]<br />
<br />
===Is That Base Yours?===<br />
<u>Note:</u> This is not a bug! It is listed here to remove confusion about a game process.<br><br />
Aliens may spread over the city from an initial infestation somewhere by using the people tubes. The Government owns the top-side building which contains an underground X-Com base and as such, the government is susceptable to inflitration just the same as any other organisation (except [[Sentient_Engine_Liberation_Front|S.E.L.F]]). The infiltration/subversion graph may indicate the Government is becoming subverted (an alien alert may appear above your base) and this means that the building above your base(s) needs to searched for aliens as well as any other government owned building.<br />
<br />
===Rendor Plasma Shot Undercount===<br />
The [[Rendor_Plasma_Gun_(Apocalypse)|Marsec Rendor Plasma Gun]] has an inaccurate ammunition capacity listed in the Vehicle Equipment Screen and also in the in-game UFOpaedia. The weapon uses 140 Elerium for a full reload, has 140 shot capacity but has a specification of 70 rounds. '''The bug:''' The game divides the ammunition capacity by two for no reason. More information: (http://www.xcomufo.com/forums/index.php?showtopic=242028127). [[User:NKF|NKF]]<br />
<br />
===Battleship "ex nihilo"===<br />
An [[UFO_Incursions_(Apocalypse)|Infiltration Fleet #17]] consists of one Battleship ([[Alien_Infiltration_(Apocalypse)|infiltration]]), one Escort Ship ([[Alien_Ship_Combat_(Apocalypse)#Airborne_Combat_Tactics|escort]]), and a second Battleship ([[Tactical_Combat_Missions_(Apocalypse)#Building_Bombing|building bombing]]). This unique fleet has the same UFO-type performing two different missions. '''The bug:''' When randomly chosen as a time-tabled mission, the alien dimension only needs one battleship to be present, and not two, for this UFO-group to be valid.<br><br />
The game internally checks for needed UFOs one at a time. The Battleship once, the Escort once, the Battleship once. The error is that the first battleship 'is found' again. The group will appear in Mega-Primus as normal, but only one Battleship was needed in their homeworld!<br><br />
Shooting down both battleships will cause the internal count of Battleship-type UFOs present in the alien dimension become '''-1'''. The quantity originally was 1xBattleship, but two were used, so the game counter will deduct 2xBattleships! In the following weeks the total will move to positive again and the game will proceed as normal.<br><br />
Note: '''"ex nihilo"''' is Latin for ''out of nothing something made''.<br />
<br />
===Unlimited Fuel Ghost Engine===<br />
Give an air vehicle a "go to location" command away, from your base. When the vehicle is visible in the launch tube, remove the engine back in the "vehicle equippment" screen. The vehicle will fly at the speed at which it exited (about 3) and fly without ever needing to refuel... because it doesn't have an engine!<br><br />
Hello to Xcom1 and 2 infinite fuel bug!!<br><br />
but<br><br />
Giving a command to an engine-less vehicle will cause it to freeze in place, thus, becoming permanently immobile. This can be exploited by being able to have a 'turret in the sky' at your choosing! Use: set attitude to aggressive, height to (preferably) maximum, equip with any lasers (no ammo needed), give it a 'go to location' command, when it is existing the launch tube, remove engine! Do not give it another command until it is in place. Once the craft is in position, give it a new order (eg: "return to base" command). The craft is now frozen in place! You now have a laser turret in the sky! ...doesn't work with road vehicles, however. <br><br />
'''The bug:''' the vehicle moving up the tube is not 'greyed-out' in the vehicle equip screen once 'lifted off', allowing change to be made to the vehicle. This is similar to why multiple-raids-in-quick-succession is possible.<!-- DO NOT link stun raiding here, the link is obscure for a reason!! --> [[User:EsTeR|EsTeR]]<br />
<br />
===Sound: No Interface Or Music===<br />
'''Interface:''' The interface/battlescape sound may disappear when a battlescape mission has started. Clicking on any button (interface or via keyboard shortcut) is completely silent.<br><br />
Note: If music is muted as a preference, the battlescape will be completely silent.<br><br />
'''Music:''' The current music has stopped playing/is silent after saving a game or when the battlescape mission ends.<br><br />
Multiple fixes are possible for either, or both:<br />
* ''Untick'' the box for each volume slider within the options screen, then retick each one. Ignore music if not wanted. <br />
* Move each volume slider slightly, then return it to your desired position.<br />
* Wait for the next music track to play.<br />
* Save the game then immediately reload it.<br><br />
and if nothing solves the missing sound/music:<br />
* Quit the game, restart Apocalypse, reload your game.<br />
<br />
===Sound: UFO Incursion - Battle Music===<br />
<u>Note:</u> This is not a bug! It is listed here to remove confusion about a sound process.<br><br />
Usually you only get an eerie/slightly more worrisome music track playing (Uneasy Calm / The Infestation) during UFO incursions and rarely the battle music (Kill them ALL / Chase) will play.<br><br />
This is most likely intended design, as the more hype battle music will only play during Apocalypse missions and only if enough UFOs are present. Around 5-6 UFOs minimum are required for the game to play the more threatening sounding tracks. It'll also continue playing as long as enough downed UFOs are still present on the map. Once you recover the wracks and the number of present UFOs on the Cityscape falls below the 5-6 threshold, the music will change back to Uneasy Calm/The Infestation and then back to normal, once all UFOs are recovered/expired.<br><br />
Due to this, the more hype battle music can and will play regardless of the UFO incursion mission, as long as enough UFOs appear. Though it is most likely meant to only play during the Apocalypse mission.<br />
<br />
===Wrong Manufacturer===<br />
The [[Dimension_Probe|Dimension Probe]] and the Anti-Alien Gas Missile for the [[Marsec Heavy Launcher]] are incorrectly assigned to [[Marsec|Marsec]] as their manufacturer, when they can in fact only be manufactured by X-COM, and only when the necessary research has been completed. Similarly, given its name and the fact that Marsec doesn't produce other engines, it's likely that the [[Metro Multipower Plus (Apocalypse)|Metro Multipower Plus]] engine is incorrectly assigned to Marsec instead of [[General Metro]].<br><br />
This bug has little effect on gameplay, though it will prevent X-COM from (re-)purchasing these items should Marsec turn hostile.<br />
<br />
=Battlescape=<br />
<br />
===Odd Behaviour===<br />
A UFO battlescape shows external weapons on the outside of the crashed craft. Destruction of these weapon systems does not matter in regards to a successful recovery. If any weapon is damaged or completely destroyed, it is recovered at mission completion.<br />
<br />
===Limits: Items And Units===<br />
Battlescape has an item limit of 500 pieces of equipment and a unit limit of 60 entities. '''The bug:''' A unit may not appear or those that do appear may have an empty inventory if many X-Com agents (and technical personel when on a Base Defense mission) are used. This may be exploited as a way to stop enemy units being equipped with weaponry or to limit their unit numbers.<br />
<br />
===Psychotic Agents===<br />
An armed agent that has been given a target (RMB on any '''hostile''' non-X-Com unit, and not civilians) and then given a [[Input_Device_Reference_(Apocalypse)#Hold_Fire_Forced_Fire|Forced-Fire command]] to shoot something or someone else (but not the RMB target), the agent will not fire on your selected force-fire target, but will shoot at the RMB targeted unit instead ...if it is in line-of-sight ...and will not stop until the target is dead ...until the line of sight to the target is broken!<br><br />
If the agent is forced to drop the weapon (stop shooting you nutter!), the agent will resume shooting at the RMB target once any weapon is placed back into their hands, if the agent or any other agent, did not break line-of-sight at anytime during these drop weapon actions.<br><br />
The agent will resume shooting at the RMB target at a new (move) destination... (same paramaters with line-of-sight).<br><br />
The agent will ignore any further "hold-fire" command (eg: click on aimed shot then quickly back to hold-fire), will ignore changes to attitude (doesn't stop shooting but will perform seeking-cover actions if not aggresive) and will ignore certain movement types (eg: if walking and target is visible = shoot!, if running and at new location and target if visible = shoot!).<br />
'''The bug:''' the hold fire command is just a suggestion if the RMB target is visible when a force-fire command is given. To cease any more weapon fire from this psychotic agent, break the line of sight (of everyone) momentarily to the RMB-selected target. [[User:EsTeR|EsTeR]]<br />
<br />
===Boomeroid Bouncer===<br />
An armed Boomeroid will 'bounce' on the spot when stuck in the 'grey blobs' of building rubble.<br><br />
'''The bug:''' A boomeroid which is thrown into, or has hopped into, the grey rubble piles found usually at Slum battlescapes will not be able to jump out! The proximity setting works and will explode as expected, but its movement towards a unit is blocked until the grey rubble is destroyed, setting it free to perform as normal until it jumps back into another pile...<br><br />
A trapped boomeroid will behave like a standard proximity mine if ignored; easily seen bouncing on the spot when it wants to hop!<br><br />
Note: some map features on any battlescape may block jumping in the same direction. (Dead trees outside of the Graveyard Castle, next to the road). Some may jump 'into' a feature, get blocked, but are able to jump 'out', the same way they came in. Grey blob piles will block boomeroid movement from all directions. [[User:EsTeR|EsTeR]]<br />
<br />
===Boomeroid Heavy Shadows===<br />
An armed Boomeroid will <u>not</u> 'bounce' away if a flying unit's shadow can be seen directly over it, irrelevant how high that unit is above it!<br><br />
'''The bug:''' A Boomeroid which has been armed and thrown, or dropped, and has landed on the ground does not move if any unit's shadow (from a flying unit) is moved and stopped over the device. The shadow prevents the boomeroid from jumping away, thus, making it ignore any movement from anyone.<br><br />
If an agent attempts to throw a boomeroid into the same cell as the shadow, the throw is denied (even from the adjacent cell).<br><br />
A "no-jumper" boomeroid will behave like a standard proximity mine and will still obey its arming setting... but never move!<br><br />
This is a game-breaking bug.<br><br />
Boomeroids are rendered immobile by shadows... ''mind blown!'' [[User:EsTeR|EsTeR]]<br />
<br />
===Pathway Indecision===<br />
A unit may move in an unexpected fashion or is unable to process the best path when given a destination. '''The bug:''' Simple routing usually works as normal but complicated paths or dynamically changing routes may confuse an agent by aimlessly moving (and wasting Time-Units in a turn-based game) and may ignore their attitude selection.<br><br />
Eg: A flying unit given a destination to move into a hole underneath the overhang of a UFO may move towards the roof or try to get inside the UFO by using the external door. To fix such unexpected behaviour, manage their movement in short sections only if a unit seems to be wandering off.<br />
<br />
===Marsec Armor Mid-Air Death===<br />
An airbourne agent is very high up on the battlescape using Marsec armor chest piece. Inventory access will allow removal/re-equip of the chest piece armor which will then cause the agent to 'fall out of the sky' upon returning to the battlescape screen. If the agent's inventory is again accessed <u>before impact</u>, the chest armor may again be momentarily removed and then re-equipped, like normal. '''The bug:''' An agent continues falling but will die in mid-air from the ''first-armor-removal impact'' (the ground has invisibly 'moved up'), then briefly pauses dead in the air, then will continue falling to the ground.<br><br />
Each repeat of this 'inventory remove and re-equip' action before the agent has hit the ground will pause the falling, until impact. Height above the ground at which this first armor removal was actioned, will depend if the agent is unaffected, injured, or dead upon impact, however, if there is another agent underneath (typically on the ground) below this flying unit when the armor was manipulated, the falling unit will not be injured when hitting the ground but merely knocked unconscious. This may be exploited by jumping out of a building to escape, disregarding height so long as there is someone to land on. [[User:EsTeR|EsTeR]]<br />
<br />
===Travelling In Time===<br />
Time is irrelevant within a battlescape mission. '''The bug:''' A mission may proceed over a long time peroid but returning to the cityscape view shows that the mission only took a few seconds. This can be safely ignored since it does not affect the cityscape time.<br />
<br />
===Visual Delays===<br />
There are some glitches when you move your men flying very high, especially if tall structures are around.<br />
You will see "shadows" to appear and move here and there, and, after movement is completed, they will not be cleared until you force a complete redraw of the screen.<br />
<br />
===Unlimited Flying Stamina===<br />
In the turn-based mode when you are flying with the marsec armour at high speed (running) the stamina is unaffected, so that you can run as long as you like and each move has a reduced TUs cost. But if you run out of stamina everything works as if you were walking: the TUs cost of your movements is increased.<br />
<br />
===Visible Movements===<br />
In turn based mode if you spot one or more aliens and you end your turn, the first steps of the alien that moves first (among the ones that you have spotted) are always visible, regardless that the alien is outside of the visual range of any of your men.<br />
<br />
===Invisible Aliens===<br />
'''Large''' lifeform's (only Megaspawn or Psymorph) lower body part may not be visible to your agents if their upper body is hidden behind a structure. '''The bug:''' The large lifeform may be directly in front of your trooper, but your agent will not see them if the 'head' of the large unit is completely obscured.<br><br />
'''Small''' lifeforms (Hyperworm, Micronoid Aggregate) might not be visible to your agents in certain random situations until the unit moves or your agent is re-positioned (turning on the spot may also help) when it is known that the alien is there. It is common problem with Micronoids.<br />
<br />
===Personal Cloaking Field Accuracy===<br />
The Personal Cloaking Field has an error/hidden property of making the user much less likely to be hit with even the best accuracy weaponry when the user has been spotted/revealed. A hostile may be at point-blank range and being fired upon, but due to having an active cloak effect, the firing unit's accuracy and chance to hit is reduced. To avoid this error in accuracy-calculation, aim at the cell directly behind an enemy target with forced-fire (hold Shift button and LMB to fire) to use the agent's normal accuracy-calculation. This also affects enemy units firing upon revealed X-Com agents. <br />
<br />
===Ammunition Consolidation===<br />
In the agent equipment screen during tactical combat, ammunition can be combined by picking up an ammunition clip and then dropping it onto the same type of clip held in the inventory.<br><br />
This is not necessarily a bug and likely intended to allow the player to consolidate partial clips such as those used in multi-munition weapons.<br><br />
What is most likely unintended is that no bounds checking is performed to ensure that the target clip is only refilled to its maximum capacity. Instead the ammunition count for both clips are combined onto the target clip. The held clip on the other hand will be left with a count of 0.<br><br />
This process can be repeated several times to consolidate multiple clips into a single large clip that only takes up the space of one.<br><br />
This is a storage space exploit only. The game will still calculate the correct weight of the gestalt ammo clip and weigh down the agent appropriately. A Marsec Heavy Launcher Rocket with a count of 10 for example will still weigh as much as 10 rockets. Brainsucker Pods left with a count of 0 will not hatch. <br />
<br />
===Android Resistance===<br />
By default, [[Agents_(Apocalypse)#Androids|Androids]] are assigned the Human resistance values. Meaning, they will just as quickly fall unconscious to stun damage as Humans and Hybrids, causing Androids to take 100% Stun Gas and 100% Stun (Stun Grapple, Psionics) damage instead of 0% Stun Gas and 20% Stun damage as well as taking 100% Incendiary damage ('''IN''' Ammunition, Diablo Incendiary Grenade) instead of only 60%.<br><br />
Note that this '''cannot''' be fixed by using modding programs such as [[Utilities_(Apocalypse)|Apoc'd]] and assigning Androids to the Android Damage Modifier. The reason for this is that Androids are assigned the "X-COM Agents" role, as every soldier is (Humans as well as Hybrids). The "X-COM Agents" role however is assigned the "Human" Damage Modifier Group, which take priority over each individual damage modifier class and therefore overrides the "Android" modifier with the "Human" modifier again. S.E.L.F. units (building security) are treated as humans and will not be affected by this change, either.<br />
<br />
<gallery widths="200px"><br />
Image:Apocd android.png|<br />
</gallery><br />
<br />
===Turn-Based Game Freeze===<br />
If you manage to open the inventory screen just as your soldier is dying, the game will freeze.<br><br />
This can happen in Turn Based mode, if you approach a Popper who starts its reaction turn while your soldier is still walking towards it and you click the inventory button just at that very moment.<br><br />
When the soldier dies just as the inventory screen is up the entire interface will be corrupted. If you hit the bottom right button, it'll return to the battlescape screen and everything will look normal again, however the game will still act as if you were in the inventory screen.<br><br />
You will be unable to move your soldiers, shoot, turn, etc. and pressing any of the buttons, even the end turn button, will result in nothing happening. There is no known work-around. If this happens you will have to restart the game.<br />
<br />
===Security Station Time Units===<br />
In turn-based mode, the time units (TU) of the turrets in [[Security Station (Apocalypse)|Security Stations]] is not refreshed at the beginning of either X-Com's or the aliens' turn. As such, each turret will typically only get one shot off before becoming inert for the rest of the battle (like the aliens, they only start with 25% of maximum TU). This is the reason Security Stations are largely useless in turn-based mode. A guide to fixing this with a hex-editor can be found [http://openapoc.org/threads/the-25-tu-cap-on-reaction-fire.324/#post-2504 here].<br />
<br />
===Brainsuck Near A Door===<br />
In turn-based mode when you place a Soldier directly in front of a door, Brainsuckers usually fail to jump on the soldiers head. They usually try several jump attacks until they run out of time units and then end up sitting ducks in front of your soldier with no time units left.<br><br />
Sometimes though the Brainsucker can get stuck inside the wall above the soldier, remaining invisible for the rest of the mission and preventing it from being completed.<br><br />
A work around to that would be shooting the wall to destroy it in order to gain visibility of the Brainsucker or having to forfeit and leave the mission with all of your soldiers to proceed or trying to avoid the exploit all together. However, sometimes this is not possible as you might accidentally end your turn in front of a door with a Brainsucker lurking somewhere.<br><br />
Just keep in mind that if after a failed (not connected) Brainsucker attack the Brainsucker remains gone that it might be stuck inside the wall above the tile it initiated the jump from.<br />
<br />
<gallery widths="200px"><br />
Image:657567.png|<br />
Image:54353453.png|<br />
Image:55454545.png|<br />
</gallery><br />
Left picture: Cursor is where your Soldier is positioned before the Brainsucker attack.<br><br />
Middle picture: Previously invisible bugged Brainsucker revealed after destroying the wall.<br><br />
Right picture: After ending the turn the Brainsucker regained consciousness but was still unable to move. It visually appeared on level 5 as well, where there was a free walkway, yet the minimap showed its position at the same level as the wall itself.<br />
<br />
===Brainsucked Toxigun Toxins===<br />
Any brainsucked agent is immune to toxigun poisons. '''The bug:''' Micronoids take over the human host but do not get killed when an infected agent is shot with toxins. <br />
<br />
===Aliens Non-Spawn In Large UFOs===<br />
Most prominently the Micronoid, being only available through a downed [[Alien_Bomber_(Apocalypse)|Bomber]], fails to spawn on the other bigger UFOs even though it's in the crew list of the UFOs. Making it a very elusive alien to capture before entering the alien dimension, as you'd most likely only get one chance downing the Bomber and catching it alive before you are ready to enter the alien dimension.<br><br />
This issue happens because of 2 reasons:<br><br />
1. Aliens are grouped together like your own soldiers, however this can mean that 2-3 troops units can be occupied just by a few aliens, for example: Troop 1 consists of 2 Anthropods, Troop 2 consists of 3 Skeletoids. Even though both troops still have room for more aliens, none of the other alien types are grouped into them. For the bigger UFOs this means, that aliens higher on the spawn list get to be assigned a troop first, and once all troops are occupied, fully or even with only 1 alien, the remaining aliens fail to spawn as they cannot be assigned into those troops.<br><br />
2. In the Debug and Beta versions of Apocalypse, the game didn't have a limit on how many alien units can be on the map, leading to scenarios where you would have to fight over 40 aliens on the Battlescape, along with more aliens arriving through the map exits or being dropped off and entering the map through the highest available level. The troop/alien number restriction added on the final version of the game makes it impossible for UFOs to spawn more than 36 aliens at once, while on top of that the restrictive troop grouping will prevent the aliens that didn't get assigned to a troop to spawn in the first place. Each organization therefore is hard limited to only 36 possible units, while any human organization other than X-COM, is set to spawn up to a maximum of 20 units only.<br />
<br />
===Bleeding Impossible To Heal===<br />
Sometimes when the Medi-Kit is used to heal Fatal Wounds the wounds will never heal and the Soldier will bleed out. This happens most likely due to the fact that the game once had an "Advanced Medi-Kit" item that would come available after researching Alien Biology. Some Fatal Wounds were meant to be too deadly for the regular Medi-Kit to heal, so the "Advanced Medi-Kit" would have to be used instead.<br><br />
However, while the "Advanced Medi-Kit" got cut (with many more items and mechanics) before the final release, the deadlier Fatal Wounds were never removed.<br><br />
The "Advanced Medi-Kit" was meant to come in several iterations (similar to Toxin Type A, B and C), allowing it to not only heal deadlier Fatal Wounds, but also introducing a variant of the current medical screen which would allow the use of various stat boosting chemicals, while also making it usable on other units. On top of that, it was meant to be able to cure brainsucked Soldiers / Human Organisation units (captives in the cut "Cells" base module) after stunning them, allowing you to recover your Soldiers or cure brainsucked Organisation Units for the cut interrogation / spy part of the game.<br />
<br />
===Base Defense Agent Stripped===<br />
A base defense mission which has many X-Com units may leave one agent completely strippped of everything in their inventory. It may go un-noticed since most often technical personel 'suffer' this error and since they do not have an inventory, everything may seem normal. Needs more testing. [[User:EsTeR|EsTeR]]<br />
<br />
===Battlescape Level 10 Bug===<br />
Nine levels is the player-accessible limit for agents to fly high. If an agent who is flying and is on a platform/roof/walkway of some sort at level nine which has a railing (or some other half-height thing) and has been given a move destination, they may fly up (into Level 10) and over this railing-thing to shorten their route. They will immediately come down to level nine and resume their movement. If the unit is ordered to stop (RMB to ignore given orders) when they happen to momentarily be at level ten, they can remain there (normally like any other level). To access this unit to [[Battlescape_Level_10_Bug|see them at level ten]], double LMB on that 'high' agent's portrait picture. '''The bug:''' An un-seen height-level with completely normal geometry, features etc. which is not accessible in normal gameplay ...why? [[User:EsTeR|EsTeR]]<br><br />
Note: To see all ten levels easily of any battlescape, use [[Utilities_(Apocalypse)|XME]].<br />
<br />
===Escort Superposition===<br />
An [[Alien_Escort_Ship_(Apocalypse)|Escort]] UFO battlescape has Stasis Bomb Launchers positioned on the north edge and south edge of the craft in the deployed, ready-to-fire, position. Unconventional access to the floorplan is possible if external weapon systems are destroyed. '''The bug:''' If one launcher is damaged (eg: the north one), the other one is immediately destroyed also ...without it sustaining any damage! A 'spooky action at a distance' effect. [[User:EsTeR|EsTeR]]<br />
<br />
=Cityscape Design=<br />
====Recyclotorium Two====<br />
Superhuman: X-Com is assigned the ownership of [[Recyclotorium_(Apocalypse)|Recyclotorium Two]], instead of [[Evonet]].<br><br />
If Warehouse Two contains an X-Com base and is targeted for a [[Cityscape_Fighting_(Apocalypse)|Building Bombing]] mission, the recyclotorium is usually hit along with the warehouse when under attack. Cityscape air battles are slightly less dangerous since damage to the recyclotorium is not damage to the warehouse.<br />
====Orphaned Launch Tube====<br />
Superhuman: unowned launch tube between Mutant Alliance:Offices and Nutrivend:Offices.<br />
====Road Over Tube====<br />
Superhuman: road placed over a launch tube of Lifetree:Luxury Apartments.<br><br />
====Unconnected People Tube====<br />
Superhuman: unconnected people tube at Government:Lovecraft Block. Does not allow foot movement northwards.<br />
<br />
=Learning Artificial Intelligence=<br />
The ''Learning Artificial Intelligence'' (henceforth: "Learning AI") is a feature within X-Com Apocalypse where the game ''learns'' how the human player is progressing through the game and will try to implement those tactics into computer-controlled actions dynamically, against the human player. An advanced intelligent learning process! ...which unfortunately does not work, but if it does, is extremely fragile!<br />
<br />
===Digital Distributions===<br />
The Learning AI is dependent on the exact physical location of three files on the original compact disk. Digital distributions such as the Steam or GOG version use<br> [ .iso] or [ .bin and .cue] ''image'' files of the original CD which removes any location data of the three files: EXPERIEN.DAT, BRAIN.DAT, and WEAPEXP.DAT.<br><br />
The Learning AI files will still update and adjust themselves according to your tactics but will fail to be used in the game due to this missing location data.<br />
===Disk Versions With Functional A.I.===<br />
Learning AI is active and working on two common UK-based CDs with serial numbers:<br />
* '''MP191 207 D01R''' (original UK version)<br />
* '''PP191 207D01R''' (a Power-Plus release)<br />
A ''maximum installation'' from the orginal CD is preferable, however, a digital distribution which has a customised DOSbox setup pointing to the optical drive and CD within will allow the Learning AI to be active.<br />
==Fragile And Broken==<br />
* Learning AI will stop working if the game is saved and since a reload needs a savegame, it will be broken.<br />
<br />
=Please Insert CD Bug=<br />
The "Please Insert CD" message may randomly appear with digital distributions of X-Com Apocalypse when the game changes from Cityscape to Battlescape mode. Unless playing with an actual CD in the optical drive, reducing the problem (but not eliminating it) may be possible:<br><br />
Read through all listed solutions! Don't delete files or folder unless absolutely sure. Copy and Paste everything as a backup before makng changes. USE LEGITIMATE SOFTWARE ONLY. <br />
===Solution 1===<br />
Digital distributions (Steam or GOG) are using ''Minimal Installation'' setups to save space. The game CD is present as an '''''image''''' within the '''CD''' folder. Access of this folder may be too slow for the game and may sometimes produce delays which the game interprets as having no CD. To reduce the frequency of the "Please Insert CD" message, manually moving original folders and files will reduce delays of DOSBox of having to search the image. Two methods are possible unless actually installing the game from a CD (which should be "Maximum Installation"):<br><br />
Install your digital distribution first.<br><br />
Note: using the following method(s) will automatically make your game a "Maximum Installation".<br><br />
'''Method 1'''<br><br />
A legitimate CD is needed.<br />
* Copy the contents of the XCOMAPOC ''or'' XCOM3 folder on the disk into your already installed digital version. If prompted to OVERWRITE anything select '''NO TO ALL'''.<br />
<u>Optional</u>: Delete all PCX files within the UFOPAEDI folder. See: [[Cargo_Module_(Apocalypse)|Cargo]] and [[Bio-Transport_Module_(Apocalypse)|Bio-Module]] since they have swapped pictures. (or manually rename them)<br />
* Check below: "Pentium or DOS Versions"<br><br />
'''Method 2'''<br><br />
A more complex option if an original CD is not available:<br />
* Open an [ .ISO] or [ .BIN and .CUE] file which contains the X-Com Apocalypse game with any compression software (eg: WinZip, 7zip, WinRAR etc.) by RMB and selecting "Open Archive". The contents of the ISO file will become visible. <br />
* See '''Method 1''' to continue.<br />
Note: Don't double-LMB-click the file since it may start your CD burning software. If the .BIN file cannot be opened, burning it to a blank CD may allow finding the needed folder.<br />
<br />
===Solution 2===<br />
Start X-Com Apocalypse through a Virtual Machine (eg: Oracle's VM VirtualBox) which has MS-DOS v6.22 and Windows 95 pre-installed.<br />
<br />
=Pentium or DOS Versions=<br />
If using the downloadable distributions of X-Com Apocalypse, it may be using the old DOS version of two files instead of the better Pentium version. The old version files have been renamed as the better version and this may cause unstable behaviour or introduce bugs.<br />
<br />
Files from a dual version (DOS and Windows) X-Com Apocalypse CD.<br><br />
'''TACEXE''' folder:<br />
* TACP4.exe 3,161,594 bytes (DOS)<br />
* TACP.exe 3,170,298 bytes (Pentium)<br />
'''UFOEXE''' folder:<br />
* UFO2P4.exe 1,705,790 bytes (DOS)<br />
* UFO2P.exe 1,702,206 bytes (Pentium)<br />
<br />
A current discussion about file problems is here:<br><br />
https://www.gog.com/forum/xcom_series/xcom_apocalypse_serious_distribution_bug_please_fix_gog/page1<br />
<br />
A '''Simple Solution''' to use the Pentium version:<br><br />
Note: If copying over the files, BOTH must be the same type. Do not mix a DOS version with a Pentium version.<br><br />
Check the size (not name) of the files to determine which version has been installed with your digital distribution. If your files match the Pentium size, changes are not needed, however if confirmed they are the ''old version'' files:<br><br />
1. Delete (or cut'n'paste somewhere as a backup) both ''old version'' files in your installation. If your install contain four files (two DOS versions and two Pentium versions) remove them all &Delta;.<br><br />
2. Copy over from your CD the two Pentium version files to their relevant folders. Renaming them is not needed.<br><br />
3. Start the game and go start a raid. If the battlescape loads properly, everything is good. If not, return the original ''old versions'' files to their respective folders, overwrite both Pentium versions which failed.<br><br />
&Delta; If four files are present: remove any file that does not match the Pentium filesize. Rename only if needed so that X-Com Apocalypse <u>will not use</u> the old versions. <br />
<br />
Caution: changing the settings within '''dosbox_xcomapoc.conf''' for CPU type from "auto" to "pentium_slow" may decrease performance. Check performance by changing categories within the in-game ufopaedia screens. The animation effect of the menu may have noticable slowness if using pentium_slow.<br />
<br />
<br />
=Defintions Used Here= <!-- For some of the newer people, just trying to make it user friendly. EsTeR --><br />
An explaination of abbreivations or words used within this "Known Bugs" page.<br />
* '''DOS''' = Disk Operating System (from Microsoft, eg: MS-DOS).<br><br />
: An old pre-windows 16bit program using simple instructions to make a computer useful via a command line interface.<br />
* '''DOSBox'''<br />
: Emulator software used to run old DOS programs easily within Windows 32bit operating systems often using a temporary (virtual) disk drive.<br />
* '''EXE''' = Executable.<br><br />
: A suffix on a file allowing it to be started as a program. eg: xcomapoc.exe<br />
* '''GOG''' = Good Old Games<br />
: A website offering a selection of older games for download at low cost.<br />
* '''Steam'''<br />
: A website which catalogues certain games purchased by a user to prevent piracy.<br />
* '''Image'''<br />
: the contents of a compact disk (CD) made into a file(s) (most commonly .ISO) located on the harddrive.<br />
* '''486''' = a version of computer processing unit (CPU) of a certain format and style.<br />
: Very old technology before Intel Pentium processors.<br />
* '''C:\ D:\ E:\ etc.<br />
: Labels given to harddrives using the alphabet, commonly from C to Z with A and B given to floppy-disks drives (another old storage format).<br />
<br />
<!-- Keep the "Definitions Used Here" sub-section to be always at the bottom of the article. I think it will help with layout and formatting --><br />
END</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Marsec&diff=111280Marsec2022-08-21T07:02:08Z<p>Darkpast: /* Product Listing */ added Multipower Plus engine</p>
<hr />
<div>[[Image:Apoc_marsec_pedia.png|Marsec UFOPedia picture|right|100 px]]<br />
<br />
= Overview =<br />
Mars Security (MarSec) is a top corporation operating in the areas of private security and manufacturing of high-tech weapons and equipment. Its activities are controversial due to its secret operations and repressive methods. It appears in both ''[[Apocalypse|X-COM: Apocalypse]]'' and ''[[Interceptor|X-COM: Interceptor]]''.<br />
<br />
= Apocalypse =<br />
== General Information ==<br />
[[Image:Apoc_marsec_icon.png|left|50 px|]]<br />
'''''Official Entry:''''' "The ominous and highly secretive Marsec corporation took over from [[X-Com (Apocalypse)|X-COM]] as the leading provider of off-world security, as X-COM centered its activities around [[Mega-Primus]]. During the initial years of their operation Marsec was empowered to impose order on the rebellious Mars colony. Marsec (Mars Security) developed high technology weaponry and vehicles by recruiting top Scientists from Earth and using the equipment left by X-COM. With the establishment of the remote [[Elerium-115|Elerium]] mining colonies, Marsec secured contracts for military equipment despite competition from [[Megapol]]."<br />
<br />
== [[Cityscape (Apocalypse)|Cityscape]] Information ==<br />
* Hostile relations with Marsec will prevent X-COM from buying any of their products. Most notably, X-COM will be unable to buy any armed vehicles. Therefore, maintaining non-hostile relations is crucial at least until the development of [[X-COM_Hybrid_Aircraft_(Apocalypse)|X-COM Hybrid Aircraft]]. <br />
* If necessary, agents' equipment produced by Marsec (see below) may also be obtained by raiding their buildings.<br />
<br />
=== Buildings Owned ===<br />
*[[Warehouse (Apocalypse)|Warehouse]]s<br />
*[[Apartments (Apocalypse)|Apartments]]<br />
*[[Large Flyer Factory (Apocalypse)|Large Flyer Factory]]<br />
*[[Arms Factory (Apocalypse)|Arms Factory]]<br />
<br />
=== Product Listing ===<br />
<br />
Besides providing for security on the Moon and Mars, MarSec is also the designer and manufacturer of the following products: <br />
<br />
* Vehicles<br />
** [[Hoverbike (Apocalypse)|Hoverbike]]<br />
** [[Phoenix Hovercar (Apocalypse)|Phoenix Hovercar]]<br />
** [[Valkyrie Interceptor (Apocalypse)|Valkyrie Interceptor]]<br />
** [[Hawk Air Warrior (Apocalypse)|Hawk Air Warrior]]<br />
** [[Stormdog (Apocalypse)|Stormdog]]<br />
** [[Wolfhound APC (Apocalypse)|Wolfhound APC]]<br />
** [[Griffon AFV (Apocalypse)|Griffon AFV]]<br />
* Vehicle Weapons and Equipment<br />
** [[Rendor Plasma Gun (Apocalypse)|Rendor Plasma Gun]]<br />
** [[Lineage Plasma Cannon_(Apocalypse)|Lineage Plasma Cannon]]<br />
** [[Plasma Multi-System (Apocalypse)|Plasma Multi-System]]<br />
** [[Prophet Missile Array (Apocalypse)|Prophet Missile Array]]<br />
** [[Retribution Missile Launcher (Apocalypse)|Retribution Missile Launcher]]<br />
** [[Plasma_Defense_Array_(Apocalypse)|Plasma Defense Array]]<br />
** [[Ground Launched Missile Array (Apocalypse)|GLM Array]]<br />
** [[Plasma Turret Cannon (Apocalypse)|Plasma Turret Cannon]]<br />
** [[Ground Launched Missile Air Defense (Apocalypse)|GLM Air Defense]]<br />
** [[Metro Multipower Plus (Apocalypse)|Metro Multipower Plus]]<br />
* Agents Equipment<br />
** [[Marsec Proximity Mine]]<br />
** [[Marsec High Explosive]]<br />
** [[Marsec M4000 Machine Gun]]<br />
** [[Marsec Heavy Launcher]]<br />
** [[Marsec Minilauncher]]<br />
** [[Motion Scanner (Apocalypse)|Motion Scanner]]<br />
** [[Mind Bender| Mind Bender]]<br />
** [[Mind Shield (Apocalypse)|Mind Shield]]<br />
** [[Marsec Armor]]<br />
<br />
== Initial Attitude ==<br />
<br />
=== Friendly/Allied To===<br />
* [[Image:Apoc_solmine.png]] [[Solmine]]<br />
* [[Image:Apoc_extropians.png]] [[Extropians]]<br />
<br />
=== Unfriendly/Hostile To===<br />
* [[Image:Apoc_megapol.png]] [[Megapol]]<br />
<br />
== [[Battlescape Overview (Apocalypse)|Battlescape]] Information == <br />
* Marsec buildings are heavily protected: 10-17 Building Security, usually armed to the teeth (starting [[Tech Levels (Apocalypse)|Tech Level]] 4).<br />
* If Marsec become hostile to X-COM, they may sometimes send the same number of Corporate Hoods to raid an X-COM base. Due to their numbers and advanced equipment, these can present a serious threat to an unprepared X-COM base.<br />
* Marsec buildings can offer some unusual loot, including items that are not yet available on the market. In addition to the weapons looted from dead guards, X-COM agents may find the following basic loot on the floor: <br />
** [[Megapol Lawpistol]]<br />
** [[Marsec M4000 Machine Gun]]<br />
** [[Marsec Heavy Launcher]]<br />
** [[Marsec Minilauncher]]<br />
** [[Megapol Stun Grenade]]<br />
** [[Marsec Proximity Mine]]<br />
** [[Marsec High Explosive]]<br />
** [[Power Sword]]<br />
** [[Motion Scanner (Apocalypse)|Motion Scanner]]<br />
** [[Mind Bender]]<br />
** [[Mind_Shield_(Apocalypse)|Mind Shield]]<br />
** [[Marsec Armor|Marsec Armor]] (all units)<br />
** [[Elerium_(Apocalypse)|Elerium]]<br />
For more information, see [[Raid Loot Tables (Apocalypse)|Raid Loot Tables]].<br />
<br />
<br />
= Interceptor =<br />
== History ==<br />
<br />
MarSec was initially contracted by F. Denman Williams II in 2066 to take over the security of the Moon and [[Mars]] colonies from [[X-COM]], allowing for X-COM to concentrate its efforts in fighting the alien menace. At the same time MarSec launched itself into the manufacture of military hardware with the help of Denman Dynamics, a corporation owned by Williams.<br />
With the breakout of the Frontier War on 2067, MarSec started supplying X-COM with spacecraft and weapons. <br />
Much of the corporation's reputation was gained after its violent crack-down of the riots on Mars that followed the assassination of [[NAA]] Primer-President Cameron on Mars Colony One. The unrest originated from the Elerium miners' dissatisfaction over working conditions on the colonies, which quickly turned into mass rioting following the accusations and arrest of the leaders of their union, which were accused of assassinating Cameron. MarSec's strike teams then conducted several raids to reestablish peace on Mars, with the crisis lasting for a week and causing 95 dead. <br />
Following the Frontier War, MarSec expanded its activities beyond Mars and established itself on [[Mega-Primus]], turning itself into one of the largest military suppliers to Earth's nations and the colonies.<br />
<br />
== Product Listing ==<br />
<br />
'''[[Info (Interceptor)|Interceptor]]'''<br />
<br />
[[MarSec M-3 Super Avenger]]<br />
<br />
[[MarSec Type 1 Deflector Shield]]<br />
<br />
[[MarSec Vector Control Trusters]]<br />
<br />
[[MarSec Tracer Cannon]]<br />
<br />
= Other References =<br />
<br />
- Apocalypse's UFOPedia mentions that the [[Psiclone]] implant was developed by a renegade MarSec scientist. <br />
<br />
- MarSec (and the cheap-but-effective M-4000) first appeared in Laser Squad (the predecessor to X-COM), also as a secretive supplier of military equipment whose scientists were brainwashed to achieve the best results.<br />
<br />
- Whether by pure coincidence or not, MarSec has some similarities to Cohaagen's (apparently unnamed) fictional Mars-based mining corporation from the 1990 sci-fi Film, Total Recall. Both MarSec and Cohaagen have lucrative Martian mining interests, private security forces, repressive methods, and little regard for the welfare and working conditions of the miners.<br />
<br />
==See Also==<br />
* [[Organizations]]<br />
* [[Relations (Apocalypse)|Relations]]<br />
<br />
<br clear="all"><br />
<br />
{{Organizations Navbar}}<br />
<br />
[[Category: Organizations]]</div>Darkpasthttps://www.ufopaedia.org/index.php?title=General_Metro&diff=111279General Metro2022-08-21T06:54:09Z<p>Darkpast: /* Product Listing */ they don't produce the Multipower Plus</p>
<hr />
<div>[[Image:Apoc_gm_pedia.png| UFOPedia picture|right|100 px]]<br />
<br />
== General Information == <br />
[[Image:Apoc_gm_icon.png|left|50 px|]]<br />
'''''Official Entry:''''' " The General Metro corporation designs and manufactures road vehicles. Since the corporation installed an efficient anti-grav system inside the road structure it became possible to produce low powered anti-grav road vehicles which were cheap and efficient, despite being limited to the road system. The vehicle designs were based on the exuberant styling of the 1950s according to the requirements of city planners. General Metro is a major competitor to [[Superdynamics]], as both corporations provide transport systems."<br />
<br />
== [[Cityscape (Apocalypse)|Cityscape]] Information == <br />
Hostile terms with General Metro will disallow X-COM from buying their products (see below). The only one of importance is the [[Passenger Module (Apocalypse)|Passenger Module]]. Note that most of the engines can also be acquired by buying the appropriate vehicle from [[Marsec]] and ripping out the engine.<br />
<br />
=== Buildings Owned ===<br />
*[[Car Factory (Apocalypse)|Car Factory]]<br />
<br />
=== Product Listing ===<br />
* Vehicles<br />
** [[Blazer Turbo Bike (Apocalypse)|Blazer Turbo Bike]]<br />
* Vehicle Equipment<br />
** [[Metro Roadhog (Apocalypse)|Metro Roadhog]]<br />
** [[Metro Roadgrav (Apocalypse)|Metro Roadgrav]]<br />
** [[Metro Turbograv (Apocalypse)|Metro Turbograv]]<br />
** [[Metro Powergrav (Apocalypse)|Metro Powergrav]]<br />
** [[Passenger Module (Apocalypse)|Passenger Module]]<br />
<br />
=== Initial Attitude ===<br />
<br />
==== Unfriendly/Hostile To====<br />
* [[Image:Apoc_sd.png]] [[Superdynamics]]<br />
<br />
== [[Battlescape Overview (Apocalypse)|Battlescape]] Information == <br />
* General Metro buildings have few guards: 6-10 Building Security. These are moderately armed (starting [[Tech Levels (Apocalypse)|Tech Level]] 2).<br />
* If General Metro becomes hostile to X-COM, it may sometimes send the same number of Corporate Hoods to raid an X-COM base. Due to their low numbers and mediocre equipment, they rarely pose a serious threat.<br />
* General Metro buildings are not a particularly lucrative target for raids. X-COM agents may find the following basic loot on the floor: <br />
** [[Megapol Lawpistol]]<br />
** [[Marsec M4000 Machine Gun]]<br />
** [[Megapol Auto Cannon]]<br />
** [[Megapol AP Grenade]]<br />
** [[Megapol Stun Grenade]]<br />
** [[Marsec Proximity Mine]]<br />
** [[Marsec High Explosive]]<br />
** [[Elerium_(Apocalypse)|Elerium]]<br />
For more information, see [[Raid Loot Tables (Apocalypse)|Raid Loot Tables]].<br />
<br />
== See Also ==<br />
* [[Organizations]]<br />
* [[Relations (Apocalypse)|Relations]]<br />
<br />
<br clear="all"><br />
<br />
{{Organizations Navbar}}<br />
<br />
[[Category: Organizations]]</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Metro_Multipower_Plus_(Apocalypse)&diff=111278Metro Multipower Plus (Apocalypse)2022-08-21T06:52:27Z<p>Darkpast: note on manufacturer - since we already know of two cases where Marsec is incorrectly set as the manufacturer, I think it's likely this is another such case.</p>
<hr />
<div> The ultimate road vehicle engine, strictly for armored military vehicles. ''From: Apocalypse Ufopaedia''<br />
[[Image:Metro_Multipower_Plus_Ufopedia.jpg|frame|right|Metro Multipower Plus]]<br />
<table><tr><td>[[Image:GM_MultiPower_Equip_(Apocalypse).png |left]]</td><td><br />
* Size: 4x4<br />
* Power: 1000<br />
* Top Speed: 7<br />
* Acceleraton: 1<br />
* Weight: 110<br />
* Fuel Capacity: 6<br />
* Manufacturer: [[Marsec]]<br />
* Available: Week 1<br />
* Base Price: $1600<br />
* Minimum Weekly Stock: 2<br />
* Maximum Weekly Stock: 8<br />
</td></tr></table><br />
<br />
<br />
<br />
This engine comes as standard on the [[Marsec]] [[Griffon_AFV_(Apocalypse)|Griffon AFV]] vehicle available to X-Com. It is the better engine for the [[Wolfhound_APC_(Apocalypse)|Wolfhound APC]].<br />
<br />
Note: Despite its name, the engine is produced by Marsec rather than [[General Metro]]. This may be a bug.<br />
<br />
<br />
== See Also ==<br />
* [[Vehicle Equipment (Apocalypse)|Vehicle Equipment]]<br />
* [[Vehicle_Engines_(Apocalypse)|Vehicle Engines]]<br />
<br />
[[Category: Apocalypse]]<br />
[[Category: Vehicle Engines (Apocalypse)]]<br />
[[Category: Vehicle Items (Apocalypse)]]</div>Darkpasthttps://www.ufopaedia.org/index.php?title=Known_Bugs_(Apocalypse)&diff=111247Known Bugs (Apocalypse)2022-08-20T19:26:26Z<p>Darkpast: actually, might as well put them together</p>
<hr />
<div>'''X-Com Apocalypse - Errors, Oddities, & Strange Behaviour'''<br />
<br />
...also known as '''"Bugs"'''<br />
<br />
=Bugs=<br />
Apocalypse bugs listed here are divided (loosely) into two main categories: ''Cityscape'' and ''Battlescape''.<br><br />
<br />
=====When describing any new error:=====<br />
* explain briefly what happened, or if you don't understand it, what you were doing. <br />
* if you can repeat the bug, describe in concise detail how to make it appear so that others can test it, otherwise it might just be a random glitch.<br />
* explain how or what ''you'' did to avoid, or fix, the bug since there may be multiple ways to prevent/fix it.<br><br />
* <s>and if you can, explain your method on how to exploit it.</s><br />
<br />
=====Extra Information=====<br />
This may help others work on a solution, but is not necessary to include, and completely optional<nowiki>*</nowiki>:<br />
* what game version (EU or US) of physical CD you used, or<br />
* what digital version (GOG or Steam), or<br />
* if it is some other version available (eg: game magazine CD, free complilation disk etc.).<br><br />
<nowiki>*</nowiki> due to privacy.<br />
<br />
=====What '''not''' to include:=====<br />
* modified (modded) games.<br />
* burned, illegal or pirated games of any sort whatsoever.<br />
<br />
<br />
<br />
=Errors, Oddities, & Strange Behaviour=<br />
<br />
==Please Insert CD== <!-- FIXES AND SOLUTIONS go at the bottom (the link), this blurb in an intro text to the bug--><br />
A transition from cityscape to battlescape may sometimes bring up this message.<br><br />
It is an uncommon random occurrance and does not seem to be avoidable (a possible solution is [[Known_Bugs_(Apocalypse)#Please_Insert_CD_Bug|listed below]] which may work).<br />
<br />
To prevent losing your progress in your game, '''save your game''' just before you start any mission (base defense mission may start unexpectantly, so save often).<br />
<br />
==Executables: Old Or New==<br />
Digital distributions could be using old versions of certain files whereas better versions would be ideal on modern hardware. An explaination below and an optional fix is [[Known_Bugs_(Apocalypse)#Pentium_or_DOS_Versions|listed below]].<br />
<br />
=Cityscape=<br />
===Start Base: Vehicle Repair Bay Location===<br />
The start base may have an incorrectly placed [[Vehicle_Repair_Bay_(Apocalypse)|Vehicle Repair Bay]] as shown:<br />
<gallery widths="200px"><br />
Image:Apocalypse_base_bug.png|<br />
</gallery><br />
Restart the game to remove this error.<br />
<br />
===Cargo Module Capers===<br />
This is relevant to the first mission only, and only if the mission is in your starting building. The cargo module will 'remember' briefly what it was carrying (usually brainsucker launchers).<br><br />
Any vehicle must have a cargo module installed (the Valkyrie at the game start) for this to work and must remain at the base. Agents ready to do battle when an Alien infestation is detected (alert or search, doesn't matter) are selected (not necessary to place them in a vehicle) for battle in the building, do battle as usual, alien infestation is cleared and brainsucker launchers are (should be) recovered (noted in de-brief screen at mission end), seems normal so far.<br><br />
When checking the sell-agent-equipment screen to find the alien artifacts after mission success, they are not listed. '''The bug:''' They have been 'moved' into the cargo module in a vehicle that was not at all involved with this first mission! To ''properly recover'' the artifacts, launch the craft which contains the cargo module (the valkyrie?), send it somewhere in the city (the craft must clear the launch tube and leave the base, one cell movement is far enough), then return it to base. A new message appears: "Items from tactical combat zone have arrived: Base 1" ...your brainsucker launchers! (it gets weird now) <br><br />
The vehicle with the cargo module has got the launchers 'stuck' in it. You can move the module to another vehicle (save the game now to support this explaination) and launch that new craft (as before: the fly-return routine), the message appears now from this vehicle! (Reload that save now). If launching the craft (the valkyrie which had its module removed) by doing the same fly-then-land routine, the valkyrie does not prompt the message... proving that the brainsucker launchers are 'stuck' somewhere in the cargo module and uses zero space!.<br><br />
To prevent weirdness, pick up a dropped launcher when fighting and store it on the agent. After mission end, remove the launcher and it will disappear (it is an artifact and is now listed in the sell screen). The bio-lab will have a new topic! ...or do the fly-return routine with the craft that has the module. [[User:EsTeR|EsTeR]]<br />
<br />
===Freeze After Midnight===<br />
Sometimes the game might just freeze once it passes a day at 00:00, this freeze is somehow connected to the city repairing itself bit by bit everytime the clock reaches midnight. What exactly causes this is unknown and there are no known ways to prevent this as the city already starts partially destroyed (from the intro cinematic UFO) as well as avoiding city damage during incursions or just by stray Megapol Policecar shots being a nigh impossible thing.<br><br />
If you encounter a freeze past midnight but have saved the game just before, a way to prevent the freezing (for a while at least) is to destroy more of the city. In this case the Cult of Sirius buildings are a good target, as no matter what you do you will inevitably end up or already start the game with being hostile towards Cult of Sirius. Once you have destroyed some of their buildings, the game should no longer freeze once midnight passes. However, this might have to be repeated everytime a freeze occurs. Sometimes it manages to fully get rid of the freezing, requiring no more destruction of the city, sometimes it can only prevent the freeze for a few days.<br />
<br />
===Unreliable People Tubes===<br />
If many are hired at once, technical personel (scientists and engineers, but not agents) may not be provided a vehicle for transport and are forced to walk to the X-Com base. '''The bug:''' If the new technical person is forced to stop moving through a building (no further progress since people-tube is missing), they will remain there and will not move (even with ultra-speed timescale).<br><br />
To avoid this error, prevent any new hires from being forced to stop at anytime during their foot journey by using ultra-fast time momentarily immediately after hire/fire screen . (Spacebar = pause time).<br><br />
Agents on foot who are stopped by missing people tubes may be picked up manually by a vehicle.<br />
<br />
===Ultra-Fast Time Denial: Combat===<br />
Cityscape time-scale selection of Ultra-Fast does not work. '''The bug:''' Too many vehicles are present or there is an active battle on-going somewhere will prevent "Ultra Fast" time from being chosen.<br><br />
These is no fix for this except waiting for the time-scale to become valid (press the Ultra-Fast button roughly every second until it activates, spacebar to pause the time)<br />
<br />
===Ultra-Fast Time Denial: Routing===<br />
Cityscape time-scale selection of Ultra-Fast does not work. '''The bug:''' A road vehicle is unable to proceed to its destination due to a broken road somewhere which will prevent "Ultra Fast" time from being chosen.<br><br />
To fix the routing problem it may be necessary to target the vehicle itself for destruction or by collapsing the road section by using [[Input_Device_Reference_(Apocalypse)|Manual Control]].<br />
<br />
===Ultra-Fast Time: Crazy Transportation===<br />
If you hire a new unit and road access to your base is not possible or broken, the vehicle may drive around aimlessly. If Ultra-Fast time scale is chosen briefly, the unit is delivered as normal.<br />
<br />
===Empty Taxi===<br />
If an agent/scientist is hired, they may have a road taxi as transport to their destination base. '''The bug:''' If the unit is sacked/transfered, the taxi will proceed to the destination base as usual but without the unit on-board. [[User:EsTeR|EsTeR]]<br />
<br />
===Teleporting Agent(s)===<br />
Use the overhead cityscape view. Give an agent a "Go To Building" command. The yellow person icon will start to move to the nearest people tube access point. When the icon is not on the home-cell anymore, but still in the perimeter of your base outline, place that agent into any vehicle and go park/land at a building somewhere. Once at the bullding, go to agent display bar, select that agent and repeat the 'go to building' command given earlier.<br><br />
'''The bug:''' The agent icon will 'teleport' back to the location they were at just before you assigned them to a vehicle. The vehicle parked at a building will be empty! I don't know how this can be exploited. [[User:EsTeR|EsTeR]]<br />
<br />
===Firing Infatuated Agents===<br />
The Hire/Fire screen only displays the first twenty units in their relevant section (agents, biochemists, quantum physicists, engineers) when at a base.<br><br />
'''The bug:''' Others beyond the twenty listed cannot be fired since they do not appear.<br><br />
To allow others not visibly listed to be fired, they must be transfered to another base (icon only, not physically) so that they appear in the sell/sack screen of this new base with the original base possibly having a reorganised list. (see next bug also: "Sell Agent Transfer Swap").<br />
<br />
===Automatic Unit-Ratio Reduction===<br />
Any unit may be sacked without being chosen if the game decides there are too many units of <u>one type</u> in all your base(s), combined.<br><br />
'''The bug:''' Sacking any unit will also sack another down the list, eg: sacking biochemist #1, will also sack biochemist #21. If more are sacked, the corresponding ''+1 and +20'' unit will be sacked together if the game wants to limit your unit ratios, other types may be fired at random!<br><br />
The game has an internal limit for how many of a single type of any unit is allowed in regards to the ratio of total X-Com personel. If the game thinks you might have too many units of one type, it will automatically reduce the large differences by selecting random units and adding them to the sell/sack list. Eg: firing one techician might also sack three agents. If many agents are hired in the earlier parts of the game, the game will sack units to reduced the quantity to ''more manageable levels''. Drastic reductions are possible just by opening the Hire/Fire screen, clicking OK, and then you have a message appear of "'''#''' units Fired" without actually selecting anyone. To reduced the chance of automatic ratio reductions, don't over populate your bases and be aware of how many you hired or fired as to not be caught out with missing units.<br><br />
Maximum total of all X-Com personel across all base(s):<br />
: Total Limit = '''180'''.<br />
: Technical personel of one type = '''50'''.<br />
: Agent quantity = '''100'''.<br />
: Agent limit if no technical personel employed = '''20'''.<br />
Tested: base quantites, labs present then demolished, selling many at once or just one, increasing ratios tends to trigger this bug and not base quantity or quantity of labs/fabs.<br />
Note: This may work in reverse. If many agents are available for hire, closing the sell/sack screen may automatically hire someone (the message appears) if there are too many of that same type in the hire list! [[User:EsTeR|EsTeR]]<br />
<br />
===Sell Agent Transfer Swap===<br />
Transfer units between bases then immediately sell/sack them before they arrive may possibly crash the game.<br><br />
Typically, if any X-Com unit is transfered to another base, their icon will appear at the destination base (in the sell screen) before they are actually present at their new base.<br><br />
Eg: Two bases '''B1''' and '''B2''' with agents. Agents at B1 are transfered to B2 and Agents at B2 are transfered to B1 within the same transfer screen. '''The bug:''' If these ready-to-transfer agents are immediately sacked then the game very soon may lock up with a black screen or crashes with a page fault. If these transferred units are allowed to arrive at their respective new base then everything ''seems normal''.<br><br />
<u>Note:</u> This error can persist. If those transferred units are sacked after they have arrived, the game may still crash. To reduced the chance of a random crash: Transfer one group of agents from A to B, press 'OK' to confirm, then transfer second (a different) group of agents from to B to A, again press 'OK', then wait for the transfers to arrive at their destination (use ultra-fast-time if you want), then sack them. If the game crashed for some reason, start game, load your savegame, transfer one group, OK, save, reload that save, transfer second group, save in a different spot, reload this new save, play normally. This ''may'' clear out the error from memory (if you crashed with an earlier attempt).<br />
Tested: scientists (researching or not), agents (training or not, equiped with something or not, assigned to a craft or not), multiple transfers of the same agents (transfer from A to B, then B to C all in one go) etc... All produced the bug if sold immediately after transfer screen. Used GOG, WinXP-SP3 and a game with many hire/fire uses and at week six. [[User:EsTeR|EsTeR]]<br />
<br />
===Instant Equipment Transfers On Sacking===<br />
If needing to transfer agent equipment <u>immediately</u>, equip an expendable agent(s) with what is needed then transfer them to that base. '''The bug:''' The sell/sack screen will display the agent's icon at the new base (but they havn't physically arrived yet) and if that transfered agent(s) is sacked, their equipment will go into the stores of this new base. Exploited easily if any agents are not needed!<br><br />
<u>Note:</u> This also can be used to 'store' items at a base which does not have a [[Stores_(Apocalypse)|Stores]]. Any 'equiped' agent transfered to the base (need Living Quarters for this to work) can be sacked and their equipment will remain behind. This also happens when a new base (don't need Living Quarters but an agent is present) is attacked [[Base_Defense_(Apocalypse)|Base Defense]] and you are successful. The recovered items remain at the base and can be used, transfered as normal! [[User:EsTeR|EsTeR]]<br />
<br />
===65535 Widget Bug===<br />
A massive quantity of a vehicle item may suddenly appear after selling or transferring a dual purpose (air or road) device. '''The bug:''' An unresearched exotic item which appears in both "Airbourne" and "Road" vehicle equipment screen may be sold/transferred twice: once in airbourne, then again in road, in the same selll/transfer session and is denoted by '''-1''' quantity.<br><br />
Negative quantity values of an item is not possible. The game will internally 'wrap' the quantity to the next available positive number which is 65535.<br><br />
The item usually is unreseached and will take up all storage capacity at the base. If the item is quickly researched, it may be sold for massive profit.<br><br />
Note: 65535 is 2^16 which is a 16-bit number.<br />
<br />
===Storage Alchemy===<br />
When you sell off all of an alien artifact and it disappears from the sell screen, the game doesn't always re-point your stores correctly. One known possibility is all your Elerium-115 (potentially several hundred) being transmuted into GLM Air Defenses when Cloaking Fields are sold off.<br />
: This has been tested has it has nothing to do with alien artifacts or any ammo in particular. This is an error in the update routine when selling off the first item in the list of craft specific items to a zero storage quantity. If you buy a Light Weapons Control the game will give you the correct amount and your list will work as normal. If you happen to sell <u>all</u> the light modules, the '''quantity amounts''' (but not item list) of all your items in the Ground Vehicle section (even though you may have sold it in the Air Vehicle section) will be bumped down the list once. The second quantity of the item, that being Medium Weapons Control modules, will be inserted as the third quantity as well! eg: if you have seven medium modules and the '''repeatable''' bug appears, then will now have seven heavy modules as well - as long as the technology has been introduced. Repeatable (and exploitable): If you buy all the light modules again (and wait for delivery) and then sell them all, the quantity values will bump down once again! [[User:EsTeR|EsTeR]]<br />
: Not to be confused with the 65535 Widget bug which is seperate.<br />
'''<u>Note:</u>''' This bug will always appear if the first item in the sell list (in either air or road sell screens) is sold off to a zero quantity.<br />
<br />
===Ammunition Partial Use===<br />
Weapons which have multiple ammo types may be loaded with ammunition which is not displayed in the equip screen. '''The bug:''' Partially used ammo is still present in the base and may be loaded into a weapon but all others will be unloaded (when equipping multiple agents at once with the same weapon type). Eg: An autocannon used on a previous mission used an armor-piercing clip (the last remaining one). When back at base, the weapon was removed from the agent and the ammunition (AC-AP) disappeared from the equip-agent screen. In the future, when placing autocannons into multiple agents at once, the first weapon (for the first agent in the list) gets this partially used AC-AP ammunition, but all the other autocannons are empty even with other ammo types available.<br><br />
When equipping multiple troops, make sure the correct ammo is loaded as well by manually moving the relevant clip onto the weapon icon otherwise some weapons will have no ammunition loaded when starting a mission. [[User:EsTeR|EsTeR]]<br />
<br />
===Alien Module No Containment===<br />
If a base has no alien containment but has a landed craft at the base which contains a bio-module, when aliens are defeated in a base defense mission, the prompt "Keep On Board" or "Destroy" will display. If choosing to 'keep on board' and then moving that craft to another base with an alien containment, no message appears to decide which aliens to keep! The aliens are all killed and corpses are disposed immediately after successful defense of the base! (exactly as expected when no containment is at a base when aliens infiltrate). '''The bug:''' Aliens are immediately disposed of and are not placed into the bio-module as expected. [[User:EsTeR|EsTeR]]<br />
<br />
===Research Lab Topic Swap===<br />
Clicking on a lab (but not manufacturing lab) will sometimes swap the active research topic to another which is active in another base regardless if it belongs to that catergory.<br />
eg: biology base with four small biology labs and a quantum base with four small quantum labs all researching a topic each. If you click on one of the biology labs, select new topic (without starting the new topic) then press OK, often a quantum topic and research progress will be 'transferred' to this base and the bio topic swapped to the quantum lab. '''The bug:''' If a quantum lab was idle, the bio lab new becomes idle and the quant lab is now researching a bio topic! The progress and research continues normally for the swapped topic and thus, can be completed as normal. Obviously this can be '''exploited''' by swapping a topic and then starting ''new'' research in the lab that got is topic 'stolen'. You could have 4xbio and 4xquan but research seven bio topics. This bug appears always between two bases which have the same layout position of the labs.<br />
To make things normal again, click back to the other base and 'start a new project' in the lab which had its topic stolen, - don't select a new topic, just click OK. Things return to how they should be. [[User:EsTeR|EsTeR]]<br />
<br />
===Is That Base Yours?===<br />
<u>Note:</u> This is not a bug! It is listed here to remove confusion about a game process.<br><br />
Aliens may spread over the city from an initial infestation somewhere by using the people tubes. The Government owns the top-side building which contains an underground X-Com base and as such, the government is susceptable to inflitration just the same as any other organisation (except [[Sentient_Engine_Liberation_Front|S.E.L.F]]). The infiltration/subversion graph may indicate the Government is becoming subverted (an alien alert may appear above your base) and this means that the building above your base(s) needs to searched for aliens as well as any other government owned building.<br />
<br />
===Rendor Plasma Shot Undercount===<br />
The [[Rendor_Plasma_Gun_(Apocalypse)|Marsec Rendor Plasma Gun]] has an inaccurate ammunition capacity listed in the Vehicle Equipment Screen and also in the in-game UFOpaedia. The weapon uses 140 Elerium for a full reload, has 140 shot capacity but has a specification of 70 rounds. '''The bug:''' The game divides the ammunition capacity by two for no reason. More information: (http://www.xcomufo.com/forums/index.php?showtopic=242028127). [[User:NKF|NKF]]<br />
<br />
===Battleship "ex nihilo"===<br />
An [[UFO_Incursions_(Apocalypse)|Infiltration Fleet #17]] consists of one Battleship ([[Alien_Infiltration_(Apocalypse)|infiltration]]), one Escort Ship ([[Alien_Ship_Combat_(Apocalypse)#Airborne_Combat_Tactics|escort]]), and a second Battleship ([[Tactical_Combat_Missions_(Apocalypse)#Building_Bombing|building bombing]]). This unique fleet has the same UFO-type performing two different missions. '''The bug:''' When randomly chosen as a time-tabled mission, the alien dimension only needs one battleship to be present, and not two, for this UFO-group to be valid.<br><br />
The game internally checks for needed UFOs one at a time. The Battleship once, the Escort once, the Battleship once. The error is that the first battleship 'is found' again. The group will appear in Mega-Primus as normal, but only one Battleship was needed in their homeworld!<br><br />
Shooting down both battleships will cause the internal count of Battleship-type UFOs present in the alien dimension become '''-1'''. The quantity originally was 1xBattleship, but two were used, so the game counter will deduct 2xBattleships! In the following weeks the total will move to positive again and the game will proceed as normal.<br><br />
Note: '''"ex nihilo"''' is Latin for ''out of nothing something made''.<br />
<br />
===Unlimited Fuel Ghost Engine===<br />
Give an air vehicle a "go to location" command away, from your base. When the vehicle is visible in the launch tube, remove the engine back in the "vehicle equippment" screen. The vehicle will fly at the speed at which it exited (about 3) and fly without ever needing to refuel... because it doesn't have an engine!<br><br />
Hello to Xcom1 and 2 infinite fuel bug!!<br><br />
but<br><br />
Giving a command to an engine-less vehicle will cause it to freeze in place, thus, becoming permanently immobile. This can be exploited by being able to have a 'turret in the sky' at your choosing! Use: set attitude to aggressive, height to (preferably) maximum, equip with any lasers (no ammo needed), give it a 'go to location' command, when it is existing the launch tube, remove engine! Do not give it another command until it is in place. Once the craft is in position, give it a new order (eg: "return to base" command). The craft is now frozen in place! You now have a laser turret in the sky! ...doesn't work with road vehicles, however. <br><br />
'''The bug:''' the vehicle moving up the tube is not 'greyed-out' in the vehicle equip screen once 'lifted off', allowing change to be made to the vehicle. This is similar to why multiple-raids-in-quick-succession is possible.<!-- DO NOT link stun raiding here, the link is obscure for a reason!! --> [[User:EsTeR|EsTeR]]<br />
<br />
===Sound: No Interface Or Music===<br />
'''Interface:''' The interface/battlescape sound may disappear when a battlescape mission has started. Clicking on any button (interface or via keyboard shortcut) is completely silent.<br><br />
Note: If music is muted as a preference, the battlescape will be completely silent.<br><br />
'''Music:''' The current music has stopped playing/is silent after saving a game or when the battlescape mission ends.<br><br />
Multiple fixes are possible for either, or both:<br />
* ''Untick'' the box for each volume slider within the options screen, then retick each one. Ignore music if not wanted. <br />
* Move each volume slider slightly, then return it to your desired position.<br />
* Wait for the next music track to play.<br />
* Save the game then immediately reload it.<br><br />
and if nothing solves the missing sound/music:<br />
* Quit the game, restart Apocalypse, reload your game.<br />
<br />
===Sound: UFO Incursion - Battle Music===<br />
<u>Note:</u> This is not a bug! It is listed here to remove confusion about a sound process.<br><br />
Usually you only get an eerie/slightly more worrisome music track playing (Uneasy Calm / The Infestation) during UFO incursions and rarely the battle music (Kill them ALL / Chase) will play.<br><br />
This is most likely intended design, as the more hype battle music will only play during Apocalypse missions and only if enough UFOs are present. Around 5-6 UFOs minimum are required for the game to play the more threatening sounding tracks. It'll also continue playing as long as enough downed UFOs are still present on the map. Once you recover the wracks and the number of present UFOs on the Cityscape falls below the 5-6 threshold, the music will change back to Uneasy Calm/The Infestation and then back to normal, once all UFOs are recovered/expired.<br><br />
Due to this, the more hype battle music can and will play regardless of the UFO incursion mission, as long as enough UFOs appear. Though it is most likely meant to only play during the Apocalypse mission.<br />
<br />
===Marsec Dimension Probe & Anti-Alien Gas Missile===<br />
The [[Dimension_Probe|Dimension Probe]] and the Anti-Alien Gas Missile for the [[Marsec Heavy Launcher]] are incorrectly assigned to [[Marsec|Marsec]] as their manufacturer, when they can in fact only be manufactured by X-COM, and only when the necessary research has been completed. This bug has no effect on gameplay and can be safely ignored.<br />
<br />
=Battlescape=<br />
<br />
===Odd Behaviour===<br />
A UFO battlescape shows external weapons on the outside of the crashed craft. Destruction of these weapon systems does not matter in regards to a successful recovery. If any weapon is damaged or completely destroyed, it is recovered at mission completion.<br />
<br />
===Limits: Items And Units===<br />
Battlescape has an item limit of 500 pieces of equipment and a unit limit of 60 entities. '''The bug:''' A unit may not appear or those that do appear may have an empty inventory if many X-Com agents (and technical personel when on a Base Defense mission) are used. This may be exploited as a way to stop enemy units being equipped with weaponry or to limit their unit numbers.<br />
<br />
===Psychotic Agents===<br />
An armed agent that has been given a target (RMB on any '''hostile''' non-X-Com unit, and not civilians) and then given a [[Input_Device_Reference_(Apocalypse)#Hold_Fire_Forced_Fire|Forced-Fire command]] to shoot something or someone else (but not the RMB target), the agent will not fire on your selected force-fire target, but will shoot at the RMB targeted unit instead ...if it is in line-of-sight ...and will not stop until the target is dead ...until the line of sight to the target is broken!<br><br />
If the agent is forced to drop the weapon (stop shooting you nutter!), the agent will resume shooting at the RMB target once any weapon is placed back into their hands, if the agent or any other agent, did not break line-of-sight at anytime during these drop weapon actions.<br><br />
The agent will resume shooting at the RMB target at a new (move) destination... (same paramaters with line-of-sight).<br><br />
The agent will ignore any further "hold-fire" command (eg: click on aimed shot then quickly back to hold-fire), will ignore changes to attitude (doesn't stop shooting but will perform seeking-cover actions if not aggresive) and will ignore certain movement types (eg: if walking and target is visible = shoot!, if running and at new location and target if visible = shoot!).<br />
'''The bug:''' the hold fire command is just a suggestion if the RMB target is visible when a force-fire command is given. To cease any more weapon fire from this psychotic agent, break the line of sight (of everyone) momentarily to the RMB-selected target. [[User:EsTeR|EsTeR]]<br />
<br />
===Boomeroid Bouncer===<br />
An armed Boomeroid will 'bounce' on the spot when stuck in the 'grey blobs' of building rubble.<br><br />
'''The bug:''' A boomeroid which is thrown into, or has hopped into, the grey rubble piles found usually at Slum battlescapes will not be able to jump out! The proximity setting works and will explode as expected, but its movement towards a unit is blocked until the grey rubble is destroyed, setting it free to perform as normal until it jumps back into another pile...<br><br />
A trapped boomeroid will behave like a standard proximity mine if ignored; easily seen bouncing on the spot when it wants to hop!<br><br />
Note: some map features on any battlescape may block jumping in the same direction. (Dead trees outside of the Graveyard Castle, next to the road). Some may jump 'into' a feature, get blocked, but are able to jump 'out', the same way they came in. Grey blob piles will block boomeroid movement from all directions. [[User:EsTeR|EsTeR]]<br />
<br />
===Boomeroid Heavy Shadows===<br />
An armed Boomeroid will <u>not</u> 'bounce' away if a flying unit's shadow can be seen directly over it, irrelevant how high that unit is above it!<br><br />
'''The bug:''' A Boomeroid which has been armed and thrown, or dropped, and has landed on the ground does not move if any unit's shadow (from a flying unit) is moved and stopped over the device. The shadow prevents the boomeroid from jumping away, thus, making it ignore any movement from anyone.<br><br />
If an agent attempts to throw a boomeroid into the same cell as the shadow, the throw is denied (even from the adjacent cell).<br><br />
A "no-jumper" boomeroid will behave like a standard proximity mine and will still obey its arming setting... but never move!<br><br />
This is a game-breaking bug.<br><br />
Boomeroids are rendered immobile by shadows... ''mind blown!'' [[User:EsTeR|EsTeR]]<br />
<br />
===Pathway Indecision===<br />
A unit may move in an unexpected fashion or is unable to process the best path when given a destination. '''The bug:''' Simple routing usually works as normal but complicated paths or dynamically changing routes may confuse an agent by aimlessly moving (and wasting Time-Units in a turn-based game) and may ignore their attitude selection.<br><br />
Eg: A flying unit given a destination to move into a hole underneath the overhang of a UFO may move towards the roof or try to get inside the UFO by using the external door. To fix such unexpected behaviour, manage their movement in short sections only if a unit seems to be wandering off.<br />
<br />
===Marsec Armor Mid-Air Death===<br />
An airbourne agent is very high up on the battlescape using Marsec armor chest piece. Inventory access will allow removal/re-equip of the chest piece armor which will then cause the agent to 'fall out of the sky' upon returning to the battlescape screen. If the agent's inventory is again accessed <u>before impact</u>, the chest armor may again be momentarily removed and then re-equipped, like normal. '''The bug:''' An agent continues falling but will die in mid-air from the ''first-armor-removal impact'' (the ground has invisibly 'moved up'), then briefly pauses dead in the air, then will continue falling to the ground.<br><br />
Each repeat of this 'inventory remove and re-equip' action before the agent has hit the ground will pause the falling, until impact. Height above the ground at which this first armor removal was actioned, will depend if the agent is unaffected, injured, or dead upon impact, however, if there is another agent underneath (typically on the ground) below this flying unit when the armor was manipulated, the falling unit will not be injured when hitting the ground but merely knocked unconscious. This may be exploited by jumping out of a building to escape, disregarding height so long as there is someone to land on. [[User:EsTeR|EsTeR]]<br />
<br />
===Travelling In Time===<br />
Time is irrelevant within a battlescape mission. '''The bug:''' A mission may proceed over a long time peroid but returning to the cityscape view shows that the mission only took a few seconds. This can be safely ignored since it does not affect the cityscape time.<br />
<br />
===Visual Delays===<br />
There are some glitches when you move your men flying very high, especially if tall structures are around.<br />
You will see "shadows" to appear and move here and there, and, after movement is completed, they will not be cleared until you force a complete redraw of the screen.<br />
<br />
===Unlimited Flying Stamina===<br />
In the turn-based mode when you are flying with the marsec armour at high speed (running) the stamina is unaffected, so that you can run as long as you like and each move has a reduced TUs cost. But if you run out of stamina everything works as if you were walking: the TUs cost of your movements is increased.<br />
<br />
===Visible Movements===<br />
In turn based mode if you spot one or more aliens and you end your turn, the first steps of the alien that moves first (among the ones that you have spotted) are always visible, regardless that the alien is outside of the visual range of any of your men.<br />
<br />
===Invisible Aliens===<br />
'''Large''' lifeform's (only Megaspawn or Psymorph) lower body part may not be visible to your agents if their upper body is hidden behind a structure. '''The bug:''' The large lifeform may be directly in front of your trooper, but your agent will not see them if the 'head' of the large unit is completely obscured.<br><br />
'''Small''' lifeforms (Hyperworm, Micronoid Aggregate) might not be visible to your agents in certain random situations until the unit moves or your agent is re-positioned (turning on the spot may also help) when it is known that the alien is there. It is common problem with Micronoids.<br />
<br />
===Personal Cloaking Field Accuracy===<br />
The Personal Cloaking Field has an error/hidden property of making the user much less likely to be hit with even the best accuracy weaponry when the user has been spotted/revealed. A hostile may be at point-blank range and being fired upon, but due to having an active cloak effect, the firing unit's accuracy and chance to hit is reduced. To avoid this error in accuracy-calculation, aim at the cell directly behind an enemy target with forced-fire (hold Shift button and LMB to fire) to use the agent's normal accuracy-calculation. This also affects enemy units firing upon revealed X-Com agents. <br />
<br />
===Ammunition Consolidation===<br />
In the agent equipment screen during tactical combat, ammunition can be combined by picking up an ammunition clip and then dropping it onto the same type of clip held in the inventory.<br><br />
This is not necessarily a bug and likely intended to allow the player to consolidate partial clips such as those used in multi-munition weapons.<br><br />
What is most likely unintended is that no bounds checking is performed to ensure that the target clip is only refilled to its maximum capacity. Instead the ammunition count for both clips are combined onto the target clip. The held clip on the other hand will be left with a count of 0.<br><br />
This process can be repeated several times to consolidate multiple clips into a single large clip that only takes up the space of one.<br><br />
This is a storage space exploit only. The game will still calculate the correct weight of the gestalt ammo clip and weigh down the agent appropriately. A Marsec Heavy Launcher Rocket with a count of 10 for example will still weigh as much as 10 rockets. Brainsucker Pods left with a count of 0 will not hatch. <br />
<br />
===Android Resistance===<br />
By default, [[Agents_(Apocalypse)#Androids|Androids]] are assigned the Human resistance values. Meaning, they will just as quickly fall unconscious to stun damage as Humans and Hybrids, causing Androids to take 100% Stun Gas and 100% Stun (Stun Grapple, Psionics) damage instead of 0% Stun Gas and 20% Stun damage as well as taking 100% Incendiary damage ('''IN''' Ammunition, Diablo Incendiary Grenade) instead of only 60%.<br><br />
Note that this '''cannot''' be fixed by using modding programs such as [[Utilities_(Apocalypse)|Apoc'd]] and assigning Androids to the Android Damage Modifier. The reason for this is that Androids are assigned the "X-COM Agents" role, as every soldier is (Humans as well as Hybrids). The "X-COM Agents" role however is assigned the "Human" Damage Modifier Group, which take priority over each individual damage modifier class and therefore overrides the "Android" modifier with the "Human" modifier again. S.E.L.F. units (building security) are treated as humans and will not be affected by this change, either.<br />
<br />
<gallery widths="200px"><br />
Image:Apocd android.png|<br />
</gallery><br />
<br />
===Turn-Based Game Freeze===<br />
If you manage to open the inventory screen just as your soldier is dying, the game will freeze.<br><br />
This can happen in Turn Based mode, if you approach a Popper who starts its reaction turn while your soldier is still walking towards it and you click the inventory button just at that very moment.<br><br />
When the soldier dies just as the inventory screen is up the entire interface will be corrupted. If you hit the bottom right button, it'll return to the battlescape screen and everything will look normal again, however the game will still act as if you were in the inventory screen.<br><br />
You will be unable to move your soldiers, shoot, turn, etc. and pressing any of the buttons, even the end turn button, will result in nothing happening. There is no known work-around. If this happens you will have to restart the game.<br />
<br />
===Security Station Time Units===<br />
In turn-based mode, the time units (TU) of the turrets in [[Security Station (Apocalypse)|Security Stations]] is not refreshed at the beginning of either X-Com's or the aliens' turn. As such, each turret will typically only get one shot off before becoming inert for the rest of the battle (like the aliens, they only start with 25% of maximum TU). This is the reason Security Stations are largely useless in turn-based mode. A guide to fixing this with a hex-editor can be found [http://openapoc.org/threads/the-25-tu-cap-on-reaction-fire.324/#post-2504 here].<br />
<br />
===Brainsuck Near A Door===<br />
In turn-based mode when you place a Soldier directly in front of a door, Brainsuckers usually fail to jump on the soldiers head. They usually try several jump attacks until they run out of time units and then end up sitting ducks in front of your soldier with no time units left.<br><br />
Sometimes though the Brainsucker can get stuck inside the wall above the soldier, remaining invisible for the rest of the mission and preventing it from being completed.<br><br />
A work around to that would be shooting the wall to destroy it in order to gain visibility of the Brainsucker or having to forfeit and leave the mission with all of your soldiers to proceed or trying to avoid the exploit all together. However, sometimes this is not possible as you might accidentally end your turn in front of a door with a Brainsucker lurking somewhere.<br><br />
Just keep in mind that if after a failed (not connected) Brainsucker attack the Brainsucker remains gone that it might be stuck inside the wall above the tile it initiated the jump from.<br />
<br />
<gallery widths="200px"><br />
Image:657567.png|<br />
Image:54353453.png|<br />
Image:55454545.png|<br />
</gallery><br />
Left picture: Cursor is where your Soldier is positioned before the Brainsucker attack.<br><br />
Middle picture: Previously invisible bugged Brainsucker revealed after destroying the wall.<br><br />
Right picture: After ending the turn the Brainsucker regained consciousness but was still unable to move. It visually appeared on level 5 as well, where there was a free walkway, yet the minimap showed its position at the same level as the wall itself.<br />
<br />
===Brainsucked Toxigun Toxins===<br />
Any brainsucked agent is immune to toxigun poisons. '''The bug:''' Micronoids take over the human host but do not get killed when an infected agent is shot with toxins. <br />
<br />
===Aliens Non-Spawn In Large UFOs===<br />
Most prominently the Micronoid, being only available through a downed [[Alien_Bomber_(Apocalypse)|Bomber]], fails to spawn on the other bigger UFOs even though it's in the crew list of the UFOs. Making it a very elusive alien to capture before entering the alien dimension, as you'd most likely only get one chance downing the Bomber and catching it alive before you are ready to enter the alien dimension.<br><br />
This issue happens because of 2 reasons:<br><br />
1. Aliens are grouped together like your own soldiers, however this can mean that 2-3 troops units can be occupied just by a few aliens, for example: Troop 1 consists of 2 Anthropods, Troop 2 consists of 3 Skeletoids. Even though both troops still have room for more aliens, none of the other alien types are grouped into them. For the bigger UFOs this means, that aliens higher on the spawn list get to be assigned a troop first, and once all troops are occupied, fully or even with only 1 alien, the remaining aliens fail to spawn as they cannot be assigned into those troops.<br><br />
2. In the Debug and Beta versions of Apocalypse, the game didn't have a limit on how many alien units can be on the map, leading to scenarios where you would have to fight over 40 aliens on the Battlescape, along with more aliens arriving through the map exits or being dropped off and entering the map through the highest available level. The troop/alien number restriction added on the final version of the game makes it impossible for UFOs to spawn more than 36 aliens at once, while on top of that the restrictive troop grouping will prevent the aliens that didn't get assigned to a troop to spawn in the first place. Each organization therefore is hard limited to only 36 possible units, while any human organization other than X-COM, is set to spawn up to a maximum of 20 units only.<br />
<br />
===Bleeding Impossible To Heal===<br />
Sometimes when the Medi-Kit is used to heal Fatal Wounds the wounds will never heal and the Soldier will bleed out. This happens most likely due to the fact that the game once had an "Advanced Medi-Kit" item that would come available after researching Alien Biology. Some Fatal Wounds were meant to be too deadly for the regular Medi-Kit to heal, so the "Advanced Medi-Kit" would have to be used instead.<br><br />
However, while the "Advanced Medi-Kit" got cut (with many more items and mechanics) before the final release, the deadlier Fatal Wounds were never removed.<br><br />
The "Advanced Medi-Kit" was meant to come in several iterations (similar to Toxin Type A, B and C), allowing it to not only heal deadlier Fatal Wounds, but also introducing a variant of the current medical screen which would allow the use of various stat boosting chemicals, while also making it usable on other units. On top of that, it was meant to be able to cure brainsucked Soldiers / Human Organisation units (captives in the cut "Cells" base module) after stunning them, allowing you to recover your Soldiers or cure brainsucked Organisation Units for the cut interrogation / spy part of the game.<br />
<br />
===Base Defense Agent Stripped===<br />
A base defense mission which has many X-Com units may leave one agent completely strippped of everything in their inventory. It may go un-noticed since most often technical personel 'suffer' this error and since they do not have an inventory, everything may seem normal. Needs more testing. [[User:EsTeR|EsTeR]]<br />
<br />
===Battlescape Level 10 Bug===<br />
Nine levels is the player-accessible limit for agents to fly high. If an agent who is flying and is on a platform/roof/walkway of some sort at level nine which has a railing (or some other half-height thing) and has been given a move destination, they may fly up (into Level 10) and over this railing-thing to shorten their route. They will immediately come down to level nine and resume their movement. If the unit is ordered to stop (RMB to ignore given orders) when they happen to momentarily be at level ten, they can remain there (normally like any other level). To access this unit to [[Battlescape_Level_10_Bug|see them at level ten]], double LMB on that 'high' agent's portrait picture. '''The bug:''' An un-seen height-level with completely normal geometry, features etc. which is not accessible in normal gameplay ...why? [[User:EsTeR|EsTeR]]<br><br />
Note: To see all ten levels easily of any battlescape, use [[Utilities_(Apocalypse)|XME]].<br />
<br />
===Escort Superposition===<br />
An [[Alien_Escort_Ship_(Apocalypse)|Escort]] UFO battlescape has Stasis Bomb Launchers positioned on the north edge and south edge of the craft in the deployed, ready-to-fire, position. Unconventional access to the floorplan is possible if external weapon systems are destroyed. '''The bug:''' If one launcher is damaged (eg: the north one), the other one is immediately destroyed also ...without it sustaining any damage! A 'spooky action at a distance' effect. [[User:EsTeR|EsTeR]]<br />
<br />
=Cityscape Design=<br />
====Recyclotorium Two====<br />
Superhuman: X-Com is assigned the ownership of [[Recyclotorium_(Apocalypse)|Recyclotorium Two]], instead of [[Evonet]].<br><br />
If Warehouse Two contains an X-Com base and is targeted for a [[Cityscape_Fighting_(Apocalypse)|Building Bombing]] mission, the recyclotorium is usually hit along with the warehouse when under attack. Cityscape air battles are slightly less dangerous since damage to the recyclotorium is not damage to the warehouse.<br />
====Orphaned Launch Tube====<br />
Superhuman: unowned launch tube between Mutant Alliance:Offices and Nutrivend:Offices.<br />
====Road Over Tube====<br />
Superhuman: road placed over a launch tube of Lifetree:Luxury Apartments.<br><br />
====Unconnected People Tube====<br />
Superhuman: unconnected people tube at Government:Lovecraft Block. Does not allow foot movement northwards.<br />
<br />
=Learning Artificial Intelligence=<br />
The ''Learning Artificial Intelligence'' (henceforth: "Learning AI") is a feature within X-Com Apocalypse where the game ''learns'' how the human player is progressing through the game and will try to implement those tactics into computer-controlled actions dynamically, against the human player. An advanced intelligent learning process! ...which unfortunately does not work, but if it does, is extremely fragile!<br />
<br />
===Digital Distributions===<br />
The Learning AI is dependent on the exact physical location of three files on the original compact disk. Digital distributions such as the Steam or GOG version use<br> [ .iso] or [ .bin and .cue] ''image'' files of the original CD which removes any location data of the three files: EXPERIEN.DAT, BRAIN.DAT, and WEAPEXP.DAT.<br><br />
The Learning AI files will still update and adjust themselves according to your tactics but will fail to be used in the game due to this missing location data.<br />
===Disk Versions With Functional A.I.===<br />
Learning AI is active and working on two common UK-based CDs with serial numbers:<br />
* '''MP191 207 D01R''' (original UK version)<br />
* '''PP191 207D01R''' (a Power-Plus release)<br />
A ''maximum installation'' from the orginal CD is preferable, however, a digital distribution which has a customised DOSbox setup pointing to the optical drive and CD within will allow the Learning AI to be active.<br />
==Fragile And Broken==<br />
* Learning AI will stop working if the game is saved and since a reload needs a savegame, it will be broken.<br />
<br />
=Please Insert CD Bug=<br />
The "Please Insert CD" message may randomly appear with digital distributions of X-Com Apocalypse when the game changes from Cityscape to Battlescape mode. Unless playing with an actual CD in the optical drive, reducing the problem (but not eliminating it) may be possible:<br><br />
Read through all listed solutions! Don't delete files or folder unless absolutely sure. Copy and Paste everything as a backup before makng changes. USE LEGITIMATE SOFTWARE ONLY. <br />
===Solution 1===<br />
Digital distributions (Steam or GOG) are using ''Minimal Installation'' setups to save space. The game CD is present as an '''''image''''' within the '''CD''' folder. Access of this folder may be too slow for the game and may sometimes produce delays which the game interprets as having no CD. To reduce the frequency of the "Please Insert CD" message, manually moving original folders and files will reduce delays of DOSBox of having to search the image. Two methods are possible unless actually installing the game from a CD (which should be "Maximum Installation"):<br><br />
Install your digital distribution first.<br><br />
Note: using the following method(s) will automatically make your game a "Maximum Installation".<br><br />
'''Method 1'''<br><br />
A legitimate CD is needed.<br />
* Copy the contents of the XCOMAPOC ''or'' XCOM3 folder on the disk into your already installed digital version. If prompted to OVERWRITE anything select '''NO TO ALL'''.<br />
<u>Optional</u>: Delete all PCX files within the UFOPAEDI folder. See: [[Cargo_Module_(Apocalypse)|Cargo]] and [[Bio-Transport_Module_(Apocalypse)|Bio-Module]] since they have swapped pictures. (or manually rename them)<br />
* Check below: "Pentium or DOS Versions"<br><br />
'''Method 2'''<br><br />
A more complex option if an original CD is not available:<br />
* Open an [ .ISO] or [ .BIN and .CUE] file which contains the X-Com Apocalypse game with any compression software (eg: WinZip, 7zip, WinRAR etc.) by RMB and selecting "Open Archive". The contents of the ISO file will become visible. <br />
* See '''Method 1''' to continue.<br />
Note: Don't double-LMB-click the file since it may start your CD burning software. If the .BIN file cannot be opened, burning it to a blank CD may allow finding the needed folder.<br />
<br />
===Solution 2===<br />
Start X-Com Apocalypse through a Virtual Machine (eg: Oracle's VM VirtualBox) which has MS-DOS v6.22 and Windows 95 pre-installed.<br />
<br />
=Pentium or DOS Versions=<br />
If using the downloadable distributions of X-Com Apocalypse, it may be using the old DOS version of two files instead of the better Pentium version. The old version files have been renamed as the better version and this may cause unstable behaviour or introduce bugs.<br />
<br />
Files from a dual version (DOS and Windows) X-Com Apocalypse CD.<br><br />
'''TACEXE''' folder:<br />
* TACP4.exe 3,161,594 bytes (DOS)<br />
* TACP.exe 3,170,298 bytes (Pentium)<br />
'''UFOEXE''' folder:<br />
* UFO2P4.exe 1,705,790 bytes (DOS)<br />
* UFO2P.exe 1,702,206 bytes (Pentium)<br />
<br />
A current discussion about file problems is here:<br><br />
https://www.gog.com/forum/xcom_series/xcom_apocalypse_serious_distribution_bug_please_fix_gog/page1<br />
<br />
A '''Simple Solution''' to use the Pentium version:<br><br />
Note: If copying over the files, BOTH must be the same type. Do not mix a DOS version with a Pentium version.<br><br />
Check the size (not name) of the files to determine which version has been installed with your digital distribution. If your files match the Pentium size, changes are not needed, however if confirmed they are the ''old version'' files:<br><br />
1. Delete (or cut'n'paste somewhere as a backup) both ''old version'' files in your installation. If your install contain four files (two DOS versions and two Pentium versions) remove them all &Delta;.<br><br />
2. Copy over from your CD the two Pentium version files to their relevant folders. Renaming them is not needed.<br><br />
3. Start the game and go start a raid. If the battlescape loads properly, everything is good. If not, return the original ''old versions'' files to their respective folders, overwrite both Pentium versions which failed.<br><br />
&Delta; If four files are present: remove any file that does not match the Pentium filesize. Rename only if needed so that X-Com Apocalypse <u>will not use</u> the old versions. <br />
<br />
Caution: changing the settings within '''dosbox_xcomapoc.conf''' for CPU type from "auto" to "pentium_slow" may decrease performance. Check performance by changing categories within the in-game ufopaedia screens. The animation effect of the menu may have noticable slowness if using pentium_slow.<br />
<br />
<br />
=Defintions Used Here= <!-- For some of the newer people, just trying to make it user friendly. EsTeR --><br />
An explaination of abbreivations or words used within this "Known Bugs" page.<br />
* '''DOS''' = Disk Operating System (from Microsoft, eg: MS-DOS).<br><br />
: An old pre-windows 16bit program using simple instructions to make a computer useful via a command line interface.<br />
* '''DOSBox'''<br />
: Emulator software used to run old DOS programs easily within Windows 32bit operating systems often using a temporary (virtual) disk drive.<br />
* '''EXE''' = Executable.<br><br />
: A suffix on a file allowing it to be started as a program. eg: xcomapoc.exe<br />
* '''GOG''' = Good Old Games<br />
: A website offering a selection of older games for download at low cost.<br />
* '''Steam'''<br />
: A website which catalogues certain games purchased by a user to prevent piracy.<br />
* '''Image'''<br />
: the contents of a compact disk (CD) made into a file(s) (most commonly .ISO) located on the harddrive.<br />
* '''486''' = a version of computer processing unit (CPU) of a certain format and style.<br />
: Very old technology before Intel Pentium processors.<br />
* '''C:\ D:\ E:\ etc.<br />
: Labels given to harddrives using the alphabet, commonly from C to Z with A and B given to floppy-disks drives (another old storage format).<br />
<br />
<!-- Keep the "Definitions Used Here" sub-section to be always at the bottom of the article. I think it will help with layout and formatting --><br />
END</div>Darkpast