Talk:Population (Apocalypse)

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OK, I've finally got around to testing this, and it seems there's some wrong info here. However, lets begin with info that's available on the Web:

There's a walkthrough here which gives stats for the various human opponents: http://www.ag.ru/games/x-com-apocalypse/cheats/7462

However, testing has revealed that they do not match the stats given in-game. I've tested by probing 12 different human enemies of each type, on normal difficulty, and got the following results:

Megapol

Health: 43-54 Accuracy: 31-46 Reactions: 10-48 Speed: 64-80 Stamina: 43-62 Bravery: 40-80 Strength: 32-50 Psy Energy: 5-18 Psy Attack: 6-18 Psy Defence: 20-35

Cultist

Health: 46-57 Accuracy: 30-45 Reactions: 10-43 Speed: 64-80 Stamina: 48-64 Bravery: 40-70 Strength: 31-44 Psy Energy: 5-20 Psy Attack: 22-44 Psy Defence: 31-65

Ganger

Health: 43-54 Accuracy: 29-45 Reactions: 24-50 Speed: 64-80 Stamina: 44-64 Bravery: 40-80 Strength: 33-50 Psy Energy: 7-19 Psy Attack: 5-19 Psy Defence: 20-49

Security Guard

Health: 43-54 Accuracy: 34-43 Reactions: 11-42 Speed: 64-80 Stamina: 44-63 Bravery: 40-80 Strength: 30-50 Psy Energy: 6-19 Psy Attack: 6-17 Psy Defence: 25-49

Finally, during the first week, there seem to be no great differences in equipment between the various human enemies. Gang members and Cultists seem to have slightly worse equipment, but this could have been just a coincidence in my tests.

All this shows that most stats are pretty much the same for all types of human opponents, though there are a few exceptions: 1. Gang members have, on average, higher reactions than the others. 2. Cultists might have slightly lower Bravery and Strength. 3. Cultists have significantly stronger Psy Attack than the others, but never use Mind Benders, so it's irrelevant. 4. Megapol are vulnerable to Psychic attacks, Security Guards and Gang members less so, while Cultists are the most resistant.

The above also seems to indicate that Security Guards are, in fact, no weaker than other human enemies. Some carry around Heavy Launchers from the beginning of the game, meaning they aren't to be trifled with. Furthermore, I have never seen Cultists armed with Mini-Launchers during Week One.

p.s. anyone know what organization(s) have the different-uniformed security guards? I seem to recall it was only one. Anyway, it would be good to check if they have different stats. --Darkpast (talk) 17:32, 8 June 2014 (EDT)

I haven't played Apocalypse in ages, but this tool may be of help to figuring out the stats: Apoc'd - I can read and edit the exe files of the game that deal with the Strategic and Tactical view that store game settings such as unit stats, organization relations, etc. Hobbes (talk) 16:04, 8 June 2014 (EDT)

Thanks, will update the info...when I get the time and do more testing... Seems the walkthrough got the stats through the same tool, but for some reason in the game itself it's different. Most notably, the Accuracy stat is much lower for pretty much everyone.

For now I'll record this:

  • I've checked, the different-uniformed guards have the same stats.
  • My points 1., 3. and 4. about the stats were correct, point 2. wasn't.
  • Equipment indeed varies between organizations, in that they each have a "tech level", which advances at the rate of +1 per week. Some start at a higher level than others, though:
    • Marsec, Solmine, Psyke, Diablo, Osiron: 4
    • Government, Megapol, Cyberweb, S.E.L.F., Mutant Alliance: 3
    • Cult of Sirius, Superdynamics, General Metro, Transtellar, Sensovision, Nanotech: 2
    • Lifetree, Nutrivend, Evonet, Sanctuary Clinic, Energen, Synthemesh, Gravball League, Extropians, Technocrats: 1
  • The average number (actual number is up to +/- 25%) of guards in the building also varies from one organization to the other:
    • Megapol, Osiron: 16
    • Government, Marsec: 14
    • Diablo: 13
    • Solmine: 12
    • Cyberweb: 11
    • Cult of Sirius, Nanotech, Psyke, S.E.L.F., Mutant Alliance: 10
    • Superdynamics, Lifetree: 9
    • General Metro, Transtellar: 8
    • Sensovision, Nutrivend, Evonet, Sanctuary Clinic, Energen, Synthemesh, Gravball League, Extropians, Technocrats: 7

--Darkpast (talk) 17:32, 8 June 2014 (EDT)

Best treat the stats you get from the game as the base line stats. The game may do some modification to throw a bit of randomness in or adjust them according to difficulty level. On the different jumpsuits, the different jumpsuit colours will be organization based. I don't recall ever seeing guards belonging to the same company with different coloured jumpsuits in the building at the same time. NKF (talk) 02:28, 9 June 2014 (EDT)

Bingo, I figured out the Firing Accuracy discrepancy! Thing is, the game files stores Accuracy values as follows: (100 minus the actual in-game skill). In other words, a guy with Accuracy 80 in the game files has accuracy 20 in-game. In addition, Stamina is twice higher in the game files than in the game. --Darkpast (talk) 10:54, 9 June 2014 (EDT)