Difference between revisions of "Orange Pad Re-inforcement Spawns"

From UFOpaedia
Jump to navigation Jump to search
m (oops)
(item limits tested inside mega-primus... 500 confirmed)
 
(17 intermediate revisions by the same user not shown)
Line 1: Line 1:
THIS page is not a proper article for UFOpaedia. Currently a dumpind ground for WIPs of various pages.
+
__NOTOC__
  
=TEMP DUMP=
+
An informal page of testing item limits.
===[[Orange Pad Re-inforcement Spawns]]===
 
Every alien structure's battlescape has multiple orange-pads. There is a spawn-interval-timer for each building, becoming shorter the further X-Com progresses in destroying their home world.<br>
 
Alien Appearances: '''Anthropod, Spitter, Skeletoid, Popper''' lifeforms may spawn into the building. Every other type will not appear from the orange pads.
 
* Pads are explosive! A small explosive may destroy the whole orange-pad-structure and the overhead.
 
* The orange pads allow an alien to spawn every (at best) [[Orange_Pad_Re-inforcement_Spawns|10seconds]] to (commonly) 40second intervals. The lifeforms which spawn-in are chosen randomly from the available units found normally within this particular alien structure. Testing: large aliens.
 
* Some pad devices have mis-matched tiles when viewed from overhead-battlescape-view. They appear normal in isometric view and this corruption does not affect their purpose.
 
* The spawn-timer is global for the current battlescape. If multiple orange-pad-device-structures are present, the game will choose randomly which orange pad '''structure''' the new alien will appear at hence, the timer is not seperate for each pad or pad structure.
 
Note: the game chooses the top-left (overhead) or northern (isometric) orange pad '''within the structure''' for spawning and chooses the same also for the spawn cell. That is: any structure placed randonly will use the same spawn-decision-location.
 
* Alien corpses, not weapons, may clog the pad if they were killed immediately after appearing (spawn-camping) and will halt further spawns. Avoid killing aliens until they have had a chance to exit the device and move away if 'farming' for equipment.
 
* Four-piece pad devices only use one pad as an active portal, the others are inactive. If the active pad is destroyed, another pad -may- become active. Typically, the orange-pad-device-structure is disabled once the active pad is destroyed.
 
* If bulk quantities of alien corpses are present, the newest corpse will be removed from the battlescape and will not be recovered whereas weapons and devices will not be removed if too many are present(eg: over 500 items on the ground). The game engine will become unstable. eg: a unit given a destination to move to may not have the destination-icon apear if the game screen includes the map cell with massive quantities of items. This is an indicator that the game is struggling and may crash soon. Complete the mission with your farmed items to prevent loss.
 
* Once too many corpses are present on the battlescape and automatic corpse reduction has started, the orange pads will not clog up. Agents can then be placed adjacent the pad and shoot-dead any new spawns immediately.
 
* Orange pads and the bolbus plant next to it are explosive. If any items are within a two-cell distance of the detonating orange pad, they will all be destroyed and any dropped explosives may affect item piles further via chain-reaction explosions. This will destroy your farmed equipment!
 
  
==Equipment Farming==
+
==Item Limits==
[[Tactical_Combat_Missions_(Apocalypse)#Raid|Raiding]] an alien building for agent equipment is possible if escape from the battlescape is chosen instead of completing the mission objective. Agents should fill their inventorys with <s>stolen</s> equipment since offloading items is only possible by returning to Mega-Primus.
+
Mega-Primus battlescape tactical missions have an inventory-item maximum quantity of 500 pieces. Anything that can be placed into an inventory slot is considered: weapons, devices, ammunition, armor, elerium, item spawns, and item drops from the dead, etc..
* A line-up of troop-transports raiding one-after-another method is suitable to maximise booty and to have all agents gain combat experience and attribute increases.
 
* Spawning aliens are easily ambushed (caution when dying on the pad) since they appear one at a time and in <u>unlimited</u> quantity.
 
* Using non-explosive weaponry (eg: Toxigun only) will prevent explosions from destroying dropped equipment. Picking up needed armaments and dropping them somewhere <s>high up in a man-made tunnel</s> safe will preserve your loot however, rouge aliens may throw an explosive into your stash if they find it.
 
* The alien building can be raided endlessly!
 
  
 +
===Agent Reductions===
 +
Any agent's inventory cannot be altered when the game determines how many X-Com agents are permitted to start the mission.
  
==Timer: 10 Seconds==
+
:eg: 20 agents each have 33 grenades and one recharging weapon for a total of 34 items each.
Best so far...
+
500 &divide; 34 = 14.7
[[Image:AlnBld-SpawnTimer-10s-(Apocalypse).jpg|left]]
+
The maximum amount of X-Com agents which can start any tactical mission when carrying 34 items each, is '''14'''<br>
<br clear=all>  
+
<br>
Second Best...
+
...with a total item count of '''476'''. Other agents will not appear because the total count will go over the 500 item limit. Total unit limit does not matter if it is under 60.<br>
[[Image:AlnBld-SpawnTimer-12s-(Apocalypse).jpg|left]]
+
<br>
<br clear=all>
+
Enemy inventory will be heavily reduced to the remaining 24 items which is spread across their members. Only a few will be given a gun, some ammo, a grenade whereas all others will be completely empty. If a large squad of hostiles is to start the mission, many will have nothing to fight with which may severely impact their combat effectiveness and potency. If spawned items are possible (a raid), further reduction of an enemy's item allocation quantity is possible.
  
==Overhead View Orange Pad==
+
==Alien Dimension Tests==
====Normal Orange Pad====
+
The 500 item limit does not apply in the Alien Dimension. Alien spawns from the 'orange-pad-device' will increase the item quantity beyond the limit imposed within Mega-Primus. Further testing is required to find the cut off. 750 seems to be close.
<!--[[Image:AlnDim-Food-Pads-Error-(Apocalypse).png]]-->
 
====Corrupted Orange Pad====
 
Food Chamber in overhead view. Isometric view displays the structure properly.
 
[[Image:AlnDim-Food-Pads-Error-(Apocalypse).png]]
 
  
=Spawn Camping=
+
===Tests of Alien Loads And Timers===
This pic reveals alot!
+
These stress tests used ''Score = 1'' each for gun and alien. Initial Anthropods=6, Gun x6.<br>
[[Image:SpawnCamping-(Apocalypse).png|left]]
+
* Agents and loadouts were reduced to the minimum suitable: Agents=8, Lawpistol=1, Cloak=1, Armor=5pieces. 56 total items.<br>
<br clear=all>
+
<u>'''Test1''': Spawning Chamber</u><br>
This was a stress-test mission within the Spawning Chamber (it has the queen) using edited values to get a uniform result.<br>
+
Gametime: Start 11:32. End=16:27. Last Kill=14:52<br>
Aliens<br>
+
De-Brief:<br>
* Anthropods only, score = 10.
+
:Combat = 733 (less 50 for queen death score) <br>
* Disruptor gun only, score = 8.
+
:Equipment = 693<br>
Xcom = 10 Agents<br>
+
Notes: 683 anthros killed, items easily surpassed the supposed item limit of 500, active combat timer seems to be exact 200minutes, item drop qty does not match with alien death qty.<br>
* Lawpistol = recharging: 25cap,regen5,dam=100
+
<u>'''Test2''': Maintenance</u><br>
* other stuff: sword, x4 AP-G, Medi, Cloak, 5-piece armor.
+
Gametime: Start 2:21:51. End=8:11. Last Kill=6:21:51<br>
* Items per agent = 13.
+
De-Brief:<br>
* Total X-Com items = 130 items.
+
:Combat = 681<br>
==Results==
+
:Equipment = 666<br>
===Equipment Score = 4616===
+
Notes: 681 anthros killed, items again surpassed limit, active combat timer is exactly 4 hours (240minutes), item drop qty does not match with alien death qty.<br>
  {4616 &divide; 8} = 577
+
<u>'''Test3''': Maintenance again</u><br>
meaning 577 disruptor guns on the ground ...which is higher than the supposed limit of 600 items (130items from X-Com) = 707.
+
Gametime: Start 2:21:51. End=14:33. Last Kill=6:01:51<br>
===Kill Score = 56450===
+
De-Brief:<br>
{{56450 - queen50pts} &divide; 10} = 5644
+
:Combat = 668<br>
meaning X-Com agents killed...
+
:Equipment = 666<br>
 +
Notes: 668 anthros killed according to score. Add up quantity of aliens killed (8xagent's kill count from zero) and it becomes 913 kills! So now it looks like Combat rating is not correct versus actual kill count. This is becoming a headache. Items again surpassed limit and are exact as before in Test 1 and 2. Active combat timer is less than 4 hours now, being ~220minutes and also again: item drop qty does not match with alien death qty (913) but it does closely with combat rating 668 vs 666.<br>
 +
<u>'''Test4''': Sleeping Chamber</u><br>
 +
Gametime: doesn't matter since it was corpse recovery test but it lasted a few hours.<br>
 +
De-Brief:<br>
 +
:Combat = 704<br>
 +
:Equipment = 704 <br>
 +
Notes: Using new setup: Anthros + Brainsucker Launchers(Score=1) with no ammo. Agents x12 with only LawPistol (recharges). No armor, no cloak. 704 kills so far since ended mission early. Items recovered (confirmed at base) = 704 brainsucker launchers + 48 corpses. Scores match now. What is the upper limit to kills since it is confirmed that 60 is the unit/corpse limit.<br>
 +
<u>'''Test5''': Sleeping Chamber</u><br>
 +
  SPAWNS ARE UNLIMITED!!
 +
...but not without some help. Since it is known that old corpses will be removed if there are too many just before a new spawn appears, there is a way to make spawn unlimited. Equipment dropped by the dead must be destroyed!<br>
 +
The items on the ground will limit the spawn quantity. This confirms that there is an item limit (unknown exactly): approximately 750 items in total.<br>
 +
====Setup====
 +
To make it easy: know which aliens can spawn, each bulding's timer, face agents towards the center of the battlescape if they are near the map edge.
 +
* Set up an ambush somewhere at Level One is possible. Level one is preferred since it cannot make craters.
 +
* Funnel the aliens into this ambush by removing ramps to other accessible areas. Setting up the best location will be guesswork since some aliens just stand around after spawning, and it will depend on the battlescape layout. Skeletoids will limit the ambush effectiveness.
 +
* Kill them in this ambush zone if possible. An explosion can remove bulk items easily, otherwise a live grenade one over the alien's pile of dropped stuff every so often.
 +
* If the aliens stop spawning, it is time for a cleanup of items around the battlescape. Collect them and destroy them.
 +
* Filling your agents inventory does not work since the item is still present. It must be destroyed if you want spawns to continue.<br>
 +
* Each destroyed pad is worth one to four more new spawns if wanting to further customise the spawn location to enable an easier ambush!
 +
* Building your agents attributes to become super-soldiers is not important since <s>cannon-fodder</s> agents are unlimited in supply within Mega-Primus.
  
5644 anthropods
+
These are ongoing tests whenever...
 +
 
 +
==Cautions==
 +
There is a [[Known_Bugs_(Apocalypse)#Spawn_Camping_Crash|critical bug]] which is caused by too many items on the ground regarding overhead view.
 +
 
 +
 
 +
==See Also==
 +
* [[Known_Bugs_(Apocalypse)|Known Bugs]]
 +
* [[Alien_Dimension_(Apocalypse)|The Alien Dimension]]
 +
* [[Alien_Buildings_And_Combat_Tactics|Alien Buildings]]
 +
* [[Alien_Life_Forms_(Apocalypse)|Alien Lifeforms]]

Latest revision as of 12:45, 4 December 2023


An informal page of testing item limits.

Item Limits

Mega-Primus battlescape tactical missions have an inventory-item maximum quantity of 500 pieces. Anything that can be placed into an inventory slot is considered: weapons, devices, ammunition, armor, elerium, item spawns, and item drops from the dead, etc..

Agent Reductions

Any agent's inventory cannot be altered when the game determines how many X-Com agents are permitted to start the mission.

eg: 20 agents each have 33 grenades and one recharging weapon for a total of 34 items each.
500 ÷ 34 = 14.7

The maximum amount of X-Com agents which can start any tactical mission when carrying 34 items each, is 14

...with a total item count of 476. Other agents will not appear because the total count will go over the 500 item limit. Total unit limit does not matter if it is under 60.

Enemy inventory will be heavily reduced to the remaining 24 items which is spread across their members. Only a few will be given a gun, some ammo, a grenade whereas all others will be completely empty. If a large squad of hostiles is to start the mission, many will have nothing to fight with which may severely impact their combat effectiveness and potency. If spawned items are possible (a raid), further reduction of an enemy's item allocation quantity is possible.

Alien Dimension Tests

The 500 item limit does not apply in the Alien Dimension. Alien spawns from the 'orange-pad-device' will increase the item quantity beyond the limit imposed within Mega-Primus. Further testing is required to find the cut off. 750 seems to be close.

Tests of Alien Loads And Timers

These stress tests used Score = 1 each for gun and alien. Initial Anthropods=6, Gun x6.

  • Agents and loadouts were reduced to the minimum suitable: Agents=8, Lawpistol=1, Cloak=1, Armor=5pieces. 56 total items.

Test1: Spawning Chamber
Gametime: Start 11:32. End=16:27. Last Kill=14:52
De-Brief:

Combat = 733 (less 50 for queen death score)
Equipment = 693

Notes: 683 anthros killed, items easily surpassed the supposed item limit of 500, active combat timer seems to be exact 200minutes, item drop qty does not match with alien death qty.
Test2: Maintenance
Gametime: Start 2:21:51. End=8:11. Last Kill=6:21:51
De-Brief:

Combat = 681
Equipment = 666

Notes: 681 anthros killed, items again surpassed limit, active combat timer is exactly 4 hours (240minutes), item drop qty does not match with alien death qty.
Test3: Maintenance again
Gametime: Start 2:21:51. End=14:33. Last Kill=6:01:51
De-Brief:

Combat = 668
Equipment = 666

Notes: 668 anthros killed according to score. Add up quantity of aliens killed (8xagent's kill count from zero) and it becomes 913 kills! So now it looks like Combat rating is not correct versus actual kill count. This is becoming a headache. Items again surpassed limit and are exact as before in Test 1 and 2. Active combat timer is less than 4 hours now, being ~220minutes and also again: item drop qty does not match with alien death qty (913) but it does closely with combat rating 668 vs 666.
Test4: Sleeping Chamber
Gametime: doesn't matter since it was corpse recovery test but it lasted a few hours.
De-Brief:

Combat = 704
Equipment = 704

Notes: Using new setup: Anthros + Brainsucker Launchers(Score=1) with no ammo. Agents x12 with only LawPistol (recharges). No armor, no cloak. 704 kills so far since ended mission early. Items recovered (confirmed at base) = 704 brainsucker launchers + 48 corpses. Scores match now. What is the upper limit to kills since it is confirmed that 60 is the unit/corpse limit.
Test5: Sleeping Chamber

SPAWNS ARE UNLIMITED!!

...but not without some help. Since it is known that old corpses will be removed if there are too many just before a new spawn appears, there is a way to make spawn unlimited. Equipment dropped by the dead must be destroyed!
The items on the ground will limit the spawn quantity. This confirms that there is an item limit (unknown exactly): approximately 750 items in total.

Setup

To make it easy: know which aliens can spawn, each bulding's timer, face agents towards the center of the battlescape if they are near the map edge.

  • Set up an ambush somewhere at Level One is possible. Level one is preferred since it cannot make craters.
  • Funnel the aliens into this ambush by removing ramps to other accessible areas. Setting up the best location will be guesswork since some aliens just stand around after spawning, and it will depend on the battlescape layout. Skeletoids will limit the ambush effectiveness.
  • Kill them in this ambush zone if possible. An explosion can remove bulk items easily, otherwise a live grenade one over the alien's pile of dropped stuff every so often.
  • If the aliens stop spawning, it is time for a cleanup of items around the battlescape. Collect them and destroy them.
  • Filling your agents inventory does not work since the item is still present. It must be destroyed if you want spawns to continue.
  • Each destroyed pad is worth one to four more new spawns if wanting to further customise the spawn location to enable an easier ambush!
  • Building your agents attributes to become super-soldiers is not important since cannon-fodder agents are unlimited in supply within Mega-Primus.

These are ongoing tests whenever...

Cautions

There is a critical bug which is caused by too many items on the ground regarding overhead view.


See Also