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

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THIS page is not a proper article for UFOpaedia. Currently a dumpind ground for WIPs of various pages.
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__NOTOC__
  
=TEMP DUMP=
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An informal page of testing item limits.
===Score Summary===
 
''or de-brief screen at the end of a mission''
 
Every single entity has a certain 'death score' when killed. eg: Chrysalis=3, Popper=8 etc. Every item has a corresponding score. eg: Toxigun=4, Entropy Pod=7.
 
* '''Combat Rating''' = amount of points acquired from a total each unit's death score, upon their death caused by X-Com.
 
* '''Casualty Penalty''' = X-Com losses (agent death) and any neutrals 'accidently' killed. Always negative.
 
* '''Leadership Score''' = {Combat Rating + Casualty Penalty + Live Aliens Captured}
 
* '''Live Aliens Captured''' = recovered alive instead of killed, based on death score.
 
* '''Equipment Captured''' =
 
  
...doing some testin to be sure
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==Item Limits==
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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..
  
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===Agent Reductions===
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Any agent's inventory cannot be altered when the game determines how many X-Com agents are permitted to start the mission.
  
==Overhead View Orange Pad==
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:eg: 20 agents each have 33 grenades and one recharging weapon for a total of 34 items each.
====Normal Orange Pad====
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500 ÷ 34 = 14.7
<!--[[Image:AlnDim-Food-Pads-Error-(Apocalypse).png]]-->
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The maximum amount of X-Com agents which can start any tactical mission when carrying 34 items each, is '''14'''<br>
====Corrupted Orange Pad====
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<br>
Food Chamber in overhead view. Isometric view displays the structure properly.
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...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:AlnDim-Food-Pads-Error-(Apocalypse).png]]
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<br>
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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.
  
=Spawn Camping=
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==Alien Dimension Tests==
This pic reveals alot!
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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:SpawnCamping-(Apocalypse).png|left]]
 
<br clear=all>
 
This was a stress-test mission within the Spawning Chamber (it has the queen) using edited values to get a uniform result.<br>
 
Aliens<br>
 
* Anthropods only, score = 10.
 
* Disruptor gun only, score = 8.
 
Xcom = 10 Agents<br>
 
* Lawpistol = recharging: 25cap,regen5,dam=100
 
* other stuff: sword, x4 AP-G, Medi, Cloak, 5-piece armor.
 
* Items per agent = 13.
 
* Total X-Com items = 130 items.
 
==Results==
 
===Equipment Score = 4616===
 
{4616 &divide; 8} = 577
 
meaning 577 disruptor guns on the ground ...which is higher than the supposed limit of 500 items (130items from X-Com) = 707.
 
===Kill Score = 56450===
 
{{56450 - queen50pts} &divide; 10} = 5640
 
meaning X-Com agents killed...
 
  
5640 anthropods (this is ridiculous!)
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===Tests of Alien Loads And Timers===
 
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These stress tests used ''Score = 1'' each for gun and alien. Initial Anthropods=6, Gun x6.<br>
==Conservative Results==
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* Agents and loadouts were reduced to the minimum suitable: Agents=8, Lawpistol=1, Cloak=1, Armor=5pieces. 56 total items.<br>
TESTING: item limit, spawn limit if any, unit death limit, artifical combat active timers<br>
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<u>'''Test1''': Spawning Chamber</u><br>
'''Rules''': Anthropod only with single Disruptor Gun, each is equal to 1 point score. Mission must complete with no equipment destroyed, no objectives destroyed until end and no orange spawn pads destroyed prematurely, 8xagents (1x recharging lawpistol, cloak, 5xarmorpiece - 56 total items)<br>
 
<u>'''Test1''': Spawning Chamber (has queen)</u><br>
 
 
Gametime: Start 11:32. End=16:27. Last Kill=14:52<br>
 
Gametime: Start 11:32. End=16:27. Last Kill=14:52<br>
 
De-Brief:<br>
 
De-Brief:<br>
 
:Combat = 733 (less 50 for queen death score) <br>
 
:Combat = 733 (less 50 for queen death score) <br>
 
:Equipment = 693<br>
 
:Equipment = 693<br>
Notes: 683 anthros killed, items easily surpassed the supposed item limit of 500, active combat timer seems to be exact 200minutes.<br>
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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>
 
<u>'''Test2''': Maintenance</u><br>
 
<u>'''Test2''': Maintenance</u><br>
 
Gametime: Start 2:21:51. End=8:11. Last Kill=6:21:51<br>
 
Gametime: Start 2:21:51. End=8:11. Last Kill=6:21:51<br>
Line 64: Line 40:
 
:Combat = 668<br>
 
:Combat = 668<br>
 
:Equipment = 666<br>
 
:Equipment = 666<br>
Notes: 668 anthros killed according to score BUT 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 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 with combat rating 668 vs 666.
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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>
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<u>'''Test4''': Sleeping Chamber</u><br>
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Gametime: doesn't matter since it was corpse recovery test but it lasted a few hours.<br>
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De-Brief:<br>
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:Combat = 704<br>
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:Equipment = 704 <br>
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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>
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<u>'''Test5''': Sleeping Chamber</u><br>
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SPAWNS ARE UNLIMITED!!
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...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>
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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>
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====Setup====
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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.
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* Set up an ambush somewhere at Level One is possible. Level one is preferred since it cannot make craters.
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* 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.
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* 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.
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* If the aliens stop spawning, it is time for a cleanup of items around the battlescape. Collect them and destroy them.
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* Filling your agents inventory does not work since the item is still present. It must be destroyed if you want spawns to continue.<br>
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* Each destroyed pad is worth one to four more new spawns if wanting to further customise the spawn location to enable an easier ambush!
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* Building your agents attributes to become super-soldiers is not important since <s>cannon-fodder</s> agents are unlimited in supply within Mega-Primus.
  
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These are ongoing tests whenever...
  
Although this is interesting for someone with <s>no life</s> sitting at home never needing to work (thx crypto!!) I do have better things to do... [[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])
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==Cautions==
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There is a [[Known_Bugs_(Apocalypse)#Spawn_Camping_Crash|critical bug]] which is caused by too many items on the ground regarding overhead view.
  
  
===Conclusion So Far===
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==See Also==
* Item limit is obviously wrong! It is not 500.
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* [[Known_Bugs_(Apocalypse)|Known Bugs]]
* There seems to be a timer for active combat in which spawns cease. Could each building have its own unique time limit?
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* [[Alien_Dimension_(Apocalypse)|The Alien Dimension]]
* Of the two examples, Anthropods qty killed is -very- close to being the same. Spawns may not be unlimited ...BAH!
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* [[Alien_Buildings_And_Combat_Tactics|Alien Buildings]]
* <s>'''more testing is needed''' obviously since two results are inconsequential.</s> lost interest.
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* [[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