Orange Pad Re-inforcement Spawns

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Revision as of 22:13, 5 October 2022 by EsTeR (talk | contribs)
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This is here as to not clutter the bugs page.

Corrupted Re-inforcement Pad

This is the overhead view of the orange pads within the Food Chamber. It is only only a visual thing and does not effect their operation. The exit-tiles may also be facing the wrong way.

AlnDim-Food-Pads-Error-(Apocalypse).png


Spawn Camping Tests

SpawnCamping-(Apocalypse).png


This was a 27hour (real life, using x4 speed) stress-test mission within the Spawning Chamber (it has the queen) using edited lifeform selections to get a uniform result and limit variables.
Aliens

  • Anthropods only. Six initially present (with one mandatory Queen). Score = 10.
  • Disruptor Gun only. No other items. Score = 8.

Xcom

  • Ten agents.
  • Lawpistol only. Recharging ammo: full=25, regen=5, dam=100.
  • Accesories: Sword=1, AP-G=4, Medi=1, Cloak=1, Armor=5pieces.
  • Items per agent = 13.
  • Total X-Com items = 130.

De-Brief

Equipment Score = 4616

{4616 ÷ 8} = 577

meaning 577 disruptor guns on the ground ...which is higher than the supposed limit of 500 items (must include 130 items from X-Com) = 707.
Kill Score = 56450

{{56450 - queen50pts} ÷ 10} = 5640

meaning X-Com agents killed...

5640 anthropods (this is ridiculous!)

Conservative Results

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 + Brainsuckers(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 brainsuckers + 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 limit the spawn quantity so this means that there is an item limit which seems to be approximately 750.
To make it easy:

  • Set up and ambush somewhere at Level One is possible. Level one is preferred since it cannot make craters.
  • Funnel the aliens into this ambush point 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.
  • Kill them and hope a grenade goes off or pick one up and detonate it 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.

Is this too just much?

  • Each pad is worth one to four new spawns! ...but make sure not to destroy the (isometric) northern-most one.

These are ongoing tests whenever...

Cautions

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


See Also