Difference between revisions of "Talk:Base Defence"

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:: Ah, I knew there was some sort of grace period. So 20 turns eh? Good to know. ''Really'' good to know (although very bad for my play style, since I take it slow). Does it get adjusted by difficulty or the presence of psi-weakling (of a single digit nature) in any way? -[[User:NKF|NKF]] 22:39, 18 May 2008 (PDT)  
 
:: Ah, I knew there was some sort of grace period. So 20 turns eh? Good to know. ''Really'' good to know (although very bad for my play style, since I take it slow). Does it get adjusted by difficulty or the presence of psi-weakling (of a single digit nature) in any way? -[[User:NKF|NKF]] 22:39, 18 May 2008 (PDT)  
 +
::Yeah, this explains the sudden rush of aliens out of their UFO at around turn 20 I guess. I found nothing related to psi-weaklings. As for target selection, everything that is conscious, xcom, small unit, not already under mind control and whose unitpos[8] is less than the attacker's intelligence is susceptible to being attacked. There is then some computing involving distance from target, target psi-strength and psi-skill, attacker psi-attack strength, and a random number between 0 and 50 (the formula is too complex to my liking). The potential target which fits best may be attacked (based on some other unclarified randomness). If someone wants to perform more analysis, the subroutine starts at virtual offset 0x404650. Actually, patching the 0x83 at that address with a 0xC3 should completely disable psi-attacks from aliens (may be useful for testing) [[User:Seb76|Seb76]] 12:29, 19 May 2008 (PDT)
  
 
:There's also the break that comes after a turn where you manage to kill a fair number of aliens.  Even if you don't cause them to panic, they often stop Psi Attacks after you force a successful round.  From a storyline perspective, the officers are probably busy rallying the troops and so they can't use Psi on you.  Of course, the best way to stop Psionic attacks is to kill or otherwise incapacitate the psions.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:08, 17 May 2008 (PDT)
 
:There's also the break that comes after a turn where you manage to kill a fair number of aliens.  Even if you don't cause them to panic, they often stop Psi Attacks after you force a successful round.  From a storyline perspective, the officers are probably busy rallying the troops and so they can't use Psi on you.  Of course, the best way to stop Psionic attacks is to kill or otherwise incapacitate the psions.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 21:08, 17 May 2008 (PDT)

Revision as of 19:29, 19 May 2008

Base Disjoint Bug

Reference for the base disjoint bug is at:

http://www.geocities.com/nkfarma/reference/bdb.html

If anyone wants to remodel or redraw it in a more suitable form or make it easier to understand, then please feel free to do so.

Other thoughts I might have is to give a rough indication of the layout of ground modules to allow players to plan ahead and perhaps even make use of the disjointed walls.

(Also note - hangar and small radar are the safest modules to place in lower right)

- NKF

80-item limit

This is listed in Known Bugs. [JFG]

um,

Quote (at article page): "An inbound Battleship on a "Retaliation" mission means there is a high chance that a Base Defense mission is in the offing for you.

is it supposed to be "offering" OR "offing" such as "knocking you off, hitman-style" Coulkd be a typo by author EsTeR

yeah, "offing" is real English...

real informal English, but common, just the same. It derives from the phrase "setting off on a journey" or "about to set off" and wound up just being, "in the offing". You can delete both these comments after reading. Good to talk with ya again :)


No Retreat!,No Surrender!

Always have rocket launching tanks at ready.Leaving a base without blowing up at least 10 Snakemen scum is a stain on our honor.

Kill the Alien,Purge the Alien,Burn the....Alien!And yes I'm a WH40k bitch--X-COM:Turcocalypse 13:02, 22 April 2006 (PDT)

Defense Question

If your defenses hit the UFO but don't disable it, does it have any effect on the number of aliens in the landing party?

None at all. - Bomb Bloke 16:34, 9 September 2006 (PDT)

Craft Equipment

Equipment assigned to your craft is not available for base defense missions, even if that craft is currently in it's [sic] hangar. This does not seem to be true. I keep all my Psi-Amps on my transports for my psi troopers to use, but I still have access to them in base defense missions. I play the CE version. --Dumas 13:40, 8 November 2006 (PST)

Oi, who put the original comment in there? I hope it wasn't me, as it's not quite right. I concur, your craft equipment is unloaded for use in your base's general equipment pool. The only possible reason why the equipment may not have shown up would be because of the 80-item limit. Hmm. Here's one question that suddenly comes to mind. What about transports that are already out on missions/returning from a mission? Hmm. - NKF

Nein, my friend. Stuff loaded on a transport which is away from base at the time of attack will not show up in inventory. - Zombie 22:00, 8 November 2006 (PST)

I've edited the statement about equipment on craft to be more accurate. --Dumas 22:17, 8 November 2006 (PST)

Earliest Assault?

Just had my base attacked after six weeks. Fifteen Sectoids and two Cyberdiscs against fourteen un-armoured soldiers with laser rifles and pistols. Naturally, I was slaughtered - a Sectoid with a Blaster Launcher took out two of my last three men as the final insult.

Has anyone been attacked at an earlier point? --Majick 05:20, 3 December 2006 (PST)

Attacks on the 3rd or even 2nd week aren't that uncommon on Superhuman level. If the first alien mission is Alien Retaliation and your radar doesn't detect the scout...

Hobbes 10:26, 3 December 2006 (PST)

I have yet to see an initial mission of Retaliation scheduled at game start (before 12:30 Jan. 1 1999) in the save files. However, I don't know whether UFOs other than Retaliation scouts can nominate your base for Retaliation -- and your region always gets a UFO immediately.

Zaimoni 17:07, 3 December 2006 (CST)

Also: if you shoot down the first UFO in your region, and that starts a series of Retaliation missions, not taking out any of the prior ones puts the first Battleship at about 2 weeks out.

Zaimoni 19:39, 3 December 2006 (CST)

In a brand new superhuman campaign where I was running some tests on the hyperwave decoder, occasionally I would pick up UFO-1 as a retaliation scout.

Also, I have had my base get attacked immediately after the first or second missions in both X-Com UFO and TFTD on superhuman difficulty. It wasn't nice, to say the least.

But that's just what I've experienced.

- NKF

Now, that would be interesting if a Hyperwave Decoder at a base automatically scheduled Retaliation missions....

Zaimoni 9:05, 5 December 2006 (CST)

Psi and visual contact

I was just checking the new changes and noted the affect paragraph refer to keeping soldiers out of sight during the alien turn to keep them from being attacked with psi.

The alien's don't need visual contact at any time. They already know where you are and will start attacking even if you are successful in keeping out of sight (try rooting the aliens to the spot by setting their energy and energy recharge to 0).

Although there appears to be short period from the time you start the battle before they start using their psi attacks. This appears to vary depending on difficulty level and the psi strength level of your troops.

- NKF 18:41, 17 May 2008 (PDT)

Probably not the best place to put the info, but here it is: there are two conditions that cause the aliens to know the position of all your troops: after 20 turns have elapsed (you can change the value in the executable at offset 0x10F4), or if only 2 (offset 0x10EF in the executable) or less aliens remains alive (this explains why a single commander can psi attack from the beginning if he is the only survivor). Seb76 15:23, 18 May 2008 (PDT)


Ah, I knew there was some sort of grace period. So 20 turns eh? Good to know. Really good to know (although very bad for my play style, since I take it slow). Does it get adjusted by difficulty or the presence of psi-weakling (of a single digit nature) in any way? -NKF 22:39, 18 May 2008 (PDT)
Yeah, this explains the sudden rush of aliens out of their UFO at around turn 20 I guess. I found nothing related to psi-weaklings. As for target selection, everything that is conscious, xcom, small unit, not already under mind control and whose unitpos[8] is less than the attacker's intelligence is susceptible to being attacked. There is then some computing involving distance from target, target psi-strength and psi-skill, attacker psi-attack strength, and a random number between 0 and 50 (the formula is too complex to my liking). The potential target which fits best may be attacked (based on some other unclarified randomness). If someone wants to perform more analysis, the subroutine starts at virtual offset 0x404650. Actually, patching the 0x83 at that address with a 0xC3 should completely disable psi-attacks from aliens (may be useful for testing) Seb76 12:29, 19 May 2008 (PDT)
There's also the break that comes after a turn where you manage to kill a fair number of aliens. Even if you don't cause them to panic, they often stop Psi Attacks after you force a successful round. From a storyline perspective, the officers are probably busy rallying the troops and so they can't use Psi on you. Of course, the best way to stop Psionic attacks is to kill or otherwise incapacitate the psions. Arrow Quivershaft 21:08, 17 May 2008 (PDT)