Difference between revisions of "Talk:Unconscious"

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== Exploitation? ==
 
== Exploitation? ==
Could it be poossible to use the bug listed here to keep any 1x1 alien indefintately unconscious? This would be are major help for long missions (terror, large/very large ships, alien bases, and retaliation).
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Could it be poossible to use the bug listed here to keep any 1x1 alien indefintately unconscious? This would be are major help for long missions (terror, large/very large ships, alien bases, and retaliation). -[[User:Muton commander|Muton commander]]
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:To be honest, outside of Terror Units, there's no 1x1 alien that poses any threat if it wakes up from stun.  They'll have dropped all their weapons and grenades, and the AI has no code to ever pick items up.  Annoying to hunt down, sure, but not dangerous.  If it's really an issue, if you know an alien has been stunned and you don't want it to wake up, either pick up all the gear you want and run away, or toss the body into a corner, and then drop a grenade on the body.  Works every time.  (If it's an alien you want to remain stunned, they probably should be watched by someone anyways, or carried around or back to the dropship.)  If absolutely necessary, you can even revive a stunned alien with use of Stimulants from a [[Medi-Kit]] and then 'finish the job.' (Difficult with aliens stunned by [[Small Launcher]]s, but in my experience any alien who knocks himself out with one of those suckers isn't gonna be waking up any time soon anyways.)  [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:14, 5 October 2008 (CDT)
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::Other than the 1x1 terror units, [[Ethereal]]s and other Psi using aliens can still be threat if they wake up. 4x4 terror units never wake up (bug?). I would never grenade unconscious bodies on purpose. That's a waste of a $20,000 corpse. They aren't a threat and aliens that later wake up are useful for experience training when you decide to put them down for the count.--[[User:Brunpal|Brunpal]] 17:28, 6 October 2008 (CDT)
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:Point on the Psi, I considered that after posting, but figured most people can put that piece together.  As I noted, though, if you have Medi-Kits, you can use the Stimulants to wake the alien back up and then blast it then.  As for corpses, yeah, it can be an issue, but really, Laser Cannons are more profitable.  Alien corpses are actually only low-mid level in value of items in a mission; any alien weapon is worth far more(though not the ammo).  Alloys and Elerium also sell for less, but have their own uses.  The Heavy Plasma the alien was probably carrying is worth 8.5 times(9 times if its got a clip) as much as the corpse.  I guess my opinion is that if the only way you can make ends meet in X-COM is by selling alien corpses, you're doing something wrong.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:15, 6 October 2008 (CDT)
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:: Two really quick notes: 1) Chryssalids 2) There's no purpose in destroying a corpse. Although I take it we're talking about an unconscious body. -[[User:NKF|NKF]] 23:15, 6 October 2008 (CDT)
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:I did say non-terror units. ;)  Stunned Chryssalids should be grenaded, no question.  Same with stunned Celatids.  Stunned Silacoids aren't usually a problem, though.  And no, there's no purpose destroying an already-dead corpse, but if you grenade a stunned alien(instead of killing it after waking it up) there's no body, and thus no $20,000 corpse to sell.  Although as I said, I don't think this is a valid reason to not kill a stunned Psi-capable alien, or anyone else you don't want wandering around behind your lines.  Your financial situation should be healthier than that.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 23:20, 6 October 2008 (CDT)
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: Sorry about his, but this had gone off topic. I wanted to see if an unconscious unti that wakes up in a hand slot could be kept unconscious by placing in your backpack. [[User:Muton commander|Muton commander]] 18:46, 7 October 2008 (CDT)
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::Nope, it can still wake up. I assumed you meant backpack as there is a bug with an alien that wakes up from a hand slot. It crashes the game. Only way I know if to keep an alien unconscious is by shooting their body with small launchers. They still take stun damage but doesn't harm the items (and the body is now classed as an item.) That's not indefinite, but will last the rest of the mission.
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::If you are after a way to exploit unconsciousness, take all your sleeping aliens and put all except one close to one another, but not in the same square. Preferably in a corner or room where they can't get by you. When they wake up, shoot them with a small launcher for firing accuracy experience. As long as there is one alien still on his feet, the level will never end. Boring, but only way I know of to exploit the mechanic.--[[User:Brunpal|Brunpal]] 23:43, 7 October 2008 (CDT)
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::: I don't think it's possible to apply stun damage to the body, as the damage will work against the armour level of the body object itself as opposed to the stats that belong to it (this explains why HE can easily wipe out any unconscious alien no matter their health or their resistance to HE). This only applies to UFO/TFTD, but certainly does work in Apocalypse.
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:::As for the bug in the hand slot, what's happening is that when the unit wakes up, the game forgets to clear the image of the body item in your hand slots. Clicking on the now non-existent item will cause the game to crash, although moving stuff into the hand slot will clear up the error. -[[User:NKF|NKF]] 23:57, 7 October 2008 (CDT)
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== Bug: Stunned mind controlled soldiers simply disappear on Abort ==
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So I'm fighting my first Tasoth mission on the Liner in TFTD and I'm getting my butt kicked. I decide to do the honourable thing which is to conduct an orderly withdrawal back to the transport, collecting my fallen comrades, my valuable equipment (Heavy Gauss, Sonic Pulsers), and some critical research items: - 1 dead and live specimen of the Tasoths and Bio-Drones. The psionic attacks are non-stop, and I have to keep stunning those who are susceptible, so as to stop them running off and getting killed (which is a shame because, disarmed, they are very useful "psi-sinks" for drawing all the psionic attacks).
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Anyway when I finally bail out of there (sorry civilians, we tried!) I have only 4 effectives, plus 5 KIA and 5 stunned. I checked the 5 stunned bodies in the inventory screen and they were all there in Triton, with proper names rather than 'Corpse'. (I also checked the game save file using '''xcomutil dis''', and it also confirms the 5 stunned soldiers are in the Triton).
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The Abort screen confirms there are 4 X-Com effectives in the boat, 0 outside the area, and the summary screen confirms the 5 KIAs. There is no mention of any "Missing" soldiers on the summary screen. 
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However when I get back to base, only one of the stunned soldiers has rejoined my roster. He is both the most senior (XCom Commander), and the first stunned soldier on the list, in case that is significant. The other 4 soldiers have disappeared.
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Another piece of weirdness I just noticed. The summary screen reported 5 Alien corpses recovered, and does not mention any live aliens captured, but I brought back 3 corpses (Tasoth, BioDrone, Calcinite) and 2 stunned live aliens (Tasoth, BioDrone). Maybe the summary reporting works a little differently when Abort rather than win the mission.
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I have looked through the Known Bugs and the articles on Stun and Unconscious without seeing an explanation. The closest thing I can see is Mind Controlled units going MIA. The mind control happened many turns ago for most of these guys but yes, it's possible that all but one were mind controlled when they were stunned. The one non-missing soldier was possibly stunned "pre-emptively".
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Perhaps I have to wake them up before I Abort? I don't have enough Stimulant left in the Medikits to wake these guys up as they are a long, long way under. Also I was using the Medikits to fight off smoke inhalation. Yes I think it's finally time to research some armour, as well as MC screening labs.
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I am running with XcomUtil and I think that does attempt to fiddle with the MIA results which may be a complicating factor. I have the game save file directory if anyone wants it to look at.
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Any explanations welcome! [[User:Spike|Spike]] 19:43, 12 October 2008 (CDT)
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In UFO Defense today, I stunned a Sectoid Leader, Commander, and Medic after using Mind Control to locate and group them together, then had the Medic fire to knock them all out. To my great annoyance (I needed that commander!), none of them were counted as captured. Maybe this is part of the same bug, or it could be entirely different. [[User:Venganza|Venganza]] 14:25, 3 August 2009 (EDT)
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:Interesting. Are you able to replay it and allow one or more aliens to come out of Mind Control first before you use the Medic to stun them? Then see if they count as captured. [[User:Spike|Spike]] 05:18, 4 August 2009 (EDT)
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::Doing another mission, knocking out friendly units doesn't count them as captured. I had a Floater Engineer knock himself and four other Floaters out (two MCed, two not MCed) and had only two Live captures as the end of the mission. Seems that Stunning makes them no longer flagged as aliens as per Zombie's input. [[User:Venganza|Venganza]]
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This is a case of [[ExploitsB#Zombie.27s_Permanent_Control_of_Aliens_via_Stunning|Permanent Mind Control Via Stunning]]. ;) --[[User:Zombie|Zombie]] 18:07, 4 August 2009 (EDT)

Latest revision as of 22:10, 5 August 2009

I can't think of anywhere else to put this.

A thought occurred to me late last night. I doubt that the Gollop brothers actually went this far, but it'd be interesting to see if there is anything like this in the game.

X-COM units stun alien units to bring them back to base alive, to interrogate them and learn more about the alien threat.

If alien units successfully manage to knock X-COM units unconscious, and either the mission fails or the mission is aborted, leaving the stunned soldiers behind, do the aliens take the stunned units back and interrogate them (using psionics?) to try and learn the location of X-COM bases?

Like I said, I doubt this is in the game but it'd be a damn good thing to have in any remake. -- GazChap 14:54, 1st August 2006 (BST)

Moving bodies, and where do you wake up?

I know that stunned units being carried that wake up naturally will wake up next to the person who was carrying the body. But I have this vague recollection that there was some trick where you could move an unconscious body, but it would wake up where it was stunned (i.e waking up at the unit's last known coordinates, not the coordinates for the item representing the body). I really can't remember the particulars, but I've seen it happen. I'll have to run a few experiments and see if I can replicate it. Not sure if it can be used as an exploit though. -NKF 21:33, 13 November 2007 (PST)

On second though, I can't seem to replicate it. The experience I had was that I picked up a stunned alien, then did something with it... oh hang on. Now I remember. I moved the body, then blew it up with a grenade. The corpse of the alien instead showed up where I'd originally picked it up. The game must replace the temporary unconscious body (with reference to the live unit) with a new corpse item. Instead, what happened was that the corpse was created at the unitref coordinates (which won't update when the unconscious body is moved about until it wakes up), not the coordinates of the temporary body item. Yes, that explains my vague recollection! So, no, not useful at all as an exploit. -NKF 23:10, 13 November 2007 (PST)

Exploitation?

Could it be poossible to use the bug listed here to keep any 1x1 alien indefintately unconscious? This would be are major help for long missions (terror, large/very large ships, alien bases, and retaliation). -Muton commander

To be honest, outside of Terror Units, there's no 1x1 alien that poses any threat if it wakes up from stun. They'll have dropped all their weapons and grenades, and the AI has no code to ever pick items up. Annoying to hunt down, sure, but not dangerous. If it's really an issue, if you know an alien has been stunned and you don't want it to wake up, either pick up all the gear you want and run away, or toss the body into a corner, and then drop a grenade on the body. Works every time. (If it's an alien you want to remain stunned, they probably should be watched by someone anyways, or carried around or back to the dropship.) If absolutely necessary, you can even revive a stunned alien with use of Stimulants from a Medi-Kit and then 'finish the job.' (Difficult with aliens stunned by Small Launchers, but in my experience any alien who knocks himself out with one of those suckers isn't gonna be waking up any time soon anyways.) Arrow Quivershaft 19:14, 5 October 2008 (CDT)
Other than the 1x1 terror units, Ethereals and other Psi using aliens can still be threat if they wake up. 4x4 terror units never wake up (bug?). I would never grenade unconscious bodies on purpose. That's a waste of a $20,000 corpse. They aren't a threat and aliens that later wake up are useful for experience training when you decide to put them down for the count.--Brunpal 17:28, 6 October 2008 (CDT)
Point on the Psi, I considered that after posting, but figured most people can put that piece together. As I noted, though, if you have Medi-Kits, you can use the Stimulants to wake the alien back up and then blast it then. As for corpses, yeah, it can be an issue, but really, Laser Cannons are more profitable. Alien corpses are actually only low-mid level in value of items in a mission; any alien weapon is worth far more(though not the ammo). Alloys and Elerium also sell for less, but have their own uses. The Heavy Plasma the alien was probably carrying is worth 8.5 times(9 times if its got a clip) as much as the corpse. I guess my opinion is that if the only way you can make ends meet in X-COM is by selling alien corpses, you're doing something wrong. Arrow Quivershaft 19:15, 6 October 2008 (CDT)
Two really quick notes: 1) Chryssalids 2) There's no purpose in destroying a corpse. Although I take it we're talking about an unconscious body. -NKF 23:15, 6 October 2008 (CDT)
I did say non-terror units. ;) Stunned Chryssalids should be grenaded, no question. Same with stunned Celatids. Stunned Silacoids aren't usually a problem, though. And no, there's no purpose destroying an already-dead corpse, but if you grenade a stunned alien(instead of killing it after waking it up) there's no body, and thus no $20,000 corpse to sell. Although as I said, I don't think this is a valid reason to not kill a stunned Psi-capable alien, or anyone else you don't want wandering around behind your lines. Your financial situation should be healthier than that. Arrow Quivershaft 23:20, 6 October 2008 (CDT)
Sorry about his, but this had gone off topic. I wanted to see if an unconscious unti that wakes up in a hand slot could be kept unconscious by placing in your backpack. Muton commander 18:46, 7 October 2008 (CDT)
Nope, it can still wake up. I assumed you meant backpack as there is a bug with an alien that wakes up from a hand slot. It crashes the game. Only way I know if to keep an alien unconscious is by shooting their body with small launchers. They still take stun damage but doesn't harm the items (and the body is now classed as an item.) That's not indefinite, but will last the rest of the mission.
If you are after a way to exploit unconsciousness, take all your sleeping aliens and put all except one close to one another, but not in the same square. Preferably in a corner or room where they can't get by you. When they wake up, shoot them with a small launcher for firing accuracy experience. As long as there is one alien still on his feet, the level will never end. Boring, but only way I know of to exploit the mechanic.--Brunpal 23:43, 7 October 2008 (CDT)
I don't think it's possible to apply stun damage to the body, as the damage will work against the armour level of the body object itself as opposed to the stats that belong to it (this explains why HE can easily wipe out any unconscious alien no matter their health or their resistance to HE). This only applies to UFO/TFTD, but certainly does work in Apocalypse.
As for the bug in the hand slot, what's happening is that when the unit wakes up, the game forgets to clear the image of the body item in your hand slots. Clicking on the now non-existent item will cause the game to crash, although moving stuff into the hand slot will clear up the error. -NKF 23:57, 7 October 2008 (CDT)

Bug: Stunned mind controlled soldiers simply disappear on Abort

So I'm fighting my first Tasoth mission on the Liner in TFTD and I'm getting my butt kicked. I decide to do the honourable thing which is to conduct an orderly withdrawal back to the transport, collecting my fallen comrades, my valuable equipment (Heavy Gauss, Sonic Pulsers), and some critical research items: - 1 dead and live specimen of the Tasoths and Bio-Drones. The psionic attacks are non-stop, and I have to keep stunning those who are susceptible, so as to stop them running off and getting killed (which is a shame because, disarmed, they are very useful "psi-sinks" for drawing all the psionic attacks).

Anyway when I finally bail out of there (sorry civilians, we tried!) I have only 4 effectives, plus 5 KIA and 5 stunned. I checked the 5 stunned bodies in the inventory screen and they were all there in Triton, with proper names rather than 'Corpse'. (I also checked the game save file using xcomutil dis, and it also confirms the 5 stunned soldiers are in the Triton).

The Abort screen confirms there are 4 X-Com effectives in the boat, 0 outside the area, and the summary screen confirms the 5 KIAs. There is no mention of any "Missing" soldiers on the summary screen.

However when I get back to base, only one of the stunned soldiers has rejoined my roster. He is both the most senior (XCom Commander), and the first stunned soldier on the list, in case that is significant. The other 4 soldiers have disappeared.

Another piece of weirdness I just noticed. The summary screen reported 5 Alien corpses recovered, and does not mention any live aliens captured, but I brought back 3 corpses (Tasoth, BioDrone, Calcinite) and 2 stunned live aliens (Tasoth, BioDrone). Maybe the summary reporting works a little differently when Abort rather than win the mission.

I have looked through the Known Bugs and the articles on Stun and Unconscious without seeing an explanation. The closest thing I can see is Mind Controlled units going MIA. The mind control happened many turns ago for most of these guys but yes, it's possible that all but one were mind controlled when they were stunned. The one non-missing soldier was possibly stunned "pre-emptively".

Perhaps I have to wake them up before I Abort? I don't have enough Stimulant left in the Medikits to wake these guys up as they are a long, long way under. Also I was using the Medikits to fight off smoke inhalation. Yes I think it's finally time to research some armour, as well as MC screening labs.

I am running with XcomUtil and I think that does attempt to fiddle with the MIA results which may be a complicating factor. I have the game save file directory if anyone wants it to look at.

Any explanations welcome! Spike 19:43, 12 October 2008 (CDT)

In UFO Defense today, I stunned a Sectoid Leader, Commander, and Medic after using Mind Control to locate and group them together, then had the Medic fire to knock them all out. To my great annoyance (I needed that commander!), none of them were counted as captured. Maybe this is part of the same bug, or it could be entirely different. Venganza 14:25, 3 August 2009 (EDT)

Interesting. Are you able to replay it and allow one or more aliens to come out of Mind Control first before you use the Medic to stun them? Then see if they count as captured. Spike 05:18, 4 August 2009 (EDT)
Doing another mission, knocking out friendly units doesn't count them as captured. I had a Floater Engineer knock himself and four other Floaters out (two MCed, two not MCed) and had only two Live captures as the end of the mission. Seems that Stunning makes them no longer flagged as aliens as per Zombie's input. Venganza

This is a case of Permanent Mind Control Via Stunning. ;) --Zombie 18:07, 4 August 2009 (EDT)