Difference between revisions of "Under The Hood"

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Information in this section cracks open the bonnet and attempts to explain the how and why questions on a variety of aspects of the inner workings of the games, such as formulas and other odds and ends like reproduceable game bugs or useful 'glitches'. (Note this does not include technical bugs)  
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Information in this section cracks open the bonnet and attempts to explain the how and why questions on a variety of aspects of the inner workings of the games, such as formulas and other odds and ends like reproducible game bugs or useful 'glitches'. (Note this does ''not'' include technical bugs)  
  
 
As we don't have the source code, quite a lot of the information here is derived the traditional way, with paper, pen and lots of free time.  
 
As we don't have the source code, quite a lot of the information here is derived the traditional way, with paper, pen and lots of free time.  
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Note: It is hoped that the following articles will be incorporated into their related sections at a later date - where and when ever possible (reactions under stats, phantom radars under general radar information, etc). Also duplicate entries will need to be cleared out.   
 
Note: It is hoped that the following articles will be incorporated into their related sections at a later date - where and when ever possible (reactions under stats, phantom radars under general radar information, etc). Also duplicate entries will need to be cleared out.   
  
'''General'''
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== General ==
*How the grenade timer works
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*[[Base_Facilities#Single_Use_Facilities|Radars]] - how they work, and why build only one of each type. (Plus, the [[User_talk:NKF#Phantom_Radar|phantom radar]] "trick")
*Where do area-effect weapons harm you?  
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*[[Craft Combat Mechanics]]
*Damage calculations
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*Where do [[area-effect weapons]] harm you?  
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*[[Damage]] (Damage to units and terrain)
 
*Calculating [[recovery time]] for injured soldiers  
 
*Calculating [[recovery time]] for injured soldiers  
*Calculating accuracy
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*[[Accuracy formula]]
*How Reactions work
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* Reaction Mechanics
*Motion scanner blip sizes  
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**[[Reaction fire formula]]
*Psionics
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**[[Reaction fire triggers]]
**How a psionic attack works  
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**[[Reaction Fire Weapon Preference]]
*Throwing distances  
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*[[Motion scanner blip sizes]]
*Item weights and how they correlate with Strength  
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*[[Psionics]] - How a psionic attack works  
*Why Strength does NOT improve with more weight.
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*[[Throwing_Accuracy#Throwing_Distance|Throwing distances]]
*Weapon comparison tables
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*[[Item_Weight|Item weights]] and how they correlate with [[Strength]]
*Fire. Just how does it work?
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*[[Weapon Summaries|Weapon comparison tables]]
 
*Unit spawn priorities  
 
*Unit spawn priorities  
*How much does it cost to lose a base - And why you shouldn't put up a fight if there really is no hope of winning. (It's not as bad as it sounds. Really!)
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:: Unit spawn in the following order: HWPs, X-Com units, aliens, alien terror units, civilians. The player and the AI are allocated 40 slots respectively in the unit table. If there are too many units that precede later units, the order the units spawn will go according to the spawn priority above, and any later units will be dropped off the list. For example, if there are 8 HWPs and 10 soldiers, the HWPs will take up the first 32 of the 40 slots, leaving room for only 8 of the 10 soldiers.
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*How much does it cost to [[Base_Defence#To_Surrender_or_Not_To_Surrender|lose a base]]
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*The dire consequences of picking up [[unconscious]] units
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*[[Alien movement patterns]]
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** You may also be interested into looking at some theories about the [[Tactical AI]].
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*[[Alien Inventory Use|How the AI uses Inventory]]
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*Secret but incomplete weapons and items such as Gatling Laser discovered in [[Item Weight]] table
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*[[Destroying Terrain]]
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*[[External UFO Windows]]
  
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== Useful Glitches, Workarounds or Just Plain Odd Stuff ==
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See also [[Exploits]]
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*Free Ammo for tanks on [[Base_Defence#Bugs|Base Defence]] missions
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*Straight lines and the equator - getting a little more range from your ships with the [[Great Circle Route]]
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*[[Item_Stacking_Bug|Stacking bug]] (UFO only) and Activating [[Melee Accuracy|Melee Attacks]] - see [[Stun Rod]] notes
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*The [[Medi-Kit]] heal-through-wall trick
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*Hitting multiple targets with [[incendiary]] effects
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*The oddities of [[data corruption]]
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*The oddities of mind control/molecular control
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**[[Why civilians go rogue]] 
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**[[Large units]] and [[Psionics]]
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**[[Gaining permanent control of a Chryssalid/Tentaculat]]
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** [[ExploitsB#Zombie.27s_Permanent_Control_of_Aliens_via_Stunning|Zombie's patented permanent mind control by stunning technique]]
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* Spawn locations in [[Base Defence]] missions and how to make the ultimate "hands off" base.
  
'''Useful Glitches, Workarounds or Just Plain Odd Stuff'''
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== Not so useful Glitches ==
*Free Ammo for tanks on base defence missions
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''See also [[Known Bugs]].''
*Phantom Radar - How to get rid of the radar, but keep its abilities
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*Glitches with the Gauss SWS (TFTD only)
*Straight lines and the equator - getting a little more range from your ships
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*[[Ufo Names in Tftd]] (TFTD only)
*Stacking bug (UFO only)  
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*[[Known Bugs#Collectors Edition Blaster Bomb Bug|Vertical waypoint bug]] (Collectors Edition only) - Blaster bombs go south instead of straight down.
**Activating Melee Attacks
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*[[Known_Bugs#What just exploded?|Proximity grenade bug]] - if an armed proximity mine does not explode, something else may explode in future missions.
*The Medikit heal-through-wall trick
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*[[Known_Bugs#Disappearing_Ammo|Disappearing ammo bug]] - partly used clips are discarded. XCOMUTIL fixes.
*Throwing items through the ceiling trick
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*[[ExploitsA#Score_Points_For_Free|Ctrl+C]] - why it does what it does and why you shouldn't exploit it. (DOS versions only, where GEOSCAPE and BATTLESCAPE are separate programs connected by a batch file.)
*Consequences of firing explosives at the ceiling
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*"My body is a weapon" - Corpses sometimes contain an ammo clip. This can happen when a weapon is destroyed which had ammo loaded into it. When a unit dies, the corpse created takes the now vacant item slot. The ammunition is still registered as being loaded into that item slot, however, and appears to be inside the newly created corpse. (Can clips in destroyed weapons be recovered at end of combat?)
*Hitting multiple targets with incendiary effects
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*Unresearched alien weapons can not be thrown. (Items need a [[Item_Weight|weight]] to be thrown, and you don't know its weight until you research it.)
*The oddeties of data corruption
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*February has 31 days in all years other then the first.
**How to??
 
**Transformers
 
**Unknown Status
 
**Control Alien Ships
 
**What can we do with all this??
 
*The oddeties of mind control
 
**Why civilians go rogue 
 
**Large units
 
**Gaining permanent control of a Chryssalid/Tentaculat
 
* On spawn locations in base defence missions and how to make the ultimate "hand's off" base.  
 
  
'''Not so useful Glitches'''
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== See Also ==
*Glitches with the Gauss SWS (TFTD only)
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*[[Saved Game Files|Game Files]]
*Exponential transfer costs
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*Vertical waypoint bug (Collectors Edition only)
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[[Category:Enemy Unknown/UFO Defense]]
*Proximity mine bug
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[[Category:TFTD]]
*Disappearing ammo bug
 
*Ctrl+C - why it does what it does and why you shouldn't exploit it. (Dos versions only)
 

Latest revision as of 08:23, 1 May 2015

Information in this section cracks open the bonnet and attempts to explain the how and why questions on a variety of aspects of the inner workings of the games, such as formulas and other odds and ends like reproducible game bugs or useful 'glitches'. (Note this does not include technical bugs)

As we don't have the source code, quite a lot of the information here is derived the traditional way, with paper, pen and lots of free time.

Note: It is hoped that the following articles will be incorporated into their related sections at a later date - where and when ever possible (reactions under stats, phantom radars under general radar information, etc). Also duplicate entries will need to be cleared out.

General

Unit spawn in the following order: HWPs, X-Com units, aliens, alien terror units, civilians. The player and the AI are allocated 40 slots respectively in the unit table. If there are too many units that precede later units, the order the units spawn will go according to the spawn priority above, and any later units will be dropped off the list. For example, if there are 8 HWPs and 10 soldiers, the HWPs will take up the first 32 of the 40 slots, leaving room for only 8 of the 10 soldiers.

Useful Glitches, Workarounds or Just Plain Odd Stuff

See also Exploits

Not so useful Glitches

See also Known Bugs.

  • Glitches with the Gauss SWS (TFTD only)
  • Ufo Names in Tftd (TFTD only)
  • Vertical waypoint bug (Collectors Edition only) - Blaster bombs go south instead of straight down.
  • Proximity grenade bug - if an armed proximity mine does not explode, something else may explode in future missions.
  • Disappearing ammo bug - partly used clips are discarded. XCOMUTIL fixes.
  • Ctrl+C - why it does what it does and why you shouldn't exploit it. (DOS versions only, where GEOSCAPE and BATTLESCAPE are separate programs connected by a batch file.)
  • "My body is a weapon" - Corpses sometimes contain an ammo clip. This can happen when a weapon is destroyed which had ammo loaded into it. When a unit dies, the corpse created takes the now vacant item slot. The ammunition is still registered as being loaded into that item slot, however, and appears to be inside the newly created corpse. (Can clips in destroyed weapons be recovered at end of combat?)
  • Unresearched alien weapons can not be thrown. (Items need a weight to be thrown, and you don't know its weight until you research it.)
  • February has 31 days in all years other then the first.

See Also