Difference between revisions of "Under The Hood"

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== 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 reproducible game bugs or useful 'glitches'. (Note this does ''not'' include technical bugs)
  
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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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 from a few lonely individuals with lots of paper, calculators, pens & pencils and plenty of time on their hands to run in-game experiments in order to spot numerical patterns.
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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.
  
'''General Calculations and information'''
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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?  
*Calculating recovery time for injured soldiers  
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*[[Damage]] (Damage to units and terrain)
*Calculating accuracy
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*Calculating [[recovery time]] for injured soldiers  
*How Reactions work
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*[[Accuracy formula]]
*Motion scanner blip sizes  
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* Reaction Mechanics
*Psionics
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**[[Reaction fire formula]]
**How a psionic attack works  
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**[[Reaction fire triggers]]
*Throwing distances  
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**[[Reaction Fire Weapon Preference]]
*Item weights and how they correlate with Strength  
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*[[Motion scanner blip sizes]]
*Why Strength does NOT improve with more weight.
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*[[Psionics]] - How a psionic attack works  
*Weapon comparison tables
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*[[Throwing_Accuracy#Throwing_Distance|Throwing distances]]
**Accuracy
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*[[Item_Weight|Item weights]] and how they correlate with [[Strength]]
**Speed
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*[[Weapon Summaries|Weapon comparison tables]]
**Damage
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*Unit spawn priorities
**Ammo capacity
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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.
**Weight  
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*How much does it cost to [[Base_Defence#To_Surrender_or_Not_To_Surrender|lose a base]]
**Turret comparisons
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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]]
  
'''Useful Glitches'''
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== Useful Glitches, Workarounds or Just Plain Odd Stuff ==
*Straight lines and the equator - getting a little more range from your ships  
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See also [[Exploits]]
*Stacking bug (UFO only)  
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*Free Ammo for tanks on [[Base_Defence#Bugs|Base Defence]] missions
**Activating Melee Attacks  
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*Straight lines and the equator - getting a little more range from your ships with the [[Great Circle Route]]
*The Medikit heal-through-wall trick  
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*[[Item_Stacking_Bug|Stacking bug]] (UFO only) and Activating [[Melee Accuracy|Melee Attacks]] - see [[Stun Rod]] notes
*Throwing items through the ceiling trick
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*The [[Medi-Kit]] heal-through-wall trick  
*Consequences of firing explosives at the ceiling
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*Hitting multiple targets with [[incendiary]] effects
*The oddeties of mind control
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*The oddities of [[data corruption]]
**Why civilians go rogue   
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*The oddities of mind control/molecular control
**Large units  
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**[[Why civilians go rogue]]  
**Gaining permanent control of a Chryssalid/Tentaculat
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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.
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== Not so useful Glitches ==
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''See also [[Known Bugs]].''
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*Glitches with the Gauss SWS (TFTD only)
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*[[Ufo Names in Tftd]] (TFTD 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.
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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.
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*[[Known_Bugs#Disappearing_Ammo|Disappearing ammo bug]] - partly used clips are discarded. XCOMUTIL fixes.
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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.)
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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?)
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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.)
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*February has 31 days in all years other then the first.
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== See Also ==
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*[[Saved Game Files|Game Files]]
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[[Category:Enemy Unknown/UFO Defense]]
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[[Category:TFTD]]

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