Difference between revisions of "Under The Hood"

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== General ==
 
== General ==
*[[Base_Facilities_(UFO_Defense)#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")  
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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")  
 +
*[[Craft Combat Mechanics]]
 
*Where do [[area-effect weapons]] harm you?  
 
*Where do [[area-effect weapons]] harm you?  
 
*[[Damage]] (Damage to units and terrain)
 
*[[Damage]] (Damage to units and terrain)
 
*Calculating [[recovery time]] for injured soldiers  
 
*Calculating [[recovery time]] for injured soldiers  
 
*[[Accuracy formula]]
 
*[[Accuracy formula]]
*[[Reaction fire formula]]
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* Reaction Mechanics
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**[[Reaction fire formula]]
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**[[Reaction fire triggers]]
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**[[Reaction Fire Weapon Preference]]
 
*[[Motion scanner blip sizes]]
 
*[[Motion scanner blip sizes]]
 
*[[Psionics]] - How a psionic attack works  
 
*[[Psionics]] - How a psionic attack works  
 
*[[Throwing_Accuracy#Throwing_Distance|Throwing distances]]  
 
*[[Throwing_Accuracy#Throwing_Distance|Throwing distances]]  
 
*[[Item_Weight|Item weights]] and how they correlate with [[Strength]]
 
*[[Item_Weight|Item weights]] and how they correlate with [[Strength]]
*Weapon comparison tables
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*[[Weapon Summaries|Weapon comparison tables]]
 
*Unit spawn priorities  
 
*Unit spawn priorities  
*How much does it cost to [[Base_Defense#To_Surrender_or_Not_To_Surrender|lose a base]]
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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.
 +
*How much does it cost to [[Base_Defence#To_Surrender_or_Not_To_Surrender|lose a base]]
 
*The dire consequences of picking up [[unconscious]] units  
 
*The dire consequences of picking up [[unconscious]] units  
 
*[[Alien movement patterns]]
 
*[[Alien movement patterns]]
*Secret weapons and items such as Gatling Laser discovered in [[Item Weight]] table
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** You may also be interested into looking at some theories about the [[Tactical AI]].
 +
*[[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
 +
*[[Destroying Terrain]]
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*[[External UFO Windows]]
  
 
== Useful Glitches, Workarounds or Just Plain Odd Stuff ==
 
== Useful Glitches, Workarounds or Just Plain Odd Stuff ==
 
See also [[Exploits]]
 
See also [[Exploits]]
*Free Ammo for tanks on [[Base_Defense#Bugs|Base Defense]] missions  
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*Free Ammo for tanks on [[Base_Defence#Bugs|Base Defence]] missions  
 
*Straight lines and the equator - getting a little more range from your ships with the [[Great Circle Route]]
 
*Straight lines and the equator - getting a little more range from your ships with the [[Great Circle Route]]
*Stacking bug (UFO only) and Activating [[Melee Accuracy|Melee Attacks]] - see [[Stun Rod]] notes
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*[[Item_Stacking_Bug|Stacking bug]] (UFO only) and Activating [[Melee Accuracy|Melee Attacks]] - see [[Stun Rod]] notes
 
*The [[Medi-Kit]] heal-through-wall trick  
 
*The [[Medi-Kit]] heal-through-wall trick  
 
*Hitting multiple targets with [[incendiary]] effects
 
*Hitting multiple targets with [[incendiary]] effects
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**[[Large units]] and [[Psionics]]
 
**[[Large units]] and [[Psionics]]
 
**[[Gaining permanent control of a Chryssalid/Tentaculat]]
 
**[[Gaining permanent control of a Chryssalid/Tentaculat]]
**Zombie's patented permanent mind control by stunning technique
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** [[ExploitsB#Zombie.27s_Permanent_Control_of_Aliens_via_Stunning|Zombie's patented permanent mind control by stunning technique]]
* Spawn locations in [[Base Defense]] missions and how to make the ultimate "hands off" base.
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* Spawn locations in [[Base Defence]] missions and how to make the ultimate "hands off" base.
  
 
== Not so useful Glitches ==
 
== Not so useful Glitches ==
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*[[Ufo Names in Tftd]] (TFTD only)  
 
*[[Ufo Names in Tftd]] (TFTD only)  
 
*[[Known Bugs#Collectors Edition Blaster Bomb Bug|Vertical waypoint bug]] (Collectors Edition only) - Blaster bombs go south instead of straight down.
 
*[[Known Bugs#Collectors Edition Blaster Bomb Bug|Vertical waypoint bug]] (Collectors Edition only) - Blaster bombs go south instead of straight down.
*[[Proximity mine bug]] - if nobody explodes the proximity mine, something else may explode in the future.
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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.
 
*[[Known_Bugs#Disappearing_Ammo|Disappearing ammo bug]] - partly used clips are discarded. XCOMUTIL fixes.
 
*[[Known_Bugs#Disappearing_Ammo|Disappearing ammo bug]] - partly used clips are discarded. XCOMUTIL fixes.
*[[Exploits#Helpless Tactical Mission|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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*[[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.)
 
*"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?)
 
*"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 [[Item_Weight|weight]] to be thrown, and you don't know its weight until you research it.)
 
*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.)
 
*February has 31 days in all years other then the first.
 
*February has 31 days in all years other then the first.
  
== Game File Analysis ==
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== See Also ==
Not-for-profit-just-for-fun reverse engineering.
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*[[Saved Game Files|Game Files]]
  
* General note re: [[HackerTools|hex editing game files]]
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[[Category:Enemy Unknown/UFO Defense]]
*[[GEODATA]] - Text for localization.
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[[Category:TFTD]]
*[[GEOGRAPH]] - Graphics for UFOpaedia and research screen backgrounds.
 
*[[MAPS]] - Pre-generated Battlescape terrain blocks (.MAP). These are filled in with terrain tiles. A few dozen blocks make up a battlescape.
 
*MISSDAT\DUM.BIN - placeholder
 
*[[ROUTES]] - Alien route maps (.RMP) for moving around the pre-generated Battlescape terrain blocks.
 
*[[SOUND]] - 1990-era sound drivers, or MIDI files for Windows version.
 
*[[TERRAIN]] - Battlescape graphic tiles for buildings, ships, and terrain.
 
*UFO2EXE\TACTICAL.EXE - The "Battlescape" program in DOS-release of UFO.
 
*UFOEXE\[[GEOSCAPE.EXE]] - The "Geoscape" program that handles base management and aircraft.
 
*UFOEXE\BLACK.EXE - The black screen UFO.BAT puts up when swapping between the above two programs.
 
*[[UFOGRAPH]] - Misc graphics (.PCK) for soldier equipment screens, smoke, motion detector blobs
 
*[[UFOINTRO]] - Holds the introduction movie (.FLI) and the endgame pictures (.LBM)
 
*[[UNITS]] - Battlescape graphics for soldiers, aliens, and the pixelated guns they hold. (.PCK and .TAB)
 
*Stub for the moment - a link to [http://www.daishiva.com/phpBB2/generic.php?page=progLinks.shtml DaiShiva's] miscellaneous [http://www.daishiva.com/programs/XCFormat.html file formats], including many of the above. Until this section gets fleshed out.
 
 
 
*'''[[Saved Game Files]]''' including [[UNITREF.DAT]]
 

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