Difference between revisions of "User talk:NKF"

From UFOpaedia
Jump to navigation Jump to search
m (→‎Stats Card: Nice.)
m (REMOVED link to virus.... yes it was an active link to the file. That shit should of been deleted years ago.)
 
(88 intermediate revisions by 16 users not shown)
Line 1: Line 1:
 
= NKF:Talk =
 
= NKF:Talk =
  
Welcome to NKF Talk. NKF once asked the question "What is NKF Talk?" - he didn't have a clue, so he decided to make it up as he went along. NKF Talk is now NKF's personal but ultimately temporary soapbox for ... well anything NKF jolly well wants, but it will be for [[X-COM]]-related articles in this wiki, that's for sure.   
+
Welcome to NKF Talk. Pardon the mess.   
  
NKF is referring to himself in the third person for no apparent reason - although is rumoured to be absolutely bonkers, which explains a lot.<br>
+
==The NKF-Centric TO-DO-List of Doom==
  
P.S: NKF is not NFK. NFK is some weirdo that keeps stealing NKF's thunder. Also NKF doesn't have any hidden psychological meaning, and are merely initials.  
+
* "[[NKF's X-Com Apocalypse: Starter's Guide|X-Com Apocalypse Starter's Guide]]"  - kind of there. Kind of not there. Perpetually.  
  
=The NKF-Centric TO-DO-List of Doom=
 
 
* The first of the articles I'd like to see started is an "[[NKF's X-Com Apocalypse: Starter's Guide|X-Com Apocalypse Starter's Guide]]", as I've been concentrating far too much on UFO and TFTD, might as well get started on the third game. I've written a lot about the subject on several different Apocalypse forums - it's high time to gather everything into one place. Where to begin? Time will answer that question. Hopefully not too much time.
 
 
* An article on radars to explain everything you need to know about them.
 
* <strike>Try to understand Wiki page transclusion to allow easy use of templates and all that. </strike>
 
 
=Them Articles=
 
 
Or rather, short paragraphs that will eventually lead to a larger article that may very well get a page of its own.
 
 
{| {{stdTable}}
 
|- {{stdTable Heading}}
 
| {{UFO Icon}} X-Com UFO Radar Info
 
|-
 
|style = "background: #eee;" |
 
 
= Radars =
 
{| cellpadding = "4" width = "30%" align = "right" style = "border-collapse: collapse; border: 1px red dashed; margin: 1em;"
 
|-
 
|
 
; Hint
 
<small>For TFTD, substitute words where ever appopriate. For example, Radar with Sonar, Hyperwave Decoder with Transmission Resolver, etc. They have different names, but are essentially the same thing.</small>
 
|}
 
 
Radars - and Terror From The Deep's radar parallel, sonar - can be installed in any of your bases for the purpose of detecting and then tracking enemy ships.
 
 
Each base comes with three different radar abilities. Short, Long and Hyperwave detection. As would be expected, you can access these with the short and large radar systems, and the hyperwave decoder, respectively. Short and Long range detection function exactly in the same manner and Hyperwave detection provides the additional benefit of decoding UFO mission data.
 
 
 
<br style="clear:both;">
 
 
== Radar Abilities ==
 
 
Each radar can only add its abilities to the base once. Refer to the following table to see how the radars can build on each other.
 
 
 
{| width = "60%" align = "center" style = "border: 1px solid; border-collapse:collapse;"
 
|+ Table 1: Radar Ability Combinations
 
|- style = "font-size:larger; font-weight: bold; border-bottom: 1px black solid; background: gray; color:white;"
 
| Radar Module / Scan Type || Short || Long || Hyperwave
 
|- style = ""
 
| Small Radar || 10 || 0 || 0
 
|-
 
| Large Radar || 20 || 20 || 0
 
|-
 
| Hyperwave || 0 || 0 || 100
 
|- colspan = "4" style = "border-top: 1px dotted; font-wight: bold;"
 
| Radar Combinations
 
|- style = "background: #EEE;"
 
| Sm + Sm || 10 || 0 || 0
 
|-
 
| Sm + Lg || 30 || 20 || 0
 
|-style = "background: #EEE;"
 
| Sm + Hyp || 10 || 0 || 100
 
|-
 
| Lg + Lg || 20 || 20 || 0
 
|-style = "background: #EEE;"
 
| Lg + Hyp || 20 || 20 || 100
 
|-
 
| Hyp + Hyp || 0 || 0 || 100
 
|-style = "background: #EEE;"
 
| Sm + Lg + Hyp || 30 || 20 || 100
 
 
|}
 
 
 
This table was constructed by making multiple saves for each radar combination and then referring directly to the save game file for the radar values.
 
 
Compare how different the values in the table are to text in the Ufopaedia. It can probably be assumed that the 10, 20, 30 and 100 values are in percentages. Therefore it we could say that 10 short range scanning will provide a 10% scan for every sweep of the radar.
 
 
Once the UFO has been spotted, it'll be forever painted on your radar except when it drops out of tracking range.
 
 
== Radar Stats on the Base Information Screen ==
 
 
When referring to your base details, you will see two bars representing the long and short range radars. The short range bar increases for every small radar system, and the long range bar increases for every Large Radar system and Hyperwave decoder.
 
 
Although you are presented with this information, it is highly inaccurate and should never be relied on. The listing only counts how many radars are currently assigned to the base as opposed to the base's actual ability to locate enemy ships.
 
 
Refer to the Phantom Radar section further along for more insight on how radars work. 
 
 
 
== Brief Radar Range Comparison ==
 
 
If we use the town of Novosibirsk as our point of reference, the tracking radius for the Small Radar can go roughly as far as Moscow. The large radar goes all the way to Berlin, and the Hyperwave Decoder can go as far as London and perhaps slightly beyond.
 
 
==Multiple Radars?==
 
 
Though it's natural to believe that installing multiple radars of the same type at a base will make your radarsmore powerful, they certainly do not.
 
 
Refer to table 1 above. Notice how when two radars of the same type are combined that they do not provide any additional benefit over a single radar. This means that only one of each type of radar is able to stack its scanning abilities on top of another.
 
 
In addition to the detection ability, multiple radars of the same type do NOT extend a base's detection radius or its tracking radius.
 
 
Therefore, multiple radars of the same type do not work. The only multi-radar combination worth pursuing is the small and large radar combo. Once you get the hyperwave decoder, the small and large radar combo are immediately outclassed. Still, there's no harm in having a 30% and 20% contingency even if you've got 100% detection and the money to hang on to build the older modules.
 
 
The only practical reason for including multiple radars of the same type would be for base layout purposes. The small radar, for example, has a clear corridor, making it a good place for combat with weapons that have a wide radius of effect.
 
 
: Questions on this:
 
: 1 Do you happen to know if the Radar Stacking bug also applies to TFTD Sonars? The BASE.DAT structure is different, and does not encode the detection strengths of the base there, so maybe they fixed it?
 
:2 Now that the Radar Stacking bug is fixable (via Seb76's loader, or more crudely via my Python script), a new question arises - does it make any '''practical''' difference? Or do UFOs spend long enough inside detection range, that a 10% or 20% chance will always detect them? So at best multiple radars will give you a detection some fraction of an hour earlier, but not really increase total UFOs detected? [[User:Spike|Spike]] 03:43, 2 October 2008 (CDT)
 
 
:: 1. Yes - they've moved stuff around and I think they increased the size of some entries from from words to dwords. Same thing happened with soldier.dat: They moved variables around and replaced a few 8-bit variables with 16-bit variables. So yes, TFTD base.dat still tracks short long and trans. resolver stats.
 
:: 2. From personal experience, not really. The basic radars will pick up any enemy ship flying in their detection radii eventually. So yes, if you do want to make stacking radars useful, perhaps letting them pick up enemy ships faster would be the way to go. The HWD/T. Resolver just slams down a perfect 100 for detection ability, so it picks up enemy ships the instant they enter detection range.
 
:: By the way, all my notes here are quite old and a lot of discussion on the radar mechanics has occurred since then. -[[User:NKF|NKF]] 03:59, 2 October 2008 (CDT)
 
 
:::Actually, it would make a difference.  While the regular radars are fine for detecting anything that's meandering around in the area near your base, anything that's just passing through will likely not be detected on your radars(something that can be very painful in 1-Mission X-COM.)  So any UFOs just passing through your detection on their way to a mission won't be detected.  Of course, on the counterpoint, since they're on a distance mission, they'll be moving pretty fast and you probably won't have the craft to be able to intercept them.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 08:51, 2 October 2008 (CDT)
 
 
::::To elaborate on AQ's response, all radars run their detection check every 30 minutes. In between those checks (on the hour and half-hour), nothing is detected. So every half hour the Hyperwave is perfect, but it's just as bad as the other radars on any other time slot. I would assume that if you have multiple normal radars of the same type (with a fix to allow them to work together) constructed, they would all separately run their checks every 30 minutes which would increase the chances of detecting a UFO within range. Having 10 small radars wouldn't guarantee 100% detection though, as each one still only has 10%. It's just that you have more radars which run their 10% check instead of one. Hope this makes sense. --[[User:Zombie|Zombie]] 09:45, 2 October 2008 (CDT)
 
 
::: The algorithm for (fixed) Multiple Radar stacking multiplies all the detection chances together, so 10 small radars have about a 65% short range detection chance. I'm tempted to try it to see if there is a discernible difference in number of detections. On the other question, can people confirm whether TFTD also suffers from a similar Sonar Stacking bug?
 
[[User:Spike|Spike]] 10:44, 2 October 2008 (CDT)
 
 
::::While I can't confirm explicitly, I'd suspect so.  As a good rule of thumb, if it's a bug in X-COM(DOS version), it's also a bug in TFTD.  Microprose's team did a 6-month face lift of UFO to resell it; very few bugs were fixed, just the appearance was changed and the weapons rebalanced.  The code wasn't touched much.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 10:52, 2 October 2008 (CDT)
 
 
==Phantom Radar==
 
 
What is a Phantom Radar?
 
 
A base with a phantom radar, as I've coined it, is a base that is able to continue detecting ships without actually physically owning the radar.
 
 
This is achieved by removing your existing radars. The game will retain the base's radar ability until another radar, of any type, is built. Basically, you're retaining the ghost of your previous radar, or radars.
 
 
The modules themselves do not retain the physically ability to detect ships. It's The base itself has the ability, however the game only assigns (and recalculates, if there are existing radars) the strength of the scanning ability at the moment a new radar module is built.
 
 
If you want to test this yourself, start a new game and remove the default radar and let time run.
 
 
===Phantom Radar: Life Span===
 
The life span of the phantom radar lasts until the next base facility is built at that base.
 
 
 
===Phantom Radar: Advantages===
 
The advantage of removing the facility will be that you can downsize your base just that bit more, making it much easier to defend. Although this can be a disadvantage if your entire strategy hinges around the lower level layout of the module. Plus, the empty dirt module will start costing you money.
 
 
The phantom radar is extremely useful if you choose to upgrade your radar from an older type to a new type by simply removing the old radar and building the new radar in its place. This avoids the [[Known_Bugs#Paying_For_Dirt|Paying for Dirt]] bug. This only works as long as the next module to be built is the radar. Otherwise the base will be flying blind in the interim.
 
 
===Phantom Radar: Questions===
 
; Is this cheating?
 
: Depends on how you look at it. You did pay for the scanning abilities in the first place - and the cost of a hyperwave module is not cheap!
 
 
:On the other hand, you no longer have to pay for the maintenance of the module (except for that 80k/month for [[Known Bugs#Paying For Dirt|Paying For Dirt]] unless you immediately built over it, in which case its lifespan is fairly short anyway). That's about as far as the cheating goes. I'd say it's cheating if you're having money trouble. If you're raking in more cash than you ever need to spend, it doesn't matter if you physically own the module or otherwise.
 
 
; Do I really have to do this?
 
: No, but it's good to know. And it stops you from being startled if your base continues to pick up enemy ships after removing the radars. Actually, it's the whole purpose of this article.
 
 
; You're a bit full of yourself sometimes, aren't you?
 
: Sad, but true. I do indeed like some types of cheese. Wait, what were we talking about?
 
 
|}
 
 
= Total Randomness =
 
 
== UFO Base Kit ==  
 
== UFO Base Kit ==  
  
This  was a work in progress. This template allows you to construct UFO base maps of your own design to insert into any of the articles of your choosing. Great for base layout discussions.
+
The UBK is a transclusion template I created so that you could plug base layouts into your articles and discussions. Go see the template and its documentation at [[Template:UBK]] to see how to use it.
 
 
{{UBK|=
 
|dirt|dirt|hangar1|hangar2|dirt|dirt|=
 
|dirt|dirt|hangar3|hangar4|dirt|dirt|=
 
|dirt|dirt|lift|quarters|dirt|dirt|=
 
|dirt|small_radar|stores|lab|workshop|dirt|=
 
|hangar1|hangar2|dirt|dirt|hangar1|hangar2|=
 
|hangar3|hangar4|dirt|dirt|hangar3|hangar4|=}}
 
 
 
  
Possible entries
 
  
dirt 
+
== Test of Gallery markup ==
lift
 
lab
 
workshop
 
psi
 
containment
 
storage
 
quarters
 
 
 
(Hangar quarters 1 = NW, 2 = NE, 3 = SW, 4 = SE)
 
hangar1
 
hangar2
 
hangar3
 
hangar4
 
 
 
small_radar
 
large_radar
 
hyperwave
 
 
 
(Defense modules)
 
grav
 
mind
 
missile
 
laser
 
plasma
 
fusion
 
 
 
 
 
Here's an example.
 
<pre>
 
<nowiki>
 
;How you should NOT build a base:
 
{{UBK|=
 
|dirt|dirt|dirt|dirt|dirt|hyperwave|=
 
|dirt|dirt|dirt|dirt|dirt|lab|=
 
|dirt|dirt|dirt|dirt|dirt|quarters|=
 
|dirt|dirt|dirt|dirt|dirt|workshop|=
 
|dirt|dirt|dirt|dirt|dirt|quarters|=
 
|psi|mind|stores|stores|stores|lift|=}}
 
</nowiki>
 
</pre>
 
 
 
Produces:
 
;How you should NOT build a base:
 
{{UBK|=
 
|dirt|dirt|dirt|dirt|dirt|hyperwave|=
 
|dirt|dirt|dirt|dirt|dirt|lab|=
 
|dirt|dirt|dirt|dirt|dirt|quarters|=
 
|dirt|dirt|dirt|dirt|dirt|workshop|=
 
|dirt|dirt|dirt|dirt|dirt|quarters|=
 
|psi|mind|stores|stores|stores|lift|=}}
 
 
 
And just as a quick comment on this design: Thanks to the Base Disjoint Bug, all of the above modules will be sealed off from each other.
 
  
 +
<gallery>
 +
File:Ufobadge.gif
 +
File:Ufobadge.gif | Yes, this is a caption
 +
File:TFTDBadge.gif
 +
File:Ufobadge.gif
 +
File:ApocBadge.gif
 +
File:Ufobadge.gif
 +
</gallery>
  
 
----
 
----
Another example of the template in its intended use:
+
Now with adjustments
 
 
{|
 
|-
 
|
 
{{UBK|=
 
|hangar1|hangar2|dirt|dirt|dirt|dirt|=
 
|hangar3|hangar4|stores|dirt|dirt|dirt|=
 
|dirt|dirt|lift|quarters|dirt|dirt|=
 
|dirt|dirt|large_radar|dirt|dirt|dirt|=
 
|dirt|dirt|dirt|dirt|dirt|dirt|=
 
|dirt|dirt|dirt|dirt|dirt|dirt|=}}
 
|
 
{{UBK|=
 
|dirt|dirt|dirt|dirt|dirt|dirt|=
 
|dirt|dirt|large_radar|hangar1|hangar2|lift|=
 
|dirt|dirt|dirt|hangar3|hangar4|dirt|=
 
|dirt|dirt|dirt|stores|dirt|dirt|=
 
|dirt|dirt|dirt|quarters|dirt|dirt|=
 
|dirt|dirt|dirt|small_radar|dirt|dirt|=}}
 
|
 
{{UBK|=
 
|dirt|dirt|dirt|dirt|dirt|dirt|=
 
|dirt|dirt|lift|dirt|dirt|dirt|=
 
|dirt|quarters|hangar1|hangar2|dirt|dirt|=
 
|dirt|dirt|hangar3|hangar4|hyperwave|dirt|=
 
|dirt|dirt|dirt|stores|dirt|dirt|=
 
|dirt|dirt|dirt|dirt|dirt|dirt|=}}
 
|}
 
 
 
The above are examples of my standard plain vanilla listening/intercept outpost. The module placement is completely random. There is no sense to it at all - except that they are as bare-bones as possible. Due to the small number of entry points, a few well placed rockets is all that's needed to clear a large chunk of aliens before things can get nasty.
 
  
== Stats Card ==  
+
<gallery caption = "Icons" widths = "50" heights = "50" perrow = "3">
 +
File:Ufobadge.gif
 +
File:Ufobadge.gif | Oo-fow
 +
File:TFTDBadge.gif | Tee-eff-tee-dee
 +
File:Ufobadge.gif
 +
File:Ufobadge.gif
 +
File:ApocBadge.gif | Ah-pock
 +
File:Ufobadge.gif | Yoo-eff-ow
 +
File:TFTDBadge.gif | Tiftid
 +
File:Ufobadge.gif
 +
File:ApocBadge.gif | Ay-pock
  
This slot is reserved to rough out a unit specifications sheet.
+
</gallery>
  
{{Unit Stats Card|=
+
Note to self: The new wiki software is really case sensitive these days! A good thing in one respect.
|Lobsterman|=
 
|56-82|=
 
|90-133|=
 
|90|=
 
|90|=
 
|60-81|=
 
|21-87|=
 
|62|=
 
|70-86|=
 
|35-43|=
 
|0|=
 
|78-115|=
 
|8-24|=
 
|8-24|=
 
|6-18|=
 
|4-12|=
 
}}
 
  
A little bit of dabbling has brought about another interesting point to remember: You can pass a whole paragraph of text, with text formatting and wikilinks through to them, just as long as they aren't too complex. You can't pass other templates though.
+
== Smoke Grenades ==
  
Just to derail my progress on the above for a bit, my mind went-a-wandering.  
+
IMO they're only useful turn 1. And even that goes out the window if you have a tank. A tank is worth it in the early game, if only because it draws alien Plasma Pistol fire away from your squishy unarmoured dudes. Later on, though, when you have armour and the aliens switch to Heavy Plasma, tanks become less useful and you can bring out the Smoke Grenades. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 00:02, 22 August 2014 (EDT)
  
I got to thinking of the old specs cards that you got with some toys, like GI Joes - they had dossier profile cards.
+
: Like the tank (or 4 rookies, for the budget conscious), the smoke grenade is just another tool at your disposal that you can use depending on how you like to play. The smoke grenade is certainly most useful for the initial deployment, but that's not so say that is the only time you can take advantage of it. I know I've had many occasions where I managed to save a bunch of soldiers that were stuck out in the open in full view of some aliens by throwing a smoke grenade between them. The [[Smoke Grenade]] page has some scenarios listed. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 03:26, 22 August 2014 (EDT)
  
Probably something like the following?
+
::Four rookies die to four plasma pistol shots or one alien grenade. A tank can take either and keep trucking. It's also faster.
  
<table cellpadding="4" style = "border-collapse:collapse;">
+
::I guess Smoke Grenades are okay if they're pre-primed and kept on the shoulder straps. Otherwise there's too big a TU cost to use opportunistically. Turn 1, on the other hand, you're not doing anything anyway because of all the full-TU aliens.
<tr><th {{StdDescTable_Heading}} style=" border-right:2px #808000 solid; border-left:2px #808000 solid; border-top:2px #808000 solid; background:#FFFF80;" align="left" >NAME</th><td style="border-bottom:2px #808000 solid; border-top:none; border-right: none; background:transparent;"> </td></tr>
 
  
<tr style = "background: #FFFF80; border-left:2px #808000 solid; border-right:2px #808000 solid;"><td valign = "top" align="center">
+
::At least we can agree that Dye Grenades are terrible! [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:59, 22 August 2014 (EDT)
<table {{StdCenterTable}} width = "99%">
 
<tr><th align="left">Time Units</th><td>TUS</td></tr>
 
<tr><th align="left">Energy</th><td>ENERGY</td></tr>
 
<tr><th align="left">Health</th><td>HEALTH</td></tr>
 
<tr><th align="left">Bravery</th><td>BRAVERY</td></tr>
 
<tr><th align="left">Reactions</th><td>REACTIONS</td></tr>
 
<tr><th align="left">Firing Accuracy</th><td>FIRING ACCURACY</td></tr>
 
<tr><th align="left">Throwing Accuracy</th><td>THROWING ACCURACY</td></tr>
 
<tr><th align="left">Strength</th><td>STRENGTH</td></tr>
 
</table>
 
</td>
 
  
<td valign = "top" align="center">
+
:::I'd take the tank myself as it has plenty of merits, and the later Plasma Hovertank/Sonic Displacer are superb. However those that prefer 4 rookies do argue that they are cheaper, can spread out, carry more weaponry and still take the 4 (or more) shots to dispose of. Those that live through can go onto greater things. The tank just needs one bad roll of the die and it ends up a very expensive afterthought. Bit of a RTS peon pumper meat grinder mentality going on here methinks.  
<table {{StdCenterTable}} width = "99%">
 
<tr><th align="left">M.C. Strength</th><td>PsMC STRENGTH </td></tr>
 
<tr><th align="left">M.C. Skill</th><td>PsMC SKILL</td></tr>
 
<tr><th align="left">Melee Accuracy</th><td>MELEE ACCURACY</td></tr>
 
<tr><th align="left" colspan="2">&nbsp;</th></tr>
 
<tr><th align="left">Front Armor</th><td>FRONT ARMOR</td></tr>
 
<tr><th align="left">L/R Armor</th><td>L/R ARMOR</td></tr>
 
<tr><th align="left">Rear Armor</th><td>REAR ARMOR</td></tr>
 
<tr><th align="left">Under Armor</th><td>UNDER ARMOR</td></tr>
 
</table>
 
</td>
 
</tr>
 
  
<tr style = "background: #FFFF80; border-left:2px #808000 solid; border-right:2px #808000 solid;">
+
:::Grenades are in the same boat as the smoke grenade and do cost a lot to use. That's probably why they are best relegated to the support units that back up those on the front. Then again, front-line units carrying pre-armed grenades are handy for ninja-style retreats. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 16:21, 22 August 2014 (EDT)
<td colspan = "2">
 
[[Image:Lobsterman.png|right|Lobsterman]]'''Live Specimen'''
 
This is a staggering creature, taller than a man and boasting six limbs, it resembles nothing more than an aquatic Demon. The similarities between this creature and the Earth lobster have earned it the nickname of Lobsterman with the X-Com troops.
 
 
 
This is a behemoth of the deep. A carefully designed fighting creature of incredible strength and practically invulnerable to missile fire. Its pincers alone can crush steel. <br clear="all" />
 
</td>
 
</tr>
 
<tr style = "background: #FFFF80; border-left:2px #808000 solid; border-right:2px #808000 solid; border-bottom:2px #808000 solid;">
 
<td colspan = "2">
 
[[Image:LobstermanAutopsy.png|right|Lobsterman Autopsy]]'''Autopsy'''
 
Once past its virtually indestructible shell the creature is an amazing construction.  Powerful muscles ripple around a titanium skeleton, a sophisticated targeting system with multi-band scanning ability is hooked directly into the creature's brain. Its multiple eyes are protected by harder than steel plastics and it is clear that when well deployed by their masters these creatures are all but unstoppable.
 
 
 
Buried deep in its body are devices of unknown construction and function. <br clear="all" />
 
</td>
 
</tr>
 
 
 
</table>
 
 
 
 
 
This could easily be converted into a template, using the exact format as the earlier test sample. It would only have to add a few extra fields. One for the MC/Psi string, followed by two more for the official ufopaedia entries. Perhaps not with the above formatting or colours! It was mainly to get the idea down so that I did not forget about it.
 
 
 
 
 
----
 
  
I have to say, that looks really cool! [[User:Spike|Spike]] 10:00, 1 March 2009 (CST)
+
Well, like I said, the main advantage of the tank is against aliens with Plasma Pistols at the very start of the game. A tank's front plate is guaranteed to survive at least 7 Plasma Pistol shots even if they all roll absolute max (which they won't), so you can park it on the opposite side of a UFO hatch to your firing line, close in, and draw fire from the aliens coming out until they use too many TUs and get reaction-fired to death (since on Superhuman, alien Reactions are usually high enough for them to avoid taking reaction-fire from stepping out of the hatch alone). In addition, you don't lose a huge amount of firepower by going with a tank right at the start since its cannon does twice the damage of Rifles. Once you've got lasers, the tank starts to hurt your firepower significantly, and once you've got decent armour and the aliens start using heavier weapons the defensive qualities of the tracked tanks go down the drain.
  
== Enforcer Weapon and Power Up Upgrade Notes ==
+
HWPs do have something of a renaissance later on when you get Avengers and are running into the 80-item limit, since a hovertank, while not reaching anywhere near the firepower of four Heavy-Plasma-equipped soldiers, does have more firepower than four soldiers without guns. Hovertanks/Launcher also don't count their ammo against said limit.
  
Good lord, NKF has gone insane. He's playing Enforcer!
+
In TFTD it's a whole different kettle of fish thanks to the existence of Tentaculats and the lower fire rate of Sonic weaponry. Displacers/Sonic are absolutely essential due to their ability to lure Tentaculats - taking Artefact Sites without them is almost impossible thanks to That Goddamned Room. There's also the lower clip sizes making the 80-item limit an even bigger problem.
  
I thought I'd dump some notes I jotted down about the most important aspect of the game while I was playing it. The unlockables. May use them as basis for the articles in the Enforcer section. Some opinions thrown in unfortunately.  
+
A pre-loaded Small Launcher does a lot of the same stuff a pre-armed Grenade does, and has the upside of taking the "suicide" out of "suicide bomb". There are a lot of ways to use those things. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 21:49, 22 August 2014 (EDT)
  
Begin!
+
: Small Launchers are certainly quite handy beyond just capturing key aliens, and the Thermal Shok Launcher in TFTD is scary indeed. But they have their own share of drawbacks as well. Deciding which to use to get the best result for the task at hand is all part of the fun I guess. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 03:18, 25 August 2014 (EDT)
  
The Enforcer comes with way too many overkill weapons for you to choose from. There are a few that can prove to be a hindrance if they were to randomly spawn in front of you as you're moving. Though there are many weapons to unlock and choose from, it's often better to stick to a core set of weapons so that you can benefit from the upgrades, and there will be less chaotic spread in random weapon spawn drops to choose from.
+
== Geocities site? ==
  
When choosing to unlock a new weapon (with the exception of the Nuker), try not to buy it unless you've got enough data points to get some or all of the upgrades as well. It is far less effective at its default level than at its mid or full level.
+
Hi. I suppose there's a good chance you might be the "nkfarma" who at one time had a page i found linked on the strategycore forums -- specifically http://www.geocities.com/nkfarma/temporary/lsc_lure.html . Did you ever manage to get those geocities pages moved to a different host? -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 11:47, 9 April 2015 (EDT)
  
=== Laser Rifle/Autocannon ===
+
: The same. It has been a while, but I did manage to save some of the content. After reviewing it though, it was mostly trivial stuff. My most important work that was on the old Geocities page, the [[TRTBAG|TFTD Research Tree Bug Avoidance Guide]], survives in its current form on this wiki. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 02:53, 10 April 2015 (EDT)
Nothing special about this weapon except that you come armed with it when you're out of ammo for the other weapons. The Autocannon upgrade doubles the rate of fire and makes the shots a bit more erratic. It sounds like it spews out more ammunition than it really does, but still a vast improvement over the laser rifle in every way, and can stack up on its own when souped up with the damage intensifier. Upgrade as quickly as you can, but not at the expense of other more important upgrades or power ups. As the Enforcer is quite taller that most common enemies, you often have to use mouse-look to lower the aim a little.
 
  
 +
:: Okay, i trust your judgement on this<small>, even though my curiosity still makes me want to read through all that other "trivial stuff"...</small>
  
=== Blade Launcher===
+
:: As for the [[User_talk:Jokes_Free4Me#Rolling_back_NKF|revert issue]], your first paragraph about it is just as sensible as i presumed any admin would be. Contacting Spike just for this is not worthwhile IMO, since he's been inactive since August and this really is quite "trivial stuff" too. It's not too big a deal if the sections stays or goes... I reverted merely because i'm an [[wikipedia:Wikipedia:Inclusionism|inclusionist]] (as you might have guessed) and favour preserving all information, even if obsolete. As the saying goes, "Those who cannot remember the past are [more likely] to repeat it." -- [[User:Jokes_Free4Me|Jokes_Free4Me]] ([[User_talk:Jokes_Free4Me|talk]]) 07:25, 10 April 2015 (EDT)
Default unlocked weapon. Probably one of the more useful unavoidable pre-unlocked weapons due to its homing ability and data point pickup. It's weak, but its ability to home in on targets targets and boomerang on them means that you can fire a series of them into a mob and clear them out fairly quickly. Best upgraded as quickly as possible. A good lazy weapon to run into if you've in between your super weapons.  
 
  
=== Flame Thrower===
+
:::The files I recovered were mostly the media files. Some .gif and .jpgs. Mainly game screenshots and a few fan-art scribbles I did on the back of some envelopes. Two zip files containing UFO save files, one being my "Solo Floater Base Assault Challenge" and one labelled scratch.zip. A no-base start file. I still use the challenge save on occasion to relearn how to play after long periods between games. There is a html file called The Deep One Dilemma - which was the basis for research tree bug avoidance guide. Also a grenade guide I had started but only ever got round to writing up the grenade relay. That's about it. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 23:15, 10 April 2015 (EDT)
Everyone wants a flamethrower in X-Com apparently - so we've  got one. Default unlocked weapon. Probably one of your weakest unavoidable weapons as you may find yourself cursing it the most. It's very annoying if you're in the middle of a hot streak with your rocket launcher when a randomly spawning flame thrower suddenly appears in your path. It should be maxed as quickly as possible as you do not want to be slowed down during a heated battle. When upgraded it chews through ammo faster as it fires three jets of flame. Visually impressive, good against mobs of low hit point enemies. Less so against tougher enemies and bosses. Enemies can block flames. Not particularly hot-streak friendly.
 
  
=== Shotgun===  
+
==Pile of calcs==
A great weapon and often a favourite. Fires a bunch of pellets that spread out as they travel. Quite powerful up close and a good way to pelt groups of easier enemies. This weapon benefits from the mouse-aim, as firing at a downward angle allows you to catch a nearby enemy with more pellets, which would usually just fly off over their heads. Best avoided on harder levels as it becomes less effective against mobs. On easier levels, it's a great way to lazily attack a bunch of weak enemies in front of you. Ammo lasts a fair while. Do not recommend getting this on harder levels, and there are much more powerful weapons available.
 
  
=== Freeze Gun===
+
So I did [[User:Magic9mushroom#TFTD_weapon_effectiveness_calculations|a thing]] and I think it's fairly important, but I'm not really sure where to put it or what to link to it. I'm thinking call it Weapon Effectiveness (TFTD) and stick a link to it in Weapon Analysis; is there anywhere else you think it should go? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 19:32, 27 April 2015 (EDT)
Not so much a weapon as a tool for stalling enemies by freezing them. They do get damage as the ice thaws off, and the thicker the coat that you lay on and the more you upgrade the gun will increase the damage. Upgrades increase the area effect nature of the ice ray, however this is not a proper area effect weapon per se. For example shooting the ground won't freeze enemies near the blast area, but hitting an enemy will. Useful for fleeing or when there are too many enemies spawning that you need to stall the respawning for a moment. Great for timed or protect missions where you need to endure the clock. Frozen enemies block the ice ray so the iced up enemies can prove to be a hindrance. This is especially true if you are surrounded by fast melee attackers like Snakemen and you've iced yourself in and the freeze ray keeps acquiring the frozen targets instead of the ones that are attacking you. Bosses do not really get affected by the freeze ray. Can be used on harder difficulty levels like XtraSpicey where there are lots of enemies to freeze. Definitely not a Hot Streak friendly weapon because it does not excel at causing damage.
 
  
=== Mass Driver===
+
: I did give this some thought as you were compiling the data. It can certainly be included on the Weapon Analysis page. However, I'm also thinking that the information is quite relevant to TFTD so could also take a place on the main TFTD menu. For example, if you look at the UFO section's technical section under data tables, there's a [[Kill Modelling]] subheading that follows slightly similar lines. I am however starting to wonder if that fits the data table category. Perhaps a sub heading under Analysis might be best? [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 01:57, 28 April 2015 (EDT)
Fires little purple balls that bounce off walls. Upgrades increase bounce, rounds shot per attack and ammo capacity. Fully upgraded it's like a shotgun and can rapidly pound out energy balls - however immensely more powerful than the shotgun. Great indoors, and amazing against mobs of enemies. Not terribly powerful against bosses, but them's the breaks. Only downside is that ammo runs out very quickly. Reminds me of Contra's Spread gun, with added bounce.
 
  
=== Fusion Rifle===
+
Well, the difference between this and all the data tables currently there is that this is a set of calculations rather than raw game data. And it's less like the weapon analyses we have than part of the framework on which they're based. I think I'll stick a "See also" in the TFTD section of [[Weapon Analysis]] and link it on the main TFTD menu. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 06:14, 28 April 2015 (EDT)
Linear beam rifle. Moderately powerful, instantaneous so is very accurate. Upgrades add small explosions when hitting walls and later when hitting enemies. Sniper-rifle, if you will. Good for cutting paths through mobs of enemies. Reminds me of a particular Unreal Tournament linear energy beam weapon (unsurprising as Enforcer uses the Unreal engine). Can benefit from activating mouse-look to get the aiming cross hairs to make more precise attacks.
 
  
=== Lightning gun===
+
: Sorry, I was thinking aloud at the end there and forgot to put the context. I was wondering about where Kill Modelling fits in. Like your table, it's not raw game data as such. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 01:46, 29 April 2015 (EDT)
  
Quite an unusual but extremely useful short range weapon. It stuns enemies that it catches in its purple electric beam as long as the electricity is flowing. Upgrades allow it to zap more nearby targets. Fully upgraded, as many as nine enemies can be caught this way. Lots of ammo so it can last quite a long time before you need to pick up another weapon. Works well at taking small chunks of health out of bosses but will not stun them. Although there are better weapons available, it can be used on harder difficulty levels to great effect as it can methodically wipe out chunks of mobs easily. It is reasonably good for hot streaking as most enemies will not be able to fight back, thus keeping the hot streak bar safe.
+
== VIGILO CONFIDO ==
  
 +
You say on the main page that you found VIGILO CONFIDO hidden somewhere on the Advent page. I would appreciate you specifying where those words are hidden so people can check themselves. [[User:PizzaMan|PizzaMan]] ([[User talk:PizzaMan|talk]]) 04:17, 30 May 2015 (EDT)
  
=== Vibroblade XL ===
+
: To be honest, I usually steer clear of promotional pre-hype until the games are finally out, so have been avoiding it. Hobbes, who added that item to the news, may know more about it. However I had a quick look anyway, and one of the links the site points to https://downloads.2kgames.com/adventfuture/images/en/ADVENT_LIES.html has part of the clue. It's just a bit of treasure hunt. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 04:50, 30 May 2015 (EDT)
XL probably means X-tra Large, but that's just speculation. A propeller blade that rips apart anything that the Enforcer runs into. Part defensive, part offensive. Does continuous damage as propeller spins. Upgrades allow the propeller to deflect light enemy fire back at them. That's not very powerful in itself, but is mainly to deflect the damage away from you- which is useful against Sectoid plasma fire or rapid fire enemy weapons. You can cut a channel through easier enemies with the Vibroblade XL effortlessly. Tougher enemies will require more persistence. Really tough enemies should be avoided and engaged with ranged weaponry.  
+
: [http://i.imgur.com/ZaaiO3D.png] [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 19:19, 30 May 2015 (EDT)
  
=== Grenade Launcher===
+
==Sunken plane?==
Arguably one of the most entertaining weapons in your arsenal in addition to being quite a formidable weapon. Definitely a weapon you should try in at least one of your play-throughs. It launches small grenades that detonate on contact. The more upgrades, the more grenades are launched per shot. Individually, the grenades aren't very powerful, but as more grenades come out, the faster enemies will fall. Good speed and jumping can let you jump over mobs of enemies while raining down grenades over them. Works reasonably well on higher difficulty levels. Mini bosses fall easy to it - major bosses need more damage.
 
  
=== Rocket launcher===
+
I noticed you added a TFTD bug about "sunken plane missions". What in blazes is a "sunken plane mission", and why do they have different versions of their right wings? I have no clue what you're on about. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 06:58, 25 August 2015 (EDT)
Your stock powerful weapon. Each successive upgrade adds more missiles that are fired (and spent) in each attack. Each upgrade adds different missiles, from the standard missile, seeker missiles and drunken missiles. The net effect is that a lot of firepower is thrown out at once. Not as powerful on a wide scale as the Nuker, but formidable nonetheless and a bit longer lasting. Great against mobs as missiles are fired everywhere.
 
  
=== Psi Cannon===
 
A slow but moderately powerful weapon that fires a psionic blast that travels through targets. Projectile is misleading as it looks smaller than it really is. Enemies caught near the projectile can get hurt. The attack itself is quite strong and upgrades will make it detonate on hitting a solid wall into a big psionic explosion. Another upgrade will cause it to toss enemies away that don't get destroyed by the blast (except for really big enemies like the giant reaper and bosses). Useful against large mobs. Powerful, but probably not worth the data points spent to unlock and upgrade it as there are cheaper alternatives as well as the Nuker.
 
  
 +
: I'm referencing the mission where you are recovering or assaulting an alien sub while fighting around the wreck of a sunken cargo plane. If you haven't seen it before, try looking for it. It's quite neat. There are a couple different versions of its wings.
  
=== Nuker ===
+
: See, when the Geoscape.exe portion of the game generates this map, it creates a 5x5 grid that forms the map outline. Each grid location is a 10x10 map chunk. Tactical.exe uses this outline to create the actual map you end up playing on.  
Way-WAY too powerful, thus probably the most fun to use weapon. Literally wipes out mobs of enemies in one shot, thus great for combo kills and hot streaking. Balanced by having a low ammo count, but upgrades and enforcer ammo upgrades can increase amount. The mouse-look can be used effectively to drop a nuker missile right at your feet in order to clear the air around you quickly. You don't need to upgrade it too much if you're low on data points as the upgrades only add more ammo, which can be added via the enforcer's extra ammo upgrade for less the cost. Also due to the rapid respawn rate of weapons, you'll have another fresh Nuker in no time. Use in combination with the hot-streak helper when fighting mobs of basic enemies, and the damage intensifier when fighting bosses if at all possible.  
 
  
 +
: When populating the map outline, the game first marks off the area of the map where the X-Com sub and alien sub will go. Then it attempts to install the left and right wings of the plane into the map, followed by the various parts of the fuselage and finally fills in all the holes with random 10x10 map blocks in the terrain set.
  
 +
: Each wing is a 20x20 map block. If it is not able to install the wing, say one of the subs is in the way, it will then try to use the small 10x10 version of the wing. If there is no space in the location it wants to place the small wing, then nothing is placed. 
  
Power Ups
+
: The installation of the left wing of the plane works fine. However, when it gets around to installing the right wing and it fails to place the big wing and tries to place the small wing, instead of checking the exact destination to see if it the area is free, it checks the completely wrong part of the map. The block at 1,1 (which I have incorrectly stated as 0,1 in the article). This means that the small right wing could potentially overwrite anything that may be in that spot.
  
=== Repair Pack ===
+
: Most of the time you probably will not even notice the difference even if the bug had occurred. But if the small right wing overwrote the landing area for your Triton for example, you'll start the map with odd bits of the wing around the Triton. Luckily the game places the Triton after the wing, otherwise I imagine you'd start the mission with floating Triton bits and your Aquanauts standing on the wing. At it is, it ends up looking like the Triton's forced its way into the wing.  
The most useful power up available. Upgrade it a few times to make each pickup more effective. Combined with the self-repair upgrades, this will keep the Enforcer alive and happy for the rest of the game. Concentrate more on this than the self-repair upgrades at first, as this is cheaper. This power up is unlocked for free.  
 
  
=== Hot Streak Helper ===
+
:Again, players might not notice this as a bug, considering the chaos of debris around the map. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 02:07, 26 August 2015 (EDT)
Increases the rate that the hot streak bar increases. Hot streaking gives you a random powerup at set intervals as long as hot streak is in effect, with the exception of the Lazarus system, Bio Magnetic Pulse, Missile Strike, Stasis field and Invulnerator. It also temporarily upgrades weapons that have are not fully upgraded yet. Though not an essential power up, the free temporary upgrades you get while in hot streak mode are very helpful. Note that any upgrade you get will be at the same level as what you've upgraded them to. Unlocked power ups are treated as level 1.
 
  
=== Speed Booster===
+
Ah, now I get you. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 21:20, 26 August 2015 (EDT)
Increases your running speed. A free power up that does not need to be unlocked. Not the most important upgrade available, but handy and you do not have to upgrade it unless you have the data points to spare.  
 
  
=== Damage Intensifier===
+
::Do you have a hex address where this error occurs? -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 21:43, 26 August 2015 (EDT)
Increases damage. Each upgrade increases the multiplier, up to a maximum of 8 times the normal attack. Definitely worth unlocking and upgrading as quickly as you can as it allows weaker weapons that aren't mob friendly like the laser rifle/autocannon and shotgun make a complete turn around. Not as important with overkill weapons like the nuker or fully upgraded rocket launcher, but extra damage cannot hurt against bosses.
 
  
=== Lazarus System===
+
:::Myself, no. But check this [http://www.strategycore.co.uk/forums/topic/11176-procedurally-generated-maps-algorithm/page__st__20#entry145227 post] on Strategycore for the discussion. If for some reason that link doesn't take you direct to the post, it should be on page 2. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 01:50, 27 August 2015 (EDT)
This power up refills your health if the Enforcer just happens to get killed during the game. A free life if you will. It's not needed, but if you find yourself getting the Enforcer killed regularly, then it can be useful. Otherwise there are better upgrades and power ups to spend data points on.  
 
  
=== Data Point Multiplier===
+
== Drills ==
This power up multiplies every data point you pick up. At maximum level you can multiply data points up to 5 times their amount. Definitely well worth getting this on your first few times playing through the game as more data points will mean you can buy more upgrades goodies. If you've unlocked all your technology, researchable artifacts will be worth 1000 data points. Be absolutely sure to look for a multiplier before you pick up the researchable item if at all possible.
 
  
=== Bio Magnetic Pulse===
+
You mean they cost 5% TU more than we thought, and we missed it for years? Holy crap... [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 04:28, 22 September 2015 (EDT)
This power up simply wipes out every enemy in your area in an instant. Handy but considering how much damage you'll be doing to the enemies already, may be redundant.
 
  
=== Stealth===
+
: I know. Considering the drills rank amongst my favourite weapons in this game, I'm surprised I only just noticed this error. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 04:47, 22 September 2015 (EDT)
This power up hides you so that enemies won't be able to acquire you so easily. Could be handy for building up the hot streak bar as you won't get shot at so much. Best obtained if data points permit.  
 
  
=== Missile Strike===
+
With this discovery, the drills' damage-per-TU is actually in strict ascending order (Vibroblade < Thermic Lance < Heavy Thermic Lance). Not that it particularly matters, of course, since most aliens are substantially overkilled by a Heavy Thermic Lance hit. Still, any objections to fixing the outdated claim that Vibroblades are the best and Thermic Lances are the worst? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:49, 22 September 2015 (EDT)
Launches an air strike and the area is blanketed in missiles. Similar to the Bio Mag Pulse in function, but not as instantaneous.
 
  
===  Stasis field ===
+
:: On reflection, referencing a very old copy of the game that I'd heavily tinkered with (for the purpose of researching research!) may not have been the wisest reference to look up. Doh. Sorry, false alarm.  
Freezes enemies around you. A great power up to give a few sucker punchs. Not strictly necessary but useful all the same.  
 
  
=== Attack Bot ===
+
:: As to the best and worst of the drills, that is somewhat subjective and depends entirely on what you're fighting. Weak enemies and lobstermen for example are better dealt with by Vibroblades, as it provides a more efficient use of TUs. Enemies with more protection on the other hand make a good argument for the Thermic Lance. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 06:18, 22 September 2015 (EDT)
Those familiar with side scrollers like Gradius will be familiar with these. An independent weapon pod will orbit around the Enforcer. It is equipped with a laser rifle and will fire every time the Enforcer pulls the trigger, effectively increasing firepower. Upgrades increase the amount of laser beams. Worth getting - and as usual data points permitting.  
 
  
===  Invulnerator ===
+
"Which drill is the best in which circumstance" is, indeed, one of the things I did that huge pile of calculations for. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 00:49, 23 September 2015 (EDT)
Since the time of mindless shooters incarnate, there have been invulnerability devices. This power up temporarily makes you invincible - except against falling into an endless pit.
 
  
Enforcer Upgrades
+
== Spambot missed? ==
  
=== Max Speed===
+
I noticed you didn't ban one of the five spammer accounts in the recent attack (the one whose name started with a phone number). Did you miss it? [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 01:21, 8 February 2016 (EST)
Upgrades the Enforcer's moving speed. You'll rarely need to buy any upgrades, but if the Enforcer just isn't moving fast enough for your play style, then it's worth spending some data points on a few speed upgrades.  
 
  
===  Jump Jets===
+
: I got it. I just hid the log by mistake. The bots left a bunch of pages with very long titles after they signed up. This left a lot of clutter on the Recents page after I deleted them, so I had them hidden. Unfortunately the tool for tidying up the Recents page is very rudimentary and doesn't tell you what you're updating apart from the name of the person that did the update. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 02:22, 8 February 2016 (EST)
Increase your jumping height. Worth upgrading as much as possible for the purpose of dodging incoming fire. You have to upgrade these in order to get to some hard-to-get-to places to get BONUS balls or Researchable Items.
 
  
=== Ammo Capacity===
+
Okay. My mistake. I saw the pages, though. Oh god did I see them. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 04:16, 8 February 2016 (EST)
Increases ammo. Due to the frequency that weapons respawn, probably not necessary. Some low ammo weapons like the Nuker would benefit from the increase, and some weapons that eat through ammo like the Grenade Launcher and Mass Driver could benefit from a larger ammo cap.
 
  
===  Auto Repair===
 
Repairs the Enforcer slowly over time, up to but not beyond 100 hitpoints. If you often get your hitpoints knocked under 100 and are constantly on the run for a repair pack, then having auto repair would be beneficial. Otherwise, spending data points on repair pack upgrades would be more efficient at first.
 
  
===  Armour ===
+
Holy crap, that was a lot of them. Anything we can do to block the flood of 'em? --[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 01:28, 10 February 2016 (EST)
Increases hitpoint capacity. You do not have to have more than the base 250 capacity to beat the game, it's always good to have more hitpoints. Concentrate on other upgrades first.
 
  
=== Professor's Choice===
+
:  Holy crap indeed. Not a lot at this stage, I'd rather not anyone edit the spam. At the moment I'm indiscriminately blocking anyone creating or editing these pages so I don't want to accidentally block a legit user. I've sent a message to Pete about the situation, hope he sees it soon. [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 01:44, 10 February 2016 (EST)
A set of variable one-off upgrades. The first increases your starting hitpoints to 200. The second upgrades your laser rifle into the autocannon. The final upgrade increases random weapon respawn rate. It's worth upgrading to the autocannon, though concentrate on your major weapons first.  
 
  
 +
Soon as we were back online, started getting this, from Symatec/Norton, I didn't get it before:
 +
*Threat Name: Trojan.Gen
 +
*Location: <deleted> <br>[[User:Xuncu|Xuncu]] ([[User talk:Xuncu|talk]]) 23:13, 17 February 2016 (EST)
  
 +
:: My copy of Firefox is blocking the link as well, seems it's been reported as malware. Will post a message on the forum about it. The previous iterations of the file seem all right.  [[User:NKF|NKF]] ([[User talk:NKF|talk]]) 23:35, 17 February 2016 (EST)
  
 +
== Tvol-bot ==
  
 +
Thanks for the update. I promise to keep using it wisely. (This is good news too because I found-out MS Paint's eyedropper tool lies so now I have to run through the ability images again to get the colour right. >.< ) --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 02:48, 29 January 2017 (UTC)
  
== Main page - distributions ==
+
:: Ran into some issues. Please see [[User_talk:Hobbes#Image_Strangeness]] if/when you have a moment. --[[User:Tvol|Tvol]] ([[User talk:Tvol|talk]]) 22:19, 29 January 2017 (UTC)
  
NKF, thank you so much for all that great Apoc advice. Would you mind if I moved parts of it onto the Wiki? There is a real dearth of even basic Apoc information anywhere I can find. If I can post your points verbatim and signed as Discussion, in appropriate categories, it will be hugely useful. [[User:Spike|Spike]] 03:27, 17 October 2008 (CDT)
+
== Deletion request ==
  
: Some of it might need touching up, but go ahead. It'll add something to work off in the rather bare Apocalypse section. Some new sections like explaining how psi in Apocalypse works might also be in order, so if any come to mind please do suggest them. -[[User:NKF|NKF]] 03:52, 17 October 2008 (CDT)
+
Hi, I accidentally uploaded a file with the wrong name; I've moved it to the proper page now, so could you please delete the old page? I mean this one: https://www.ufopaedia.org/index.php?title=File:Tacp_000.png&redirect=no  [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 17:39, 30 June 2020 (UTC)

Latest revision as of 21:11, 3 December 2023

NKF:Talk

Welcome to NKF Talk. Pardon the mess.

The NKF-Centric TO-DO-List of Doom

UFO Base Kit

The UBK is a transclusion template I created so that you could plug base layouts into your articles and discussions. Go see the template and its documentation at Template:UBK to see how to use it.


Test of Gallery markup


Now with adjustments

Note to self: The new wiki software is really case sensitive these days! A good thing in one respect.

Smoke Grenades

IMO they're only useful turn 1. And even that goes out the window if you have a tank. A tank is worth it in the early game, if only because it draws alien Plasma Pistol fire away from your squishy unarmoured dudes. Later on, though, when you have armour and the aliens switch to Heavy Plasma, tanks become less useful and you can bring out the Smoke Grenades. Magic9mushroom (talk) 00:02, 22 August 2014 (EDT)

Like the tank (or 4 rookies, for the budget conscious), the smoke grenade is just another tool at your disposal that you can use depending on how you like to play. The smoke grenade is certainly most useful for the initial deployment, but that's not so say that is the only time you can take advantage of it. I know I've had many occasions where I managed to save a bunch of soldiers that were stuck out in the open in full view of some aliens by throwing a smoke grenade between them. The Smoke Grenade page has some scenarios listed. NKF (talk) 03:26, 22 August 2014 (EDT)
Four rookies die to four plasma pistol shots or one alien grenade. A tank can take either and keep trucking. It's also faster.
I guess Smoke Grenades are okay if they're pre-primed and kept on the shoulder straps. Otherwise there's too big a TU cost to use opportunistically. Turn 1, on the other hand, you're not doing anything anyway because of all the full-TU aliens.
At least we can agree that Dye Grenades are terrible! Magic9mushroom (talk) 05:59, 22 August 2014 (EDT)
I'd take the tank myself as it has plenty of merits, and the later Plasma Hovertank/Sonic Displacer are superb. However those that prefer 4 rookies do argue that they are cheaper, can spread out, carry more weaponry and still take the 4 (or more) shots to dispose of. Those that live through can go onto greater things. The tank just needs one bad roll of the die and it ends up a very expensive afterthought. Bit of a RTS peon pumper meat grinder mentality going on here methinks.
Grenades are in the same boat as the smoke grenade and do cost a lot to use. That's probably why they are best relegated to the support units that back up those on the front. Then again, front-line units carrying pre-armed grenades are handy for ninja-style retreats. NKF (talk) 16:21, 22 August 2014 (EDT)

Well, like I said, the main advantage of the tank is against aliens with Plasma Pistols at the very start of the game. A tank's front plate is guaranteed to survive at least 7 Plasma Pistol shots even if they all roll absolute max (which they won't), so you can park it on the opposite side of a UFO hatch to your firing line, close in, and draw fire from the aliens coming out until they use too many TUs and get reaction-fired to death (since on Superhuman, alien Reactions are usually high enough for them to avoid taking reaction-fire from stepping out of the hatch alone). In addition, you don't lose a huge amount of firepower by going with a tank right at the start since its cannon does twice the damage of Rifles. Once you've got lasers, the tank starts to hurt your firepower significantly, and once you've got decent armour and the aliens start using heavier weapons the defensive qualities of the tracked tanks go down the drain.

HWPs do have something of a renaissance later on when you get Avengers and are running into the 80-item limit, since a hovertank, while not reaching anywhere near the firepower of four Heavy-Plasma-equipped soldiers, does have more firepower than four soldiers without guns. Hovertanks/Launcher also don't count their ammo against said limit.

In TFTD it's a whole different kettle of fish thanks to the existence of Tentaculats and the lower fire rate of Sonic weaponry. Displacers/Sonic are absolutely essential due to their ability to lure Tentaculats - taking Artefact Sites without them is almost impossible thanks to That Goddamned Room. There's also the lower clip sizes making the 80-item limit an even bigger problem.

A pre-loaded Small Launcher does a lot of the same stuff a pre-armed Grenade does, and has the upside of taking the "suicide" out of "suicide bomb". There are a lot of ways to use those things. Magic9mushroom (talk) 21:49, 22 August 2014 (EDT)

Small Launchers are certainly quite handy beyond just capturing key aliens, and the Thermal Shok Launcher in TFTD is scary indeed. But they have their own share of drawbacks as well. Deciding which to use to get the best result for the task at hand is all part of the fun I guess. NKF (talk) 03:18, 25 August 2014 (EDT)

Geocities site?

Hi. I suppose there's a good chance you might be the "nkfarma" who at one time had a page i found linked on the strategycore forums -- specifically http://www.geocities.com/nkfarma/temporary/lsc_lure.html . Did you ever manage to get those geocities pages moved to a different host? -- Jokes_Free4Me (talk) 11:47, 9 April 2015 (EDT)

The same. It has been a while, but I did manage to save some of the content. After reviewing it though, it was mostly trivial stuff. My most important work that was on the old Geocities page, the TFTD Research Tree Bug Avoidance Guide, survives in its current form on this wiki. NKF (talk) 02:53, 10 April 2015 (EDT)
Okay, i trust your judgement on this, even though my curiosity still makes me want to read through all that other "trivial stuff"...
As for the revert issue, your first paragraph about it is just as sensible as i presumed any admin would be. Contacting Spike just for this is not worthwhile IMO, since he's been inactive since August and this really is quite "trivial stuff" too. It's not too big a deal if the sections stays or goes... I reverted merely because i'm an inclusionist (as you might have guessed) and favour preserving all information, even if obsolete. As the saying goes, "Those who cannot remember the past are [more likely] to repeat it." -- Jokes_Free4Me (talk) 07:25, 10 April 2015 (EDT)
The files I recovered were mostly the media files. Some .gif and .jpgs. Mainly game screenshots and a few fan-art scribbles I did on the back of some envelopes. Two zip files containing UFO save files, one being my "Solo Floater Base Assault Challenge" and one labelled scratch.zip. A no-base start file. I still use the challenge save on occasion to relearn how to play after long periods between games. There is a html file called The Deep One Dilemma - which was the basis for research tree bug avoidance guide. Also a grenade guide I had started but only ever got round to writing up the grenade relay. That's about it. NKF (talk) 23:15, 10 April 2015 (EDT)

Pile of calcs

So I did a thing and I think it's fairly important, but I'm not really sure where to put it or what to link to it. I'm thinking call it Weapon Effectiveness (TFTD) and stick a link to it in Weapon Analysis; is there anywhere else you think it should go? Magic9mushroom (talk) 19:32, 27 April 2015 (EDT)

I did give this some thought as you were compiling the data. It can certainly be included on the Weapon Analysis page. However, I'm also thinking that the information is quite relevant to TFTD so could also take a place on the main TFTD menu. For example, if you look at the UFO section's technical section under data tables, there's a Kill Modelling subheading that follows slightly similar lines. I am however starting to wonder if that fits the data table category. Perhaps a sub heading under Analysis might be best? NKF (talk) 01:57, 28 April 2015 (EDT)

Well, the difference between this and all the data tables currently there is that this is a set of calculations rather than raw game data. And it's less like the weapon analyses we have than part of the framework on which they're based. I think I'll stick a "See also" in the TFTD section of Weapon Analysis and link it on the main TFTD menu. Magic9mushroom (talk) 06:14, 28 April 2015 (EDT)

Sorry, I was thinking aloud at the end there and forgot to put the context. I was wondering about where Kill Modelling fits in. Like your table, it's not raw game data as such. NKF (talk) 01:46, 29 April 2015 (EDT)

VIGILO CONFIDO

You say on the main page that you found VIGILO CONFIDO hidden somewhere on the Advent page. I would appreciate you specifying where those words are hidden so people can check themselves. PizzaMan (talk) 04:17, 30 May 2015 (EDT)

To be honest, I usually steer clear of promotional pre-hype until the games are finally out, so have been avoiding it. Hobbes, who added that item to the news, may know more about it. However I had a quick look anyway, and one of the links the site points to https://downloads.2kgames.com/adventfuture/images/en/ADVENT_LIES.html has part of the clue. It's just a bit of treasure hunt. NKF (talk) 04:50, 30 May 2015 (EDT)
[1] Hobbes (talk) 19:19, 30 May 2015 (EDT)

Sunken plane?

I noticed you added a TFTD bug about "sunken plane missions". What in blazes is a "sunken plane mission", and why do they have different versions of their right wings? I have no clue what you're on about. Magic9mushroom (talk) 06:58, 25 August 2015 (EDT)


I'm referencing the mission where you are recovering or assaulting an alien sub while fighting around the wreck of a sunken cargo plane. If you haven't seen it before, try looking for it. It's quite neat. There are a couple different versions of its wings.
See, when the Geoscape.exe portion of the game generates this map, it creates a 5x5 grid that forms the map outline. Each grid location is a 10x10 map chunk. Tactical.exe uses this outline to create the actual map you end up playing on.
When populating the map outline, the game first marks off the area of the map where the X-Com sub and alien sub will go. Then it attempts to install the left and right wings of the plane into the map, followed by the various parts of the fuselage and finally fills in all the holes with random 10x10 map blocks in the terrain set.
Each wing is a 20x20 map block. If it is not able to install the wing, say one of the subs is in the way, it will then try to use the small 10x10 version of the wing. If there is no space in the location it wants to place the small wing, then nothing is placed.
The installation of the left wing of the plane works fine. However, when it gets around to installing the right wing and it fails to place the big wing and tries to place the small wing, instead of checking the exact destination to see if it the area is free, it checks the completely wrong part of the map. The block at 1,1 (which I have incorrectly stated as 0,1 in the article). This means that the small right wing could potentially overwrite anything that may be in that spot.
Most of the time you probably will not even notice the difference even if the bug had occurred. But if the small right wing overwrote the landing area for your Triton for example, you'll start the map with odd bits of the wing around the Triton. Luckily the game places the Triton after the wing, otherwise I imagine you'd start the mission with floating Triton bits and your Aquanauts standing on the wing. At it is, it ends up looking like the Triton's forced its way into the wing.
Again, players might not notice this as a bug, considering the chaos of debris around the map. NKF (talk) 02:07, 26 August 2015 (EDT)

Ah, now I get you. Magic9mushroom (talk) 21:20, 26 August 2015 (EDT)

Do you have a hex address where this error occurs? -Tycho (talk) 21:43, 26 August 2015 (EDT)
Myself, no. But check this post on Strategycore for the discussion. If for some reason that link doesn't take you direct to the post, it should be on page 2. NKF (talk) 01:50, 27 August 2015 (EDT)

Drills

You mean they cost 5% TU more than we thought, and we missed it for years? Holy crap... Magic9mushroom (talk) 04:28, 22 September 2015 (EDT)

I know. Considering the drills rank amongst my favourite weapons in this game, I'm surprised I only just noticed this error. NKF (talk) 04:47, 22 September 2015 (EDT)

With this discovery, the drills' damage-per-TU is actually in strict ascending order (Vibroblade < Thermic Lance < Heavy Thermic Lance). Not that it particularly matters, of course, since most aliens are substantially overkilled by a Heavy Thermic Lance hit. Still, any objections to fixing the outdated claim that Vibroblades are the best and Thermic Lances are the worst? Magic9mushroom (talk) 05:49, 22 September 2015 (EDT)

On reflection, referencing a very old copy of the game that I'd heavily tinkered with (for the purpose of researching research!) may not have been the wisest reference to look up. Doh. Sorry, false alarm.
As to the best and worst of the drills, that is somewhat subjective and depends entirely on what you're fighting. Weak enemies and lobstermen for example are better dealt with by Vibroblades, as it provides a more efficient use of TUs. Enemies with more protection on the other hand make a good argument for the Thermic Lance. NKF (talk) 06:18, 22 September 2015 (EDT)

"Which drill is the best in which circumstance" is, indeed, one of the things I did that huge pile of calculations for. Magic9mushroom (talk) 00:49, 23 September 2015 (EDT)

Spambot missed?

I noticed you didn't ban one of the five spammer accounts in the recent attack (the one whose name started with a phone number). Did you miss it? Magic9mushroom (talk) 01:21, 8 February 2016 (EST)

I got it. I just hid the log by mistake. The bots left a bunch of pages with very long titles after they signed up. This left a lot of clutter on the Recents page after I deleted them, so I had them hidden. Unfortunately the tool for tidying up the Recents page is very rudimentary and doesn't tell you what you're updating apart from the name of the person that did the update. NKF (talk) 02:22, 8 February 2016 (EST)

Okay. My mistake. I saw the pages, though. Oh god did I see them. Magic9mushroom (talk) 04:16, 8 February 2016 (EST)


Holy crap, that was a lot of them. Anything we can do to block the flood of 'em? --Xuncu (talk) 01:28, 10 February 2016 (EST)

Holy crap indeed. Not a lot at this stage, I'd rather not anyone edit the spam. At the moment I'm indiscriminately blocking anyone creating or editing these pages so I don't want to accidentally block a legit user. I've sent a message to Pete about the situation, hope he sees it soon. NKF (talk) 01:44, 10 February 2016 (EST)

Soon as we were back online, started getting this, from Symatec/Norton, I didn't get it before:

  • Threat Name: Trojan.Gen
  • Location: <deleted>
    Xuncu (talk) 23:13, 17 February 2016 (EST)
My copy of Firefox is blocking the link as well, seems it's been reported as malware. Will post a message on the forum about it. The previous iterations of the file seem all right. NKF (talk) 23:35, 17 February 2016 (EST)

Tvol-bot

Thanks for the update. I promise to keep using it wisely. (This is good news too because I found-out MS Paint's eyedropper tool lies so now I have to run through the ability images again to get the colour right. >.< ) --Tvol (talk) 02:48, 29 January 2017 (UTC)

Ran into some issues. Please see User_talk:Hobbes#Image_Strangeness if/when you have a moment. --Tvol (talk) 22:19, 29 January 2017 (UTC)

Deletion request

Hi, I accidentally uploaded a file with the wrong name; I've moved it to the proper page now, so could you please delete the old page? I mean this one: https://www.ufopaedia.org/index.php?title=File:Tacp_000.png&redirect=no Darkpast (talk) 17:39, 30 June 2020 (UTC)