Difference between revisions of "User talk:NKF"

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= 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. <br>
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Welcome to NKF Talk. Pardon the mess.
<br>
 
Note that there's an 'add to discussion' button at the top of the screen in the guise of a + symbol. Don't use it. For actual discussion, NKF recommends using any of the X-Com themed forums on [http://www.strategycore.co.uk/ StrategyCore] and [http://www.xcomufo.com XcomUFO] - where he frequents. There should be a wiki discussion somewhere on the X-Com forums, or just use the board's private messaging system if you're a member of the forum.<br>
 
<BR>
 
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>
 
<br>
 
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.  
 
  
=The NKF-Centric Notes of Doom=
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==The NKF-Centric TO-DO-List of Doom==
  
* The first of the articles I'd like to see started is an "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.<br>
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* "[[NKF's X-Com Apocalypse: Starter's Guide|X-Com Apocalypse Starter's Guide]]"  - kind of there. Kind of not there. Perpetually.  
  
* <strike>Understanding the energy recovery formula for UFO/TFTD is currently high on my list.</strike>
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== UFO Base Kit ==
  
* An article on radars to explain everything you need to know about them.  
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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.
  
=Them Articles=
 
  
Or rather, short paragraphs that will eventually lead to a larger article that may very well get a page of its own.
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== Test of Gallery markup ==
  
= Radars =
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<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>
  
Radars - and Terror From The Deep's radar parallel, sonar - can be utilise in any of your bases. They are used for primarily for detecting enemy ships and then tracking them.
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----
 +
Now with adjustments
  
Each base comes with three different radar abilities. Short, Long and Hyperwave detection.  
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<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
  
There are three different radars a base can have. A small radar, a large radar and the hyperwave decoder.
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</gallery>
  
==Multiple Radars?==
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Note to self: The new wiki software is really case sensitive these days! A good thing in one respect.
Stub: To include: yes and no answers and why should you use multiple radars, with  an explanation on why you should never use the base information screen to estimate radar scanning ability.
 
  
==Phantom Radar==
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== Smoke Grenades ==
===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.
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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)
  
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.  
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: 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)
  
If you want to test this yourself, start a new game and remove the default radar and let time run.  
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::Four rookies die to four plasma pistol shots or one alien grenade. A tank can take either and keep trucking. It's also faster.
  
===Phantom Radar Life Span===
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::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.
The life span of the phantom radar lasts until the next radar is built at that base. You will lose the phantom radar completely. To avoid this, build all the radars that you want before dismantling them, or make sure the new radar is an upgrade of the old radar.  
 
  
===Advantages===
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::At least we can agree that Dye Grenades are terrible! [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 05:59, 22 August 2014 (EDT)
The advantage of removing the facility will be that you can downsize your base just that bit more, making it much easier to defend.
 
  
This can be a disadvantage if your entire strategy hinges around the lower level layout of the module.  
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:::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.  
  
===Q: Is it cheating?===
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:::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)
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. 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.  
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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.
  
===Q: Do I really have to do this?===
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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.
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.  
 
  
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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.
  
=X-COM Apocalypse: Starters Guide=
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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)
An article by [[User:NKF|NKF]]  
 
  
==Preface==
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: 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)
  
Starting an X-COM Apocalypse game can sometimes be daunting for first time players, even if they are veterans of the first two X-COM games. So, where do we begin? Well, before we begin, I want to say what this guide is not.<br>
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== Geocities site? ==
<br>
 
It is not a complete start to end walkthrough. It is only a guide to get players up and running in a new game.
 
It is not meant to be a replacement for the game manual. While this guide may list a few keyboard and mouse commands, players are assumed to know most of the essential interface commands. And even if you don't, well, I'm not going to stop you.
 
  
Also, this guide assumes that you can actually get the game to run. It will not include tips on how to get it running on your current OS version. There are better sources for this sort of information. 
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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)
  
==Baby Steps: Starting the game==
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: 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)
Starting a new campaign is generally a simple task of picking the right difficulty level and jumping right into the action. Fair enough. But then there are some nutters out there that make a real deal about it. If you file yourself under this category, this chapter will be of some assistance. And even if you don't, it can probably give you some insights that'll help you along the way.
 
  
===Choosing a Difficulty Level===
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:: 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>
  
If you have absolutely no qualms in actually starting the game, skip ahead to the next chapter, or read on.<br>
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:: 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)
<br>
 
The main reason to deliberate on what difficulty level to play is often an easy one to answer. You just want to have an easier time, or you want a challenge. In Apocalypse, the difficulty level is more than just a simple stat increase for your enemies. Here are some things to consider when deciding on a difficulty level:
 
  
* '''Score Progression''': The main reason is to decide how toned down your opposition will be. On easier levels, the sheer size of the alien forces you'll encounter will be much smaller, and their stats will be weaker. However, this also means that your score progression will be slower. On the other hand, on harder levels, you get points faster because of larger alien forces. Score controls the release of alien technology, so you tend to obtain technology a lot faster on harder levels, assuming you don't take an overly passive approach and avoid all combat.  
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:::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)
* '''The Map''' : Difficulty will ultimately influence the type of map you are to play on. On easier levels Mega Primus is a small scenic city that is easy enough to manage, but as the difficulty is ramped up, the city turns into a sprawling Megapolis. This is more for aesthetics than for practical purposes. But it does control the next point.
 
* '''Base Sites''': The more difficult the level, the more base site locations you'll have open to you. On the easiest level, you can only build up to 6 bases, while the hardest level gives you 8 possible locations. Unfortunately, not all bases locations are equally distributed around the city. While not necessarily a problem, it does mean refuelling and rearming ships and soldiers and then redeploying them to the right locations can become a bit of a hassle.
 
  
===Your first base===
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==Pile of calcs==
  
You cannot officially choose your starting base or the layout of the pre-built base modules because base selection and initial module layout is random.<br>
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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)
<br>
 
Luckily, you can meddle with fate somewhat by doing a base scrum. Restart the game on the difficulty level of your choice over and over until you get the base configuration that best suits your needs. <br>
 
<br>
 
'''Note:''' Don't spend too much time doing this if you don't get the results that are desired. While you can eventually get any one of the base sites in the city, the chance of actually getting most of them beyond the set of the first four or so common base sites is very slim indeed. Getting the perfect base site that you want along with the module configuration, and personnel will be very difficult to get. You cannot get everything, so pick one that is acceptable and get on with it. You'll have plenty of opportunities to redecorate and rearrange your base. But most important of all, have fun. If you're not having fun, then what's the point?
 
  
=== Real Estate ===
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: 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)
Bases are differentiated by corridor layout and the topside building that the base is hidden under. The top-side portion of the base will also determine how many launch tubes your base will have. With a bit of pre-planning, the number of launch tubes are not particularly important, but we'll come to that later.  
 
  
There are only two types of buildings that X-Com bases can be built in. Slums or warehouses.<br>
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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)
<br>
 
; Slum : A slum block can be huge, massive even on some maps. But they are very weak and any small section that is damaged can collapse other sections in a domino effect. In short, slums are very fragile. A section of slums can easily fall to even the lightest of mis-fired rockets, and if there are any other slum buildings that are connected, they too will fall. On the other hand, slum blocks often feature large building areas.
 
  
; Warehouse : Warehouses are smaller, but they are tougher and can withstand more damage than a slum block. They are also more aesthetically pleasing to the eyes. Unfortunately, not many warehouses offer specious building areas. <br>
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: 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)
<br>
 
===Corridors===
 
  
The beauty of the various corridor layouts lies not just in how much expansion potential is available, but in how the layout can be utilised in base defence. Each one is better suited for one purpose than another.<br>
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== VIGILO CONFIDO ==
<br>
 
Small layouts are the best for defence as you can force attackers into chokepoints. However they lack the space to allow for constructing a multi-purpose base that has a little of everything - forcing them into specialised roles. This isn't necessarily a bad thing. The main headache is deciding which facilities to decentralise and move to a new base.<br>
 
<br>
 
Bases with large wide open layouts offer the opposite. With more space you get more room to build facilities, but your six teams of soldiers and technical staff will be spread all over the base. If the base has a repair bay, your defence modules will have to spread thin to cover both the repair bay and the grav-lift. As the game can only operate so many defence turrets at any given time, attackers will be able to break through the defence guns a lot easier and possibly infiltrate the base.<br>
 
<br>
 
Grav-lift locations can also make or break your primary base as they are fixed. Take their locations into consideration as well when choosing a layout.<br>
 
<br>
 
Weigh up your options and go for the base that you think would work best.
 
  
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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)
  
==Getting into the thick of things ==
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: 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)
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: [http://i.imgur.com/ZaaiO3D.png] [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 19:19, 30 May 2015 (EDT)
  
So you've bought your base, and you're happy with it. Good. You've taken the plunge and are now able to actually start playing the game. Hurrah!<br>
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==Sunken plane?==
<br>
 
Since Apocalypse is so open ended, I cannot possibly tell you what you must do next and where to go from there. This you must decide on your own.
 
  
===Initial Housekeeping===
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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)
  
The first thing you'll want to do after purchasing your new base is to inspect the goods. We'll start with the base screen. Bring it up and have a look at what's  there.
 
====A look at the base====
 
In the base screen you'll have access to the various other key trading and management functions. For now, let's concentrate on the base. Look at how the existing modules are placed. It's a mess, isn't it? Initial module placement is pseudo-random, so it will not always end up in a very desireable layout.
 
  
You will have all the facilities that you need to get you through the first week or so at your disposal. You don't need to build any more at this stage, but you may want to plan ahead and think about what you would like to build. If you want to rearrange your base layout to something more manageable, such as moving the quarters and labs to a safer location, you can start building them now and then dismantle the old facilities when they are built. Defenses shouldn't be a major priority at the moment as long as you keep a low profile and not make too many enemies.  
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: 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.  
  
Tip: hovering your mouse over your facilities will bring up additional information about them, such as current capacity.
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: 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.  
  
After you've done your tour of the base itself, let's head on to the garage and inspect the vehicles.  
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: 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.  
  
====A look at your vehicles====
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: 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. 
  
You can inspect your vehicles from the vehicle inventory screen or any menu that lists all the vehicles and soldiers in the current building. The vehicle inventory screen provides the most in-depth view of your ships, and should be used for all vehicle inspection and modification, while the building vehicle lists are very general and are mainly used to allow access to the vehicle inventory screen for a specific vehicle.  
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: 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.  
  
You'll have a small fleet of starting vehicles to play with. A Valkyrie interceptor, curiously fitted with a different engine than the standard issue engine, a pair of Pheonix hovercars, a Stormdog and a Wolfhound APC.  
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: 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.  
  
All the vehicles are divided into two classes, ground and air vehicles.
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: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)
  
; Ground Vehicles : Ground vehicles are restricted to travelling on the road, and suffer from the limitations of the road, which means they cannot get to any off-road sites, like UFO crash sites. They are very limited for use in UFO combat and are severely outclassed by the air ships in this role. This is unfortunate as some of the ground vehicles come with very high class cheap cost weapons, such as the Anti Air Guard cannon standard issue mounts on Stormdogs and any one of the three turrets that can fit onto the tanks. This means pre-position of road vehicles is of great importance. Road cars are also susceptible to instant death when they go off the road, making them less than satisfactory as front line attackers as more often than not, the road under the car will be destroyed before any damage is done to the car. Road vehicles do excel at providing intercity transportation to and from terror sites, although a lot of players prefer to get an additional air ship to fill that role.
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Ah, now I get you. [[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 21:20, 26 August 2015 (EDT)
  
; Air Vehicles : Air ships are the bread and butter of your Cityscape forces. Any ship you are assigned can provide multiple roles, from transport to interception. Air ships are not restricted to the road, but they can suffer almost instantaneous death if they are caught underneath any falling debris.
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::Do you have a hex address where this error occurs? -[[User:Morgan525|Tycho]] ([[User talk:Morgan525|talk]]) 21:43, 26 August 2015 (EDT)
  
Here are some thoughts on your starting vehicles:
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:::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)
  
; Valkyrie Interceptor : The Valkyrie interceptor is built for intercepting UFOs. However, in actual practice,  the Valkyrie starts off quite well, but in the long run is quite a poor interceptor due to its low expandability, weak hull, size and small weapon mounts. It does however have larger weapon hardpoints than a Pheonix Hovercar, allowing for larger weapons like the Lancer laser to be mounted. If used correctly, it makes for a great troop transporter or even a support fighter.
+
== Drills ==
  
; Pheonix Hovercar : The Phoenix hovercar is best thought of as a smaller variant of the Valkyrie. It may be smaller, but that's where its strength lies. Because it's a smaller target. it's able to dodge more incoming attacks than the Valkyrie and even if it's destroyed, it's easy to replace. Mixed with Hoverbikes, Hovercars can provide adequate air power for early UFO encounters.
+
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)
  
; Stormdog : The Stormdog, like most road vehicles, isn't particularly noteworthy except that it comes with a standard issue anti-airguard cannon, which provides fair firepower against most of the early UFOs. The Stormdog can be used as a transportation vehicle, but it cannot carry any storage modules. For actual transportation of soldiers and goods by road, the Wolfhound is far better suited to such a task.
+
: 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)
  
; Wolfhound APC : The Wolfhound suffers from the same fate as all road cars, so there's little to say about it except that it's designed to carry troops and haul equipment from terror sites. The Wolfhound provides superb intercity travel, making it a great secondary or tertiary troop transporter at the start of the game.
+
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)
  
-----
+
:: 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.
  
The remained of this section and the following headings are just stubs for the time being.
+
:: 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)
  
==Your First Mission==
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"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)
==Your First Air Skirmish - or Not==
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==Your Day Job: Bug Extermination==
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== Spambot missed? ==
===Infiltration===
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===How to Investigate===
+
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)
 +
 
 +
: 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)
 +
 
 +
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)
 +
 
 +
 
 +
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)
 +
 
 +
:  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)
 +
 
 +
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)
 +
 
 +
:: 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)
 +
 
 +
== 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  [[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)