Difference between revisions of "User talk:NKF"
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: 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! | : 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. | + | :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? | ; Do I really have to do this? | ||
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=X-COM Apocalypse: Starters Guide= | =X-COM Apocalypse: Starters Guide= | ||
An article by [[User:NKF|NKF]] | An article by [[User:NKF|NKF]] |
Revision as of 05:13, 5 March 2007
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.
NKF is referring to himself in the third person for no apparent reason - although is rumoured to be absolutely bonkers, which explains a lot.
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 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.
- An article on radars to explain everything you need to know about them.
Try to understand Wiki page transclusion to allow easy use of templates and all that.
Them Articles
Or rather, short paragraphs that will eventually lead to a larger article that may very well get a page of its own.
X-Com UFO Radar Info | ||||||||||||||||||||||||||||||||||||||||||||||
Radars
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.
Radar AbilitiesEach 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.
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 ScreenWhen 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 ComparisonIf 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. Phantom RadarWhat 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 SpanThe life span of the phantom radar lasts until the next base facility is built at that base. Phantom Radar: AdvantagesThe 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.
Phantom Radar: Questions
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X-Com Apocalypse Starters Guide |
X-COM Apocalypse: Starters GuideAn article by NKF PrefaceStarting 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. 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. Baby Steps: Starting the gameStarting 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 LevelIf you have absolutely no qualms in actually starting the game, skip ahead to the next chapter, or read on.
Your first baseYou cannot officially choose your starting base or the layout of the pre-built base modules because base selection and initial module layout is random. Real EstateBases 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.
CorridorsThe 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.
Getting into the thick of thingsSo 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! Initial HousekeepingThe 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 baseIn 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. Tip: hovering your mouse over your facilities will bring up additional information about them, such as current capacity. After you've done your tour of the base itself, let's head on to the garage and inspect the vehicles. A look at your vehiclesYou 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. 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. All the vehicles are divided into two classes, ground and air vehicles.
Here are some of the author's thoughts on your default starting vehicles. While these are mainly opinion, do not let this stop you from making up your own mind about the discussed vehicles.
A Look at your TroopsMoving on, we head to the barracks to inspect the motley crew of ne'er do wells that'll be battling the aliens. The remainder of this section and the following headings are just stubs for the time being. Your First MissionYour First Air Skirmish - or NotYour Day Job: Bug ExterminationInfiltrationHow to Investigate |
Total Randomness
This is a work in progress
Just in case anyone's wondering what I'm doing here, I'm trying to make a template called the UFO Base Kit - or something like that. Seems okay, I guess. If you want to fiddle with it, feel free to do so.
Oddly enough, the Wiki software for this site doesn't allow default values for template parameters - so I have to manually enter 'dirt' for all the dirt sections. Ah well - next software update, I guess.
Possible entries
dirt lift lab workshop psi containment storage quarters
hangar1 hangar2 hangar3 hangar4
small_radar large_radar hyperwave
(Defense modules)
grav mind missile laser plasma fusion
Here's an example.
;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|=}}
Produces:
- How you should NOT build a base
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.
Another example of the template in its intended use:
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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.