Difference between revisions of "User talk:NKF"

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I'll start to revert pages to their correct look later, when the wave will pass. --[[User:Ufo.mesh|ufo.mesh]] 15:20, 3 October 2010 (EDT)
 
I'll start to revert pages to their correct look later, when the wave will pass. --[[User:Ufo.mesh|ufo.mesh]] 15:20, 3 October 2010 (EDT)
  
Due to the latest facts I have to ask you to block [[User:farpost|farpost]]. I suspected him in this vandalism that happened at Russian section and it appears that he is guilty. He was caught in creating many accounts at Russian forums (where I am a moderator) and discussing the "perfectness" of farpost's articles translation. I asked supermoderator there to reveal his IP to compare it with our wiki trolls. --[[User:Ufo.mesh|ufo.mesh]] 10:49, 4 October 2010 (EDT)
+
Due to the latest facts I have to ask you to block [[User:Farpost|Farpost]]. I suspected him in this vandalism that happened at Russian section and it appears that he is guilty. He was caught in creating many accounts at Russian forums (where I am a moderator) and discussing the "perfectness" of Farpost's articles translation. I asked supermoderator there to reveal his IP to compare it with our wiki trolls. --[[User:Ufo.mesh|ufo.mesh]] 10:49, 4 October 2010 (EDT)
 +
: Stop. I not a troll.
 +
: Полный маразм, теперь не в силах тягаться с аргументами, стали приписывать вандализм и каких-то ботов на форуме. Никогда не создавал ботов на форуме. Свои переводы "perfectness" никогда не считал, всегда соглашался с их исправлением. И это еще если не забывать, кто создал русскую вики, кто подал идею. И после этого забаните что ли? --[[User:Farpost|Farpost]] 13:07, 4 October 2010 (EDT)

Revision as of 17:07, 4 October 2010

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.

UFO Badge X-Com UFO Radar Info

Radars

Hint

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.

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 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.


Table 1: Radar Ability Combinations
Radar Module / Scan Type Short Long Hyperwave
Small Radar 10 0 0
Large Radar 20 20 0
Hyperwave 0 0 100
Radar Combinations
Sm + Sm 10 0 0
Sm + Lg 30 20 0
Sm + Hyp 10 0 100
Lg + Lg 20 20 0
Lg + Hyp 20 20 100
Hyp + Hyp 0 0 100
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? 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. -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. 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. --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?

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. 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 base module 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 module is completed.

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 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 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?

Reader Poll

All of the salient information I've mentioned will have already found its way (or been corrected) into more relevant articles on the wiki by now. These sections may need some rewriting or revising as much of what has come about regarding how the radars operate and how they function is very useful stuff .

However, do I need to keep this old article in my talk page? I've been a little hesitant to clear it, but it was never meant to be a permanent fixture in this section either. -NKF 04:14, 12 March 2009 (CDT)

It's a great article. But if you're sure that every little nuance is now transposed into the official pages, you could delete it to tidy up your user page. I know if it was me, I'd want to tidy up. Spike 05:36, 12 March 2009 (CDT)

Total Randomness

UFO Base Kit

The UBK is a transclusion template I made that lets you insert your own custom X-COM UFO base layouts into your discussions or articles:

A quick way to include it in your article is to copy the following:

{{UBK|=
|dirt|dirt|dirt|dirt|dirt|dirt|=
|dirt|dirt|dirt|dirt|dirt|dirt|=
|dirt|dirt|dirt|dirt|dirt|dirt|=
|dirt|dirt|dirt|dirt|dirt|dirt|=
|dirt|dirt|dirt|dirt|dirt|dirt|=
|dirt|dirt|dirt|dirt|dirt|dirt|=}}

And replace "dirt" with the following entries:

dirt  
lift
lab
workshop
psi
containment
storage
quarters
small_radar
large_radar
hyperwave
grav
mind
missile
laser
plasma
fusion
hangar1
hangar2
hangar3
hangar4

The hangar is cut into quarters. 1 = NW, 2 = NE, 3 = SW, 4 = SE

In action, the following block:

{{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|=}}

Produces:


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
Base-hangar1.gif Base-hangar2.gif Base-dirt.gif Base-dirt.gif Base-hangar1.gif Base-hangar2.gif
Base-hangar3.gif Base-hangar4.gif Base-dirt.gif Base-dirt.gif Base-hangar3.gif Base-hangar4.gif



Have fun. One of these days a TFTD equivalent (or TFTD equivalent keywords) will have to be made. A more ambitious one would be to create one for X-COM Apocalypse too!

Stats Card

This slot is reserved to rough out a unit specifications sheet.

Lobsterman
Time Units56-112
Energy90-148
Health90-125
Bravery80-90
Reactions60-108
Firing Accuracy21-87
Throwing Accuracy62
Strength70-86
M.C. Strength 35-62
M.C. Skill0
Melee Accuracy78-115
 
Front Armor8-26
L/R Armor8-26
Rear Armor6-21
Under Armor4-14
Lobsterman

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.

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.

(Old version - possibly too stylized)


Simpler working model in progress:

Lobsterman
Lobsterman
Live Report

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.


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.



Vital Statistics
Time Units56-82
Energy90-133
Health90
Bravery90
Reactions60-81
Firing Accuracy21-87
Throwing Accuracy62
Strength70-86
M.C. Strength35-43
M.C. Skill0
 
Front Armor8-24
L/R Armor8-24
Rear Armor6-18
Under Armor4-12

Insert table here with hidden stats such as melee accuracy, aggression, memory, damage multiplier class (point to damage multiplier table). Also possible rank combinations, with (blank) and Terrorist for terrorist units.

At end, add a see-also that points to spread-sheet that lists ALL combinations of aliens, ranks and difficulty levels.


Possible todo: Convert the border table into a template, with another template identical in name with a CLOSE suffix. So you can open and add a title, type content, then close and it'll be enclosed in the above box.


Main page - distributions

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. Spike 03:27, 17 October 2008 (CDT)

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. -NKF 03:52, 17 October 2008 (CDT)

Russian

For more shortness, replace «Заглавная страница|русский язык (Russian)» ­→ «Заглавная страница|Русский (Russian)» or «Заглавная страница|Русский» in Sidebar. --Farpost

Thanks, I'll give that a try. -NKF 08:00, 11 August 2010 (EDT)

Clean up

I was wondering if it'd be worth your time (what with you being the only sysop around the place) going through and deleting any pages created during the recent spammage, hence reverting them back to red-links (which better represent their status then a blue link leading to an empty page does).

I removed link to an empty page --ufo.mesh 05:08, 3 September 2010 (EDT)


For what it's worth, most of the "surplus" pages can already be found here - though it may be worth getting some of the Russian contributors to start using a "delete this page" category or something?

Don't forget the associated discussion pages; I see some of the blank articles haven't had theirs cleaned as yet. - Bomb Bloke 05:13, 27 August 2010 (EDT)

This example page name has an obscene word and MUST be deleted. (If you wish I can translate it into English :))
There are a lot of Russian pages, that MUST be deleted. They were created when vandals moved some pages.--ufo.mesh 05:52, 27 August 2010 (EDT)

All right, I've deleted all the 0 byte and 61 byte pages that were a result of the vandalism. Also deleted a few existing pages that were just empty stub pages. Probably better to leave them as red links to indicate that they need to be written. If there are any other damaged pages that weren't deleted, send me a list of them and I'll have them deleted.

My only regret is that there's no way to truly clear these pages from the recents list, and the software still appears to hold the undelete data. Not that it will matter to most of the wiki visitors, but all this data must be cluttering the server space.

It was a pain deleting all those pages, but thank goodness for whoever first thought up the idea for introducing tabbed browsing in web browsers. I was able to clear most of the affected pages in an assembly line manner.

-NKF 19:35, 28 August 2010 (EDT)

It's REALY a great job, NKF! thank you very much!! If I'll find other junk pages, I'll send you a letter. --ufo.mesh 05:20, 29 August 2010 (EDT)

I was out of action for a long time and I'm still very busy, but I think we have to clean up again. Another idiot apeared named Afinogenoff. He reverted or changed a lot of pages to their first state with ugly machine translation and must be banned as soon as possible. And I think the only solution to prevent all this vandalism in the future is to make closed registration.--ufo.mesh 07:09, 3 October 2010 (EDT)

I have put a block on the user. Please fix whatever needs to be fixed. -NKF 08:19, 3 October 2010 (EDT)
Thanks, I'll fix it as soon as possible --ufo.mesh 08:35, 3 October 2010 (EDT)

Well, I suppose that another vandalizm wave in progress. Huestojanie is the name of another troll. I'll start to revert pages to their correct look later, when the wave will pass. --ufo.mesh 15:20, 3 October 2010 (EDT)

Due to the latest facts I have to ask you to block Farpost. I suspected him in this vandalism that happened at Russian section and it appears that he is guilty. He was caught in creating many accounts at Russian forums (where I am a moderator) and discussing the "perfectness" of Farpost's articles translation. I asked supermoderator there to reveal his IP to compare it with our wiki trolls. --ufo.mesh 10:49, 4 October 2010 (EDT)

Stop. I not a troll.
Полный маразм, теперь не в силах тягаться с аргументами, стали приписывать вандализм и каких-то ботов на форуме. Никогда не создавал ботов на форуме. Свои переводы "perfectness" никогда не считал, всегда соглашался с их исправлением. И это еще если не забывать, кто создал русскую вики, кто подал идею. И после этого забаните что ли? --Farpost 13:07, 4 October 2010 (EDT)