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19th December 2004, 12:56am
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#1
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![]() "SG" ![]() ![]() ![]() ![]() Group: Members Posts: 363 Joined: December 2003 From: Victoria, Australia Member No.: 1,122 |
Question 1: My guys that have the Flying Armour can never go down stairs. Do you know why?
Question 2: In a defending your base mission, where do your forces mainly come out of? Like which rooms? Thanks, ~SG -------------------- Weight: 2
Size: 1x1 Power: 80 Damage Type: Stun Gas |
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19th December 2004, 1:03am
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#2
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Psionic victim ![]() Group: Members Posts: 38 Joined: September 2004 Member No.: 1,059 |
1: he will fly right out instead of going down.
2: the places i don't want them to be in :dead: ... |
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19th December 2004, 3:22am
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#3
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![]() A snowstorm in space... who'da thunk it? ![]() ![]() ![]() ![]() Group: Members Posts: 223 Joined: October 2002 From: Alberta, Canada Member No.: 43 |
1) Well, if you put them over the top stair and descend the person manually, then they'll go down the rest of the stairs. It must be because the ai just lets the soldier fall down the first step, but flying suits can't fall.
(Which is rather interesting: A flying suit takes up slightly more TUs going down stairs than the other types of armour) 2) I think it's just random where they're placed. But the ones you want will never be where they need to be. -------------------- Warning messages on a blaster launcher: "Warning, not responsible for loss of limbs, life, or familiy members through use of this device. Not to be taken orally. Some assembly required. Elerium not included. Do not operate without parental supervision. Do not use as a hairdryer. Not to be used as a toothpick. Blaster bombs sold seperately. Do not use while under the influence of alchohol or other drugs. Do not launch without setting waypoints. Not to be used as a flotation device. Do not dismantle Blaster Bombs. Hazard can be resulted from inproper use. Warning: Do not drop Blaster Bombs. Spontaneous detonation of Blaster Bombs can occur as a result of, but not limited to, the following: Impact, dissasembly, random bad luck, radiation, plasma fire, laser fire, and improper use or misuse. Blaster Bombs not to be used as a football. Not to be used on random animals including, but not limited to, gophers, pidgeons, hippopotami, stray dogs or cats, cockroaches, forum posters, forum admins, or lone unarmed sectoid soldiers."
---------- Come on over to the Fan Fiction section! |
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19th December 2004, 3:40am
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#4
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![]() Chief Senior Base Architect, Project Xcom ![]() ![]() ![]() ![]() Group: Members Posts: 131 Joined: July 2003 Member No.: 1,115 |
1 ) The computer assumes that since you went through all that effort to make a flying suit, when it's forced to make a guess, of what you were thinking (between flying and not), it picks flying.
2 ) Most will show up in General stores and Quarters (never in lift and hangar, whew!) Next likely are radars and defenses. With the rest bring up the third group. On the other hand, this is something that can be described with statistics so our good friend Zombie should be along sooner-or-later. -------------------- We put our first base in Hawaii. For a while it was great; we'd lie on the beach all day drinking Tom Collins and admiring polynesian women. But then the aliens showed up and basically everything went south after that.
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19th December 2004, 4:07am
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#5
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![]() Resident Muton ![]() ![]() ![]() ![]() Group: Fan Fiction Posts: 271 Joined: December 2004 From: Gold Coast, Australia Member No.: 261 |
QUOTE(Stun Grenade @ Dec 19 2004, 10:56 AM) Question 2: In a defending your base mission, where do your forces mainly come out of? Like which rooms? I've actually been wonder that myself. I'm don't fully understand the node system used in the maps, but I counted the ones marked with "X-COM" and the numbers were as follows: 10 - General Stores 8 - Living Quarters 7 - Laboratory 5 - Missile Defenses 4 - Workshop 2 - Large Radar So I think that's where they'll show up. Though I'm not sure what occurs if you have more than 36 soldiers. Perhaps they group together around the nodes or something |
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19th December 2004, 4:45am
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#6
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![]() Xcomutil Developer ![]() ![]() ![]() ![]() Group: Members Posts: 573 Joined: November 2002 From: Gresham, Oregon, USA Member No.: 136 |
Your list looks correct.
but just to check. The nodes have to be both x-com and spawn points. If they show up as light green in mapview they are a spawn point. -Blade FireLight -------------------- QUOTE Combat is very simple, there is a first place and second place, second place is laying face down in the mud, sometimes, so is first place. |
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19th December 2004, 10:41am
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#7
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![]() "SG" ![]() ![]() ![]() ![]() Group: Members Posts: 363 Joined: December 2003 From: Victoria, Australia Member No.: 1,122 |
Where's Zombie when you want him?? And that wise sir named NKF hehe...
I was asking the second question coz i wanted to group the Hangers and Access Lift close to each other and sourround them with the facilities that the troops come out of... -------------------- Weight: 2
Size: 1x1 Power: 80 Damage Type: Stun Gas |
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19th December 2004, 11:54am
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#8
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![]() Resident Muton ![]() ![]() ![]() ![]() Group: Fan Fiction Posts: 271 Joined: December 2004 From: Gold Coast, Australia Member No.: 261 |
Well from the looks of it, the Stores have the most spawn points, so if you surround them in Stores, you should be fine.
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19th December 2004, 11:54am
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#9
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![]() Rowboat ![]() ![]() ![]() ![]() ![]() Group: Site Staff Posts: 2,681 Joined: September 2002 From: Outer Space Member No.: 813 |
That's what happens when you live in different time zones.... anyway:
I'm going to go with that list. Stores and living quarters, having the most spawn points, have the best chance of spawning X-com units. Surround your hangars/lift with them if you want. While a good idea in theory, it relies entirely on luck as you never know how your soldiers will be distributed throughout the base, unless it's a very small base. I can say this works because I often like to use one-hangar bases as intercept/radar bases (my philosphy with them is: the smaller the base, the easier to defend. I should add "Explosives solve everything" on the end of that as well...) The radars almost never generate anyone, unless there's no more spawn points, so they make good no-unit buffer zones. That'd probably only happen if you have so few X-Com spawn points that you end up using some of the alien spawn points as well (usually happens at a base attack right after a major portion of the base was collapsed due to professional negligence during a previous defence mission...). Come to think of it, if you make it so that the lift is connected to a hangar but not to the rest of the base, you'll only need to deal with the aliens that march through the hangar. I find the lift much harder to deal than the hangar because of the main doors. But if you take away the need to fight around those doors... - NKF -------------------- Current Avatar Source: A custom GM-Striker. The 'British' counterpart to the 'German' Zaku in Ich trage eine Wanne für einen Hut. I still have no idea if that's been mistranslated.
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19th December 2004, 7:23pm
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#10
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![]() Chief Senior Base Architect, Project Xcom ![]() ![]() ![]() ![]() Group: Members Posts: 131 Joined: July 2003 Member No.: 1,115 |
Setup for base defense, well why din't you say so .....
<stewart draws air in for a few minutes > please consult the following thread over at XcomUFO (nifty diagrams too). -------------------- We put our first base in Hawaii. For a while it was great; we'd lie on the beach all day drinking Tom Collins and admiring polynesian women. But then the aliens showed up and basically everything went south after that.
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19th December 2004, 11:54pm
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#11
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![]() The Smily Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 2,990 Joined: September 2002 From: Tasmania (AU) Member No.: 152 |
QUOTE(Alitorious @ Dec 19 2004, 01:22 PM) (Which is rather interesting: A flying suit takes up slightly more TUs going down stairs than the other types of armour) Oooh! That's new! -------------------- |
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19th December 2004, 11:55pm
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#12
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![]() "SG" ![]() ![]() ![]() ![]() Group: Members Posts: 363 Joined: December 2003 From: Victoria, Australia Member No.: 1,122 |
i cant access those forums, could you please send me the diagram?
-------------------- Weight: 2
Size: 1x1 Power: 80 Damage Type: Stun Gas |
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19th December 2004, 11:56pm
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#13
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Datsun 620: The ultimate driving machine. BEEP! BEEP! ![]() ![]() ![]() ![]() Group: Members Posts: 700 Joined: May 2003 From: A small hick town in South Carolina Member No.: 575 |
I tend to prefer the lift on my side of the hangers as it keeps some aliens out of sight so there won't be as many out in the open to reaction fire on my troops. It also makes for decent cover after I thin the enemy out a little and start to advance into the hangers.
-------------------- "Guns aren't toys. They're for family protection, hunting dangerous or delicious animals, and keeping the King of England out of your face."
-- Krusty the Clown, "The Simpsons" |
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20th December 2004, 6:24am
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#14
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![]() Mr. Grognard ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 2,752 Joined: January 2004 From: Sheboygan WI, USA Member No.: 1,322 |
QUOTE(Stun Grenade @ Dec 19 2004, 04:41 AM) Where's Zombie when you want him?? And that wise sir named NKF hehe... Sorry bout the delay, but I was doing some serious testing today! Hmm... Your second question about where soldiers are found on a base defense mission got me thinking to my tests a while back. For me, most of the soldiers seemed to spawn within the Living Quarters and the General Stores. The Hyperwave Decoder had a soldier inside there, so all radars probably spawn a soldier or two. Defensive systems act in roughly the same manner. In my base I had all the LQ's at the top of my base with the Access Lift and Hangers at the bottom. In between were General Stores modules. To the right were Workshops and Psi Labs. I never saw a soldier spawn inside a Workshop or Psi-Lab. It may be that soldiers will spawn in any module connected to a Living Quarters (obvious exceptions are the Access Lift and Hangers). You caught me at a good time. Right now, I have one of my bases being attacked by the aliens. At that base is 80 soldiers. All I have to do is change some structures around and build a couple more to see what happens. After that, I'll let the aliens in (by dismantling the majority of the base defenses), and count how many soldiers spawn where. All 80 soldiers should show up right? I think the limit is 80 X-COM units. In any case, whatever the total is, it will be more than 36 soldiers like in Danials case. That should shed some light on the subject! -------------------- QUOTE(JellyfishGreen) Zombie: Empirical data's your only man, when formulating a research plan. A soldier's death is never in vain if it makes the formula more plain. A few dozen make a better case for refining that third decimal place. They call me Zombie because I don't sleep, as I slowly struggle to climb this heap, of corpses, data points, and trials, but from the top - I'll see for miles! |
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20th December 2004, 9:56am
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#15
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![]() Rowboat ![]() ![]() ![]() ![]() ![]() Group: Site Staff Posts: 2,681 Joined: September 2002 From: Outer Space Member No.: 813 |
The limit's 80 units total in the battlescape, which means if you split that down, each side should has a potential of 40 units each. But, each side doesn't use the full 40 slots, even in a base defense mission where you can have lots of soldiers.
As usual, large units take up 4 slots. - NKF -------------------- Current Avatar Source: A custom GM-Striker. The 'British' counterpart to the 'German' Zaku in Ich trage eine Wanne für einen Hut. I still have no idea if that's been mistranslated.
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20th December 2004, 2:26pm
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#16
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![]() Chief Senior Base Architect, Project Xcom ![]() ![]() ![]() ![]() Group: Members Posts: 131 Joined: July 2003 Member No.: 1,115 |
QUOTE(Stun Grenade @ Dec 19 2004, 07:55 PM) i cant access those forums, could you please send me the diagram? you may need an account there. It's free account as it is here. The site is a fan run site as it is here. They dont bite. -------------------- We put our first base in Hawaii. For a while it was great; we'd lie on the beach all day drinking Tom Collins and admiring polynesian women. But then the aliens showed up and basically everything went south after that.
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7th January 2005, 10:14am
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#17
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![]() Mr. Grognard ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 2,752 Joined: January 2004 From: Sheboygan WI, USA Member No.: 1,322 |
I did some testing this past week on where your soldiers could potentially start at the beginning of an X-COM base defense mission. 40 X-COM soldiers is the max like NKF mentioned.
I started out with a base having 4 Living Quarters and 4 General Stores, plus a variety of other structures (like a Hyperwave, Missile Defense, Psi-Lab, Grav Shield and Fusion Ball defenses to name a few). Soldiers usually spawn within the Living Quarters/General Stores modules, and when there is an overabundance of these structures at a base all your soldiers will start within them. That's a fact. Usually a LQ's or a GS's will be able to contain 8-10 soldiers. Multiply this by 8 (4 LQ's + 4 GS's) and you have a potential capacity of 64-100 soldiers. Since you can only have 40, they always reside in those structures when there are that many built. Since I remember having soldiers within other structures, I concluded that this would happen when the number of LQ's/GS's are low. So I started to dismantle all my LQ's until only one remained. Did the same for the General Stores. One of each would hold 16-20 soldiers. All I had left at this base was a LQ's, a GS's, 2 Fusion Ball Defenses, a Missile Defenses and a Psi-Lab (not including the Access Lift and 3 Hangars). Viola! Now the soldiers were dispersed throughout the base structures. I'll list how many were found in each structure: CODE Structure Level 0 Level 1 Total LivingQtr 7 1 8 GeneralSt 6 4 10 FusionD 1 3 0 3 FusionD 2 4 0 4 MissileD 4 5 9 Psi-Lab 4 2 6 Now, I modified my base somewhat to include some other structures, but I took out the General Stores to see what would happen: CODE Structure Level 0 Level 1 Total LivingQtr 7 1 8 Hyperwave 5 1 6 Workshop 5 1 6 Psi-Lab 6 2 8 MissileD 2 5 7 GravShld 4 1 5 I will modify my test base even further to see what will happen with fewer structures. I am guessing that as the number of structures is decreased, the greater the number of soldiers will be found in each remaining structure (besides the Hangars and Access Lift). Stay tuned! -------------------- QUOTE(JellyfishGreen) Zombie: Empirical data's your only man, when formulating a research plan. A soldier's death is never in vain if it makes the formula more plain. A few dozen make a better case for refining that third decimal place. They call me Zombie because I don't sleep, as I slowly struggle to climb this heap, of corpses, data points, and trials, but from the top - I'll see for miles! |
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7th January 2005, 10:28am
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#18
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![]() "SG" ![]() ![]() ![]() ![]() Group: Members Posts: 363 Joined: December 2003 From: Victoria, Australia Member No.: 1,122 |
it would be interesting to see what would happen if u had no living quaters (no soliders, no scientists, etc.) but then again, can u do the mission with just a HWP!?
-------------------- Weight: 2
Size: 1x1 Power: 80 Damage Type: Stun Gas |
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7th January 2005, 10:48am
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#19
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![]() Rowboat ![]() ![]() ![]() ![]() ![]() Group: Site Staff Posts: 2,681 Joined: September 2002 From: Outer Space Member No.: 813 |
I cannot give you a tried and true answer for your question about no soldiers but just one HWP (different players seem to have different experiences with this), however, I can speculate that the HWP will appear whereever a HWP normally appears (mainly the HWP closets), or in locations an ordinary soldier will normally appear (like in the middle of the corridors of the base).
You can have a base with 40 soldiers and no living quarters. Easy. In a base defence mission, destroy the living quarters by repeatedly shelling the living quarters with high explosives until it's in such a state that it disappears from the base build screen. It'll also wipe out any other facilities if they get separated from the lift. I accidentally did this at one time and literally wiped out a good deal of my base when I destroyed the connecting module (leaving only stores, a radar, the lift and a hangar). I did not lose all my ships, my loot or my staff. Research projects and manufacturing projects stopped immediately. Right after this, a second batch of aliens attacked (I had two retaliation teams targeting my base at the time). Since I had so few facilities left, my soldiers had to share the spawn locations that the aliens use. Interesting, but not very nice when you find yourself surrounded by aliens. The reverse is true as well if you have more aliens than entry points. - NKF -------------------- Current Avatar Source: A custom GM-Striker. The 'British' counterpart to the 'German' Zaku in Ich trage eine Wanne für einen Hut. I still have no idea if that's been mistranslated.
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9th January 2005, 7:37am
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#20
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![]() Mr. Grognard ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 2,752 Joined: January 2004 From: Sheboygan WI, USA Member No.: 1,322 |
QUOTE(NKF @ Jan 7 2005, 04:48 AM) The reverse is true as well if you have more aliens than entry points. What do you mean by this? I assume that aliens only spawn within a Hangar or Access Lift. So if I were to say, oh, dismantle all three of my Hangars and just have the Access Lift present, would that mean there are not enough points for the aliens to spawn within the structure? Therefore, the aliens would "share the spawn locations" your soldiers use, right? If this is the case, you could find them dispersed throught your base with a majority (8-10) in the Access Lift. Interesting. I'll have to try this out, in addition to a base defense with 40 soldiers and no Living Quarters. -------------------- QUOTE(JellyfishGreen) Zombie: Empirical data's your only man, when formulating a research plan. A soldier's death is never in vain if it makes the formula more plain. A few dozen make a better case for refining that third decimal place. They call me Zombie because I don't sleep, as I slowly struggle to climb this heap, of corpses, data points, and trials, but from the top - I'll see for miles! |
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