Nilex, on 14 August 2020 - 08:41 PM, said:
Hey man, I highly appreciate your UFOpedia contributions - practically my 2nd home. Super insightful hidden details you've managed to dig up. Of particular interest became "Alien Appearance Ratios" as I'm trying to unlock Vibro Blades research tree (dubiously requiring rarest specimens in the game, if they ever appear). Figured saving just before the month ends and reloading till surface Terror mission featuring an elusive Calcinite generates on the 1st next month @ 1:00 AM. Will make dealing with base Lobbies more bearable.
Not quite the rarest - that's Triscenes - but definitely less common than we'd like. That was why I gave up on my "no psi" rule on my Superhuman run; it was just getting tedious fighting Lobbie after Lobbie with no drills (I didn't want to do a colony without them).
I may have jumped the gun regarding #6. Prolly 2 lifts as you say. I'll get around to it in few hours and check (thought every atom in my body dreads of 2nd base stages in TFTD so I make up other activities just to delay the nightmare). Pretty neat they were dumped all in one place tho, near the corner no less, making line sweep easier to organize. I still believe it's rare having never encountered it before.
Fairly rare, yes. I'm not sure quite how rare, though; I've noticed before (as well as in this save, via hacking everything visible) that aliens in that second part tend to be clustered toward the "start" of the map (North and to a lesser degree West), and that might apply to your soldiers as well (there is another lift, but it's toward the South of the map).
It probably has something to do with the extreme size and complexity of the colony maps; ROUTES.DAT (the set of waypoints on the map, which are also used as spawn points) is huge
in those missions because they're 60x60x4 with three levels of connections (e.g. 249 records in your save; Cydonia II only typically has ~160), and some of it might be bigger than the .exe is designed to handle.
EDIT: Yeah, there's definitely something wrong with the waypoints/spawn points. Those 249 waypoints aren't even all the ones there are supposed to be - a decent chunk of them are straight-up missing
. Specifically, the last 11 modules (the bottom two rows apart from a large module poking in, and the last module on the fourth row) don't have any waypoints set (this includes the second lift, which is why none of your soldiers spawned there).
On top of that, not all the waypoints seem to have been considered for use; aside from the commanders, which are correctly inside the command centre, all the aliens are in the top row (plus the bottom bits of the large module in the top row; ROUTES.DAT treats large modules as one piece for ordering purposes). I think it might be that too many waypoints are set as spawn points, so the routine only rolls among the first N valid ones (N ~= 50); that would make sense of the commanders being in the right spot, as the spawn points there are the only
valid ones for them.
Yet another example of the TFTD team having no idea what they were doing.
I knew of 12 Atry sites (cleared 2 thus far) and loving how easily manageable they are compared to bases. Devs prolly threw us a bone with that one. Thought about doing all 12, for completionist sake, but don't think I have it in me. Maybe if they coded complete USO destruction like in UFO. Shooting USO over land gives reduced rewards while skipping tactical or something along that line. Having to practically fight every battle makes reaching 2042 too tedious for my liking.
You can still destroy alien submarines in TFTD, although destroying Escorts and Cruisers is pretty hard.
Shooting down UFOs or alien subs and then simply not recovering them has the same results as shooting down a UFO over water - you get points for the shootdown, but no mission.
Zonal mission info is very interesting. Also read it before (might be last night actually lol). Your info rip too I presume.
Nah, that wasn't mine. NKF, Zombie and Hobbes found most of the guts of UFO and TFTD before I ever came on the scene, and half the stuff I've added has been from bugging them about it. I've tested a few things and done a couple of code digs, but they were mostly pretty minor.