Alien Deployment substitutions


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#21 Veki

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Posted 10 September 2009 - 06:28 AM

Zombie said:

When I poked my head out of the door I saw a Calcinite carrying a Sonic Rifle. That doesn't happen very often, now does it? ;) Checking Unitref.dat I found the primary race was all Calcinite Terrorists with regular Calcinites for terror units.
Did it attack you? With the rifle or did it close in and attacked you with its melee attack?
Did you play the mission all the way or did the game crash?

#22 magic9mushroom

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Posted 10 September 2009 - 07:30 AM

View PostZombie, on 10th September 2009, 5:18am, said:

Ah ha, this was a Type 4 mixed crew. There is actually a Type 5 mixed crew as well which is organized a little bit different:

Primary race: Lobstermen. The requisite number and quantity of Soldiers and Squad Leaders show up as normal. Instead of Technicians, an Aquatoid Soldier is substituted like before. Here's where things differ. Medics are replaced with a Bio-Drone, while the Navigator is replaced with a Deep One. Rounding out the list are the terror units: Bio-Drones first and then Calcinites. It might be interesting to know that when a terror unit is substituted for a normal alien, it gets a "Terrorist" suffix (eg Bio-Drone Terrorist). However, when a terrorist is naturally spawned it has no such suffix (eg just Bio-Drone). Kinda neat. ;)

There technically isn't a Type 6 mixed crew as it causes the game to crash if you edit it in. So that should be the extent of races possible on land. Will try to get water missions too.

More testing later today so stay tuned to this channel for late-breaking news (or non-news, whatever the case may be). :)

Late Edit: a race value of 6-10 always crashes the game when you try to enter the battlescape. Just for giggles, I changed the race to 255. Well, by golly, I was allowed into battle. When I poked my head out of the door I saw a Calcinite carrying a Sonic Rifle. That doesn't happen very often, now does it? :) Checking Unitref.dat I found the primary race was all Calcinite Terrorists with regular Calcinites for terror units. Fun stuff, even though it is never possible. :)

- Zombie

So in Mixed Crew missions, there are two types:

1) Mainly Tasoths/Bio-Drones/Triscenes, with Aquatoids/Calcinites minor.

2) Mainly Lobstermen/Bio-Drones, with Aquatoids/Deep Ones minor.

Is this correct?

If so, what of the reports of Xarquids on Mixed Crew terror missions?

Also, I assume Aquatoids, Gillmen, Lobstermen, Tasoths are 0-3 in some order?

#23 Zombie

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Posted 10 September 2009 - 12:19 PM

View PostVeki, on 10th September 2009, 1:28am, said:

Did it attack you? With the rifle or did it close in and attacked you with its melee attack?
Did you play the mission all the way or did the game crash?
The game didn't crash on me, ran perfectly fine. Funny thing was the Calcinites never really attacked my men, they focused more on those pesky civilians. The armed Calcinites used their weapons against those civilians too, so given a chance they might have tried to shoot me as well. I didn't stick around waiting for them to shoot either... :)

View Postmagic9mushroom, on 10th September 2009, 2:30am, said:

So in Mixed Crew missions, there are two types:

1) Mainly Tasoths/Bio-Drones/Triscenes, with Aquatoids/Calcinites minor.

2) Mainly Lobstermen/Bio-Drones, with Aquatoids/Deep Ones minor.

Is this correct?
If by minor you mean substitutions, then yes. But the second group looks more like this: Lobstermen/Bio-Drones/Calcinites, with Aquatoids/Bio-Drones/Deep Ones minor.

View Postmagic9mushroom, on 10th September 2009, 2:30am, said:

If so, what of the reports of Xarquids on Mixed Crew terror missions?
Have no idea how Xarquids could even show up on land to be honest. I'm using the Collector's Edition for these tests btw, so maybe in some Dos versions the Xarquid was accidentally used as a missing rank replacement. That's my guess, though I haven't run 1000 terror missions with each terror site type to make that kind of sweeping judgment. :)

View Postmagic9mushroom, on 10th September 2009, 2:30am, said:

Also, I assume Aquatoids, Gillmen, Lobstermen, Tasoths are 0-3 in some order?
Aye, the race order looks like this:

0 - Aquatoid
1 - Gill Man
2 - Lobster Man
3 - Tasoth
4 - Mixed (aka Type 4)
5 - Mixed (aka Type 5)

252-255 - Calcinites
I haven't really tested any number between 6 and 252 on the Geoscape yet, so that may shed some more light on what race is supposed to show up on the Battlescape assuming the game wouldn't crash. ;)

- Zombie

My X-COM Patch Kit For UFO Defense | Emergency XCOM Meeting spoof on YouTube




JellyfishGreen said:

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!

#24 magic9mushroom

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Posted 10 September 2009 - 01:00 PM

View PostZombie, on 10th September 2009, 10:19pm, said:

If by minor you mean substitutions, then yes. But the second group looks more like this: Lobstermen/Bio-Drones/Calcinites, with Aquatoids/Bio-Drones/Deep Ones minor.

Ok. I left out the Bio-Drones in "minor" on purpose because you can't tell the difference particularly easily. But I missed the Calcinites.

So there's only 1 Deep One on those sort of Mixed Crew, then?

Quote

Have no idea how Xarquids could even show up on land to be honest. I'm using the Collector's Edition for these tests btw, so maybe in some Dos versions the Xarquid was accidentally used as a missing rank replacement. That's my guess, though I haven't run 1000 terror missions with each terror site type to make that kind of sweeping judgment. :)

Hey, I've never seen one either, but I was just asking.

Quote

Aye, the race order looks like this:

0 - Aquatoid
1 - Gill Man
2 - Lobster Man
3 - Tasoth
4 - Mixed (aka Type 4)
5 - Mixed (aka Type 5)

252-255 - Calcinites
I haven't really tested any number between 6 and 252 on the Geoscape yet, so that may shed some more light on what race is supposed to show up on the Battlescape assuming the game wouldn't crash. ;)

- Zombie

Ah, I see.

#25 Zombie

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Posted 10 September 2009 - 05:30 PM

View Postmagic9mushroom, on 10th September 2009, 8:00am, said:

So there's only 1 Deep One on those sort of Mixed Crew, then?
Yup, it replaces the Navigator on the TFTD Battleship and there is only ever one of those on this ship. :)

Edit: armed Calcinites behave much the same as they would in Enemy Unknown. They will reaction fire during your turn, but prefer to use their melee attack during their turn. So they aren't quite as scary. I also pitted a soldier in Mag Ion Armor against a Calcinite. Turns out that suit of armor is invulnerable against a Calcinites melee attack to the front plates. To the side plates my soldier got killed. That means a Calcinites melee attack does (at the minimum) between 80 and 141 damage points.

Also, race values from 4-255 always show "Mixed" on a HWD display of the craft data. Underwater, a value of 255 produces nothing but Hallucinoid Terrorists and Hallucinoid terror units. Hallucinoid Terrorists are not equipped with conventional weapons it seems either. Must be due to their 2x2 status. Currently working on the underwater mixed missions. ;)

- Zombie

My X-COM Patch Kit For UFO Defense | Emergency XCOM Meeting spoof on YouTube




JellyfishGreen said:

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!

#26 magic9mushroom

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Posted 11 September 2009 - 04:12 AM

View PostZombie, on 11th September 2009, 3:30am, said:

Yup, it replaces the Navigator on the TFTD Battleship and there is only ever one of those on this ship. :)

Edit: armed Calcinites behave much the same as they would in Enemy Unknown. They will reaction fire during your turn, but prefer to use their melee attack during their turn. So they aren't quite as scary. I also pitted a soldier in Mag Ion Armor against a Calcinite. Turns out that suit of armor is invulnerable against a Calcinites melee attack to the front plates. To the side plates my soldier got killed. That means a Calcinites melee attack does (at the minimum) between 80 and 141 damage points.

Also, race values from 4-255 always show "Mixed" on a HWD display of the craft data. Underwater, a value of 255 produces nothing but Hallucinoid Terrorists and Hallucinoid terror units. Hallucinoid Terrorists are not equipped with conventional weapons it seems either. Must be due to their 2x2 status. Currently working on the underwater mixed missions. ;)

- Zombie

Don't you mean it's between 41 and 71 points? After all, attacks do up to double damage.

#27 NKF

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Posted 11 September 2009 - 05:42 AM

Zombie, if you get a chance, run your tests on the shipping lane missions. That's where the errant Xarquids show up. I helped a fellow forum member debug a shipping lane mission recently that wouldn't end. Found a Xarquid stuck in the lowest level of front of the ship, behind the impenetrable (by sonic cannon rounds) square shaft.

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#28 Veki

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Posted 11 September 2009 - 06:09 AM

Zombie said:

Funny thing was the Calcinites never really attacked my men, they focused more on those pesky civilians. The armed Calcinites used their weapons against those civilians too, so given a chance they might have tried to shoot me as well.
Well, maybe terror units have civilians as their primary target, while normal aliens will target X-COM units first. Or maybe on terror missions civilians are the primary target for all aliens, so when an alien can choose between a civilian and X-COM unit it will attack the civilian.

Zombie said:

They will reaction fire during your turn, but prefer to use their melee attack during their turn. So they aren't quite as scary.
Shame.

#29 Zombie

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Posted 11 September 2009 - 07:15 PM

View Postmagic9mushroom, on 10th September 2009, 11:12pm, said:

Don't you mean it's between 41 and 71 points? After all, attacks do up to double damage.
Yup, you're right. Been quite a while since I had to do any real calculations so I must be getting rusty (and old). :)

View PostNKF, on 11th September 2009, 12:42am, said:

Zombie, if you get a chance, run your tests on the shipping lane missions. That's where the errant Xarquids show up. I helped a fellow forum member debug a shipping lane mission recently that wouldn't end. Found a Xarquid stuck in the lowest level of front of the ship, behind the impenetrable (by sonic cannon rounds) square shaft.
Well, I was doing my first tests on the shipping missions and never saw a Xarquid on the map. In fact, all the alien ranks were accounted for by the proper substitutions so there shouldn't be Xarquids on land, ever. At least not in the Collector's Edition. 2 possibilities: the forum member you helped had XcomUtil installed (highly likely this is the culprit with one of it's default settings) or he/she was using the DOS version which may have a different substitution routine from the CE. :)

Ok, I finally finished looking at Mixed missions underwater with race types 4 & 5. Here are the results:

For race Type 4, we have the normal number of Tasoth Soldiers and Tasoth Squad Leaders, then Aquatoid Soldiers are substituted for the Technicians, Aquatoid Squad Leaders for the Medics and Hallucinoid "Terrorists" for the Navigator and Commander. Rounding it out, the first terrorist type is Tentaculats and the second terrorist type is also (surprise, surprise) more Tentaculats. :)

For race Type 5, we have the normal number of Lobsterman Soldiers and Squad Leaders, then Aquatoid Soldiers are substituted for the Technicians, Tentaculat "Terrorists" are substituted for the Medics, Xarquid "Terrorists" for the Navigators and a Deep One "Terrorist" for the Commander. Finally, terrorist type 1 is Tentaculats and type 2 is Hallucinoids.

This should hold for all ship types in TFTD because I tested them all just to be sure (That's kinda why it took so long to finish. I also couldn't help but to play through a few of these missions just for giggles. The Dreadnought with race type 5 was really interesting because it has a "who's who" among alien units).  ;)

- Zombie

My X-COM Patch Kit For UFO Defense | Emergency XCOM Meeting spoof on YouTube




JellyfishGreen said:

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!

#30 magic9mushroom

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Posted 12 September 2009 - 12:17 AM

View PostZombie, on 12th September 2009, 5:15am, said:

Yup, you're right. Been quite a while since I had to do any real calculations so I must be getting rusty (and old). :)


Well, I was doing my first tests on the shipping missions and never saw a Xarquid on the map. In fact, all the alien ranks were accounted for by the proper substitutions so there shouldn't be Xarquids on land, ever. At least not in the Collector's Edition. 2 possibilities: the forum member you helped had XcomUtil installed (highly likely this is the culprit with one of it's default settings) or he/she was using the DOS version which may have a different substitution routine from the CE. :)

Ok, I finally finished looking at Mixed missions underwater with race types 4 & 5. Here are the results:

For race Type 4, we have the normal number of Tasoth Soldiers and Tasoth Squad Leaders, then Aquatoid Soldiers are substituted for the Technicians, Aquatoid Squad Leaders for the Medics and Hallucinoid "Terrorists" for the Navigator and Commander. Rounding it out, the first terrorist type is Tentaculats and the second terrorist type is also (surprise, surprise) more Tentaculats. :)

For race Type 5, we have the normal number of Lobsterman Soldiers and Squad Leaders, then Aquatoid Soldiers are substituted for the Technicians, Tentaculat "Terrorists" are substituted for the Medics, Xarquid "Terrorists" for the Navigators and a Deep One "Terrorist" for the Commander. Finally, terrorist type 1 is Tentaculats and type 2 is Hallucinoids.

This should hold for all ship types in TFTD because I tested them all just to be sure (That's kinda why it took so long to finish. I also couldn't help but to play through a few of these missions just for giggles. The Dreadnought with race type 5 was really interesting because it has a "who's who" among alien units). ;)

- Zombie

Ok, I'll stick that up on UFOpaedia.

Interesting that you can get Deep Ones underwater.

Should we perhaps edit the loadout specifications for the Alien Subs to have "Terrorist type 1" and "terrorist type 2"? Or are they always half and half?

Oh, and with regard to land missions, you could check the substitution for Commanders by triggering a Mixed Crew Base Defense, couldn't you?

#31 Zombie

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Posted 12 September 2009 - 02:09 AM

View Postmagic9mushroom, on 11th September 2009, 7:17pm, said:

Should we perhaps edit the loadout specifications for the Alien Subs to have "Terrorist type 1" and "terrorist type 2"? Or are they always half and half?
We probably should considering what we just found out with mixed crews. The two terrorist types always have the same min, max and random adding constants, but because of the randomness, the two may or may not have identical quantities on the same mission since the rolls are independent of each other. For example, even though both terrorist types have a min of 1 and a random addition of 2 more, type 1 may see only one alien while type two may see three. When you have races where there is only a single associated terror unit which can spawn, then of course it doesn't make much sense to split the groups up since there is no way to tell the two apart. ;)

View Postmagic9mushroom, on 11th September 2009, 7:17pm, said:

Oh, and with regard to land missions, you could check the substitution for Commanders by triggering a Mixed Crew Base Defense, couldn't you?
Absolutely, I just haven't been able to get one of them yet. Strange, normally the aliens would be knocking at my door within the first few months, but this time they are staying far away. If I get one I'll be sure to do a little testing. :)

- Zombie

My X-COM Patch Kit For UFO Defense | Emergency XCOM Meeting spoof on YouTube




JellyfishGreen said:

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!

#32 magic9mushroom

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Posted 12 September 2009 - 04:29 AM

View PostZombie, on 12th September 2009, 12:09pm, said:

We probably should considering what we just found out with mixed crews. The two terrorist types always have the same min, max and random adding constants, but because of the randomness, the two may or may not have identical quantities on the same mission since the rolls are independent of each other. For example, even though both terrorist types have a min of 1 and a random addition of 2 more, type 1 may see only one alien while type two may see three. When you have races where there is only a single associated terror unit which can spawn, then of course it doesn't make much sense to split the groups up since there is no way to tell the two apart.

That ends up being just Tasoths and the Mixed Crews that have two terrorist types, right?

Quote

Absolutely, I just haven't been able to get one of them yet. Strange, normally the aliens would be knocking at my door within the first few months, but this time they are staying far away. If I get one I'll be sure to do a little testing. ;)

- Zombie

Can't you set the "aliens know where base is" flag?

#33 Zombie

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Posted 12 September 2009 - 04:50 AM

View Postmagic9mushroom, on 11th September 2009, 11:29pm, said:

That ends up being just Tasoths and the Mixed Crews that have two terrorist types, right?
Aye, those should be the only two which have more than one type of associated terror unit. :)

View Postmagic9mushroom, on 11th September 2009, 11:29pm, said:

Can't you set the "aliens know where base is" flag?
Supposedly AKNOW.DAT contains this data, but it looks to be broken and/or unused in Enemy Unknown. Not sure about TFTD. Would be nice to get a "virgin" retaliation mission to kill two birds with one stone: the deployments/substitutions and aknow. ;) Then again, XBASES.DAT looks to have the proper info, but I never fooled around with this file except for a couple times.

- Zombie

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JellyfishGreen said:

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!

#34 magic9mushroom

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Posted 13 September 2009 - 04:05 AM

View PostZombie, on 12th September 2009, 2:50pm, said:

Aye, those should be the only two which have more than one type of associated terror unit. :)


Supposedly AKNOW.DAT contains this data, but it looks to be broken and/or unused in Enemy Unknown. Not sure about TFTD. Would be nice to get a "virgin" retaliation mission to kill two birds with one stone: the deployments/substitutions and aknow. ;) Then again, XBASES.DAT looks to have the proper info, but I never fooled around with this file except for a couple times.

- Zombie

Any news?

#35 Zombie

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Posted 14 September 2009 - 01:05 AM

Unfortunately not. I've been trying my hardest to attract alien attention to my base by shooting down tons of USOs all the while making sure not to muck with the retaliation ships which should give them ample opportunity to scout around and find me. Alas, no luck. I think I ran through 8-12 months already without so much as a peep from a retaliation strike. Sure, now when I need a base defense mission I can't trigger it. :)

I tried editing xbases.dat to force my base to be visible to them but it doesn't seem to do any good. My guess is we don't really know how that file functions. Did manage to trigger a couple retaliation missions by editing this file, but I have no idea if it was me or if it was already scheduled. In either case, the search parties never found my base. I'm hoping to trigger a retaliation mission and then edit xbases to see if that makes my base visible. Other than that, there are a couple more ideas to explore which may help. However, if someone has a TFTD saved game with a retaliation mission en route, by all means let me know. That'll save me a bunch of trouble. :)

Well, one thing good did come out of doing all this testing. I don't know if any of you are familiar with unitref.dat (it holds unit stats for a battlescape mission), but sometimes that file gets garbage characters in it making it hard to follow. To keep a clean file in the past I simply deleted the contents of a saved game folder and then saved over that fresh spot again. It was kinda a pain though because you have to select all the files, click delete, then verify you actually want to delete the files: a three step process. I thought to myself that a batch file might be a good solution. Indeed, by creating a file named ZZZ.bat with the command line parameter del *.dat /q, it deletes just the game files in the directory and doesn't prompt you to confirm. Saves a bunch of steps and keeps the slot clean so that unitref doesn't get cluttered by overwriting. :) Oh, and the reason why I named it ZZZ.bat was because it'll always be last on the list of files making it easy to find. That saves time as well. ;)

- Zombie

My X-COM Patch Kit For UFO Defense | Emergency XCOM Meeting spoof on YouTube




JellyfishGreen said:

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!

#36 magic9mushroom

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Posted 14 September 2009 - 03:11 AM

View PostZombie, on 14th September 2009, 11:05am, said:

Unfortunately not. I've been trying my hardest to attract alien attention to my base by shooting down tons of USOs all the while making sure not to muck with the retaliation ships which should give them ample opportunity to scout around and find me. Alas, no luck. I think I ran through 8-12 months already without so much as a peep from a retaliation strike. Sure, now when I need a base defense mission I can't trigger it. :)

I tried editing xbases.dat to force my base to be visible to them but it doesn't seem to do any good. My guess is we don't really know how that file functions. Did manage to trigger a couple retaliation missions by editing this file, but I have no idea if it was me or if it was already scheduled. In either case, the search parties never found my base. I'm hoping to trigger a retaliation mission and then edit xbases to see if that makes my base visible. Other than that, there are a couple more ideas to explore which may help. However, if someone has a TFTD saved game with a retaliation mission en route, by all means let me know. That'll save me a bunch of trouble. :)

Well, one thing good did come out of doing all this testing. I don't know if any of you are familiar with unitref.dat (it holds unit stats for a battlescape mission), but sometimes that file gets garbage characters in it making it hard to follow. To keep a clean file in the past I simply deleted the contents of a saved game folder and then saved over that fresh spot again. It was kinda a pain though because you have to select all the files, click delete, then verify you actually want to delete the files: a three step process. I thought to myself that a batch file might be a good solution. Indeed, by creating a file named ZZZ.bat with the command line parameter del *.dat /q, it deletes just the game files in the directory and doesn't prompt you to confirm. Saves a bunch of steps and keeps the slot clean so that unitref doesn't get cluttered by overwriting. :) Oh, and the reason why I named it ZZZ.bat was because it'll always be last on the list of files making it easy to find. That saves time as well. ;)

- Zombie

I have a save where I was getting retaliated against, I think. It's on Superhuman though.

EDIT: Just checked, it does have one scheduled. The forum email won't allow attachments as far as I can see, but if you give me your email address, I can send it easy.

#37 Zombie

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Posted 14 September 2009 - 07:04 PM

View Postmagic9mushroom, on 13th September 2009, 10:11pm, said:

EDIT: Just checked, it does have one scheduled. The forum email won't allow attachments as far as I can see, but if you give me your email address, I can send it easy.
Thanks so much for the game magic, it really saved me a bunch of time! :)

Here's the results (base defense missions use the Dreadnought rank spawning order):

For mixed race Type 4 we have the expected numbers of Tasoth Soldiers and Squad Leaders,  Aquatoid Soldiers are substituted instead of Techs and Aquatoid Squad Leaders for Medics. All the same. Here's where we get into uncharted territory. Xarquid "Terrorists" are substituted for Navigators and the Commander. :oh: Yup, on-land. So the exe must be mis-allocating Xarquids on this map. Finally, terrorist type 1 is Bio-Drones and terrorist type 2 is Triscenes (note the swapped order from other land-based terrorists on this type of mixed crew).

For mixed race Type 5 we have the usual Lobstermen Soldiers and Lobstermen Squad Leaders, and Aquatoid Soldiers are substituted for Techs. As before, Bio-Drone "Terrorists" are swapped for the Medics, Deep One "Terrorists" for the Navigators and a Tentaculat "Terrorist" for the Commander. Terrorist type 1 is Bio-Drones and type 2 is Calcinites.

Anything else we need to test yet? T'leth maybe? Anyone got a game where you are ready to go? ;)

- Zombie

My X-COM Patch Kit For UFO Defense | Emergency XCOM Meeting spoof on YouTube




JellyfishGreen said:

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!

#38 Zombie

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Posted 15 September 2009 - 03:58 AM

View PostZombie, on 14th September 2009, 2:04pm, said:

Anything else we need to test yet?
Well, what I really wanted to test out is what a loadout would be for a mixed land mission where a commander was supposed to be present. My first idea was to get a Battleship which was ready to attack a port, but change it to a Dreadnought since that ship has commanders. LOL, it didn't quite work. The ship doesn't form a terror site - it just lands (urm, touches down). But it is touched down on land. Just for giggles I sent my transport in. Bugger, the game crashes before you get into the mission. ;) What I ended up doing was directly editing the executable to include a commander instead of a navigator on the Battleship. That worked. :)

Turns out a Calcinite "Terrorist" is substituted for the Commander in a type 4 race on land while a Tentaculat "Terrorist" is substituted for the Commander in a type 5 race on land. :oh: So now we have a full list for the "what if" scenario. Yup, I love it when a plan comes together. :)

- Zombie

My X-COM Patch Kit For UFO Defense | Emergency XCOM Meeting spoof on YouTube




JellyfishGreen said:

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!

#39 magic9mushroom

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Posted 15 September 2009 - 04:05 AM

View PostZombie, on 15th September 2009, 5:04am, said:

Thanks so much for the game magic, it really saved me a bunch of time! ;)

No problem.

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Here's the results (base defense missions use the Dreadnought rank spawning order):

For mixed race Type 4 we have the expected numbers of Tasoth Soldiers and Squad Leaders, Aquatoid Soldiers are substituted instead of Techs and Aquatoid Squad Leaders for Medics. All the same. Here's where we get into uncharted territory. Xarquid "Terrorists" are substituted for Navigators and the Commander. :) Yup, on-land. So the exe must be mis-allocating Xarquids on this map. Finally, terrorist type 1 is Bio-Drones and terrorist type 2 is Triscenes (note the swapped order from other land-based terrorists on this type of mixed crew).

Wow. That's weird. So while Calcinites are substituted for the Navigator in a terror mission, Xarquids are substituted for the Navigators in base defences? :oh:

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For mixed race Type 5 we have the usual Lobstermen Soldiers and Lobstermen Squad Leaders, and Aquatoid Soldiers are substituted for Techs. As before, Bio-Drone "Terrorists" are swapped for the Medics, Deep One "Terrorists" for the Navigators and a Tentaculat "Terrorist" for the Commander. Terrorist type 1 is Bio-Drones and type 2 is Calcinites.

AIEEE! Tentaculats on land!

Good thing your scientists and technicians don't appear in base defence missions like they do in Apoc...

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Anything else we need to test yet? T'leth maybe? Anyone got a game where you are ready to go? :)

- Zombie

If you want, I do have a game saved with T'leth ready to go. It also has all UFOpedia entries.




@ your second post: Yes, attacking a Sub on land crashes the game. I could have told you that. Once a Dreadnought touched down on one of the Caribbean islands during an infiltration and I tried to assault it.

#40 Zombie

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Posted 15 September 2009 - 04:21 AM

View Postmagic9mushroom, on 14th September 2009, 11:05pm, said:

Wow. That's weird. So while Calcinites are substituted for the Navigator in a terror mission, Xarquids are substituted for the Navigators in base defences? :oh:
Yup, base defense missions are a completely different ball of wax than a terror mission. There must be some code in the executable which does the substituting. If I could get my hands on that, it would clear everything up. ;)

View Postmagic9mushroom, on 14th September 2009, 11:05pm, said:

AIEEE! Tentaculats on land!

Good thing your scientists and technicians don't appear in base defence missions like they do in Apoc...
Eh, it's only one so it isn't that bad. But it's unexpected to say the least. :)

View Postmagic9mushroom, on 14th September 2009, 11:05pm, said:

If you want, I do have a game saved with T'leth ready to go. It also has all UFOpedia entries.
Sure, send it my way again. :)

View Postmagic9mushroom, on 14th September 2009, 11:05pm, said:

@ your second post: Yes, attacking a Sub on land crashes the game. I could have told you that. Once a Dreadnought touched down on one of the Caribbean islands during an infiltration and I tried to assault it.
Must've been a glitch in craft.dat because I only got this by editing. I seem to recall doing this in Enemy Unknown and it crashed the game too, so it isn't restricted to just TFTD. :)

- Zombie

My X-COM Patch Kit For UFO Defense | Emergency XCOM Meeting spoof on YouTube




JellyfishGreen said:

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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