Just ran a test with my dos version and managed to make a very convenient save with a terror site that consistently showed up at 0:20 hours. Had some very interesting observations.
The terror site usually disappeared on an hourly basis. On one or two occasions the time was after the 30 minute mark, though I might've been using the 30 minute elapse for that. Later slower tests with 5s and 1m seem to have it vanish at the hour mark.
Another interesting observation is that the terror sites can be "live" anywhere between 3 - 10 hours. We probably already have this information squirrelled away somewhere on the ufopaedia wiki, but that was quite interesting.
I had to run the tests a few more times. This time I ran at 5min time compression, and my terror sites were disappearing after the 30m mark. Then back to 5s/1m, and they were ending on the hour. I then alternated back and forth between 5s/1m and 5m a few times and it seems consistent.
I do hope radar pings aren't affected in the same way!
neptunesnookgames, on 30 October 2014 - 11:12 AM, said:
NKF, I used the XcomUtil which is supposed to fix the research issues, do you think that will do it? I'm pretty sure I'm running ver 1.0.
As useful as it is, I actually would not recommend using XComutil for playing TFTD. While it helps work around some of the research bugs if you got them wrong, it introduces a rather frustrating bug in the two-parter missions. Considering how important they are, you really don't want your progress to be hindered by this bug.
V1.0 of TFTD has this bug in the multi-part missions where all equipment left on the ground (including items left inside the Triton) get destroyed when you move to the next part of the mission. Not the end of the world, but irritating and costly.V2.0 fixes this.
In an attempt to fix this bug, XComutil creates a new bug where your aquanauts get stripped of most of or even all of their ammo when they arrive in the next part of the mission. This makes it quite a challenge to complete the next part!
Other undesirable side effects XComutil will have is the nerfing of the final mission. It knocks out all the walls so your starting area is just a short walk away from the final objective. There is also this odd placement bug where aquanauts appear hovering outside of some transport ships rather than inside of them. This happens quite a bit with the XComutil enhanced Hammerhead map.
It's not perfect, but a fresh copy of the game with just the v2.0 update will likely yield a stabler game. Just mind the Deep Ones.
Sorry, not meaning to be preachy about it. But I've seen a fair number of TFTD LPs running with Xcomutil, one made as early as this year, that were quite badly affected by this. One got sunk on the last mission due to the vanishing ammo.
Have any of you seen the new iPhone? It's huge, literally the size of a brick (but thinner). Who carries something this big in their front pocket? Yup, that's the new name for it: iBrick or iBroken.
Apple makes the case out of thin aluminum (excuse the spelling, I'm American), so sure, it'll bend. Maybe if they would use titanium it would be tougher to bend, dunno. It would add to the cost of course, but most iFreaks need the newest iJunk the day it's iReleased so iCost isn't a major iFactor.
Samsung Galaxy Note was big from the start, and with each enumeration it was bigger, so the size of iPhone 6 Plus is nothing new to me. There is a counter video for bending test on Galaxy Note 3 which is made out of plastic. It bends when force is applied but it doesn't stay curved once you stop it. And I think the latest one is made out of metal?
It's also funny, that those iFreaks are iPeeing on new stuff, that were already 4 years ago in Android systems.
aluminum (excuse the spelling, I'm American)
So I've heard that, the best way to tell if a person is a Brit or American is to tell them to spell 'aluminium'. Of course you also must know the difference.