Member Since 24 Jun 2009
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#177775 Alien Submarine craft weapon fire rate?

Posted magic9mushroom on 14 December 2019 - 08:53 AM

View Postsp1ke, on 14 December 2019 - 08:20 AM, said:

What myths did your code dig clear up? (There's plenty!)

I edited the UFOpaedia with all of them at the time, but:

- UFO's Battleship gun has a power of 140, not 148
- UFO's Battleship has 3,000 HP on DOS (not 3,200)
- TFTD's Battleship has a gun power of 140, and the Dreadnought 120 - the opposite way around from UFO, which has 120 for the Terror Ship (equivalent to TFTD Battleship) and 140 for the Battleship (equivalent to TFTD Dreadnought).

(Of course, the Dreadnought is still a fiercer foe than the TFTD Battleship due to its huge health and greater range.)

#175755 3-mission TFTD?

Posted magic9mushroom on 30 August 2019 - 04:06 AM

I can confirm that there is always exactly one Magnetic Navigation in an Artefact Site - the Synomium Device itself. Unlike the one in a Colony or UFO's Alien Bases, it does not explode if you win the mission by killing all the aliens. There is also guaranteed to be at least one Alien Sub Construction, since there's one on the bottom floor of the module containing the Synomium (there may be more, depending on what random modules spawn, but that particular one is guaranteed).

#170388 Mushroom Cloud (mod)

Posted magic9mushroom on 28 September 2018 - 07:38 AM

I'm partway through making a mod of Apocalypse with Apoc'd. It is partially a balance mod, like karadoc's, but it comes at a lot of things from a different direction. About the only thing that's really the same in both is that Toxin A and Toxin B don't ignore shields. It also addresses the issue of some UFOs being literally worthless to research besides points, while others are completely required; the quantum physics tech tree has been massively revamped so that several different UFOs are capable of unlocking a given tech (the Mothership does have a couple of unique techs associated with it, but they're not necessary for victory).

One thing is bugging me, though: is there anyone besides me to play it? I don't see a lot of people posting in this board, and I don't really know any other boards where there's an active Apocalypse community. It feels kinda silly to keep making tweaks if no-one's going to enjoy it.

So, uh, post here if you actually want a magic9mushroom-flavour mod. Or know somewhere where I might find more people.

#170090 Missing aliens

Posted magic9mushroom on 11 September 2018 - 01:12 AM

Booted up Apoc'd and took a look through the UFO loadouts, and was very surprised by what I discovered.

The Psimorph is supposed to be on Battleships (albeit only one), and the Micronoid Aggregate is supposed to be on Battleships and Motherships (3 each).

I'm not 100% sure, but I believe this is because Megaspawn and Psimorphs take up four unit slots and the aliens run into the 36-soldier limit (this would also imply that the game does the alien types in order, and that if there's not enough spawn slots left for an alien type it completely skips them rather than doing as many as possible).

Now I know why Wong's guide lists aliens that don't appear; they're supposed to.

#169682 Damage modifiers for Apocalypse

Posted magic9mushroom on 21 August 2018 - 04:00 AM

I'm interested in putting them up on the wiki, as they're relevant in a few cases (the toxins clearly make heavy use of them, for instance). Unfortunately, I do not know them and do not know how to extract them.

Does anyone know these numbers?

EDIT: Um. They're already up. I just hadn't found them for some reason. Probably needs a few more links in "see also" sections. :-/

EDIT2: One thing I am still interested in, though, is the armour stat on security station turrets.

EDIT3: Found it with Apoc'd. It's 35.

#157947 Elerium

Posted magic9mushroom on 16 December 2016 - 08:38 AM

Clearly, the Russians are in league with alien forces.

#157392 enemy intellect?

Posted magic9mushroom on 19 November 2016 - 01:38 AM

There are two basic forms of "intelligence" - there's the actual AI code, and there's the "Intelligence" stat.

The "intelligence" stat is how many turns an alien "remembers" a unit's position.

The AI code is kinda weird. Especially because the TFTD team had no fucking clue what they were doing (the TFTD designers were given the binaries of UFO but not the source code). Xarquid do tend to camp, and often other aliens end up doing it as well. I suspect this is due to bad pathing algorithms rather than intentional; the alien literally can't figure out how to get from A to B, so it stays at A.

Regarding the Bio-Drone... you seem to be forgetting that these are AIs that are a few lines of code. The code says "if melee range then use melee attack". So the Bio-Drone does that. The code doesn't account for the Bio-Drone having an accuracy of 0 because the code wasn't written with that in mind. So it keeps using the melee attack. This is normal behaviour for a simple AI put in a situation it's not designed for.

I skimmed your post because it's a 2,400-word incoherent stream of consciousness, so I probably missed something. Try rereading and trimming your posts before submitting them if you want me to pay more attention.

#156512 Downed USO turning into two-parter?

Posted magic9mushroom on 15 October 2016 - 01:06 AM

What you're describing is the top level of an artefact site, one of the new kinds of terror mission in TFTD.

I think the answer to essentially all these questions you keep asking is going to be "your copy of TFTD is corrupted". There's no point asking the same question 50 times, you're just going to get the same answer 50 times over. Your game is borked. Nobody can tell you what's safe or unsafe because you aren't playing the same game that we are. Strange things are probably going to keep happening forever, and we aren't going to be able to explain them because we don't have your corrupted copy of TFTD to test with.

#156338 Strange things in X-COM

Posted magic9mushroom on 10 October 2016 - 10:22 AM

View PostKichijoji, on 09 October 2016 - 08:55 PM, said:

Hi all~
My recent game has been kinda odd. I'm playing genius with no mods other than the xcomutil difficulty fix.
Well, I went until mid-October before the aliens built their first base. Mostly just terror sites and a few research and harvest missions and then constant retaliations.
Then, between the end of October until the end of December they built 11 more bases, about 5 Ethereal and the rest Muton and Snakemen. I think there is about three more infiltration missions going on as well. Haven't seen any Sectoids since May.
I was so starved for elerium and cash I was letting their fleets land and taking them out intact, Snakemen were no problem but the Ethereal battleships can get pretty messy, I barely took one with one surviving trooper that was fatally wounded.She ended up with 9 kills on that one and made commander Posted Image

I've played X-Com since the psx days on and off, maybe 50 or so playthroughs and I've never seen alien base missions starting so late and building so many in a short time.

Well, here's what I understand of it.

- Every month, the aliens start one Alien Terror mission and one "non-Terror" mission from the set {Alien Research, Alien Abduction, Alien Harvest, Alien Base, Alien Infiltration} (chosen at random, with weights depending on what zone it's being attempted in). Alien Retaliation missions are spawned by X-Com shooting down UFOs, and Alien Supply missions are randomly spawned by existing bases.
- Alien Base missions, unsurprisingly, build an alien base. Then they terminate. Alien Infiltration missions also build an alien base when a country is infiltrated, and they do not then terminate; they start over, and repeat until every country in that region has been infiltrated (spawning a base for each one).

I'm guessing that what happened was some combination of the following:
- a couple of alien bases that had already been built, but which you hadn't found
- the alien-mission die rolling Infiltration several times in a row, with the earlier Infiltrations continuing and spawning more bases even while the later ones were going on

#154051 Some "short and simple" tips to start me off. .

Posted magic9mushroom on 02 August 2016 - 01:16 PM

View PostTsathoggua, on 31 July 2016 - 11:42 PM, said:

Of note-proximity mines will go off if descending onto them from above if playing openXcom.
I see. Well, I'm sorry about that, but I didn't know.

(I play an absolutely vanilla DOS version of UFO: Enemy Unknown 1.4. Only change is that I hacked out the difficulty bug. Myself, with a hex editor, not with a utility like UFO Extender or XcomUtil, because most of the utilities "fix" stuff I don't want "fixed" with no way to opt out.)

#153291 Terror site triggers?

Posted magic9mushroom on 27 June 2016 - 10:31 AM

View PostTsathoggua, on 26 June 2016 - 02:13 AM, said:

Theres always the good ol' disruptor pulse launcher:D Well, under water at least.

Still takes two hits. Lobster Men have a 70% (!) resistance to HE; the DPL only barely out-damages the Sonic Cannon against them.

Also I forgot you're playing on Beginner. Lobster Men on higher difficulties have a significant amount of armour, which applies AFTER the damage resistances and therefore is greatly magnified in effect. 24 armour isn't a lot, but when you only get 30% or 50% of your damage to roll against it it starts looking very formidable indeed.

#153261 Dye grenades, WP shells and shock launcher changing effect type? WTFF!

Posted magic9mushroom on 26 June 2016 - 01:48 AM

View PostTsathoggua, on 25 June 2016 - 07:54 AM, said:

Surely not if the particle beam is confined (or rather prevented from pointing backwards, so to speak, shielded electromagnetically (charged particle beams, obviously)
One needs a solid object to result in bremsstrahlung, no? and of course the likes of cyclotrons and synchrotrons, its controllable by confinement of the particles within the acceleration field, something of course, indispensable if your not simply making a very energy-hungry waste of space)

There is a solid object, though. It's called "your target". :P As I said, backscatter.

And cyclotrons/synchrotrons do indeed produce large amounts of radiation - that's why they build bigger ones, to reduce the radiation losses.


Mushroom, did you read the news about element 115? its now been provisionally named and accepted by IUPAC. Called tennessine, after the american state.
Good look leaving it lying around, IMO the commander of the base would be really, really PISSED to find something like that in their sock drawer:D.

Most unstable too, being a heavier analog of astatine.

Nope. 117's the one below At. 115 is below Bi.


Whilst I've only actually looked at isotope decay tables for At, not tennessine, I keep wondering if an isotope that decays only, or almost only but preferably as a single decay mode, via the means of electron capture could be stabilized and prevented from decay, as long as one can find a nuclear isomer that as said, decays via electron capture by keeping it in a Rydberg state (if it would work, I;d think that chances would be better if the nuclear isomer also undergoes an isomeric transition normally, down to a lower energy level. Rydberg atoms are those which have been excited and pushed up through into such a higher than normal energy level that the outer valence electron is so far isolated from the rest of the electron shells that effectively they and the nucleus both are seen as a tiny little point charge and in effect, isolated from interaction with the rest of the atom.

I'd bet a monovalent element such as a halogen would be the perfect sort of element to try with too. I want to know if continuous pumping using fr.ex. a finely tuned
dye laser and confinement of the resultant rydberg state within say, a Penning trap, could force the cessation of nuclear decay in a suitable isotope that selectively undergoes electron capture, so long as the Rydberg atom plasma was continually pumped to force it not to drop to lower energy levels, although the thinking behind my idea is that if the outer, valence electron is prevented from interaction like that then it might not be capable of losing the energy by dropping back to  the ground state via isomeric transition  . Still need to look through the tables, but theres an awful lot of metastable nuclear isomers of astatine for instance. v

According to wikipedia Rydberg states do indeed decay a bit slower all on their own, but I know of no experiment trying the above.

Works only for isotopes that decay only by electron capture. Transactinides do not fit into that category; the reason they are unstable is being too large rather than having the wrong ratio of protons to neutrons, and as such they primarily decay by alpha emission or spontaneous fission. Both processes are independent of the electron shell.

#153260 Terror site triggers?

Posted magic9mushroom on 26 June 2016 - 01:38 AM

View PostTsathoggua, on 25 June 2016 - 08:00 AM, said:

Who the hell wants to charge a bunch of lobstermen with a tazer wearing nothing but a diving suit?

Me. It's seriously an effective strategy, although armour does help a lot.


Was waiting for something with a bit more kick, and mainly, to avoid running out of ammunition whilst in the thick of things, so as to be able to scavenge at least SOMETHING that works at more than point blank range off of the inevitable pile of corpses. One can only carry so many torpedoes, and they are heavy and limit movement. At the time I don't think I even had gauss pistols. Not that engaging lobstermen at pistol range using gauss weapons is a good idea mind you.
Had sonics being researched, either rifles or pistols I forget

Let me be blunt. There is nothing that can KO Lobster Men in one hit at range besides the Thermal Shok Launcher, and that has a clip size of 1 and rapidly clogs your Alien Containment. Sonic Cannons take ~3 shots, and pistols ~6. Dealing with them solely at range is not an option; you have to learn to charge them.

#152864 Hard times

Posted magic9mushroom on 14 June 2016 - 02:00 AM

View PostKir, on 13 June 2016 - 11:43 AM, said:

Cunning Aquatoids have desided to end the war before it begins? Clever ploy! Posted Image They should be met by mass PDGs.
My experience shows the aliens will find your first base very quickly. I recommend dismantle the first base to bare minimum rather than rearrange it

View Postsp1ke, on 13 June 2016 - 04:09 PM, said:

That is such a good idea! Why didn't I think of that? It costs $500K just to move the sub pens, so, for that money, quite right, why not just start a new base somewhere else right from the beginning? Take the starting base. then immediately build a new base, and do all your extra building in that base I guess. Is that what you do?

I build a second base at the beginning, but I don't make it my "main" base. I only build one new Sub Pen at the first base, and move the other Barracuda into the Sub Pen at the second base.

And no, it's not guaranteed that the aliens will find your first base quickly*. Floating Base Attacks proc off interception, not missions, so it's quite possible to avoid them if you just avoid interception (until you've got Wide Array Sonar and a defensible base).

*Unless you've triggered the bug where AKNOW.DAT isn't cleared properly at the beginning of a new game. In which case, the solution is to clear it manually, not to adjust your playstyle around it.

#152823 Hard times

Posted magic9mushroom on 13 June 2016 - 02:23 AM

View Postsp1ke, on 11 June 2016 - 01:21 PM, said:

Uh oh! Should I be afraid, or very afraid?

You dodged the bullet.

Retaliation chance per shootdown increases with difficulty level, and before you get Large Radar/Wide Array Sonar up it's nearly impossible to stop the aliens from finding your base. My first attempt at TFTD Superhuman died a horrible screaming death that way when I got a Base Defence in mid-January before I'd managed to rearrange it into something defensible and while most of my Aquanauts were out on a mission.

View Postsp1ke, on 11 June 2016 - 07:04 PM, said:

20 Jan 2040. A long range picket Barracuda stationed in the Gulf of Mexico (as the graphs showed activity in the US Zone) picked up a Small USO. A pincer movement of Barracudas caught and downed the sub! My first mission with Alien Containment enabled. Tazers ho!

(Though actually there is little point capturing anything that is not either a terrorist or at least an MC user).

IIRC the aliens you need to capture are:
Deep One (Alien Origins, M.C. Lab, Ion Armour)
Tasoth (M.C. Disrupter)
Gillman Commander or Lobster Man Navigator or Lobster Man Commander (The Ultimate Threat)
Lobster Man Commander (T'leth, the Alien's City)

Don't bother trying to capture an M.C. capable Aquatoid; unlike UFO, you don't need a psionic alien for psionics (and thank goodness for that).

View Postsp1ke, on 11 June 2016 - 09:07 PM, said:

Due to the very slow reload cycle of Ajax/Stingray it's just not worth trying to intercept VS craft at all. I am toying with keeping 2 Ajax launchers and only 6 torps and trying that loadout if I see a slow moving scout. I'm even thinking maybe a permanent loudout of 1 DUP 1 Ajax will be ok for this early stage of the game, maybe even reduce the damage on size S USOs to improve loot recovery. Then with an aggressive attack so that the DUP and Ajax fire at the same time, is there a 50/50 chance of an Ajax hit and a safe splash of a small scout? What that hinges on of course is whether both torps/missiles are processed simultaneously or sequentially. A long standing mystery.

DUP has more range, so it will always fire first.

You need Ajax or Craft Gas Cannon (and nothing else) to get Survey Ships down safely, IIRC. Luckily, the Barracuda outspeeds them, so you can actually get it in range (unlike UFO's Small Scout, which is nearly impossible to crash safely because all the weapons that can do that are short-ranged and it runs within seconds of the interception starting).

View Postsp1ke, on 12 June 2016 - 10:38 PM, said:

You know that the aliens don't do Research right? :-)  They invented everything they have, millions of years ago. What they are doing when they bring bigger guns is just responding to the escalating threat from the pesky surface-oids.

So on this mission I had a Gill Man about 2 tiles from a Sonic Pulser ground zero, survives, THEN takes a GC-HE in the face (direct hit), still survives, returns fire and kills one of my top officers, before finally having the decency to die in a GC-AP crossfire. If Gill Men are the easiest race, heaven help me when I get to the hard ones!

People say Gillmen are the easiest largely because Aquatoids have more M.C. (Technician, Navigator and Commander as opposed to just Commander) and because Calcinites are generally more annoying than Deep Ones (though underwater it's reversed; Xarquid are far worse than Hallucinoids). Bog-standard Aquatoids in Cruisers and smaller are much easier than Gillmen.

As for the later ones... my advice is to get Magnetic Ion Armour in a hurry (it's about 30 points stronger than UFO's Flying Suit and actually gets some damage resistances), and to make a habit of bringing Tazers on every mission (replace with drills when you get them). Not just a couple, enough for the whole squad to use them.