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.
Attached to this post is a savegame on Monday of Week 11. If played through to Thursday with either an Alien Dimension mission on that day (so that it's "Returning to city") or the overhead view enabled, the game hangs when loading Mega-Primus 0:00:00 and has to be manually closed. This does not occur if the view is in isometric over Mega-Primus at 23:59:59 Wednesday and there is no Alien Dimension mission on Thursday. Playing part of the way to Thursday and making a new save does not fix the crashing.
I have no clue what is going on here. Does anyone else want to have a crack at it?
Okay, so we get a lot of UFOpaedia reports about the various items that use dimension chambers for energy (Alien Energy Source, Disruptor Gun, Devastator Cannon, Dimension Missile Launcher, Vortex Mine, Light Disruptor Beam, Medium Disruptor Beam, Heavy Disruptor Beam) and a report on Dimension Gates themselves. I think I've pieced together what's actually going on here.
The Alien Dimension is full of antimatter. Every object we see there - the planet, the buildings, the UFOs, the air - is antimatter, not matter.
This immediately explains why trying to take an ordinary craft through a Dimension Gate results in catastrophe. The air on the other side is made of antimatter; your ship will explode in an enormous fireball on contact with it. The Alien Propulsion System is a device that somehow flips a ship from being made of matter to being made of antimatter (or vice versa) as it goes through the Dimension Gate, allowing safe passage (there's a line about "its ability to transform matter into antimatter" in the description of the Alien Control System).
A Dimension Chamber is simply a miniature Dimension Gate that allows a tiny trickle of antimatter to seep through. The antimatter then annihilates, generating energy. Technically, this would use fuel, but anything will do; a small amount of air would suffice. This also explains why they are so explosive; any antimatter stored in the device would immediately annihilate if containment is lost. Of course, that in itself can be useful for a bomb (see: Vortex Mine, which explicitly says it's warping in antimatter from another dimension).
I think this hypothesis brings together all the various hints we're given quite nicely. It does create one slight plothole, namely why neither side simply flings objects through the Dimension Gates to blow up the city on the other side (a Hawk attempting to fly through a Gate should logically create a fireball that makes nukes look small), but I guess the Dimension Gate Generator might be well shielded and the Micronoids wouldn't gain much from blowing up Mega-Primus.
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.
Just wondering: since all the spambots use exactly the same pattern (register, make a userpage with a link), would it be possible to write a script that automatically bans anyone whose first edit is to make a userpage with an offsite link and erases that page?
Might give NKF a couple more minutes in the day.
I mean, at the moment they're sedate enough that this isn't particularly necessary, but every now and then we get massive floods.