[NKF] Posted July 27, 2010 Report Share Posted July 27, 2010 The explosion occurs the minute your firing cycle stops (single shot, or auto shot), and if enough damage has been done to kill it. Not when you end the turn or when you take a step after it has fallen. Sometimes the Cyberdisc doesn't explode. It's rare, but I think what's happened is that only enough damage was done to put it under the stun bar. This is a Good Thing - unless you were aiming to knock out some nearby walls or aliens at the same time! If you do take a step after knocking down a Cyberdisc safely and you get a violent explosion, then something has glitched and turned a very powerful explosive into a live proximity mine. Not something generally associated with the Cyberdisc, but more related to having unspent proximity mines at the end of the missions. (it's a Collectors Edition bug). Rather nasty to have a blaster bomb turned into a live mine! - NKF Link to comment Share on other sites More sharing options...
oldfan Posted July 27, 2010 Author Report Share Posted July 27, 2010 The explosion occurs the minute your firing cycle stops (single shot, or auto shot), and if enough damage has been done to kill it. Not when you end the turn or when you take a step after it has fallen. Sometimes the Cyberdisc doesn't explode. It's rare, but I think what's happened is that only enough damage was done to put it under the stun bar. This is a Good Thing - unless you were aiming to knock out some nearby walls or aliens at the same time! If you do take a step after knocking down a Cyberdisc safely and you get a violent explosion, then something has glitched and turned a very powerful explosive into a live proximity mine. Not something generally associated with the Cyberdisc, but more related to having unspent proximity mines at the end of the missions. (it's a Collectors Edition bug). Rather nasty to have a blaster bomb turned into a live mine! - NKFThanks for confirming my fears. Then again, I doubt anybody would like to get up so close to a Cyberdisc to begin with. But things do happen. Another Cyberdisc related question is how does one determine what direction is the Cyberdisc looking at (where is its rear and whether my movement will trigger reaction fire)? Link to comment Share on other sites More sharing options...
zaimoni Posted July 27, 2010 Report Share Posted July 27, 2010 Another Cyberdisc related question is how does one determine what direction is the Cyberdisc looking at (where is its rear and whether my movement will trigger reaction fire)?You don't have complete information in-game.* The slightly darker line is "sideways". The usual 90-degree field of vision does apply.* I'm unaware of whether this has been tested, but I think line of sight and line of fire are calculated from the NW quadrant regardless of facing. Link to comment Share on other sites More sharing options...
[NKF] Posted July 28, 2010 Report Share Posted July 28, 2010 The north west quadrant (the topmost section in the iso view)is the core for all large units. The rest just hang on to it. Without using guesswork, or if you saw which direction it was heading during the aliens' turn, there's no easy way to tell you exactly which way they are facing. One of their 'features', I guess. It's best to always assume that it may be facing you by default, so it's good practice to stand well clear of them and open fire at them from a distance. - NKF Link to comment Share on other sites More sharing options...
oldfan Posted July 28, 2010 Author Report Share Posted July 28, 2010 The north west quadrant (the topmost section in the iso view)is the core for all large units. The rest just hang on to it. Without using guesswork, or if you saw which direction it was heading during the aliens' turn, there's no easy way to tell you exactly which way they are facing. One of their 'features', I guess. It's best to always assume that it may be facing you by default, so it's good practice to stand well clear of them and open fire at them from a distance. - NKFAye. I think I did notice a line sometimes, but I was never able to determine with certainty. So far, I took the approach you suggested. Better be safe than sorry. The only thing is that sometimes in base defense the Cyberdisc passes those one tile doors you have somebody behind who has a high explosive charge ready to be thrown. But sometimes he needs to step outside the door to throw it. Oh well, maybe this is what mind probes are good for. Link to comment Share on other sites More sharing options...
oldfan Posted August 3, 2010 Author Report Share Posted August 3, 2010 (edited) So in my recent new game my second terror mission was against sectoids. Against my better judement, I decided to give it a try. Out of my 10 troops and HWP, I had about five guys in personal armor and 3-4 laser rifles. When I started the machine, there was a sectoid with its back to me. So my HWP blasted him with a rocket on the first turn (it was super close by and I was afraid it is going to shoot met when I end the turn). First turn after unloading troops, I managed to kill a few nearby sectoids. However, somebody decided to throw an alien grenade . One of my scouts (no personal armor) died and two others were injured (personal armor). I noticed a Cyberdisc far away in a warehouse. I shot it lots of times with the laser rifle but it didn't die. Eventually I realized that there were lots of Cyberdiscs in there (I lost count of how many. At least six if not even more).I think overall the machine had at least 8 cyberdiscs. I figured this is a good chance to figure out who is a psi-weakling and usually there are quite a bit of boggeys near the LZ and I was hoping on taking out the leader (psi). I took him rather quickly and he ended up controlling a panicked weak scout of mine. Two of my good troops died. One of them was stupid because I didn't keep my distance and there was an unexplored small warehouse nearby which had a sectoid who killed my troop (second shot as first one missed). After a while, I noticed that another soldier of mine far away just died. I have no idea how it happened unless some shot missed its target and ended up hitting him. I think that there is an actual bug in the game as I've seen something weird before. A sectoid fired and missed my HWP. Many turns later, all of the sudden one of my guys in a personal armor was reported to be unconscious. Weird, I thought to myself. Maybe smoke/incediary bug of some sort as I never recall him being hit. I loaded a few turns before (nothing major happened in between) and I noticed he is wounded. This reminded me of the fact that the missed shot at my HWP was en-route to my guy though I'm positive I never saw any hit nor heard any noise. This made me recall that I had a few times where missed shot is not "tracked/scrolled" thru the screen and on those occasions there was a soldier standing right near the screen "edge". Either there is a bug in the game or the screen flipped so quickly that nothing could be seen nor heard. Anyway, this made me realize I broke Zombieland rule #17 - "Don't be a hero".Next time, no more sectoid terror missions unless I have power armor. Edited August 3, 2010 by oldfan Link to comment Share on other sites More sharing options...
chiasaur11 Posted August 3, 2010 Report Share Posted August 3, 2010 Sectoid terror eh? Well, those are a simple binary choice. Do you want to catch a leader? If yes, it's worth the gamble. If not, then you run with your tail between your legs. Rutting psychics. Link to comment Share on other sites More sharing options...
oldfan Posted August 4, 2010 Author Report Share Posted August 4, 2010 Sectoid terror eh? Well, those are a simple binary choice. Do you want to catch a leader? If yes, it's worth the gamble. If not, then you run with your tail between your legs. Rutting psychics.Actually, I couldn't even if I wanted to - I don't have alien containment.You see, with council funding only and range based accuracy, the game becomes significantly harder. Therefore I aim on first researching power armor and save all my money for that. Even if I do have an alien containment ($600,000 if I remember correctly) researching the necessary stuff and building a psi-lab is simply to expensive and I'd rather invest more in having enough troops, cash reserve, engineers (to start producing personal armor and enough laser weapons in a reasonably time), and a second strike team (also acting as garrison) in one of my bases. I think that power armor is probably the most important tech in the game - now your troops actually have a good chance of surviving enemy fire and grenades (And also to filter out smoke - and I use plenty of smoke grenades). Link to comment Share on other sites More sharing options...
oldfan Posted August 18, 2010 Author Report Share Posted August 18, 2010 Do you consider dropping weapons/grenades as a psi counter measure cheating?On one hand, I think to myself, ah! This soldier knows he might harm others. So while he is in control, he/she takes the necessary steps to disarm themselves. On the other hand, I am taking advantage of the fact that I know that psi controlled soldiers cannot pick up items. Link to comment Share on other sites More sharing options...
oldfan Posted August 22, 2010 Author Report Share Posted August 22, 2010 After lots of thinking, I decided to switch from sniper rifle to pistols early on the game. Decided that three aimed shots are pretty much like a sniper aimed shot (close enough though it'll take some time to get a 100% shot). I still let my scouts rifles in a urban terrain (barns, terror) just in case they encounter a threat at point blank range after opening a door. Major shortcoming is the 12 bullets per clip, of course. Decided to carry and extra 4-6 clips for my top soldiers just in case (and maybe more if it is a large scout). The only downside is that I won't risk a shot when scout is very adjacent to line of fire. But I can reposition my shooter and still have 1-2 aimed shots, unlike a rifle. Link to comment Share on other sites More sharing options...
chiasaur11 Posted August 24, 2010 Report Share Posted August 24, 2010 After lots of thinking, I decided to switch from sniper rifle to pistols early on the game. Decided that three aimed shots are pretty much like a sniper aimed shot (close enough though it'll take some time to get a 100% shot). I still let my scouts rifles in a urban terrain (barns, terror) just in case they encounter a threat at point blank range after opening a door. Major shortcoming is the 12 bullets per clip, of course. Decided to carry and extra 4-6 clips for my top soldiers just in case (and maybe more if it is a large scout). The only downside is that I won't risk a shot when scout is very adjacent to line of fire. But I can reposition my shooter and still have 1-2 aimed shots, unlike a rifle. So, the long and short of it is that a pistol is a better sniping weapon than a sniper rifle, but it's not as good for close range bursts. ... And these changes were for realism? Link to comment Share on other sites More sharing options...
[NKF] Posted August 24, 2010 Report Share Posted August 24, 2010 (edited) In real life, a greater number of trials does increase the chance of at least one shot hitting its mark compared to if you only had a small number of attempts. This is why automatic weapons are so effective. The rifle is indeed better at hitting with aimed shots, and the higher the accuracy of the shooter, the better the odds. However it doesn't allow you as many attempts because of its enormously high TU consumption. This means that a failure with one aimed shot feels so much more significant than a failure with a snapshot. To mitigate that chance of wasting a lot of TUs on a missed shot, you obviously want someone that's highly skilled to attempt these shots. The pistol on the other hand has a fast snapshot. The hit/miss and time unit losses are moderated. It's not greatly accurate, but a single miss won't cost you too much in terms of TUs. And since you get several attempts at it, you get to try your luck a few more times. Autoshots work on the same principal, but they get more attempts at less accuracy. They also force you to take all three shots, even if only the first shot was necessary. Really, the Standard Pistol's forte lies in its snapshot. The Standard Rifle excels at aimed (when used by highly accurate soldiers) and autoshots (on anyone). Your choice in either weapon will depend on what you want the soldiers to do. - NKF Edited August 24, 2010 by NKF Link to comment Share on other sites More sharing options...
oldfan Posted August 24, 2010 Author Report Share Posted August 24, 2010 In real life, a greater number of trials does increase the chance of at least one shot hitting its mark compared to if you only had a small number of attempts. This is why automatic weapons are so effective. The rifle is indeed better at hitting with aimed shots, and the higher the accuracy of the shooter, the better the odds. However it doesn't allow you as many attempts because of its enormously high TU consumption. This means that a failure with one aimed shot feels so much more significant than a failure with a snapshot. To mitigate that chance of wasting a lot of TUs on a missed shot, you obviously want someone that's highly skilled to attempt these shots. The pistol on the other hand has a fast snapshot. The hit/miss and time unit losses are moderated. It's not greatly accurate, but a single miss won't cost you too much in terms of TUs. And since you get several attempts at it, you get to try your luck a few more times. Autoshots work on the same principal, but they get more attempts at less accuracy. They also force you to take all three shots, even if only the first shot was necessary. Really, the Standard Pistol's forte lies in its snapshot. The Standard Rifle excels at aimed (when used by highly accurate soldiers) and autoshots (on anyone). Your choice in either weapon will depend on what you want the soldiers to do. - NKFHowever, I play with ranged based accuracy and anything above 7 tiles for automatic or 14 tiles for snapshot will start having penalties to it. Also, last night I lost a super soldier who stepped out of the Skyranger. He used his pistol and hit a nearby sectoid (two tiles away) and suffered reaction fire from it. Had he had a rifle, I would have used autoshot and probably have been done with that sectoid.:-( It was actually very bad case - I had 4-5 sectoid near the ramp: two of them right by the ramp and two of them near the front wheels of the Skyranger. I'm thinking about either ditching the handguns or let my first four troops carry rifles, just in case. Link to comment Share on other sites More sharing options...
MiniMacker Posted September 1, 2010 Report Share Posted September 1, 2010 I recently made a reboot of my interest to X-Com and I began playing on Superhuman. It's surprisingly not as horrible as I thought. The only difference seems to be tougher aliens and heavy plasmas to drown in. I'll just skip step 3 and jumping directly into PROFIT. I'm drowning in money. I don't know what to spend it on. D: On another note, why does Cyberdisks take 5-6 shots from the Laser Rifle before it explodes, but only has to be looked upon angrily by a single shot from the Heavy Plasma to blow up into magic double-rainbow fireworks?I feel discriminated by Alien technology. Link to comment Share on other sites More sharing options...
Istrebitel Posted September 2, 2010 Report Share Posted September 2, 2010 Actually Cyberdisk is vulnerable to laser fire (if im correct). If you dont know, X-Com has every weapon that shoots deal random from 0 to 2x damage. Armor is substracted from that damage. Meaning, your soldier w/o armor can survive a heavy plasma shot with 0 damage but die from a pistol.Cyberdisk must have a big armor, meaning, alot of shots from weaker weapons (weak medium damage) would deal just zero to them. Here, having two shots from a weapon that has X damage listed is much less than one shot from a weapon that has 2X damage listed. Thats why heavy lases are considered one of the best anti-cyberdisk weapons. Since explosions deal 0.5 to 1.5 damage, they are kinda overpowered in the game, especially at the start (especially since they deal 4x damage to big units since each tile of it takes damage. especially since sectoids (and other aliens mostly) have very low hp (like your soldiers, low compared to damages of weapons in the game) Link to comment Share on other sites More sharing options...
oldfan Posted September 2, 2010 Author Report Share Posted September 2, 2010 I recently made a reboot of my interest to X-Com and I began playing on Superhuman. It's surprisingly not as horrible as I thought. The only difference seems to be tougher aliens and heavy plasmas to drown in. I'll just skip step 3 and jumping directly into PROFIT. I'm drowning in money. I don't know what to spend it on. D: On another note, why does Cyberdisks take 5-6 shots from the Laser Rifle before it explodes, but only has to be looked upon angrily by a single shot from the Heavy Plasma to blow up into magic double-rainbow fireworks?I feel discriminated by Alien technology. Try playing with council funding only and/or ranged based accuracy. It is a different ball game.I would say that with my current skills at the game, the ability to sell alien artifacts for cash or manufactured goods makes the game extremely easy. Link to comment Share on other sites More sharing options...
Kirill Posted September 2, 2010 Report Share Posted September 2, 2010 (edited) Oldfan did you modified any of the ranged based accuracy values? I'm trying to play a game with similar settings as you (Council Fund only, Ranged based accurracy, stunfest and no aliens freakout messages) but my soldiers ain't hitting anything. I'm using rifles with snap shots and going through ton of clips and personel as I have to be very close to hit something. Edit. Difficulty Superhuman and also the improved starting base setup, but with the standard facilities. Edit 2. I've been doing better lately using a lot of ducking and moving much faster sacrificing reaction fire. I guess bigger ufos will be very hard. Edit 3. I think I've got the early game now, NKF style: laser pistols and lotsa granades and smoke are working for sectoids, floaters and snakemen so far. Edited September 3, 2010 by Kirill Link to comment Share on other sites More sharing options...
oldfan Posted September 4, 2010 Author Report Share Posted September 4, 2010 (edited) Oldfan did you modified any of the ranged based accuracy values? I'm trying to play a game with similar settings as you (Council Fund only, Ranged based accurracy, stunfest and no aliens freakout messages) but my soldiers ain't hitting anything. I'm using rifles with snap shots and going through ton of clips and personel as I have to be very close to hit something. Edit. Difficulty Superhuman and also the improved starting base setup, but with the standard facilities. Edit 2. I've been doing better lately using a lot of ducking and moving much faster sacrificing reaction fire. I guess bigger ufos will be very hard. Edit 3. I think I've got the early game now, NKF style: laser pistols and lotsa granades and smoke are working for sectoids, floaters and snakemen so far. I restart the games more than a few times until I get some good soldiers. One should always strive on distancing himself from the enemy. Aimed shots by the sniper rifle pretty much exhaust your turn - anything which is not close by is very hard to hit by snapshot. I can't seem to upload a text file. I have copied & pasted its content: ; UFO Extender - Mod for X-COM; See <http://www.ufopaedia.org/index.php?title=User:Seb76> for more details.; Copyright © 2008,2009 Seb76; ; This file is part of UFO Extender.;; UFO Extender is free software: you can redistribute it and/or modify; it under the terms of the GNU General Public License as published by; the Free Software Foundation, either version 3 of the License, or; (at your option) any later version.;; UFO Extender is distributed in the hope that it will be useful,; but WITHOUT ANY WARRANTY; without even the implied warranty of; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the; GNU General Public License for more details.;; You should have received a copy of the GNU General Public License; along with UFO Extender. If not, see <http://www.gnu.org/licenses/>. [Loader]Executable=UFO Defense.exe [Equipment Screen]Show Stats=1Weight=Weight>Accuracy=Accur>Reaction=React>Psi Strength=P.Str>Psi Skill=P.Skill> Show Grenade State=1Primed=primed Save Equipment=0Auto Flares=0 [Music]Apply=1Source=MP3 CD Drive=D MP3 Folder=mp3Battlescape=*Battlescape*.mp3Start Menu=*Final Briefing*.mp3Bad Ending=*Final Briefing*.mp3Good Ending=*Dogfight*.mp3Geoscape=*Geoscape*.mp3Dogfight=*Dogfight*.mp3Mission Debriefing=*Debriefing*.mp3UFO Assault=*Briefing1.mp3Base Defense=*Briefing2.mp3Base Attack=*Briefing1.mp3Mars=*Debriefing*.mp3Terror Mission=*Briefing2.mp3 [Wreck Analysis]Apply=0Zone Discovered=Intel found out that the %s UFO was raiding %sMission Discovered=Inspection showed that the %s UFO was on an %s missionBoth Discovered=Ship investigation revealed that the %s UFO was on an %s mission in %s [Roswell]Apply=0 ;Terrain namesJungle=JungleFarm=FarmMountain=MountainDesert=DesertPolar=Polar ;Dialog stringsTitle=UFO IncidentInfo=Crash reportedLocation=LOCATIONType=TYPETerrain=TERRAIN [Range Based Accuracy]Apply=1Minimum Efficiency=10Snap Penalty Distance=14Auto Penalty Distance=7Orange Cursor Threshold=95Red Cursor Threshold=75 [Line Of Fire Check]Mind Control=1Panic=1Mind Probe=1 [Craft Ready Message]Apply=1Title=Aircraft readyInfo=A craft has been refitted [bug Fix]Tactical Scroll=1Pay For Dirt=1Phantom Radar=1Base Disjoint=1Radar Stacking=1Base Facility Dismantle-Construction Crash=1Collectors Edition Blaster Bomb Bug=1Video Pitch=1Proximity Grenades=1Proximity Grenades Experience=1Transfered Crafts Refueled=1Elerium-fueled Craft Bug=1Displayed Base Maintenance Cost=1Intro Sounds=1Music Change Freeze=1Door Jam=1Personnel Overflow=1Funky Fire=1Hostile Civilians=1Animations Speed=1Crash On First Move=1 [Mod]More Reaction Fire=0Hot Grenades=0Alien Inventory=0Save Reserve Mode=1Retaliate Against Ground Assault=1Rank In Inventory=1Skip Intro=1No Blaster Bomb Drift=0Manual Interception Fire Mode=1Crafts Always Ready=1Stunned units KIA=1Keep Base Navigation Modules=1Base Building Stacking=0More Smoke=1Force Language=1Funding Council Income Only=1Surrender Defence Missions=0Disable Base Defenses=0Initial Alien Bases=0Heavy Laser=0Stun Fest=1Fast Base Defenses=0Reorder Soldiers In Crafts=1No Funkers=1Bloodthirst=0Limited Military=0De-equip Crafts=1TFTD Doors=1Assign All Personnel=0HQ4x=1D3D=0D3D Windowed=0Always On Top=0Clip Cursor=1Scale Mouse=1Screen Ratio=0.833333 No Auto Wake Up=0Alien Bleeding=0No Alien Freak Out Messages=1Max FPS=0CPU Mask=0High Priority=0General Store Capacity=0Show Money=1Auto Sell=0Doubleclick Movement=1 [Hack]No Score Game Over=0Big Brother=0Alien Pets=0No Alien Psi=0Directly Use Alien Weapons=0Recover All Clips=0Show All Locations=0FPS=0 [initial Base]Apply=0row1=HangarTL HangarTR HangarTL HangarTR HangarTL HangarTRrow2=HangarBL HangarBR HangarBL HangarBR HangarBL HangarBRrow3=AccessLift Empty Empty Empty Empty Emptyrow4=LivingQuarters GeneralStores SmallRadar Laboratory Workshop Emptyrow5=Empty Empty Empty Empty Empty Emptyrow6=Empty Empty Empty Empty Empty Empty [Caps]Apply=1Time Units=80Health=60Strength=70Energy=100Reactions=100Firing Accuracy=120Melee Accuracy=120Throwing Accuracy=120Psi Skill=100 [battlescape Shortcuts]Apply=0 End Turn=ReturnMultilevel View=Show Map=Center On Unit=Inventory=SpaceKneel=Next Unit=TabNext Unit Skip Current=BackView Up=PriorView Down=NextGo Up=UpGo Down=DownLeft Menu=LeftRight Menu=RightUnit Stats=Options=EscapeLift Off=Reserve None=1Reserve Snap=2Reserve Auto=3Reserve Aimed=4 [Geoscape Shortcuts]Apply=0 Rotate Right=RightRotate Left=LeftRotate Up=UpRotate Down=DownZoom In=MouseWheelUpZoom Out=MouseWheelDownGeo Speed1=1Geo Speed2=2Geo Speed3=3Geo Speed4=4Geo Speed5=5Geo Speed6=6Intercept=MouseMiddleBases=BGraphs=GUfopaedia=UOptions=EscapeFundings=F [OBDATA.DAT]Apply=0 ;Make grenades indestructible to allow stacking several explosionsGrenade Resistance=255 ;Make HE packs capable of breaching UFO wallsHigh Explosive Damage=200 Heavy Plasma Weight=10 Edited September 7, 2010 by oldfan Link to comment Share on other sites More sharing options...
oldfan Posted October 4, 2010 Author Report Share Posted October 4, 2010 (edited) After a while of not playing, I started a new game again. I am happy to inform I have mastered the use of hand guns.First month I saw about eleven UFOs (only two small scouts) and almost downed a terror ship which was scouting (it dropped to interception speed for just about 1 - 1.5 hours. My second interceptor was just 30 minutes away). Anyways, up until the 19th of January, I saw nice activity. Then, activity didn't happen for about 9 days. Most annoying! Especially, since I monitor the activity graph religiously (every hour I take a glance).Most UFOs landed (by intent) and 2-3 were blown out of the sky after reaching my pre-determined limit of scouting (don't want them to take off).Luckily, on all crash landings, damage was minimal or non existent - had plenty of aliens to target practice and I got lots of elerium (about 300 - 400).Anyways, to my annoyance, all of the aliens were pesky sectoids! How annoying!!! Even with hand guns, sectoid sometimes take only one hit to drop. I was really hoping for a nice target practice with floaters that can take much more damage.Oh well.....Anyways, I monitored the hits per solider and tried to distribute it so each will get at least three hits (to ensure at list an accuracy improvement by one point). My tactic is to have 4 super snipers that I always try to advance and then the rest - wanna have those which can eventually guarantee a hit. So one of my best soldiers, started with a 70 accuracy. Look at him at the end of the first month - accuracy 87! Not bad, eh? (see attached image)He actually got very lucky about 4-5 times, with a +3 increase in accuracy. I have some others which also went up by 10-15 points but they are in the neighborhood of 77 - 83 which is still pretty good. The handgun ensures quite a few hits and lower damage which translate into higher increases. Edited October 4, 2010 by oldfan Link to comment Share on other sites More sharing options...
oldfan Posted October 19, 2010 Author Report Share Posted October 19, 2010 I recently came to hate Sectoids. Reason being that because they are low of height, many times, they cannot be seen when standing near fences (wood and stone) by soldiers and especially by HWPs. Annoying! I prefer Floaters, even though they may float. They are also bigger and easier to hit. And in the beginning, they make much better target practice for you troops and pesky Sectoids sometimes die from one pistol gunshot.Arrrr....... Link to comment Share on other sites More sharing options...
oldfan Posted December 18, 2010 Author Report Share Posted December 18, 2010 "Research Rollover" bug - I don't quite get it. What does "the new effort of the scientists you allocate is applied immediately" mean exactly? Is it an effort per day that is applied immediately? Let's say that I have 50 scientists and a projects that would take them exactly 20 days to complete. If I select something further down the list than the previous researched technology, does this mean that a total of one day is automatically put into it and now I'll just have to wait 19 days? P.S.Just to be certain, the UFO extends does not fix this, right? Link to comment Share on other sites More sharing options...
[NKF] Posted December 18, 2010 Report Share Posted December 18, 2010 I'm not entirely sure on the technical details, but it either means two things: It duplicates the effort that was done on the previous project and applies it immediately to the new one. You might have seen this happen when researching aliens, where you've interrogated one, start on another (further down the list, as per the article) one and then the project is completed instantly. Or, the leftover points are applied to the new topic. I suspect it's the latter case. - NKF Link to comment Share on other sites More sharing options...
zaimoni Posted December 19, 2010 Report Share Posted December 19, 2010 "Research Rollover" bug - I don't quite get it. What does "the new effort of the scientists you allocate is applied immediately" mean exactly? Is it an effort per day that is applied immediately?Yes.Let's say that I have 50 scientists and a projects that would take them exactly 20 days to complete. If I select something further down the list than the previous researched technology, does this mean that a total of one day is automatically put into it and now I'll just have to wait 19 days?Yes. Basically, when a research item completes, research for all items before it in the list has already been applied, while research for all items after the list has not been applied. So, move the scientists from the projects at/before the completed project, to something later than the completed project. The research effort will also be applied to the new project. P.S.Just to be certain, the UFO extends does not fix this, right?UFOExtender currently has no effect on this. Link to comment Share on other sites More sharing options...
zaimoni Posted December 19, 2010 Report Share Posted December 19, 2010 Example from my current game:I have 100 Scienitists. Inveterate inspection of the save files indicates I have 100 scientist-days on both Motion Detector and UFO Navigation. To trigger the Research Rollover Bug, I put 100 scientists on Motion Detector. When midnight comes around, Motion Detector completes. So, put the 100 Scientists on UFO Navigation. Well, *that* completes by Research Rollover. So I put 100 scientists on Flying Armor, and *that* research happens immediately by Research Rollover. I just got three days of work out of the scientists. They are very inspired. Link to comment Share on other sites More sharing options...
oldfan Posted December 19, 2010 Author Report Share Posted December 19, 2010 Example from my current game:I have 100 Scienitists. Inveterate inspection of the save files indicates I have 100 scientist-days on both Motion Detector and UFO Navigation. To trigger the Research Rollover Bug, I put 100 scientists on Motion Detector. When midnight comes around, Motion Detector completes. So, put the 100 Scientists on UFO Navigation. Well, *that* completes by Research Rollover. So I put 100 scientists on Flying Armor, and *that* research happens immediately by Research Rollover. I just got three days of work out of the scientists. They are very inspired.Mmmmmmmm.......... just to make sure I understand, it is not the cumulative work of the entire previous project, it is just the amount of work your X scientists will perform in a single day which is added to the research immediately (without waiting for midnight). Right? Link to comment Share on other sites More sharing options...
zaimoni Posted December 19, 2010 Report Share Posted December 19, 2010 Example from my current game:I have 100 Scienitists. Inveterate inspection of the save files indicates I have 100 scientist-days on both Motion Detector and UFO Navigation. To trigger the Research Rollover Bug, I put 100 scientists on Motion Detector. When midnight comes around, Motion Detector completes. So, put the 100 Scientists on UFO Navigation. Well, *that* completes by Research Rollover. So I put 100 scientists on Flying Armor, and *that* research happens immediately by Research Rollover. I just got three days of work out of the scientists. They are very inspired.Mmmmmmmm.......... just to make sure I understand, it is not the cumulative work of the entire previous project, it is just the amount of work your X scientists will perform in a single day which is added to the research immediately (without waiting for midnight). Right?Yes, any scientists repositioned after the completed project get to research again, regardless of whether they've already researched or not. Link to comment Share on other sites More sharing options...
oldfan Posted December 19, 2010 Author Report Share Posted December 19, 2010 Example from my current game:I have 100 Scienitists. Inveterate inspection of the save files indicates I have 100 scientist-days on both Motion Detector and UFO Navigation. To trigger the Research Rollover Bug, I put 100 scientists on Motion Detector. When midnight comes around, Motion Detector completes. So, put the 100 Scientists on UFO Navigation. Well, *that* completes by Research Rollover. So I put 100 scientists on Flying Armor, and *that* research happens immediately by Research Rollover. I just got three days of work out of the scientists. They are very inspired.Mmmmmmmm.......... just to make sure I understand, it is not the cumulative work of the entire previous project, it is just the amount of work your X scientists will perform in a single day which is added to the research immediately (without waiting for midnight). Right?Yes, any scientists repositioned after the completed project get to research again, regardless of whether they've already researched or not.I guess if one wants to avoid this bug/feature, he can either not select an item for research immediately (going back to the geosacpe without choosing any research) and then going back to the research tab in the base view again? Or perhaps start research with zero scientists on all subjects and after research is complete, just pick one of the existing and fill it up with scientists? Link to comment Share on other sites More sharing options...
zaimoni Posted December 20, 2010 Report Share Posted December 20, 2010 I guess if one wants to avoid this bug/feature, he can either not select an item for research immediately (going back to the geosacpe without choosing any research) and then going back to the research tab in the base view again?This will completely bypass the bug, yes.Or perhaps start research with zero scientists on all subjects and after research is complete, just pick one of the existing and fill it up with scientists?I'm a bit fuzzy on how to interpret this. Yes, reallocating scientists to projects before the completed one does not trip the bug either. (Of course, any scientists originally allocated to projects after the completed project, that are reallocated to projects before the completed project, are lethargic and do not do any research that day whatsoever). Link to comment Share on other sites More sharing options...
oldfan Posted December 20, 2010 Author Report Share Posted December 20, 2010 I guess if one wants to avoid this bug/feature, he can either not select an item for research immediately (going back to the geosacpe without choosing any research) and then going back to the research tab in the base view again?This will completely bypass the bug, yes.Or perhaps start research with zero scientists on all subjects and after research is complete, just pick one of the existing and fill it up with scientists?I'm a bit fuzzy on how to interpret this. Yes, reallocating scientists to projects before the completed one does not trip the bug either. (Of course, any scientists originally allocated to projects after the completed project, that are reallocated to projects before the completed project, are lethargic and do not do any research that day whatsoever).Will try doing that. But I better not forget to assign research back. Link to comment Share on other sites More sharing options...
ranst4038 Posted July 19, 2011 Report Share Posted July 19, 2011 I have 1000’s of hours on Hanggliders.I’m a lifelong biker. I have lots of $.I would rather be kayaking on the Yough.Instead I’m babysitting my 85 year old father the rest of his or my life.I’m 2 years in and bordering on zombie.I recently made the mistake of buying Galactic Civ 1 & 2 only to find that some hose bag prick named Brad Wardell (Stardock) made these games unplayable without an update 1st to get you to register the serial #, then to get his Impulse/ pop-up crap loaded on your putter.After working 1000 hours a week until he was close to a breakdown unsuccessfully trying to make it work. He found a sucker to unload it on. (GameStop) The whole thing is one big buggy mess like every game this guy has put out. When you enter the serial # all you get is (Not a valid ser #) So with a $10 donation to Dosbox I’m starting over with X-com. With all the fixes it's like playing for the first time. Thanks Everyone! Link to comment Share on other sites More sharing options...
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