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		<id>https://temp.ufopaedia.org/index.php?title=Talk:Best_Starting_Weapons_(TFTD)&amp;diff=32911</id>
		<title>Talk:Best Starting Weapons (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Best_Starting_Weapons_(TFTD)&amp;diff=32911"/>
		<updated>2011-01-31T19:44:03Z</updated>

		<summary type="html">&lt;p&gt;Tauon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Discussion == &lt;br /&gt;
&lt;br /&gt;
Excellent article, NKF. [[User:Spike|Spike]] 02:51, 10 December 2008 (CST)&lt;br /&gt;
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Not trying to be nit-picky, but you left out the hand-held Torpedo Launcher. [[User:Muton commander|Muton commander]] 11:52, 21 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: As was the thermal tazer and grenades. It was intentional. Torpedo launchers are not weapons that you&#039;ll be wanting to arm the entire team with - at least in most normal games. The two stronger weapons that I do cover tend to be more medium-weights than heavies like the torpedo launcher. -[[User:NKF|NKF]] 22:48, 21 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:: You COULD include your reasoning for the torpedo launcher in your discussion... actually, in TFTD, arming the entire team with torpedo launchers doesn&#039;t make a lot of sense... but it makes more sense than arming an entire team with Dart Guns. Do you believe me?&lt;br /&gt;
&lt;br /&gt;
:: Also, Gauss weapons are terrible because YOU HAVE TO MANUFACTURE AMMO FOR THEM. It really screws up your production line. In addition, placing a Heavy Gauss among your starting weapons, but not putting Sonic Pistol in there is a bit weird. I mean, by the end of the first few weeks, you should have a sonic pistol and clip ready for research, maybe a blastaa rifle. So, given a choice, should you research Heavy Gauss, or Sonic Rifle... I would choose the sonic rifle! The heavy gauss is hardly a &amp;quot;starting weapon&amp;quot;... in XCOM, you would research Heavy Laser for 2 reasons. 1. Sectopods. 2. Laser Cannons.&lt;br /&gt;
&lt;br /&gt;
:: As you said, gas cannons ability to be used above ground bumps them up many notches on the weapon rankings.&lt;br /&gt;
&lt;br /&gt;
:: Why do you mention ION ARMOR as part of your combinations for STARTING weapons??? [[User:Jasonred|Jasonred]] 02:05, 4 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: The minute you go on a land mission with nothing but torpedo launchers... I didn&#039;t include grenades as starting weapons either, even though I often encourage others to try out grenadier campaigns. &lt;br /&gt;
&lt;br /&gt;
: The gauss weapons&#039; ammo manufacturing isn&#039;t as bad as it seems - at least for the pistol and rifle ammo. It&#039;s like buying the ammo - only it takes less time to arrive. The increased power of the gauss weapons (relative to the darts) easily make up for the higher cost, and selling a few recovered items every mission easily covers the cash invested. You won&#039;t get back the engineer time, but you&#039;ll still be able to crank out adequate quantities of gauss pistol or gauss rifle ammo very quickly at 20 and 45 tech hours needed for each. Even your starting 10 engineers can crank out ammo at a consistent enough pace to keep a few aquanauts well stocked for each mission until better stuff arrives. &lt;br /&gt;
&lt;br /&gt;
: The default Heavy Gauss just doesn&#039;t cut mustard, but is mainly included because you get it without gathering any equipment from the field. &lt;br /&gt;
&lt;br /&gt;
: As for the Ion Armor it was never a  main topic of discussion and was merely mentioned once in the context of something that could assist the player use Hydro Jet Cannon in close quarters.  That can be done any time during the game. -[[User:NKF|NKF]] 07:19, 4 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Hmm.. maybe. But I recall going on terror missions with Gauss and having huge ammo problems... ah shit, now I remember. The 80 item limit really hurts on those 2 part terror missions. It really makes the PAYLOAD factor kick in. ... One more reason to rush sonic weapons I guess.&lt;br /&gt;
&lt;br /&gt;
:: As for manufacturing time, it is not a crippling amount of engineering time, but it is still pretty significant, especially on higher difficulty levels. You can easily burn through 15 clips per mission, if Gauss is your main armament. Admittedly, 4 missions a month only comes to 60 rifle clips, which is 2 days for 30 engineers, so it&#039;s not that bad... as for cost... gauss ammo is cheaper overall than Sonic ammo, right?&lt;br /&gt;
&lt;br /&gt;
On the very first mission or two I may have Jet Harpoons. It works excellent on aquatoids. Unfortunately, Gill Men are refuse to die unless taken three (sometimes two) harpoons. Torpedo Launcher is cumbersome. It could have been great if it was mortar!. Or if aliens walked in compact groups by 3-4. Hydrojet Cannon is heavy and underwater only. Most articles says &amp;quot;There should be balanced set of weapons&amp;quot;. Well, for me the most balanced set was everyone wielding Gas Cannon (and Magna-Blast Grenade). My GC+MBG equipped squad have proven reliable and capable. Meanwhile I research Sensor, Medikit, loot alien sub and research Sonic Rifle. And again, have balanced set of weapons including Sonic Rifle for every operative. Not least, uniform weapons for entire crew gives advantage of uniform ammunition, so I usually take 15 clips for 10 guns. --[[User:Wasd|Wasd]] 09:25, 20 July 2009 (EDT)&lt;br /&gt;
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: Unfortunately with TFTD, A general balanced set of weapons doesn&#039;t really count the first two harpoon weapons. Much. If at all. They don&#039;t really have the same life span as UFO&#039;s pistol and rifle thanks to the tougher aliens. &lt;br /&gt;
&lt;br /&gt;
: The Gas-Cannon has an advantage as it does a bit of everything, and grenades are always a good addition to any direct fire weapons. That&#039;s already makes for a very good mix of weapons to start with. The only thing missing is rapid fire support until you get the Gauss and sonic weapons. But this is X-COM - it lets you get away with a lot of things. -[[User:NKF|NKF]] 03:10, 21 July 2009 (EDT) &lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
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All righty, thanks to recent discussions, I&#039;ve inflicted some changes to the main article. I don&#039;t know if that&#039;s improved the article any bit, but hopefully it&#039;s a bit more objective than it was. Oh well, as is the nature of our wiki articles, they&#039;re ever being improved. -[[User:NKF|NKF]] 06:05, 7 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Jet Harpoon ==&lt;br /&gt;
&lt;br /&gt;
I use the Jet Harpoon early on basically as a secondary weapon - in effect, as a pistol - for aquanauts who are carrying a Torpedo Launcher, or who are absolutely too weak to carry a Hydrojet Cannon / Gas Cannon. This means I throw almost all the Jet Harpoons (and ammo) away as soon as my shipments of extra Hydrojet Cannon and Gas Cannon arrive on base. Until that time, of course, you&#039;re more or less forced to use the Jet Harpoons as primary weapons since otherwise you just don&#039;t have enough weapons even to arm 8 aquanauts. Quite often, you don&#039;t get any mission before the extra heavy weapons arrive to replace the Jet Harpoons. But maybe this is a bit hard-core. For land missions (such as Base Defence), it might be good to have a weapon around that&#039;s a bit more fast and flexible than a Gas Cannon. &lt;br /&gt;
&lt;br /&gt;
Dart Guns I just throw away immediately. As mentioned above, I used Jet Harpoons as &amp;quot;pistols&amp;quot; instead. &lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 18:02, 5 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hydrojet Cannon vs Gas Cannon ==&lt;br /&gt;
&lt;br /&gt;
I actually disagree with the main article statement that says HjC and GC are more or less equal underwater for ranged combat. Until you start fighting enemies with high AP/HE resistance &#039;&#039;&#039;and&#039;&#039;&#039; high armour, the HjC (on auto) is more effective, even at range. I tend to go with the view that you routinely equip mostly HjCs, but switch to GCs for land missions (terror missions and base defence, both of which are advertised in advance). I should make it clear I&#039;m talking about HjCs firing on auto, which means they chew through ammo - basically you need to reload after 2 turns of continuous fire, vs 4 turns for the GC. So you can count on shipping twice as many spare clips into the mission, which is not great. In Aimed and Snap fire the GC is hands-down better, so unless you use the HjCs on auto all the time, don&#039;t bother with it. [[User:Spike|Spike]] 18:14, 5 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: The fact that GC has an extra 33% ammo compared to the Heavy Cannon... is... HUGE. And 65 HE power??? WTF. It is SO GOOD. ... Would like to point out that the HjC gets only 3 AutoShots, and 2 Snap Shots, due to it&#039;s ammo of 14. Compared to the GC with 8 snap shots... hmm. &lt;br /&gt;
&lt;br /&gt;
:I had a hilarious experience with the HjC once.... one of my scouts spotted 3 aquatoids in a loose cluster, so my HjC guy goes full-Auto on them. And kills 5 aquatoids in 2 bursts. 3 I was targetting and 2 hiding off screen somewhere. 1 of those was REALLY far off screen, I didn&#039;t find his corpse til near the end of the battle. Being outnumbered = Target Rich environment.&lt;br /&gt;
&lt;br /&gt;
:: Ammo logistics can be a hassle but at the end of the day lethality is more important. I&#039;d rather have a battlefield of dead aliens and troops short on ammo, and figure out how to get some reloads to them, vs the alternative. The alternative is dead troops with full clips. :) The HE damage of 65 is good, but the HjC gets nearly twice as many hits per turn, on average. Unless your target has a lot of resistance/armour, the HjC will do more penetrating damage. For Lobstermen, yes, you want the GC. &lt;br /&gt;
&lt;br /&gt;
:: Nonetheless the point you made elsewhere about reaction fire is a good one. For that reason alone you need to keep some Gas Cannons in the mix - even before the Lobstermen show up. [[User:Spike|Spike]] 21:09, 5 April 2009 (EDT)&lt;br /&gt;
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The GC and HjC are just like the Pistol and Rifle in UFO. One is designed for single shots and excels at it very well. The other is very poor at single attacks, but excels really well at autofire - even though it is the slowest auto fire weapon in the game. Never implied that it was a bad weapon to use - it&#039;s actually very good. My note at the end that it was on par with the GC was really in that both weapons are fairly good at that range, but that the HjC was the dominant weapon for close range combat (especially when wearing armour). Just wish it didn&#039;t have that stupid under-water only restriction. &lt;br /&gt;
&lt;br /&gt;
One thing the under-water only limit does really well is limit the Disrupter Pulse Launcher. I&#039;d willingly give that up if the aliens did too. With so many tough land missions, it&#039;s just as well each side can&#039;t use it. Hang on, would reaction fire work though? DPL reaction shots are so rare that so hard to test too. Oh well. -[[User:NKF|NKF]] 02:06, 6 April 2009 (EDT)&lt;br /&gt;
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:NKF, I still think the main article underplays the HjC and overestimates the importance of the &amp;quot;underwater only&amp;quot; drawback. It&#039;s true, isn&#039;t it, that missions involving land can &#039;&#039;&#039;always&#039;&#039;&#039; be anticipated, and so HjCs can be replaced with GCs ahead of time. In a Base Defence mission there might be no warning sometimes, but as GCs are ahead of HjCs in the list I guess they would be preferred to survive in the 80 item limit for Base Defence? So really the underwater only aspect is only a disadvantage in terms of using more Stores space, and more money, to maintain two sets of weapons - an underwater set and a land set. I doubt this additional cost would exceed $50K - $100K. Plus I guess it&#039;s a hassle to change loadouts for a land mission if you are using XComUtil to remember aquanauts&#039; loadouts. &lt;br /&gt;
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:Until you encounter very heavily armoured targets, HjC on auto is more lethal in normal offensive use. The GC is more lethal in defence (reaction fire) and for certain types of sniping (not all). I would put it at least equal to the HC, if not better. In fact the truth is, a mix of both is good - which does complicate your ammo logistics, to be fair. I&#039;m not saying you can&#039;t make do with GC only, it&#039;s a fine strategy. But in forgoing HjCs you are forgoing higher firepower/lethality against all but the hardest targets.&lt;br /&gt;
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:I agree with you that the GC effectively makes the Torp Launcher irrelevant. Also, in fairness (re my Gauss Rifle comment below), one advantage that standard weapons such as GC and HjC do have over the Gauss Rifle is the use of area effect rounds, HE/IN.[[User:Spike|Spike]] 12:45, 7 April 2009 (EDT)&lt;br /&gt;
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:: I don&#039;t know if you can always anticipate every land mission. I have some dreadful memories of a base attack where a good part of my squad could only use HjCs because I thought it was the bees knees as a weapon, and did decide to do a bit of ammo juggling to accomodate them! But as I&#039;ve often said, I don&#039;t think it&#039;s a bad weapon at all. But, do you really need to undertake the hassle of having to maintain two sets of equipment? There are other high firepower alternatives at your disposal early in the game, and much of your early opponents can easily be dealt with by most explosives you can obtain early into the game. By the time you do need superior firepower, there will be even more alternatives available to you. &lt;br /&gt;
&lt;br /&gt;
:: But I guess that&#039;s where the broken record of a comment keeps proving itself to be right: A mix of weapons is often the better solution. I know having one HjC on the Triton and perhaps some spare weapon isn&#039;t going to hurt you that badly and will introduce minimal ammo juggling. Since TFTD has increased the silly 80 item limit restriction a little, you do have room to carry a spare weapon and some reloads. This is especially handy if you decide to tough it out with Jet Harpoons until you get something better. 3 - 4 clips can be carried per Jet Harpoon with no trouble. &lt;br /&gt;
&lt;br /&gt;
:: The GC being a better Torpedo launcher is Jasonred&#039;s analogy of it - but I can&#039;t reallly really disagree with it! I&#039;ve always thought of it as a mini torpedo launcher for land based missions myself. The only place where the Torpedo launcher would trump the Gas Cannon is for aimed shots, when underwater, when carried by a crack marksmans and for raw firepower. That 110% accuracy isn&#039;t as good as its original counterpart, but still a most welcome accuracy boost. The extra trials offered by the GC (and HjC) does make it more preferable. -[[User:NKF|NKF]] 14:48, 7 April 2009 (EDT)&lt;br /&gt;
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:: My statistics tells that on very rare occasion HjC will perform better than GC. In fact, my first move in new game is ordering GC for entire crew. And dumping all other as soon as it arrives. --[[User:Wasd|Wasd]] 09:23, 20 July 2009 (EDT)&lt;br /&gt;
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== Gas Cannon with HE used to down Lobstermen ==&lt;br /&gt;
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It can? ... It can??? OMG, IT CAN!!! Though it looks like by the time you manage to kill it, it&#039;s under armor might get reduced to zero, lol. [[User:Jasonred|Jasonred]] 20:55, 5 April 2009 (EDT)&lt;br /&gt;
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: It&#039;s slow, but it jolly well works. That&#039;s why I like it so much. However you&#039;re going to end up with very little ammo after taking one or two of the crustaceans down. &lt;br /&gt;
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: Hang on, something just occurred to me. Recalling your favourite current strategy of using the Incendiary bug in UFO - does it apply to the Hydrojet as well? That would make it a very effective anti-lobstermen weapon in underwater fights. -[[User:NKF|NKF]] 01:59, 6 April 2009 (EDT)&lt;br /&gt;
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:: I don&#039;t actually use the bug in UFO... I tend to kill my enemies one by one, not spread my squad out across the map and share out firepower... my current favourite strategy to burn aliens involves the fact that Incendiery ignores armor, does 4 times damage on large units, and does not provoke reaction fire. ... the trouble with Lobstermen is that they have 90-125 health, and 70% fire resistance, so it takes like 50 hits to cook them in the shell... VERY ineffective. Sigh. [[User:Jasonred|Jasonred]] 04:08, 6 April 2009 (EDT)&lt;br /&gt;
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::: I&#039;ve been doing some [[Talk:Incendiary#Incendiary_vs_Large_Units|research on Incendiary vs Large Units]] and it looks like they probably don&#039;t take x4 damage from IN (though more work is needed to confirm this). Incendiary is still good for bypassing armour - especially on autofire. As long as you just have one target or set of targets on fire, and your rounds more or less land near the target(s), it&#039;s probably not cheating to do this. [[User:Spike|Spike]] 12:22, 6 April 2009 (EDT)&lt;br /&gt;
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:: Ah... well, if you just have one target, it effectively increases your accuracy to 100% perfection... which is bad, but if you&#039;re using deadshot soldiers anyhow, it&#039;s not THAT bad... Hmm, Incediery damage is a weird creature it seems to do more damage when used on flamable ground vs inflamable ground??? [[User:Jasonred|Jasonred]] 15:18, 6 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Yes that&#039;s the hypothesis. Some more testing is needed but it looks like the MCD flammability rating of the tile might add to the damage per turn / per impact. &#039;tis indeed strange. [[User:Spike|Spike]] 15:56, 6 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Gauss Weapons vs their Contemporaries ==&lt;br /&gt;
&lt;br /&gt;
The standard non-Gauss weapons share a few advantages over Gauss.&lt;br /&gt;
&lt;br /&gt;
1. They do not require research. So you can use them right from the very first mission. Theoratically, you could fail to perform any missions until Gauss technology is developed, but this depends a lot on playstyle and strategy.&lt;br /&gt;
2. They can be purchased in bulk, instead of requiring manufacture. This tends to come to fore under several situations:&lt;br /&gt;
a) When starting a new base. Or, like some players do, several bases at once. &lt;br /&gt;
b) When production queues are very busy. If you have not created several Gauss cannon factories, it is possible that your production queue will be fully occupied making stuff like armor or MC disrupters. If you had only 1 large workshop base and it is halfway building a Leviathan, you will not be producing any new Gauss Ammo for quite some time...&lt;br /&gt;
c) When you lose troops and their armaments. In TFTD, losses can be quite heavy early on, and the aliens seem to be more aggresive in the grenadiering and PWT use. If you actually lose a squad, outfitting a new squad with Gauss can take a while...&lt;br /&gt;
d) After a Shipping Lane Mission. These super long missions can burn through over 50 Gauss Rifle clips quite easily. BUT, any standard equipment would have run out of ammo completely by comparison... it just should be noted that after a mission that uses a lot of Gauss, one might have to switch to Gas Cannons for a few days while manufacturing replenishes Gauss supplies.&lt;br /&gt;
3. They cost less. Not a major factor due to how UFO economics works despite what some penny pinchers may feel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gauss Pistol.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Defensively (reaction fire), the Gas Cannon is significantly better (in terms of firepower/lethality). Offensively (on auto), the Hydrojet Cannon is within 10% better (HE) to 10% worse (AP). The Gas Cannon is a better sniper weapon in some ways. So this one is not a slam dunk. You&#039;re going on some of the minor advantages (clip capacity etc) and also the one-handedness advantages. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gauss Rifle.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is more of a clear winner. The death-dealingest direct fire weapon in the game, bar none, vs lightly armoured targets. (Yes it&#039;s the sub-aquatic AK-47). Clearly outclasses all standard weapons in defence (reaction fire), offence (auto), and sniping. It [[Skipping Gauss Weapons|gives ground to Sonics]] of course as the stronger aliens with high armour levels and damage type resistances are encountered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
: The Gauss Pistol excels primarily with its compact size (it&#039;s a hip clipper), weight, high ammo capacity and damage. I see it mainly as a complete replacement for the Jet Harpoon - except for its awful accuracy which is compensated for by its high rate of fire. The Gas Cannon is still the best bang for your buck on a shot-by-shot basis - it&#039;s a high powered cannon or grenade launcher after all. A single autofire burst with the HjC and HE shells would definitely be much more effective than a single Gauss Pistol burst, except it&#039;s much slower to perform. It&#039;s not too powerful, but it&#039;s a light and fast weapon (good for finishing off or interrupting). The one-handed feature lets you compensate for the gun&#039;s weaker stopping power by letting you handle some other high powered weapon in the other hand, such as a magna-pack. It&#039;s not as good as the Laser Pistol as you have to add in the whole ammo conservation factor. -[[User:NKF|NKF]] 03:25, 7 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapons not covered ==&lt;br /&gt;
&lt;br /&gt;
I was actually thinking of putting the weapons that weren&#039;t covered into a separate category. Support weapons or something along those lines. The article mainly covers basic ranged firearms at present. -[[User:NKF|NKF]] 01:44, 16 April 2009 (EDT)&lt;br /&gt;
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&lt;br /&gt;
-----&lt;br /&gt;
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NKF, Either you have access to some math that I don&#039;t, or you made an error. Looks to me like small and large rockets only have a 25 point difference, not 50!&lt;br /&gt;
&lt;br /&gt;
[[User:Jasonred|Jasonred]] 14:04, 17 April 2009 (EDT)&lt;br /&gt;
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: It&#039;s an error. Fridayitis - and a long day at work are part to blame - being rather baffled by the small torpedo (not having really examined it this closely before) also contributed. -[[User:NKF|NKF]] 15:44, 17 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
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Question: any difference between the GC-HE at clearing terrain compared to the Large Torpedos? [[User:Jasonred|Jasonred]] 23:40, 17 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Good question. Basically anything of an HE nature is good at clearing terrain. The Large Torpedo has a blast diameter of 13, while the GC-HE has a blast diameter of 9. So one will create a really big ring - the other two medium rings - which you can set apart at any range you wish. Which of the two weapons is better to use will depend on what shape you want to carve out in a single turn. &lt;br /&gt;
&lt;br /&gt;
: Coincidentally, I just did a test earlier. Stared a new easy game, dumped all the weapons off the Triton and armed one GC (5 HE clips) and one Torpedo Launcher (5 Large Torpedoes). Wiped the first mission&#039;s map clean with these two weapons with only two spotters lost - one to a misfire. The GC-HE&#039;s pretty good at slicing through chunks of volcanic map terrain. -[[User:NKF|NKF]] 03:29, 18 April 2009 (EDT)&lt;br /&gt;
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== Thermal Tazer ==&lt;br /&gt;
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Contrary to the article I recall Xarquid being rather resistant against tazer attacks. They will go down eventually but take several tazer attacks. --[[User:Tauon|Tauon]] 14:44, 31 January 2011 (EST)&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Tauon&amp;diff=32682</id>
		<title>User:Tauon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Tauon&amp;diff=32682"/>
		<updated>2011-01-17T20:56:19Z</updated>

		<summary type="html">&lt;p&gt;Tauon: /* Reaction training TftD(hypothetical so far -&amp;gt; not working) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I finished TfD twice before I played ufo years later. So contrary to the majority I really prefer the second part of the series.&lt;br /&gt;
== Things to do/wish list/questions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;identify the usos/map modules which have routing/or alien placement errors&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;battleship: large terror units become stuck in the left stairs on the ground floor, esp. nasty if its a Xarquid(full TU, covers entrance)&lt;br /&gt;
&amp;lt;li&amp;gt;heavy cruiser: alien tends to get stuck in the right elevator, often on ground level(hard to get without something to crack the inner wall)&lt;br /&gt;
&amp;lt;li&amp;gt;port map: tricences get stuck/placed in the wire fences&lt;br /&gt;
&amp;lt;li&amp;gt;artefact map: hallucinoid can get stuck in a small hollow pyramid - it can move but the exits are to small for it&lt;br /&gt;
&amp;lt;li&amp;gt;colony map: similar to above - stuck in a small compartment with a single door&lt;br /&gt;
&amp;lt;li&amp;gt;(artefact map: infamous hallucinoid at bottom of the lift map, quite hard to motivate to leave this spot sometimes but this can leave)&lt;br /&gt;
&amp;lt;li&amp;gt;unaccessible areas for example the top right corner of the bottom level of the pyramid with the 9 or so columns in the artefact map;&lt;br /&gt;
    top level cargo ship(2nd part) section above the engines - can not move to the far right- the overhead map says the should be a coridor of width 1;&lt;br /&gt;
    sometimes if the uso is parked close to the map border units get problems moving around them.&lt;br /&gt;
&amp;lt;/ul&amp;gt;  &lt;br /&gt;
&amp;lt;li&amp;gt;tftd terrain description analog to ufo &lt;br /&gt;
&amp;lt;li&amp;gt;which tiles burn longer then 1-2 turns?&lt;br /&gt;
&amp;lt;li&amp;gt;optimal disembark order for tftd crafts(which soldier to move where, sniper with Mag armor on top of craft?)&lt;br /&gt;
&amp;lt;li&amp;gt;base development of first base after the initial additions&lt;br /&gt;
&amp;lt;li&amp;gt;base defence layout&lt;br /&gt;
&amp;lt;li&amp;gt;learn when to use pulsers, DPL - keep lugging the around only rarely using them if i&#039;m really out of other ideas in order to get a hard to get      alien;usually MC and drills are enough to finish most uso maps without losses&amp;amp;reloads by end of July &lt;br /&gt;
&amp;lt;li&amp;gt;try using Hydrojet cannon to get a better idea about its usefulness; so far I hardly see a use except for short term lighting; the close range idea with HE kinda works but destroys a lot of equipment.&lt;br /&gt;
&amp;lt;li&amp;gt; TftD reaction training(this is significantly harder to achieve then in Ufo because you no longer have access to the alien inventory and alien without weapons do not not seem to move, so hovering in Mag Armor over a bunch of lobsterman without sonic guns/pistols only works for the few turn where they try to strike your guys with pulsers once they run out they stay put)&lt;br /&gt;
Maybe offer them a sacrifice to attempt clawing down(after the pulsers are gone)&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strange events  ==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; When preparing to assault a crashed USO I found a Tasoth Sq Leader on my equipment screen. However it was gone from the equipment pile when I pressed ok. Should have shoved it in a backpack.&lt;br /&gt;
:Had the same thing happen again while preparing to assault an escort. Shoved the tasoth soldier in the hands of one of my aquanauts and it was still there on turn 1. Possible another tftd bug.&lt;br /&gt;
&amp;lt;li&amp;gt; When moving towards the roof entrance of the fleet supply cruiser via mag armor my aquanaut walked through the uso outer hull into the corridor leading towards the bridge&lt;br /&gt;
&amp;lt;li&amp;gt; cargo ship mission 2nd part when standing on the elevated platform where you usually get sniped from the aquanaut sometimes seems the be able the scale the metallic structure towards the next level. Have not figured out when it is possible yet but it happened several times already. There are other spots where I encountered similar behavior but this is the only one I recall for sure.&lt;br /&gt;
&amp;lt;li&amp;gt; teleporting corpses: when finishing of a stunned alien which was moved from the place where it was knocked unconscious with a a HE shell or a grenade the corpse appears back in the place where it was stunned instead of where it was killed.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aquanaut  screening guide ==&lt;br /&gt;
&lt;br /&gt;
Once one has established a steady income source by raiding the supply cruisers and/or running a gauss craft cannon factory the cash just keeps piling up. If one goes for 8 bases(which is by no means necessary 2-3 can usually see you through quite comfortable) these soon are also build to the max.&lt;br /&gt;
Next is that one can start to be picky with which raw recruits to keep and which to send back/use for bravery training. Their stats are assigned random when ordered. While it is possible to wait for the perfect soldier with all stats at the max possible value he/she is fairly unlikely to show up.&lt;br /&gt;
So we need to identify those which really matter and those which can be easily raised via training.&lt;br /&gt;
At this point of the game(July/August) we probably have a few experienced  MC troopers which pretty much control the battlefield in normal Uso assaults so it does not matter how wimpy or bad at shooting/throwing the new guys are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;, &#039;&#039;&#039;health&#039;&#039;&#039; and &#039;&#039;&#039;strength&#039;&#039;&#039; are secondary skills and are increased en passant while you train the primary stats. So these are the ones which are of &#039;&#039;&#039;least concern&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Time units&#039;&#039;&#039; are also a secondary stat but since their initial value determines the energy recovery rate which is crucial in longer missions &#039;&#039;&#039;a 60 is a must&#039;&#039;&#039; here. Otherwise you won&#039;t get the maximal recovery rate of 20.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MC strength is the second but foremost stat which matters&#039;&#039;&#039;. However it wont be known until a month later. A 80+ makes a decent MC trooper and ensures pretty much an impervious defence against enemy MC attacks. 95+ are recommended if you intend to control highly resistant terror units at the other end of the map. So you can just preselect the raw recruits for the for the other preferred stats and hope for the best - with a MC lab in every base and maybe 2 extra it won&#039;t be long to find the desirable 10-20 guys with high enough strength.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MC skill&#039;&#039;&#039; is the primary stat which can be raised most easily given a high MC strength so &#039;&#039;&#039;least concern&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firing and throwing accuracy are easily trained&#039;&#039;&#039; by either emptying a magazine into a hapless  lobster after you had him throw this gun away or tossing things around. Takes a while but doable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bravery&#039;&#039;&#039; can be trained  but &#039;&#039;&#039;rarely matters&#039;&#039;&#039;. For training cull your rejected recruits after you cleared the map except for one unarmed alien(stunned revived with stimulants, no built in lethal attack). Or use the tentaculat trick.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reactions&#039;&#039;&#039; vary quite a lot. A initial reaction in the &#039;&#039;&#039;50-60 range&#039;&#039;&#039; is desirable because reaction training is rather hard to set up in TftD due to the inventory lockout. Never had a 100 reaction soldier in tftd.&lt;br /&gt;
&lt;br /&gt;
To sum it up for the ideal recruit one would wish for 60 time units and 60 reactions and then hope for 100 MC strength. The rest is training.&lt;br /&gt;
&lt;br /&gt;
== Intercepting Dreadnoughts ==&lt;br /&gt;
&lt;br /&gt;
With the advent of sonic oscillators the only alien craft which can return fire and damage your subs is the dreadnought. By August/September you get quite a few of them as well as a flurry of other craft. Your goal is to deal with the mayor threat while maintaining your capability to harvest and train. That means minimizing the downtime(repair/refueling) of your crafts. There are several strategies to tackle the problem.&lt;br /&gt;
The first is several or a single interceptor. That is also a question of availability. While it might be nice to send 4 dual armed craft against a single dreadnought most of the time this is not possible because some of the craft in the target region are refueling/out/repairing. And the damage distribution is not homogeneous among the multiple crafts. You might end up taking 4 craft out of commission for several days instead of 1 heavily damaged one which can be replaced with a newly built one. This leads to the next question - when to keep&amp;amp;repair a craft and when build a new one to replace it because its faster. That is easily answered so lets do a comparison of the four armed craft.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;right&amp;quot;&amp;gt;craft&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Barracuda&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Manta&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Hammerhead&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Leviathan&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;tech hours&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;          -&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 18000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 14000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 34000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;damage capacity&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 400&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 960&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1,250&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;speed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;              2,400&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 4,600&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 4,030&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;  5,800&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;cost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;                600000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 600000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 400000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 900000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;arrival/built time (h/d)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 96/4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 72/3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 56/2.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 136/5.7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;dmg repaired in this time&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;  80%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 18%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 5.8%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 10.9%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;weapon pods&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;hits to perish&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 3-6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;  6-13&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 9-17&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;hits to down&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
Notes:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The built time is given considering a manufacturing base with 250 technicians and 6 workshops. &lt;br /&gt;
&amp;lt;li&amp;gt;I assume that the damage repair rate is the same as in UFO: 1 dmg/hour ; To convert this in percent devide by damage capacity&lt;br /&gt;
&amp;lt;li&amp;gt;I assumed a damage value of 75 as lower end and 150 higher end for the dreadnought weapon with strength 120.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The big unknown is the dreadnought weapon - I could not find a damage range and a to hit value. With those values it would be possible to calculate/estimate success probabilities for each craft for each attack mode.&lt;br /&gt;
From the above numbers(hits to down vs hits to perish) it seems obvious that both the Manta and the Hammerhead have a decent chance to take down the dreadnought alone, while the single barracuda is simply suicidal and the Leviathan would have to get rather unlucky to fail. &lt;br /&gt;
&lt;br /&gt;
In my practical experience the Manta gets the job done with 70-90% damage in 9 out of 10 tries. And it is fast enough to outrun all other opponents.&lt;br /&gt;
In terms of ease of replaceability the Hammerhead option might be worthwhile considering. Raw materials and cost are of no importance in the later stages of the game if several fleet supply cruisers are harvested for zrbit there should be plenty of cash and raw materials by July/August.&lt;br /&gt;
&lt;br /&gt;
== Fun with the standard controls ==&lt;br /&gt;
&lt;br /&gt;
Teleporting armor&lt;br /&gt;
: The aquanauts menu lets you change the armor of aquanauts even when they are on the way to/back from a mission. A shipment of magnetic armor arrived a few hour after the team is transported to a shipping line mission on the other side of the globe - just give it to them via the menu and it will materialize in the craft. On the way back you spot a dreadnought heading straight for your base and your home defence team would greatly benefit from these shells - just teleport them back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Reaction training TftD(hypothetical so far -&amp;gt;not working) ==&lt;br /&gt;
&lt;br /&gt;
In TftD you can no longer access the inventory of alien and you no longer possess ranged weapons with unlimited ammo. Thus duplicating the setup used in Ufo is impossible. There are aliens with built in ranged weapons(Deep One,Bio Drone,Triscene, Xarquid,(Hallucinoid)) and HTH attacks (Calcinite,Lobsterman). However the ranged attacks are too strong for save training even with Magnetic Ion armor and the units with HTH attacks have plenty of TU which enables them to close in to your troops in one turn in addition for HTH attacks being strong enough to at least penetrate the side armor of Mag Ion suits. If you are hovering above them they will try to hit you with Sonic pulsers which sometimes triggers reaction shots,but even grenadiers won&#039;t carry more then 5-6 of those and once they run out they won&#039;t move so this is not working too well either.&lt;br /&gt;
&lt;br /&gt;
As a workaround I propose the following setup. &lt;br /&gt;
You need:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; A map with MC capable aliens (Tasoth Squad Leader;Aquatoid Technician,Navigator,Commander,Gillman Commander)&lt;br /&gt;
&amp;lt;li&amp;gt; A squad of trainees with high MC strength(80+,better 90+)&lt;br /&gt;
&amp;lt;li&amp;gt; One aquanaut with low MC stength(the weaker the better, keep on of those 0 MC strength guys)&lt;br /&gt;
&amp;lt;li&amp;gt; Ion Armor/Mag Ion armor for the MC weakling and those to be trained&lt;br /&gt;
&amp;lt;li&amp;gt; a set a training weapons with heaps of ammo(dart guns/gauss pistol)&lt;br /&gt;
&amp;lt;li&amp;gt; maybe one slow, weak weapon (jet harpoon,GC AP?) with a few clips&lt;br /&gt;
&amp;lt;li&amp;gt; a way to slay the aliens on the map(ideal would be one drill and a few MC disruptors;or MC and the aliens own weapons)&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
optional:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; MC disrupter(s)&lt;br /&gt;
&amp;lt;li&amp;gt; 1 Thermal Tazer&lt;br /&gt;
&amp;lt;li&amp;gt; a few Medi-kits&lt;br /&gt;
&amp;lt;/ul&amp;gt;    &lt;br /&gt;
Note: It is possible to set this up without one strong MC trooper(strong enough to boss any alien around at will) but significantly more difficult because you need to invest more items into your way to win the map and have to wait until one MC capable alien runs out of ammo &amp;amp; sonic pulsers.&lt;br /&gt;
Same goes for thermal tazers and medi-kits - you have to wait for the MC capable alien to run out of pulsers and ammo if you go without while otherwise you just use the stun, revive routine to render it unarmed.&lt;br /&gt;
&lt;br /&gt;
How to to set this up:&amp;lt;br&amp;gt;&lt;br /&gt;
Kill all aliens on the map except one MC capable one. Make sure the last one is harmless and out of the way - preferably by unarming it and boxing  into a corner(triton,ufo, building,...) with a few guys which turn their back towards it(saves the trouble of hunting it down again later and avoids that it wandering into the sight of an armed aquanaut and getting gunned down prematurely).&lt;br /&gt;
Form a fire line with your trainees, arm them with weak weapons, set up the MC traitor in front of them with a weak slow weapon.&lt;br /&gt;
&lt;br /&gt;
How this gambit is supposed to work:&amp;lt;br&amp;gt;&lt;br /&gt;
As long as the alien sees on of your guys it knows the position of all of your guys. It also knows/prefers to target the weak ones. Thus it will take over the weakling. This guy will start firing on your trainees hopefully triggering reaction fire from them. The amour weapon setup ensures that everyone stays unharmed. After each trainee has fired 11 reaction shots, rotate in the ones which have not trained yet or slay the last alien it all are done. &lt;br /&gt;
&lt;br /&gt;
Glitches and things to check/work out:&amp;lt;br&amp;gt;&lt;br /&gt;
I hope that it won&#039;t try&amp;amp; succeed to panic the rest of your troops. Maybe you need to play around with the MC strength of the weakling to ensure it only succeeds to take over that guys and does not have enough TU to bother the rest. &lt;br /&gt;
Is it save/necessary/desireable to use the gauss pistol?&lt;br /&gt;
What is the best weapon to arm the traitor with? It should be slow to conserve ammo but save. I&#039;m considering Heavy Gauss(save?), Gas Canon with AP or incendiary,Torpedo launcher with incendiary, HJC with incendiary or AP(auto?), Jet Harpoon and dart gun(both auto?). &lt;br /&gt;
How much training ammo is needed.&lt;br /&gt;
Will the traitor fire even if it has no chance of doing any damage?&lt;br /&gt;
Best method to keep the MC weakling out of the equation during the setup phase(disarm&amp;amp;box in, stun &amp;amp; revive when needed)&lt;br /&gt;
&lt;br /&gt;
::I tested it with dart guns and a torpedo launcher which I gave the traitor in addition to its dart gun. And it turns out that indeed that XCOM is not allowed reaction fire opportunities against turned comrades. Which means hovering above a alien with only grenades; or alternatively getting a disarmed lobster soldier to move with a sacrifice while hovering with the remainder are still the safest methods&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Tauon&amp;diff=32673</id>
		<title>User talk:Tauon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Tauon&amp;diff=32673"/>
		<updated>2011-01-17T18:39:11Z</updated>

		<summary type="html">&lt;p&gt;Tauon: /* re: Reactions training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== First artefact site ==&lt;br /&gt;
In a recent game the first artefact site was detected September 1st. I try to write a short account in order to extract info for improving the artefact wiki page later. &lt;br /&gt;
Given that I can reroute my most experienced crack team with 6 good MC troopers(86,95,83,93,99,81 MCstr,100+MCsk) and two mediocre troopers(96MCstr both,72,78MCsk)and 6 field troops with 70+ MC str of with 5 have decent stats(max TU, 85+ FA) all wearing Mag Armor from their mission to retrive a fleet supply cruiser to arrive at daytime this should not be too difficult.&lt;br /&gt;
Equipment: &lt;br /&gt;
2 TSL with 8 shots&lt;br /&gt;
&lt;br /&gt;
8 MC disruptor&lt;br /&gt;
2 sonic canon&lt;br /&gt;
5 sonic rifle&lt;br /&gt;
6 sonic pistol&lt;br /&gt;
preloaded with 1 mag no spare ammo &lt;br /&gt;
2 thermal taser&lt;br /&gt;
8 vibro blades&lt;br /&gt;
4 thermic lance&lt;br /&gt;
yes thats a HTH weapon for each trooper (they are strong enough to carry it spare).&lt;br /&gt;
2 sonic pulsers, 1 Magna-pack(had left over which I wanted to use up)&lt;br /&gt;
2 GC preloaded with HE (used to deal with large terror units)&lt;br /&gt;
1 particle disturbance sensor&lt;br /&gt;
1 particle disturbance grenade&lt;br /&gt;
1 dye grenade&lt;br /&gt;
3 chemical flares&lt;br /&gt;
1 HJC with 2 phosphor mags&lt;br /&gt;
6 Medikits&lt;br /&gt;
&lt;br /&gt;
no DPL - can use them if I find them. But I should be fine with what I got and pick from the corpses in the first stage. &lt;br /&gt;
----------------------------------------------------------------------------------------------------------&lt;br /&gt;
1st turn(XCOM):&lt;br /&gt;
&lt;br /&gt;
opening the triton I see no alien in immediate vicinity. I sent one field trooper to the tail end of the triton to take a peek behind. Walks into 2! reaction shots from the same position. Damn I just reached the end of the ship - got a bit careless. Anyway the trooper is unharmed, and I tun to spot the offending tasoth and take MC it. The two sonic canon shots must have hit the front plate. Proceed to spot another 5 tasoths of which 2 are set in the 2nd and 3rd floor sniper loopholes/windows of a great pyramid. Have all throw their sonic canons away. Field troops spread out.&lt;br /&gt;
&lt;br /&gt;
1st(aliens)&lt;br /&gt;
&lt;br /&gt;
A aquatoid emerges from the ground floor entrance of the great pyramid and fires a TSL at on of my pets - hits but fails to drop it.  &lt;br /&gt;
&lt;br /&gt;
2nd turn X&lt;br /&gt;
&lt;br /&gt;
reaffirm control over my 6 pets, spot aquatoid soldier, MC it, spot 5 more tasoth, MC them. Throw away 5 canons &amp;amp; 1 TSL. All 4 corners of the map revealed.Basic features of the map known. 1 large pryramid in the NE corner(lucky, could be 2, this is where most remaining aliens should be). 1 medium with open ground floor in the SE corner(Hallucinoid are often stuck in those, but it just had a tasoth). Triton parked W of it. Further west are the Exit pyramid and futher again the 3 small solid pyramids block. Three medium pyramids north of the exit pyramid those have only a top exit usable by small floating units - those rarely contain aliens. Two more of those in the NW corner. In the north is a slightly larger pillar pyramid those can be entered and usually contain hostile forces. No terrorist units so far - strange but I recall another 1st site without top level terrorists. Maybe the artefact incidents get harder as the game progresses? The map does not seem too large as well. Use 1 tasoth pet to scout 2nd floor of great pyramid a bit.&lt;br /&gt;
&lt;br /&gt;
2nd turn A&lt;br /&gt;
&lt;br /&gt;
nothing&lt;br /&gt;
&lt;br /&gt;
3rd turn XCOM start drilling the tasoth and pillaging the corpses for pulsers and some more sonic canons. MC reader available as loot. MC the remainder.&lt;br /&gt;
started scouting the 8 pillar pyramid. Started removing the 2 tasoths from the large pyramid.&lt;br /&gt;
&lt;br /&gt;
3rd a nothing&lt;br /&gt;
&lt;br /&gt;
4th X&lt;br /&gt;
&lt;br /&gt;
should upgrade to thermal drills blades take forever to drill the tasoth. Decided to take a few readers as cash loot as well. continue the culling. Not enough carriers to loot everything I guess -would need a leviathan load for that.&lt;br /&gt;
Found a second TSL armed Aquatoid soldier in the pillar pyramid. MC all surviving aliens. Starting to move aliens towards triton to simplify looting. Guess I will pay the price for an overfull object table later.&lt;br /&gt;
&lt;br /&gt;
4th a nothing&lt;br /&gt;
&lt;br /&gt;
5th X&lt;br /&gt;
&lt;br /&gt;
Continue looting and culling. Made a mistake and lost control of 2 pets in the great pyramid. &lt;br /&gt;
&lt;br /&gt;
5th a&lt;br /&gt;
&lt;br /&gt;
1 failed MC attack on one of my field troopers.&lt;br /&gt;
&lt;br /&gt;
6th x&lt;br /&gt;
&lt;br /&gt;
Continue looting, moving to triton, culling. Found my lost pets. Send troopers in the big pyramid and towards the pillar one. If there were hostile forces in one of the medium one they should have announced their presence by now.&lt;br /&gt;
&lt;br /&gt;
6th a nothing&lt;br /&gt;
&lt;br /&gt;
7th x&lt;br /&gt;
&lt;br /&gt;
Pillaged all sonic cannons except the two on the upper levels of the great pyramid, several pulsers, sc reloads. I will try to get the rest of the ammo and pulsers and leave the corpses behind. Aliens moved towardsthe triton srt to run out of energy.&lt;br /&gt;
Surviving enemy forces under my control 4 tasoth, 2 aquatoid. should i revive a stunned sq ld for additional hth exp? Still no terroists.&lt;br /&gt;
&lt;br /&gt;
7th a nothing&lt;br /&gt;
&lt;br /&gt;
8th x&lt;br /&gt;
&lt;br /&gt;
continue as planned. Each sq ld seems to carry a reader. Nice - another million - not that I need it.&lt;br /&gt;
&lt;br /&gt;
8th a nothing&lt;br /&gt;
&lt;br /&gt;
9th &amp;amp; 10th slay the 3 remaining aliens. There were no terrorists above ground. Only 2 aq soldiers with TSL,4 tasoth sq ld &amp;amp; 7 soldiers all armed with sonic cannons and pulsers. I retrived all alien weapons &amp;amp; spares except 2 sonic cannons for extra cash. Had room for those as well but that would have cost me another 5-6 turns to retrieve. Had to leave the 13 corpses. Well 12 - failed to revive the stunned sq ld with 10 shots. Grabbed it to test whether it gets killed in stage transition.&lt;br /&gt;
-------------------------------------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
On to the second stage.&lt;br /&gt;
Equipment screen - drop some of the extra stuff: 4 reader, &#039;&#039;dead&#039;&#039; tasoth, 19 sonic cannon mags(looks like I won&#039;t run out of ammo), 6 loaded sonic cannons, 2 TSL. Make sure that each soldier has a pulser and a HtH weapon, gun in hand. Start. &lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------------------------------------- &lt;br /&gt;
1st x&lt;br /&gt;
&lt;br /&gt;
all except 2 troops in starting area(lvl 3). One on lvl0,one on lvl2. Unfortunately th one on lvl 0 is a MC trooper. Has already spotted one tasoth in a room next to him. &lt;br /&gt;
Move the MC trooper on lvl0 back to lvl 3 since he was next to the elevators. Move all 6 field troops to lvl1. MC tasoth, drop weapon,move to entrance of SW module which is visible from the elevator lvl0 room. Part of target structure spotted from elevator - target room located in NE.&lt;br /&gt;
1st a hidden movement&lt;br /&gt;
&lt;br /&gt;
2nd x&lt;br /&gt;
&lt;br /&gt;
move field troops to lvl0, MC tasoth pet, use it to scout SE module&lt;br /&gt;
-tentaculat spotted,MC it. got ourselves a great scout(full TU,energy). Use to&lt;br /&gt;
scout lvl1 of 2 SE modules. SW module is one merged one(serveral modules form&lt;br /&gt;
one big structure) - no hostiles. Park tentaculat where the troops can see it.&lt;br /&gt;
&lt;br /&gt;
2nd a&lt;br /&gt;
&lt;br /&gt;
tasoth spotted moving&lt;br /&gt;
a sonic cannon reaction shot floored another one in the W-most module of 2nd&lt;br /&gt;
row from the S.&lt;br /&gt;
&lt;br /&gt;
3rd x&lt;br /&gt;
&lt;br /&gt;
location of spotted Tasoth identified as W-most module of 3rd row from S.&lt;br /&gt;
rush to the location wielding a vibroblade. target spotted &amp;amp; MC. block lift in&lt;br /&gt;
small cabinet with trooper, tasoth drops weapon and blocks door. &lt;br /&gt;
Regain control over pets. Move tasoth to 2r from S &amp;amp; 2nd from W module&lt;br /&gt;
-hallucinoid spotted&amp;amp;MC. Another tasoth spotted&amp;amp;MC. &lt;br /&gt;
Tentaculat scouts 3 from W(1 tasoth(MC&amp;amp;drop)) in bottom row &amp;amp; moves into&lt;br /&gt;
symonium elvator chamber. Found 4 Aquatoid sq ld &amp;amp;1 soldier &amp;amp; 1 tasoth sq ld&lt;br /&gt;
and 1 soldier as well as one tentaculat. So 1 alien in each of the 5 lvl1&lt;br /&gt;
niches and one in each lvl2 niches. Only 1 tentaculat is a bit on the low end&lt;br /&gt;
though. There should be more. There are still more places they like to hang&lt;br /&gt;
around. No hullucinoid at the elevator bottom only another aqutoid soldier. &lt;br /&gt;
Yet another aq soldier at lvl2 elevator and gotcha another tentaculat in the&lt;br /&gt;
chamber next to the elevator(tentaculats love this place). And a tasoth sq ld&lt;br /&gt;
lazes around there as well. Newly found tentaculat checks the command center&lt;br /&gt;
with the symonium device. Deserted as usual. So the elevator chamber should be&lt;br /&gt;
clear. I should start to drill aliens because Irun low on MC capacity only 6&lt;br /&gt;
more shots. Wait - that means I got 18 pets.  &lt;br /&gt;
7 aq(4ld, 3so)&lt;br /&gt;
1 hallu&lt;br /&gt;
7 tasoth(2ld,5so)&lt;br /&gt;
3 tentaculat&lt;br /&gt;
and 1 stunned tasoth soldier(the one that got hit with the reaction shot) and&lt;br /&gt;
there might be more.&lt;br /&gt;
&lt;br /&gt;
3rd a hidden movement&lt;br /&gt;
&lt;br /&gt;
4th x&lt;br /&gt;
&lt;br /&gt;
lost 1 aq pet while scouting lvl1 of the large module. Found another tasoth&lt;br /&gt;
soldier on lvl0 to replace it. Prepare culling.&lt;br /&gt;
&lt;br /&gt;
4th a hidden movement&lt;br /&gt;
&lt;br /&gt;
5th x&lt;br /&gt;
&lt;br /&gt;
cull 3 tentaculat &amp;amp; check that they are dead. cull 3 aq. 3 pistol shots take&lt;br /&gt;
care of the hallucinoid. cull 1 tasoth. Found tasoth soldier(no 7) on lvl1 big&lt;br /&gt;
module with 3 morale :) .&lt;br /&gt;
&lt;br /&gt;
5th a hidden movement&lt;br /&gt;
&lt;br /&gt;
cull 4 tasoth 1 aq. &lt;br /&gt;
&lt;br /&gt;
5th a nothing&lt;br /&gt;
&lt;br /&gt;
6th x&lt;br /&gt;
&lt;br /&gt;
After culling 3 tasoth i run into the disappearing corpses bug. kill 2aq.&lt;br /&gt;
There might be someone in an unusual position in the wall.&lt;br /&gt;
All dead except one tasoth(that i know of)&lt;br /&gt;
&lt;br /&gt;
6th a nothing&lt;br /&gt;
&lt;br /&gt;
7th x &lt;br /&gt;
&lt;br /&gt;
slay last tasoth. It resurrects as invisible so I slay it again. &lt;br /&gt;
&lt;br /&gt;
7th a all dead -&amp;gt; colony recovery.&lt;br /&gt;
&lt;br /&gt;
Ok. alien deployment 2nd stage(21 total):&lt;br /&gt;
&lt;br /&gt;
4 aq sq ld&lt;br /&gt;
3 aq so&lt;br /&gt;
1 hallu&lt;br /&gt;
2 tasoth sq ld&lt;br /&gt;
8 tasoth so&lt;br /&gt;
3 tentaculat&lt;br /&gt;
&lt;br /&gt;
Thats 34 aliens total but i only get credit for 32 kills(1live, 1 died by&lt;br /&gt;
friendly fire).&lt;br /&gt;
&lt;br /&gt;
alien killed 32&lt;br /&gt;
corpses recovered 29&lt;br /&gt;
live recovered 1&lt;br /&gt;
synomnium device destroyed 1&lt;br /&gt;
&lt;br /&gt;
item recovery:&lt;br /&gt;
IBA 12&lt;br /&gt;
mag nav 1&lt;br /&gt;
sub const 1&lt;br /&gt;
cryo 6&lt;br /&gt;
impl 1&lt;br /&gt;
aqua plast 501&lt;br /&gt;
reani 3&lt;br /&gt;
&lt;br /&gt;
score:2220&lt;br /&gt;
That does not include the loot. And i brought stuff from the first stage.&lt;br /&gt;
All but the sq ld had sonic cannons. The ld were unarmed to ensure MC attacks I guess. There were plenty of pulsers and more MC reader and extra cannon mags.&lt;br /&gt;
&lt;br /&gt;
== Re:  Strange events ==&lt;br /&gt;
&lt;br /&gt;
The corpse appearing in the equipment pile is a throwback to a similar bug in UFO. Not sure what&#039;s happening, but I think there might&#039;ve been a glitch with the equipment assignment that resulted in one of the corpses getting assigned to the equipment pile. Or the corpses coordinates consist of rubbish memory data that was in the same memory space that it is currently occupying. &lt;br /&gt;
&lt;br /&gt;
The scaling trick - ws your aquanaut ground-bound and were there any other stairs the aquanaut recently climbed prior to this? If it&#039;s what I think it is, then it&#039;s probably the same collision detection bug where the game is completely oblivious of the unit&#039;s elevation change if it climbs up stairs or drops from a ledge while travelling. In some cases, the unit may end up partially in a tile and can scale a nearby wall that normally can&#039;t be climbed. &lt;br /&gt;
&lt;br /&gt;
As for the bug where transporting an unconscious alien and then having it wake up in its original location - now that&#039;s a bug I have not been able to replicate in UFO after many tries. They might have changed the unit handling a little by now, and the actual unit stats along with its world locations aren&#039;t being updating to the coordinates of the body item when it wakes up. -[[User:NKF|NKF]] 01:07, 17 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== re: Reactions training ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve only ever played UFO, not TFTD, but I think your troops won&#039;t use reaction fire against MCed allies.&lt;br /&gt;
:We shall know soon - only 2 more game days and should have everything I need for testing(just lacking a MC wimp). --[[User:Tauon|Tauon]] 13:39, 17 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve had some luck doing reactions training in UFO without the inventory trick by MCing disarmed aliens and putting them inside the UFO a little distance from the outer door.  Aliens can&#039;t seem to resist going through doors, though they&#039;re usually fast enough to jump back in without getting shot.  But I can usually get some reaction fire if I put two or three shooters in the right places just outside the door.--[[User:Ethereal Cereal|Ethereal Cereal]] 01:22, 17 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
: One addition to that trick is put your units off to the side so that the alien can&#039;t spot them immediately as it steps out the door. This will negate mutual surprise. You can also space the alien so that it has to use up most of its TUs to get through the door. &lt;br /&gt;
&lt;br /&gt;
: This setup even works quite well for covering alien subs during normal assaults while you finish up the stragglers outside. If there&#039;s space, make sure everyone&#039;s at least 18 - 20 tiles away from the door. The spacing especially helps keep you out of view from any aliens that have bunched up behind the one that stepped out the door. Just don&#039;t forget, since this is TFTD and its near perpetual darkness, to keep the door area lit. &lt;br /&gt;
&lt;br /&gt;
: If you must use an armed alien in any of your controlled reaction training regimes, here&#039;s one tip that might help you meddle with fate a little. Control an alien then start damaging it enough that it gets critical wounds. It has to be done while under MC or else they won&#039;t get the wounds. Juggle the healing and bleeding over a couple of turns until you have exactly 1 hitpoint and 1 critical wound remaining, then heal the last wound. It&#039;ll get a bit of health back, but by now hopefully its accuracy will be so badly damaged that the safest place to be is right in front of it! Well, no that&#039;s not quite true - it just makes the shots wilder, so keep your troops well spaced apart. Lowering the accuracy will still help. -[[User:NKF|NKF]] 02:08, 17 January 2011 (EST)&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:TFTD_Strategy_Guide&amp;diff=32672</id>
		<title>Talk:TFTD Strategy Guide</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:TFTD_Strategy_Guide&amp;diff=32672"/>
		<updated>2011-01-17T18:31:21Z</updated>

		<summary type="html">&lt;p&gt;Tauon: /* Setting the difficulty level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Comments ==&lt;br /&gt;
&lt;br /&gt;
Thanks to everyone for their feedback on this comments page. When I get time I will try to update the main page with all the useful info. Or, anyone else, feel free to edit the main article. Cheers, [[User:Spike|Spike]] 14:26, 13 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Starting Base Location ==&lt;br /&gt;
&lt;br /&gt;
For a base location I would say that the mid Atlantic or Pacific might be better.  Remember you are covering the oceans, not the land masses. [[User:M52nickerson|M52nickerson]] 12:00, 28 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Thanks for the help on this, I&#039;m really not sure what the right approach is. My thinking around the Med was that you want to be as close as possible to as many Zones as you can, because it&#039;s the Zones (countries) who control your funding. The same argument as would be used in picking an Enemy Unknown starting base location. So my objective in picking a location is not so much to maximise the sea area covered, but to maximise the number of Zones protected. I did try a couple of times placing my first base in the mid Atlantic, and not much happened. But maybe that was bad luck. [[User:Spike|Spike]] 16:08, 28 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I tend to place them close to the money. First usually goes in the Caribbean somewhere, the second somewhere near Japan, the third in the Mediterranean. &lt;br /&gt;
&lt;br /&gt;
:: At some point I usually build a dedicated manufacturing base, a smilar science base, and sometimes a storage base too.[[User:4th Cuirassier|4th Cuirassier]] 09:53, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I&#039;ve redone a bit of the Funding page regarding the average starting values. The main problem with the US is that you really need 2 bases to cover it, 1 on the NW Pacific, the other on the Caribbean/Atlantic. The best places for starting bases seem to be the Indian and the South China Sea (SE of the Philippines). [[User:Hobbes|Hobbes]] 20:51, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Scientists or Extra Base? ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve pretty much decided in favour of Scientists, but for the record, here are both sides of the argument:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The quick-start procedure outlined in the article should give you about $1.7M of spare cash, $2.1M if you use an improved starting base layout or don&#039;t care about changing the standard layout. &lt;br /&gt;
&lt;br /&gt;
The main two options for this money are:&lt;br /&gt;
&lt;br /&gt;
*Hire additional scientists. &#039;&#039;Probably&#039;&#039; the best strategy.&lt;br /&gt;
*Build an additional base during the first month (wherever the Graphs show alien activity, or wherever there is Funding to be protected)&lt;br /&gt;
&lt;br /&gt;
Adding a new base early can help you increase your intercept rate, which can give a big advantage to loot and research. It can also help to avoid negative score penalties that can place you in grave difficulty. &lt;br /&gt;
&lt;br /&gt;
Ultimately, scientists win the game, by developing the technologies that will first resist, and then defeat, the alien menace. The faster you can acquire these technologies, the quicker the balance of power moves in your favour, and the more likely you are to survive and succeed. &lt;br /&gt;
&lt;br /&gt;
For that reason, additional scientists is probably the best option.&lt;br /&gt;
&lt;br /&gt;
On balance, it&#039;s probably better to build a second base from the proceeds of mission loot, rather than your starting cash. Apart from anything else, building a base can be done more or less any time of the month without major impact, whereas hiring scientists really should be done at the start of the month.&lt;br /&gt;
&lt;br /&gt;
: I am getting the impression that on the harder levels, more bases - but token ones with just surveillance - may be the way to go. &lt;br /&gt;
&lt;br /&gt;
: A base that consists of a hyperwave decoder, living quarters, stores, and an airlock, with a garrison of rookies, would presumably be unassailable because your guys would block out all the spawning spaces. [[User:4th Cuirassier|4th Cuirassier]] 09:56, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:: What good does it your cause if you can see the usos roaming around - if they are not in interception range the extra base just eats money. Scientists on the other hand enable you to raise your ability to deal with the threat. First better weapons to improve battlefield survivability then better detection, more better weapons and MC, better armor and better subs and finally the victory sequence. After you got your science built up you might start constructing your manufacturing base(air lock + storage + (sub pen), later living quarters,then storage, storage,storage,living quarters+workshop,... ) if the cash from the missions permits during January. Later start building a MC screening base. And much later interception bases around the globe. 3-4 bases are usually enough to provide all the storage, research and manufacturing space you need to play comfortably. Using 8 bases gives you more control and ease to respond to threats. It is possible to do with just one base. Furthermore I think I read somewhere that your base attracts uso activity to some degree (at least during Jan) which somewhat counters your need to raise the coverage. If you don&#039;t run too low on cash you won&#039;t be bothered by an early month or two without much activity. Just switch to manufacturing for profit (in your manufacturing base if set up already) and research happily away. Time works in your favor since you should have enough stuff from the first two assaults to keep your research team happy for a while and you only get stronger through research.  --[[User:Tauon|Tauon]] 16:14, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: Well, one rational use for remote bases is interception of subs that land on the sea bed and hang about near those bases. If you send a Barracuda to intercept a sub in the Sea of Japan which lands while the B is en route, all it can do, when it arrives, is loiter until the sub takes off again. Usually it runs out of fuel before that happens. So you send a Triton instead and you get an extra interception. [[User:4th Cuirassier|4th Cuirassier]] 13:27, 14 January 2011 (EST) &lt;br /&gt;
&lt;br /&gt;
::: Listening outposts are very cheap and quite valuable in helping you coordinate your current and future operations. Of course, for these it&#039;s actually cheaper to use just an airlock and a sonar, and nothing else. Lose the base? 0 points for both sides are generated. Sell a sonic cannon or two and up goes the replacement in a month. Easily upgraded into intercept outposts which can then be expanded to other functions as necessary. &lt;br /&gt;
&lt;br /&gt;
::: I know it&#039;s better to have some useful facility like labs or workshops - but those are functions that your first base already provides, and don&#039;t really need to be duplicated at all the other bases. Minimal facilities like the listening outpost broadens your net a bit and don&#039;t really cost a lot (money sorts itself out in time what with the deluge of sonic cannons!). And if it&#039;s in the same regional zone as one of your other bases, it adds an extra target for retaliation teams to pick from. -[[User:NKF|NKF]] 23:55, 11 January 2011 (EST) &lt;br /&gt;
&lt;br /&gt;
:: If there aren&#039;t enough space on the Air-Lock/Sub Pens then the aliens will appear on other modules (cargo, etc.). That makes the whole thing even more dangerous since you won&#039;t have the advantage of the choke points. [[User:Hobbes|Hobbes]] 20:52, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Zombie&#039;s patented insta-win base defense setup by using up all the spawn nodes. Since your soldiers take precedence, they&#039;ll use up alien slots if there aren&#039;t enough X-COM slots to accommodate them. If you have enough soldiers to use up every single slot, you instantly win the mission after the first turn. You even get to keep all the weapons, which are still generated even if their owners aren&#039;t. -[[User:NKF|NKF]] 23:48, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Sub Interception == &lt;br /&gt;
&lt;br /&gt;
There is one difference in the Geoscape that really sets TFTD apart from UFO. I&#039;m always able to happily get away with arming fleets of interceptors with Plasma beams and they were the bulk of my air defenses in UFO, but with the introduction of the otherwise utterly annoying sub &#039;depth&#039; in TFTD, your Barracudas are going to be stumped frequently by enemy subs ducking down to depths that the Barracudas can&#039;t reach. &lt;br /&gt;
&lt;br /&gt;
This makes Mantas and Hammerheads a nice mid-game topic to put emphasis on. Luckily, the sub construction topic is a byproduct of two of the most important technologies anyway, the Transmission Resolver and Mag Ion Armor. Probably be worth mentioning that you should keep a sample of the store item. -[[User:NKF|NKF]] 01:55, 29 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Great point, I will amend the suggestion to reflect that. In general TFTD is just much more challenging, I&#039;m really getting in to it for that reason. [[User:Spike|Spike]] 09:20, 29 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I&#039;ve never found the depth of enemy subs to be much of a problem.  They almost always come up to a &amp;quot;shallow&amp;quot; depth at some point.  If anything the speed of the USO&#039;s is the main reason to build a Manta or Hammerhead.  I still just wait until I can build a couple of Leviathans. [[User:M52nickerson|M52nickerson]] 20:21, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It&#039;s a combination of the speed and depth that doubles the difficulty. If you do eventually catch up with the sub but it just happens to be at a deep depth, your Barracuda may just run out of fuel before the alien sub returns to shallow waters. It&#039;s not so bad if the Barracuda&#039;s home base is just nearby, but on those long cross-continent chases, it really does get frustrating. But I guess it does make the Manta useful, whereas in UFO you could easily skip the Firestorm in favour of using interceptors and Avengers. -[[User:NKF|NKF]] 06:14, 12 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Using only Barracudas seems to make it impossible to shoot down the Supply Ships since they will be out of reach due to their depth. But then you might want to wait for them to land instead of shooting them down. But if you are a bit tired of all those missions, then you&#039;ll need a Manta if you want to deal with the Supply Ships by shooting them. [[User:Hobbes|Hobbes]] 20:54, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Downing Very Small USOs ==&lt;br /&gt;
&lt;br /&gt;
Instead of arming both Barracudas with DUPs in the beginning one might want to keep one armed with dual AJAX since a DUP hit destroys the smallest Subs. This is a real waste of easily earned early income and research material. Against anything up to Heavy Cruisers a single DUP armed Barracuda is sufficient and attacking anything larger is a gamble. Of course this messes up the picket ship strategy...--[[User:Tauon|Tauon]] 18:13, 10 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Yes that&#039;s a good suggestion. It&#039;s worth considering it costs $600K/month to rent that Barracuda just to tackle Very Small USO Survey Ships though. But in the first month or two I think it&#039;s a good idea. As soon as I get a second base, I transfer the 2nd Barracuda there, and from that point on it makes sense to arm with dual DUP I think. Have you tested this with dual Ajax though? From the data tables on this website, I would expect dual Ajax automatically kills a Survey Ship (damage limit 60), since 2 Ajax = 60 to 120 total damage. If you&#039;ve seen Survey Ships survive attack by dual Ajax regularly, that has some implications for how sub combat works. Anyway I&#039;ll have to try that, and also Ajax + Gas Cannon, which would be pretty much guaranteed to crash a Survey Ship rather than destroy it. Thanks! [[User:Spike|Spike]] 19:56, 10 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It worked for me in the majority of tiny uso intercepts. However I recall a case were it was destroyed. I guess one would have to go dual gas canon to be completely on the safe side. The single Ajax fires twice before one gets in gas canon range. However dual Ajax is usable against Cruisers(the craft which one will encounter most) as well and Gas Canon leaves the craft too open for return fire for my taste.--[[User:Tauon|Tauon]] 09:53, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::So just to be clear, you routinely use dual Ajax against Very Small USOs (Survey Ships, containing one alien), and only rarely do they get destroyed? If so that&#039;s very interesting, because it suggests that the processing of whether the USO is crashed or destroyed occurs between the impact of the two torpedoes, even though appear to &#039;the naked eye&#039; to be simultaneous impacts. Either that, or the damage values for Ajax or wrong, or the damage process is misunderstood. On the current understanding, it should be 50%-100% of base damage (60) per Ajax torpedo (average 75% = 45 damage). The threshold for crashing should be 50% of the Survey Ship&#039;s defence strength, 60 x 50% = 30. The threshold for being destroyed should be 100% of the Survey Ship&#039;s defence strength, 60 x 100% = 60. So even if two Ajax both did minimum damage, 2 x 60 x 50% = 60, they would always or very nearly always destroy the Survey Ship. So this is curious. On the other hand if you were using the 1 Ajax + 1 Gas Cannon combo to consistently crash Survey Ships, that&#039;s more understandable. [[User:Spike|Spike]] 11:40, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Yes, I routinely use dual Ajax to deal with the Survey ships(1 alien, 1IBA,1MagNav,8AP). I do use the patch to switch the hulls in battlescape. I just run a small empirical test(new game,superhuman,prepare the Baracudas: 1 dual Ajax, 1Ajax&amp;amp;1GC, build large sonar) to see if I remembered right. Fast forward until I get the very small contact. Save. Intercept with Baracuda 1(dual Ajax). See what happens. Reload. Again. Out of the 10 times I went before I got bored. I downed it 10 times. 6 or 7 times with the first salvo The rest with the second. Then I repeated the cycle with Baracuda 2. I can confirm that usually one 1 Ajax hit is sufficient to down the Survey ship. Due to the inaccuracy one often needs to fire 2 or more. 2 Ajax are fired in aggressive attack mode before the GC gets to play. I managed to destroy the uso 1 time out of the 10 tries(3 Ajax and 1 GC shell fired).--[[User:Tauon|Tauon]] 14:29, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: Well that is very strange. Thanks for doing those tests. At accuracy 70%, you would expect that 49% of dual Ajax salvoes would score 2 hits. For salvoes that hit at least once, in 70% of those salvoes there would be 2 hits. And as noted above, 2 Ajax hits should always destroy the Survey Ship. Yet your empirical data are nothing like that. You see destruction in only 10% of sorties using dual Ajax. This suggests either the listed damage for Ajax is wrong, or the listed damage capacity for Survey Ship is wrong. Or, worse, our understanding of the mechanics is wrong. Largely it&#039;s just assumed they are the same as Enemy Unknown air combat mechanics - maybe they are not. I think it&#039;s time we had a code dig to confirm what the USOPaedia says about USO stats and weapon stats. [[User:Spike|Spike]] 17:24, 11 October 2010 (EDT)&lt;br /&gt;
::::: I couldn&#039;t find a Survey Ship I could catch but I did find a BattleShip that took 20 AJAX fired to bring it down. That matches ok to 20 x 60 x 70% = 840 damage vs 1400 x 50% = 700+ damage to crash a BattleShip. Maybe the damage capacity of the Survey Ship has been increased, to make it easier to crash it? [[User:Spike|Spike]] 18:12, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Well, I run a more extensive test this morning using a different survey ship. There is some funny stuff happening.&lt;br /&gt;
Setup: dosversion 2.1,survey ship -escort battlescape hull swap patch, dye grenade patch;&lt;br /&gt;
Baracuda armed with dual Ajax intercepts survey ship(very small contact, I checked it had only 1 occupant by retrieving it twice);&lt;br /&gt;
number of intercepts:100 &lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;salvo 1&amp;lt;/td&amp;gt;  &amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;downed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;hit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;salvo 2&amp;lt;/td&amp;gt;  &amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;downed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;hit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;salvo 3&amp;lt;/td&amp;gt;  &amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;downed&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;# occurences&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
If I calculate the expectation values for these events using the naive model they do not match up well. Not to mention that it should be impossible to hit the survey ship using dual Ajax without downing it. I would guess that there is some small deviation from the given Ajax damage value possible.&lt;br /&gt;
And the game does not seem to check the second projectile if it got over the downing threshold with the first.&lt;br /&gt;
Btw the 110 damage of the DUP seem to destroy it as expected. Since this value is close to the 100 destruction capacity I wonder if the deviation if it exists can be large enough to allow the rare downing of a survey ship with a single DUP.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Very interesting data. I&#039;ve thought hard about how to fit this data. Superficially, the data above actually looks like only 1 Ajax missile launcher is being used. I don&#039;t think this is true. I think I can make most of the data fit, with a few slightly changed assumptions about craft combat mechanics.&lt;br /&gt;
&lt;br /&gt;
# Salvos of the same missile type share the same &amp;quot;to-hit&amp;quot; roll. Both hit or both miss. This would predict a pattern of 30% miss on Salvo 1, 9% (of total) miss on Salvo 2, 0-1% (of total) miss on Salvo 3. This is a fairly close match for your data, especially if you take the initial 26% miss on Salvo 1 as a starting point and apply the same rules. We can be very sure this is true, because if the to-hit rolls were independent, we would see one or more hits in nearer to 91% of salvos, rather than around 70% of salvos - as was observed empirically in this data.&lt;br /&gt;
# As suspected, combat processing stops immediately whenever a &#039;crashed&#039; or &#039;destroyed&#039; condition occurs. For Ajax vs Survey Ship, this means the 2nd missile hit is irrelevant in 29/30 cases, because the USO is downed or destroyed 29/30 by the 1st missile. This is what makes this data look so similar to firing a single missile rather than dual missiles: the effect of the 2nd missile is masked in 29/30 cases. &lt;br /&gt;
# It&#039;s unclear whether &#039;&#039;damage&#039;&#039; is rolled seperately for each missile hit (gaussian), or if the same roll is used (linear). Because of the &#039;masking&#039; effect, it&#039;s very hard to tell. Either scenario is compatible with the results seen vs larger USOs, because you have enough hits that it averages out before the craft is downed or destroyed. &lt;br /&gt;
&lt;br /&gt;
The above explains the frequency of the typical case, &amp;quot;Ajax crashes Survey Ship&amp;quot;, pretty well. On 70% of salvoes there is a hit (I believe it&#039;s always two hits in fact). The first hit is processed, and the Survey Ship is downed in 28/30 cases (out of 70%, ~= 65.33%), destroyed in 1/30 cases (~= 2.33%), hit but survives in 1/30 cases (~= 2.33%). The second hit is irrelevant in 29/30 cases (96.66%), as the USO is already downed or destroyed. If the first salvo missed entirely (30%), or the USO survived (1 in 30 of the other 70%), additional salvos proceed on the same basis. &lt;br /&gt;
&lt;br /&gt;
So in 1 salvo in 30 the USO is destroyed, and in 1 salvo in 30 the USO is hit but keeps running. These are the outlying cases that are harder to explain. &lt;br /&gt;
&lt;br /&gt;
The masking effect explains why the damage distribution appears linear (1 x d30), rather than gaussian (2 x d30). The damage is never, or almost never, cumulative, because only 1 time in 30 does processing proceed to the 2nd missile hit. &lt;br /&gt;
&lt;br /&gt;
A key question is where the algorithm&#039;s exact boundaries lie. Are the 50% and 100% thresholds, for &amp;quot;crashed&amp;quot; and &amp;quot;destroyed&amp;quot;, compared using &amp;quot;greater than&amp;quot; or &amp;quot;greater than or equal to&amp;quot;? Is integer rounding used, or integer truncation, or no rounding? &lt;br /&gt;
&lt;br /&gt;
There are various ways of explaining the &amp;quot;destroyed&amp;quot; frequency. The observed &amp;quot;destroyed&amp;quot; frequency matches the scenario for a single launcher. This is simply because of the &amp;quot;masking&amp;quot; effect again. So, as noted above, the &amp;quot;destroyed&amp;quot; frequency is basically what would be predicted by a linear damage distribution of 1 missile hit. &lt;br /&gt;
&lt;br /&gt;
The hard thing to explain is the &amp;quot;hit but survived&amp;quot; frequency. This also acts very much as it would for a single missile launcher. The problem is, regardless of whether damage distribution is gaussian (2 independent rolls) or linear (same roll used twice), it doesn&#039;t matter: the craft should always be destroyed by the second hit, since (we believe) the cumulative total can&#039;t be less than 60. &lt;br /&gt;
&lt;br /&gt;
The only explanation I can see for the &amp;quot;hit but survived&amp;quot; frequency of 1 in 30 per salvo is the following&lt;br /&gt;
&lt;br /&gt;
# there is some kind of &amp;quot;critical fail&amp;quot; rule at the low end of the range, something involving integer rounding or truncation, so that the frequency of it occuring is about 1 in (integer range of possible damage); eg 1 in 30 (or maybe 1 in 31) for a weapon with base damage = 60.&lt;br /&gt;
# distribution of damage on both missile hits is linear, i.e. the same roll is used for both hits, so they both suffer the &amp;quot;critical fail&amp;quot; at the same time&lt;br /&gt;
# a &amp;quot;critical fail&amp;quot; reduces the damage to consistently and significantly less than 25% of weapon base damage, most likely to zero&lt;br /&gt;
# alternatively, the &amp;quot;critical fail&amp;quot; or other low-end-integer result causes processing of the second missile hit to be aborted.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t really like the &amp;quot;critical fail&amp;quot; supposition because it creates an extra hypothesis to explain an anomaly. But without &amp;quot;critical fail&amp;quot; and a shared damage roll for both missile hits, I can&#039;t explain why the &amp;quot;hit but survived&amp;quot; rate is linear, and so closely matches the expected rate for a &#039;&#039;single&#039;&#039; missile launcher. &lt;br /&gt;
&lt;br /&gt;
A good test for the &amp;quot;critical fail&amp;quot; hypothesis would be to use a weapon with a more powerful base damage, such as a DUP (110 vs 60). If &amp;quot;critical fail&amp;quot; is correct, there should be a similarly consistent, higher than expected, &amp;quot;hit but survived&amp;quot; rate, possibly 1 in 55 rather than 1 in 30, but not varying noticeably whether you have dual DUP or single DUP. &lt;br /&gt;
&lt;br /&gt;
It would also be interesting to test single AJAX, and see if the &amp;quot;destroyed&amp;quot; and &amp;quot;hit but survived&amp;quot; rates change. For single missile launcher tests you want a Cannon as your second weapon, and use Cautious mode so you hold off outside cannon range. &lt;br /&gt;
&lt;br /&gt;
A large number of tests with dual DUPs (55-110 damage each, 165 salvo average) vs an Escort or Cruiser (300 damage capacity) should be able to determine if the damage function of two weapons is linear or gaussian. Basically, 2nd salvo kills will be much more common if the distribution is linear, much less common if the distribution is gaussian. &lt;br /&gt;
&lt;br /&gt;
The weirdness of the Survey Ship vs Ajax situation comes almost entirely from the fact that the Ajax base damage is exactly matched to the Survey Ship damage capacity, ie. both 60. But it&#039;s precisely because it&#039;s such a special case that it&#039;s able to shine light into the hidden game mechanics. It&#039;s a bit like a stroboscope or a spectrograph. A very useful experiment. [[User:Spike|Spike]] 16:55, 12 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Secondary base ==&lt;br /&gt;
&lt;br /&gt;
I usually make my second base the manufacturing base. &lt;br /&gt;
: Yes I agree that it makes sense to make the 2nd base a manufacturing base.[[User:Spike|Spike]] 12:27, 11 October 2010 (EDT)&lt;br /&gt;
If memory serves me right I usually start with an Sub-Pen(low cost, takes a long time to build), a large sonar(improved detection) and a Store(space where one can store stuff away in case of an attack on the main base) like this.&lt;br /&gt;
 {{TBK|=&lt;br /&gt;
|subpen1|subpen2|water|water|water|water|=&lt;br /&gt;
|subpen3|subpen4|water|water|water|water|=&lt;br /&gt;
|airlock|large_sonar|water|water|water|water|=&lt;br /&gt;
|stores|water|water|water|water|water|=&lt;br /&gt;
|water|water|water|water|water|water|=&lt;br /&gt;
|water|water|water|water|water|water|=}}&lt;br /&gt;
Normally one would add the living quarters south of the store next to be able to garrison the base. However if I recall right  there is a chance for aliens spawning in the living quarters module - which would compromise your main defence line to be. So I usually add 2-3 more stores before I put down the living quarter. I use stores because these build fastest and a good defensive layout is unfortunately slow to develop. However it will take a few month before one has pillaged and sold enough stuff to hire a large bunch of technicians. Not to mention researched the stuff to build. Setting up the 100-150 scientists in the main base needed to research stuff at reasonable pace takes priority. And even on superhuman difficulty the aliens usually don&#039;t bother my second base before I got a garrison by mid to end February. Once the living quarter finishes I add a MC lab or two to help with the screening. Transmission resolver is next in the building queue. So this is the intermediate design.&lt;br /&gt;
{{TBK|=&lt;br /&gt;
|subpen1|subpen2|water|water|water|water|=&lt;br /&gt;
|subpen3|subpen4|water|water|water|water|=&lt;br /&gt;
|airlock|large_sonar|water|water|water|water|=&lt;br /&gt;
|stores|water|water|water|water|water|=&lt;br /&gt;
|stores|water|mclab|water|water|water|=&lt;br /&gt;
|stores|stores|quarters|transmission|water|water|=}}&lt;br /&gt;
Next add one more sub-pen living quarters and workshops as money permits, on one more store and replace the outdated sonar with a MC generator to reduce the number of base defences. The following final layout is not optimized for build time - I leave this as an exercise to the reader.&lt;br /&gt;
{{TBK|=&lt;br /&gt;
|subpen1|subpen2|subpen1|subpen2|water|workshop|=&lt;br /&gt;
|subpen3|subpen4|subpen3|subpen4|water|stores|=&lt;br /&gt;
|airlock|mcgenerator|water|water|quarters|workshop|=&lt;br /&gt;
|stores|water|quarters|workshop|quarters|workshop|=&lt;br /&gt;
|stores|water|mclab|workshop|quarters|workshop|=&lt;br /&gt;
|stores|stores|quarters|transmission|quarters|workshop|=}}&lt;br /&gt;
This layout allows to crank out those new subs fast or make tons of money. There is enough workspace for large projects and plenty of storage for the defence displacers and supplies. Only one should be needed.&lt;br /&gt;
In any further base I build 3 sub-pens and add 3-4 pwt defences, a bombardment shield and more storage(the zrbite keeps piling up) and more mc labs for faster screening.&lt;br /&gt;
&lt;br /&gt;
: Excellent designs, I&#039;d never got past the letter E shaped configuration or the spiral sperm configuration, so these are very helpful.&lt;br /&gt;
&lt;br /&gt;
: Is it feasible to build a base with no hangar and &amp;quot;defend&amp;quot; it with unarmed rookies who block all the spawning spaces? [[User:4th Cuirassier|4th Cuirassier]] 10:03, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Rushing MC ==&lt;br /&gt;
&lt;br /&gt;
MC is undoubtedly the most powerful tactical advance - so powerful that some consider it cheating - at least if one uses MC chains.A highly skilled MC squad usually eliminates all combat casualties if used properly and allows the safe training of any soldier, maximizes loot(less unwanted destruction) and together with drills/tasers no ammunition is needed to safely kill large numbers of enemies. An it greatly helps during terror missions, night missions(alien scouts) and against lobsterman.&lt;br /&gt;
Once the high MC strength soldiers(80+) have been identified by the lab it usually just takes just 1-2 month with lots of intercepts to max out the the MC skill(as far as combat is concerned). This enables them to control any alien on a whim. Secondary stats are increased as well while training.&lt;br /&gt;
So in order to win easily one would want it as early as possible. Lets see how fast it is possible.&lt;br /&gt;
Usually you will manage to obtain a reader in January. By the start of February the alien containment should store a live terrorist.  This could result in an active lab by end of February. Spend the rest of February researching other stuff. In March research the MC reader. If you have run into tasoth by then you are lucky. If not but you know where a colony is located you are also fine. Just send a bunch of rookies to grab one (bring tasers(or TSL if you got them), flares and something to deal with tentaculats) and get the hell out of it as soon as you got it. If half the rookies die its still a win. Then research the tasoth and disruptor and you are ready to roll in April.&lt;br /&gt;
If one is lacking a live terrorist for unlocking the MC lab - a live tentaculat provided by a base will do(Fire from your dropship at all other alies until one gets close enough to rush &amp;amp; stun it with tasers - pickup and throw/walk it into the dropship). Theoretically there should also be a reader somewhere but I don&#039;t know which aliens usually carries it.--[[User:Tauon|Tauon]] 16:28, 11 October 2010 (EDT)&lt;br /&gt;
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: If you rush MC in this way don&#039;t you trigger the tech tree bug by researching a live alien too early? [[User:4th Cuirassier|4th Cuirassier]] 10:05, 11 January 2011 (EST)&lt;br /&gt;
As long as you have a MC reader in storage when you finish the research of the MC lab there is no problem and one usually captures one rather early. According to the bug avoidance guide it should be fixed in the 2.1 patch. --[[User:Tauon|Tauon]] 15:32, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battlescape tactics discussion ==&lt;br /&gt;
&lt;br /&gt;
Chemical flare vs Incendiary ammunition during night missions:&lt;br /&gt;
In UFO it is really easy to get along with setting half a battlescape on fire for lighting using incendiary ammunition. This has the additional benefit of dealing fire damage to aliens. However in TftD most battles are underwater where the tiles contain hardly any combustible stuff and the lighting is off the turn after firing making this method of lighting rather cumbersome. I usually find it more practical to pack 4-6 chemical flares and reuse them by picking them up and throwing them again. If two are used in alternation one can can cover one direction pretty well.  &lt;br /&gt;
&lt;br /&gt;
Sniper tactics &lt;br /&gt;
I usually support my swipe teams(consisting of a front squad(lightly armed expendable spotters) and a rear team (heavily armed shooters)) by 1-3 snipers which take care of anything which survives the shooter fire. With the advent of magnetic armor I usually set one up on top of the triton until I find a better location(large hill, top of building, tower ...).&lt;br /&gt;
&lt;br /&gt;
== Initial facility built ==&lt;br /&gt;
&lt;br /&gt;
I would consider building an additional lab right away - its construction takes 26 days and you might want to raise the scientist number to 75 by begin of February if you can afford it. 100 during February as soon as you can afford them and after accommodation has been provided.&lt;br /&gt;
This is possible if you delay the sub pen relocation (400k) until the first uso assault. This should enable you to get the crucial techs sooner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Initial research ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m don&#039;t think that the PDS is the best initial choice. The economic benefit is not that large.&lt;br /&gt;
Lets have a looks at the numbers:&lt;br /&gt;
It costs 180 scientist days to research. The 10 initial scientists reduce this by 30 before the 15 newly hired ones join them. The remaining 150 keep 25 scientists about 6 days busy. So you would expect the research to be finished around the 10th. That leaves the 10 techies with 20 days to make money. 20*10*24=4800 T hours. Since it takes 220 T hours to produce one unit about 22 get produced. These yield (45,600-34,000)*22=255,200 profit.&lt;br /&gt;
Thats about 1 IBA or 2 Sonic weapons or 17 pulsers. It can buy 4-5 scientists. And the tactical benefit is negligible.&lt;br /&gt;
Lets say we start the gauss sequence right away- with (50+100+60) we get an operational gauss pistol 1-3 days after the estimated completion day of the PDS. And since we can start producing it as soon as the pistol research finishes (Jan 9th) we can field gauss pistols by about Jan 15th maybe a bit earlier. That helps on the battlefield until we finish with the sonic research and have collected enough ammunition to make using the pistol practical.&lt;br /&gt;
And it can also be manufactured for a small profit.&lt;br /&gt;
After this we have 4 paths we could follow(I assume that we got a mission in the meantime):&lt;br /&gt;
-continue to gauss rifle(300+150)&lt;br /&gt;
-start sonic pistol(600+400)&lt;br /&gt;
-start mag nav for trans resolver(450+670)&lt;br /&gt;
-start sonic pulser(200) &lt;br /&gt;
&lt;br /&gt;
Of course if one gets a uso on Jan 1st it might be tempting to switch right away. Although a gillman escort night mission(superhuman) at a that time can be challenging but beneficial(~1M extra cash). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Initial weapon purchase ==&lt;br /&gt;
&lt;br /&gt;
I usually keep 2-4 harpoon rifles for uso close quarter assaults until I get gauss or sonic. A close quarter autoshot is usually more effective then a single GC AP shot. Which means fewer GC on the buy list.&lt;br /&gt;
For the first 1-2 month one wants to keep one craft armed with dual Ajay thus only 1 DUP launcher needs to be purchased.&lt;br /&gt;
&lt;br /&gt;
== Really helpful page ==&lt;br /&gt;
&lt;br /&gt;
Well done folks. &lt;br /&gt;
&lt;br /&gt;
I played TFTD to the point of lunacy in &#039;95 to &#039;96 and only stopped when my PC became incompatible. I successfully played through to the end first time and somehow dodged all the bugs. Never managed to do that since. Just downloaded it from Steam and it&#039;s addictive again. &lt;br /&gt;
&lt;br /&gt;
Pleased to see I arrived at the same ideas re base layout. Mine are usually shaped like a letter E or like a sperm, i.e. one pen for building subs and everything else strung out in a single spiral line. I once had an exhausting firefight on a ship followed by a terror raid. I sent the wounded to my Hawaii base to recuperate. They were then attacked, and those who&#039;d recovered from wounds had only legacy weapons to fight with. Nonetheless the easily-defended spiral layout saved them. &lt;br /&gt;
&lt;br /&gt;
I&#039;m interested in the economic analysis. I usually churn out medikits because they require nil resources and generate nice money from right away. I hadn&#039;t noticed the PDS was that good. &lt;br /&gt;
&lt;br /&gt;
I have some suggestions for the battlefield tactics section. When an alien is stunned or wounded, I usually send a guy to stand over him, who unloads and throws his weapon away. This ensures that if the alien revives he is harmless. &lt;br /&gt;
::Well I would check the rank of the wounded, stunned alien - if it is not needed for research and I got Medikits I would wake it and shoot it for extra exp. If it is too dangerous (Lobster, tentaculat, Bio-drone) I would plant a grenade or shoot the ground with HE in order to ensure the sleeping beauty won&#039;t wake behind your lines. If research critical try to make sure it is in a region with smoke(not sure if it works, try droping a dye grenade). If there is a lot of loot on the ground there might be occasions where it is simpler/faster to move the alien instead of the loot. --[[User:Tauon|Tauon]] 14:40, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
When I get MC over an alien I always have him shoot any nearby aliens and then throw his weapon away. If I have groups under MC then I have them all stand at one end of the battlescape while my guys form a firing squad at the other. I then &amp;quot;execute&amp;quot; them with long range fire, which is a safe way to improve combat stats. &lt;br /&gt;
:: Having an alien throw its weapon away is fine but unless you are really hard pressed or the situation calls for it always let your soldiers do the shooting and killing - no wasting of valuable exp. Also when you are so good at MC that you can move the aliens at will have them throw their guns away and move them next to your soldiers to ensure a hit next turn. If you are really into exp training use weak weapons to ensure you you get more hits in before your target dies autofire with gauss pistol/dart gun on lobsters works fine. MC again if still alive and and you are done shooting for the turn. Make sure that they are dead and if not use a medikit to wake them to finish the job. Make sure that the side with the highest remaining armor points is targeted to get most out of your target.&lt;br /&gt;
::An exception to the above are hostiles with built in long range weapons(Deep one,Bio drone,Xarquid,Triscene) which can not be fired upon without fear of reaction fire normally. Finish those from outside their sight range.&lt;br /&gt;
::And unfortunately the AI does not seem to be able to have Aliens pick up weapons from the ground. So once they are gone they are gone for good. But unless stunned and woken up you can never sure if there is not a pulser left.  --[[User:Tauon|Tauon]] 09:37, 11 January 2011 (EST)&lt;br /&gt;
:::Thanks for details. Yes if time permits I usually disarm the buggers altogether, including guys on my own side whom I&#039;ve had to stun. Those guys I leave with their grenades - I don&#039;t think I&#039;ve ever seen an MC-controlled aquanaut use one.[[User:4th Cuirassier|4th Cuirassier]] 10:10, 11 January 2011 (EST)  &lt;br /&gt;
:::: As long as the grenade is on the MC controlled aquanaut it will use it(Had entire reserves in my Triton killed by MC controlled guys) and pull out any other usable item which the AI can handle as well, I think it will even load any gun if suitable ammo is on the guy. If you want MC susceptible guys to contribute to the fight arm them with a Thermal Taser or later on a drill - the AI can&#039;t handle those. Or give it a MC reader or an unloaded DPL launcher(standing over the ammo enables loading and firing it on the same turn).--[[User:Tauon|Tauon]] 14:40, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
DPLs are best fired on a mortar type of trajectory as this minimises the number of turns you need to make and normally means you can plant the missile in the middle of a target group. I also use DPLs to make holes in the sides of alien bases which I then &amp;quot;rinse&amp;quot; by firing more DPL rounds through the hole. &lt;br /&gt;
&lt;br /&gt;
If confronted with an alien base early in the game when your weapons are rubbish, one option is a raid rather than an assault. That is, you go in the top level and get all the guys onto the lift, then quit the game. You thus get to the next level even if the aliens aren&#039;t all dead. From there you do the same underground. In this way you can destroy the control centre without having to kill every one of 50-odd aliens (which is usually impossible with jet harpoons anyway). [[User:4th Cuirassier|4th Cuirassier]] 09:10, 10 January 2011 (EST)&lt;br /&gt;
::Why would one want to do that - it does not hurt that much to keep the alien base around - the negative score is not that large and there is no time limit for dealing with it. If it is close to your base it allows you to assault the supply ships which is more then enough to tilt the balance in your favor. And it attracts more usos which you can assault and retrieve to fuel your war effort (Exp- and cash-wise). Furthermore you won&#039;t need to capture a lobster commander that early.Heck it is usually much easier to wait for a lobsterman dreadnaught and get all the lobster captives you need(1 navigator, 1 commander) from there or from a lobster assault on your base.Only if the lobsters fail to show up and you have already researched everything else I would go looking for them over there. If you are desperate for cash just clear the first level and bag everything you can grab before retreating and repeating if necessary. The only reason which could make me assault a alien base early(before I feel ready) is a grab and run mission for a certain research item or a personal rule where I have to assault and destroy a base as soon as it shows up. --[[User:Tauon|Tauon]] 14:40, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
::: AIUI the longer an alien base is allowed to hang around unmolested, the likelier the country or countries in the area are to secede and join the aliens.[[User:4th Cuirassier|4th Cuirassier]] 13:32, 14 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: The reason that happens is because each base generates 5 area activity points a day. That&#039;s a total of 150 - 155 points every month, or 140-145 in February. If the alien area activity points are greater than the X-Com activity points by the end of the month, then the nearby funding groups are displeased and may withdraw funding. This often happens if the colony is ignored. If you compensate for this and keep the X-Com activity points higher, the countries stay happy. This is often accomplished by successfully capturing every month at least one of the colony supply cruisers that dock with the base. -[[User:NKF|NKF]] 13:58, 14 January 2011 (EST) &lt;br /&gt;
&lt;br /&gt;
::::: Aha, thank you. I was wondering how that worked. How on earth did people dig up this level of detail? [[User:4th Cuirassier|4th Cuirassier]] 09:19, 17 January 2011 (EST) &lt;br /&gt;
&lt;br /&gt;
: There&#039;s actually no need to toss weapons away if the alien has been stunned. Unlike Apocalypse where equipment stays on an unconscious alien until it is physically &#039;picked up&#039; in the inventory screen, all equipment is automatically dropped to the ground the moment a unit is stunned in UFO and TFTD. Therefore as long as they were knocked down, then they will wake up unarmed. Except lobstermen, which I must say are quite dangerous to stand over or pick up! -[[User:NKF|NKF]] 23:26, 10 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I usually toss them away to be sure the alien, if it wakes up, can&#039;t simply pick up its gun and rejoin the fight. I tend to assume it would do this if its gun were still there but I&#039;ve never been able to test this. &lt;br /&gt;
&lt;br /&gt;
:: Also I usually unload any unused magazines, as they&#039;re lost otherwise. &lt;br /&gt;
&lt;br /&gt;
:: The version I&#039;m playing seems to have the difficulty level bug fixed.  I wonder if we should say something somewhere about what difference the difficulty level makes. I haven&#039;t noticed any difficulty in combat between easy and the hard level I&#039;m now playing on. I have noticed that I detect many fewer USOs - they practically have to fly right overhead to be picked up. When I pursue them they almost always escape. They don&#039;t hang around on the seabed for very long and terror raiders don&#039;t hang around either. Countries seem much quicker to reduce funding and one defeat - such as not reaching a terror site - basically loses you the campaign. This is a subjective list based on comparing my current game to the last time I played, which must have been in about 2002 judging by my posts to Usenet.[[User:4th Cuirassier|4th Cuirassier]] 06:04, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Names etc ==&lt;br /&gt;
&lt;br /&gt;
I tag each aquanaut&#039;s name with which batch of recruits he was part of. All aquanauts recruited before the first mission are batch 1. It is unusual for more than 1 or 2 of these to survive to the end of the game. &lt;br /&gt;
&lt;br /&gt;
The list of names that I am currently drawing on is as follows:&lt;br /&gt;
&lt;br /&gt;
Adam Bomm, &lt;br /&gt;
Adam Zappel,&lt;br /&gt;
Al Beano,&lt;br /&gt;
Andy Freese,&lt;br /&gt;
Art Major,&lt;br /&gt;
Barry Cade,&lt;br /&gt;
Beau Tye,&lt;br /&gt;
Ben Dover,&lt;br /&gt;
Biff Wellington,&lt;br /&gt;
Bill Board,&lt;br /&gt;
Chris P. Bacon,&lt;br /&gt;
Cliff Topp,&lt;br /&gt;
Cory Ander,&lt;br /&gt;
Craven Moorehead,&lt;br /&gt;
Dan D. Lyons,&lt;br /&gt;
Dan Druff,&lt;br /&gt;
Dan Saul Knight,&lt;br /&gt;
Dick Burns,&lt;br /&gt;
Dick Hertz,&lt;br /&gt;
Don Key,&lt;br /&gt;
Doug Graves,&lt;br /&gt;
Doug Hole,&lt;br /&gt;
Doug Witherspoon,&lt;br /&gt;
Duane Pipe,&lt;br /&gt;
Dusty Rhodes,&lt;br /&gt;
Earl Lee Riser,&lt;br /&gt;
Easton West, &lt;br /&gt;
Evan Keel,&lt;br /&gt;
Gene Poole,&lt;br /&gt;
Gerry Bilder,&lt;br /&gt;
Ginger Rayell, &lt;br /&gt;
Herb Alti,&lt;br /&gt;
Howie Doohan,&lt;br /&gt;
Hugh Jass,&lt;br /&gt;
Hugh Jorgan,&lt;br /&gt;
Ivor Nereckschun, &lt;br /&gt;
Jack Gough,&lt;br /&gt;
Jack Haas,&lt;br /&gt;
Jack Hammer,&lt;br /&gt;
Jack Knoff,&lt;br /&gt;
Jed Dye, &lt;br /&gt;
Jerry Atrick,&lt;br /&gt;
Jim Shorts,&lt;br /&gt;
Joe Kerr,&lt;br /&gt;
Justin Case,&lt;br /&gt;
Justin Casey-Howells,&lt;br /&gt;
Kerry Siehn,&lt;br /&gt;
Kent C. Strait, &lt;br /&gt;
Lance Boyle,&lt;br /&gt;
Lee King, &lt;br /&gt;
Les Hassall,&lt;br /&gt;
Lou Pole,&lt;br /&gt;
Luke Warm,&lt;br /&gt;
Mark de Cards,&lt;br /&gt;
Manny Kinn,&lt;br /&gt;
Marshall Law,&lt;br /&gt;
Matt Tress,&lt;br /&gt;
Mike Hunt,&lt;br /&gt;
Mike Raffone,&lt;br /&gt;
Mike Rotch,&lt;br /&gt;
Nat Sass,&lt;br /&gt;
Neil Down,&lt;br /&gt;
Nick O’Time,&lt;br /&gt;
Noah Lott,&lt;br /&gt;
Oliver Suddon, &lt;br /&gt;
Otto Graf,&lt;br /&gt;
Owen Bigg, &lt;br /&gt;
Owen Cash,&lt;br /&gt;
Page Turner,&lt;br /&gt;
Parker Carr,&lt;br /&gt;
Pat Hiscock,&lt;br /&gt;
Pete Moss, &lt;br /&gt;
Phil Bowles, &lt;br /&gt;
Phil Graves,&lt;br /&gt;
Phil Updegrave, &lt;br /&gt;
Pierce Deere,&lt;br /&gt;
Piers Dorgan,&lt;br /&gt;
Ray Gunn,&lt;br /&gt;
Rayner Schein,&lt;br /&gt;
Rich Feller,&lt;br /&gt;
Rick O&#039;Shea,&lt;br /&gt;
Rick Shaw,&lt;br /&gt;
Robin Banks,&lt;br /&gt;
Rocky Rhodes,&lt;br /&gt;
Rocky Shaw,&lt;br /&gt;
Russell Paper,&lt;br /&gt;
Rusty Steele,&lt;br /&gt;
Sawyer B. Hind,&lt;br /&gt;
Sandy Beech,&lt;br /&gt;
Seymour Bush, &lt;br /&gt;
Sonny Day,&lt;br /&gt;
Stan Still, &lt;br /&gt;
Tad Pohl,&lt;br /&gt;
Tim Burr,&lt;br /&gt;
Tommy Gunn,&lt;br /&gt;
Tommy Hawk,&lt;br /&gt;
Warren Peace,&lt;br /&gt;
Willie Stroker,&lt;br /&gt;
Ziggy Retpaper.&lt;br /&gt;
&lt;br /&gt;
[[User:4th Cuirassier|4th Cuirassier]] 10:15, 11 January 2011 (EST)&lt;br /&gt;
: Why should I replace one impractical set of names with another. My recruits get their names erased and replaced by one letter coding the base, a serial number(three digits should do) followed by a string of letters coding their expertise in critical stats. When the time comes I add a number at the end showing their MC strength. Sometimes I add plus and minus signs to note good recruits and candidates for sacking/sacrifice, MC weaklings also get a note in their name. A typical name would be &#039;&#039;A 003 TbRfH 85+&#039;&#039; or &#039;&#039;C 096 C --&#039;&#039; or &#039;&#039;F 001 TBRFH -MC&#039;&#039;. For the coding letters a use a system similar to that in the FAQ/walkthrough.--[[User:Tauon|Tauon]] 14:58, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Setting the difficulty level ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve added the above section at the top as I have now finally acquired a patched version of the game in which the higher difficulty levels are playable. &lt;br /&gt;
&lt;br /&gt;
I think I have summarised the implications of high / low difficulty but if not please correct, anybody. [[User:4th Cuirassier|4th Cuirassier]] 09:47, 17 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think not the effectiveness	of the weapons is changed but the aliens simply have more health on higher settings. That results in the observed results.&lt;br /&gt;
--[[User:Tauon|Tauon]] 13:31, 17 January 2011 (EST)&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Tauon&amp;diff=32651</id>
		<title>User:Tauon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Tauon&amp;diff=32651"/>
		<updated>2011-01-16T18:57:01Z</updated>

		<summary type="html">&lt;p&gt;Tauon: reaction training method for TftD(hypothetical so far)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I finished TfD twice before I played ufo years later. So contrary to the majority I really prefer the second part of the series.&lt;br /&gt;
== Things to do/wish list/questions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;identify the usos/map modules which have routing/or alien placement errors&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;battleship: large terror units become stuck in the left stairs on the ground floor, esp. nasty if its a Xarquid(full TU, covers entrance)&lt;br /&gt;
&amp;lt;li&amp;gt;heavy cruiser: alien tends to get stuck in the right elevator, often on ground level(hard to get without something to crack the inner wall)&lt;br /&gt;
&amp;lt;li&amp;gt;port map: tricences get stuck/placed in the wire fences&lt;br /&gt;
&amp;lt;li&amp;gt;artefact map: hallucinoid can get stuck in a small hollow pyramid - it can move but the exits are to small for it&lt;br /&gt;
&amp;lt;li&amp;gt;colony map: similar to above - stuck in a small compartment with a single door&lt;br /&gt;
&amp;lt;li&amp;gt;(artefact map: infamous hallucinoid at bottom of the lift map, quite hard to motivate to leave this spot sometimes but this can leave)&lt;br /&gt;
&amp;lt;li&amp;gt;unaccessible areas for example the top right corner of the bottom level of the pyramid with the 9 or so columns in the artefact map;&lt;br /&gt;
    top level cargo ship(2nd part) section above the engines - can not move to the far right- the overhead map says the should be a coridor of width 1;&lt;br /&gt;
    sometimes if the uso is parked close to the map border units get problems moving around them.&lt;br /&gt;
&amp;lt;/ul&amp;gt;  &lt;br /&gt;
&amp;lt;li&amp;gt;tftd terrain description analog to ufo &lt;br /&gt;
&amp;lt;li&amp;gt;which tiles burn longer then 1-2 turns?&lt;br /&gt;
&amp;lt;li&amp;gt;optimal disembark order for tftd crafts(which soldier to move where, sniper with Mag armor on top of craft?)&lt;br /&gt;
&amp;lt;li&amp;gt;base development of first base after the initial additions&lt;br /&gt;
&amp;lt;li&amp;gt;base defence layout&lt;br /&gt;
&amp;lt;li&amp;gt;learn when to use pulsers, DPL - keep lugging the around only rarely using them if i&#039;m really out of other ideas in order to get a hard to get      alien;usually MC and drills are enough to finish most uso maps without losses&amp;amp;reloads by end of July &lt;br /&gt;
&amp;lt;li&amp;gt;try using Hydrojet cannon to get a better idea about its usefulness; so far I hardly see a use except for short term lighting; the close range idea with HE kinda works but destroys a lot of equipment.&lt;br /&gt;
&amp;lt;li&amp;gt; TftD reaction training(this is significantly harder to achieve then in Ufo because you no longer have access to the alien inventory and alien without weapons do not not seem to move, so hovering in Mag Armor over a bunch of lobsterman without sonic guns/pistols only works for the few turn where they try to strike your guys with pulsers once they run out they stay put)&lt;br /&gt;
Maybe offer them a sacrifice to attempt clawing down(after the pulsers are gone)&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strange events  ==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; When preparing to assault a crashed USO I found a Tasoth Sq Leader on my equipment screen. However it was gone from the equipment pile when I pressed ok. Should have shoved it in a backpack.&lt;br /&gt;
:Had the same thing happen again while preparing to assault an escort. Shoved the tasoth soldier in the hands of one of my aquanauts and it was still there on turn 1. Possible another tftd bug.&lt;br /&gt;
&amp;lt;li&amp;gt; When moving towards the roof entrance of the fleet supply cruiser via mag armor my aquanaut walked through the uso outer hull into the corridor leading towards the bridge&lt;br /&gt;
&amp;lt;li&amp;gt; cargo ship mission 2nd part when standing on the elevated platform where you usually get sniped from the aquanaut sometimes seems the be able the scale the metallic structure towards the next level. Have not figured out when it is possible yet but it happened several times already. There are other spots where I encountered similar behavior but this is the only one I recall for sure.&lt;br /&gt;
&amp;lt;li&amp;gt; teleporting corpses: when finishing of a stunned alien which was moved from the place where it was knocked unconscious with a a HE shell or a grenade the corpse appears back in the place where it was stunned instead of where it was killed.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aquanaut  screening guide ==&lt;br /&gt;
&lt;br /&gt;
Once one has established a steady income source by raiding the supply cruisers and/or running a gauss craft cannon factory the cash just keeps piling up. If one goes for 8 bases(which is by no means necessary 2-3 can usually see you through quite comfortable) these soon are also build to the max.&lt;br /&gt;
Next is that one can start to be picky with which raw recruits to keep and which to send back/use for bravery training. Their stats are assigned random when ordered. While it is possible to wait for the perfect soldier with all stats at the max possible value he/she is fairly unlikely to show up.&lt;br /&gt;
So we need to identify those which really matter and those which can be easily raised via training.&lt;br /&gt;
At this point of the game(July/August) we probably have a few experienced  MC troopers which pretty much control the battlefield in normal Uso assaults so it does not matter how wimpy or bad at shooting/throwing the new guys are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;, &#039;&#039;&#039;health&#039;&#039;&#039; and &#039;&#039;&#039;strength&#039;&#039;&#039; are secondary skills and are increased en passant while you train the primary stats. So these are the ones which are of &#039;&#039;&#039;least concern&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Time units&#039;&#039;&#039; are also a secondary stat but since their initial value determines the energy recovery rate which is crucial in longer missions &#039;&#039;&#039;a 60 is a must&#039;&#039;&#039; here. Otherwise you won&#039;t get the maximal recovery rate of 20.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MC strength is the second but foremost stat which matters&#039;&#039;&#039;. However it wont be known until a month later. A 80+ makes a decent MC trooper and ensures pretty much an impervious defence against enemy MC attacks. 95+ are recommended if you intend to control highly resistant terror units at the other end of the map. So you can just preselect the raw recruits for the for the other preferred stats and hope for the best - with a MC lab in every base and maybe 2 extra it won&#039;t be long to find the desirable 10-20 guys with high enough strength.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MC skill&#039;&#039;&#039; is the primary stat which can be raised most easily given a high MC strength so &#039;&#039;&#039;least concern&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firing and throwing accuracy are easily trained&#039;&#039;&#039; by either emptying a magazine into a hapless  lobster after you had him throw this gun away or tossing things around. Takes a while but doable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bravery&#039;&#039;&#039; can be trained  but &#039;&#039;&#039;rarely matters&#039;&#039;&#039;. For training cull your rejected recruits after you cleared the map except for one unarmed alien(stunned revived with stimulants, no built in lethal attack). Or use the tentaculat trick.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reactions&#039;&#039;&#039; vary quite a lot. A initial reaction in the &#039;&#039;&#039;50-60 range&#039;&#039;&#039; is desirable because reaction training is rather hard to set up in TftD due to the inventory lockout. Never had a 100 reaction soldier in tftd.&lt;br /&gt;
&lt;br /&gt;
To sum it up for the ideal recruit one would wish for 60 time units and 60 reactions and then hope for 100 MC strength. The rest is training.&lt;br /&gt;
&lt;br /&gt;
== Intercepting Dreadnoughts ==&lt;br /&gt;
&lt;br /&gt;
With the advent of sonic oscillators the only alien craft which can return fire and damage your subs is the dreadnought. By August/September you get quite a few of them as well as a flurry of other craft. Your goal is to deal with the mayor threat while maintaining your capability to harvest and train. That means minimizing the downtime(repair/refueling) of your crafts. There are several strategies to tackle the problem.&lt;br /&gt;
The first is several or a single interceptor. That is also a question of availability. While it might be nice to send 4 dual armed craft against a single dreadnought most of the time this is not possible because some of the craft in the target region are refueling/out/repairing. And the damage distribution is not homogeneous among the multiple crafts. You might end up taking 4 craft out of commission for several days instead of 1 heavily damaged one which can be replaced with a newly built one. This leads to the next question - when to keep&amp;amp;repair a craft and when build a new one to replace it because its faster. That is easily answered so lets do a comparison of the four armed craft.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;right&amp;quot;&amp;gt;craft&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Barracuda&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Manta&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Hammerhead&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Leviathan&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;tech hours&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;          -&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 18000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 14000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 34000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;damage capacity&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 400&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 960&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1,250&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;speed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;              2,400&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 4,600&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 4,030&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;  5,800&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;cost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;                600000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 600000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 400000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 900000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;arrival/built time (h/d)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 96/4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 72/3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 56/2.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 136/5.7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;dmg repaired in this time&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;  80%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 18%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 5.8%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 10.9%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;weapon pods&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;hits to perish&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 3-6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;  6-13&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 9-17&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;hits to down&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
Notes:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The built time is given considering a manufacturing base with 250 technicians and 6 workshops. &lt;br /&gt;
&amp;lt;li&amp;gt;I assume that the damage repair rate is the same as in UFO: 1 dmg/hour ; To convert this in percent devide by damage capacity&lt;br /&gt;
&amp;lt;li&amp;gt;I assumed a damage value of 75 as lower end and 150 higher end for the dreadnought weapon with strength 120.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The big unknown is the dreadnought weapon - I could not find a damage range and a to hit value. With those values it would be possible to calculate/estimate success probabilities for each craft for each attack mode.&lt;br /&gt;
From the above numbers(hits to down vs hits to perish) it seems obvious that both the Manta and the Hammerhead have a decent chance to take down the dreadnought alone, while the single barracuda is simply suicidal and the Leviathan would have to get rather unlucky to fail. &lt;br /&gt;
&lt;br /&gt;
In my practical experience the Manta gets the job done with 70-90% damage in 9 out of 10 tries. And it is fast enough to outrun all other opponents.&lt;br /&gt;
In terms of ease of replaceability the Hammerhead option might be worthwhile considering. Raw materials and cost are of no importance in the later stages of the game if several fleet supply cruisers are harvested for zrbit there should be plenty of cash and raw materials by July/August.&lt;br /&gt;
&lt;br /&gt;
== Fun with the standard controls ==&lt;br /&gt;
&lt;br /&gt;
Teleporting armor&lt;br /&gt;
: The aquanauts menu lets you change the armor of aquanauts even when they are on the way to/back from a mission. A shipment of magnetic armor arrived a few hour after the team is transported to a shipping line mission on the other side of the globe - just give it to them via the menu and it will materialize in the craft. On the way back you spot a dreadnought heading straight for your base and your home defence team would greatly benefit from these shells - just teleport them back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Reaction training TftD(hypothetical so far) ==&lt;br /&gt;
&lt;br /&gt;
In TftD you can no longer access the inventory of alien and you no longer possess ranged weapons with unlimited ammo. Thus duplicating the setup used in Ufo is impossible. There are aliens with built in ranged weapons(Deep One,Bio Drone,Triscene, Xarquid,(Hallucinoid)) and HTH attacks (Calcinite,Lobsterman). However the ranged attacks are too strong for save training even with Magnetic Ion armor and the units with HTH attacks have plenty of TU which enables them to close in to your troops in one turn in addition for HTH attacks being strong enough to at least penetrate the side armor of Mag Ion suits. If you are hovering above them they will try to hit you with Sonic pulsers which sometimes triggers reaction shots,but even grenadiers won&#039;t carry more then 5-6 of those and once they run out they won&#039;t move so this is not working too well either.&lt;br /&gt;
&lt;br /&gt;
As a workaround I propose the following setup. &lt;br /&gt;
You need:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; A map with MC capable aliens (Tasoth Squad Leader;Aquatoid Technician,Navigator,Commander,Gillman Commander)&lt;br /&gt;
&amp;lt;li&amp;gt; A squad of trainees with high MC strength(80+,better 90+)&lt;br /&gt;
&amp;lt;li&amp;gt; One aquanaut with low MC stength(the weaker the better, keep on of those 0 MC strength guys)&lt;br /&gt;
&amp;lt;li&amp;gt; Ion Armor/Mag Ion armor for the MC weakling and those to be trained&lt;br /&gt;
&amp;lt;li&amp;gt; a set a training weapons with heaps of ammo(dart guns/gauss pistol)&lt;br /&gt;
&amp;lt;li&amp;gt; maybe one slow, weak weapon (jet harpoon,GC AP?) with a few clips&lt;br /&gt;
&amp;lt;li&amp;gt; a way to slay the aliens on the map(ideal would be one drill and a few MC disruptors;or MC and the aliens own weapons)&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
optional:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; MC disrupter(s)&lt;br /&gt;
&amp;lt;li&amp;gt; 1 Thermal Tazer&lt;br /&gt;
&amp;lt;li&amp;gt; a few Medi-kits&lt;br /&gt;
&amp;lt;/ul&amp;gt;    &lt;br /&gt;
Note: It is possible to set this up without one strong MC trooper(strong enough to boss any alien around at will) but significantly more difficult because you need to invest more items into your way to win the map and have to wait until one MC capable alien runs out of ammo &amp;amp; sonic pulsers.&lt;br /&gt;
Same goes for thermal tazers and medi-kits - you have to wait for the MC capable alien to run out of pulsers and ammo if you go without while otherwise you just use the stun, revive routine to render it unarmed.&lt;br /&gt;
&lt;br /&gt;
How to to set this up:&amp;lt;br&amp;gt;&lt;br /&gt;
Kill all aliens on the map except one MC capable one. Make sure the last one is harmless and out of the way - preferably by unarming it and boxing  into a corner(triton,ufo, building,...) with a few guys which turn their back towards it(saves the trouble of hunting it down again later and avoids that it wandering into the sight of an armed aquanaut and getting gunned down prematurely).&lt;br /&gt;
Form a fire line with your trainees, arm them with weak weapons, set up the MC traitor in front of them with a weak slow weapon.&lt;br /&gt;
&lt;br /&gt;
How this gambit is supposed to work:&amp;lt;br&amp;gt;&lt;br /&gt;
As long as the alien sees on of your guys it knows the position of all of your guys. It also knows/prefers to target the weak ones. Thus it will take over the weakling. This guy will start firing on your trainees hopefully triggering reaction fire from them. The amour weapon setup ensures that everyone stays unharmed. After each trainee has fired 11 reaction shots, rotate in the ones which have not trained yet or slay the last alien it all are done. &lt;br /&gt;
&lt;br /&gt;
Glitches and things to check/work out:&amp;lt;br&amp;gt;&lt;br /&gt;
I hope that it won&#039;t try&amp;amp; succeed to panic the rest of your troops. Maybe you need to play around with the MC strength of the weakling to ensure it only succeeds to take over that guys and does not have enough TU to bother the rest. &lt;br /&gt;
Is it save/necessary/desireable to use the gauss pistol?&lt;br /&gt;
What is the best weapon to arm the traitor with? It should be slow to conserve ammo but save. I&#039;m considering Heavy Gauss(save?), Gas Canon with AP or incendiary,Torpedo launcher with incendiary, HJC with incendiary or AP(auto?), Jet Harpoon and dart gun(both auto?). &lt;br /&gt;
How much training ammo is needed.&lt;br /&gt;
Will the traitor fire even if it has no chance of doing any damage?&lt;br /&gt;
Best method to keep the MC weakling out of the equation during the setup phase(disarm&amp;amp;box in, stun &amp;amp; revive when needed)&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Ion-Beam_Accelerators&amp;diff=32579</id>
		<title>Talk:Ion-Beam Accelerators</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Ion-Beam_Accelerators&amp;diff=32579"/>
		<updated>2011-01-13T14:12:12Z</updated>

		<summary type="html">&lt;p&gt;Tauon: IBA manufacture in 2.1 not possible&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So only the ones that face South count? [[User:Magic9mushroom|Magic9mushroom]] 21:18, 12 September 2009 (EDT)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Can you produce them? On my game (v1 unpatched) I just discovered that I can&#039;t manufacture any of them! [[User:Hobbes|Hobbes]] 11:54, 4 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
: I had this sneaking suspicion that it was the other way around, with them being available for manufacture in v1.0, and then disappearing after patching to v2.0. -[[User:NKF|NKF]] 14:47, 4 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Addendum: Just did a quick test with v1.0 and v2.0, and you&#039;re right. You can&#039;t manufacture them in v1.0, but can in v2.0. Strange indeed. I&#039;ll update the description to reflect that. -[[User:NKF|NKF]] 14:53, 4 January 2011 (EST)&lt;br /&gt;
:: I checked my version 2.1 with dye grenade and small uso patch - I am not able to manufacture IBAs. --[[User:Tauon|Tauon]] 09:12, 13 January 2011 (EST)&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Lobster_Man&amp;diff=32529</id>
		<title>Talk:Lobster Man</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Lobster_Man&amp;diff=32529"/>
		<updated>2011-01-12T14:57:53Z</updated>

		<summary type="html">&lt;p&gt;Tauon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can someone include the armor values for Lobstermen. Thank you! [[User:Jasonred|Jasonred]] 00:18, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
: These things have armor? &lt;br /&gt;
&lt;br /&gt;
: Off the top of my head, directional armor for a soldier class is 10 on beginner, 20 on other difficulty levels. Under armor, I think was half that value. Yes, plastic aqua armor has better defenses! These guys thrive of off the damage multipliers. &lt;br /&gt;
&lt;br /&gt;
: Come to think of it, most of the alien pages don&#039;t have armor values listed.  -[[User:NKF|NKF]] 00:09, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Weird. My very first mission against a lobsterman, I bombarded it with everything in my arsenal. And I had Gauss weapons too! I just managed to down it before my team ran out of ammo. BTW, this was in my noob days, where I had no qualms about using save and reload in-battle. Then the 2nd lobsterman showed up. So, everyone grab the loot, back in the submarine, and abort mission. Geez. Of course, come to think about it, 20 armor for lobsterman is equivalent to 100 armor vs your harpoons, and equivalent to 60 armor vs your Gauss? Or am I getting the damage formulas wrong? [[User:Jasonred|Jasonred]] 00:18, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:You&#039;re applying them to the wrong area.  Damage multipliers are used on the gun shooting at them, not on the armor values.  You take the weapon&#039;s base damage(1), multiply it by the modifier(2), then by the random 0-200% for the hit(3), then subtract the armor(4) from the result, and that&#039;s your damage dealt to HP(5).  (1*2*3)-4=5.  So a Jet Harpoon shooting a Lobsterman does on average all of 6.4 damage, and a Gauss Rifle will do 18 damage on average...and that&#039;s before you even factor in the armor.  For many aliens, the damage multipliers are fairly low, so they don&#039;t make much of a noticable difference, but the high reducers for the Lobsterman change all that.  They don&#039;t need heavy armor because the weapons do very little damage against them to start with.  Of course, these multipliers are the same reason that Drills kill them...Lobstermen take &#039;&#039;&#039;200%&#039;&#039;&#039; damage from Drills.  So for a [[Heavy Thermic Lance]], that&#039;s 150, times 200%(300), times 0-200%(We&#039;ll say 100 here and leave it at 300)...minus twenty armor.   Shish-kebabs! [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:29, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Working backwards, 20 armor against AP with a Damage Modifier of 80% translates to 20/.2 = 100 AP max damage (101 to penetrate and lower health). For Gauss it&#039;s 20/.3 = 66.667 = 67 Gauss max damage (68 to penetrate and lower health). So it&#039;s basically correct. By the way, I added armor stats to the article page as a test. Opinions on the layout, anyone? --[[User:Zombie|Zombie]] 00:41, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::I know I know. Basically, I am saying that in order to break through 20 armor, with 80% reduction, an armor piercing round must do 100 damage minimum.&lt;br /&gt;
Either formula is equivalent when it comes to non-penetrating shots though.&lt;br /&gt;
Though for a penetrating shot, it makes a LOT of difference whether you use the correct formula or not.&lt;br /&gt;
Lobstermen and their damage modifier of 20% vs AP... hahaha... OMG. Basically, invulnerable vs AP...&lt;br /&gt;
[[User:Jasonred|Jasonred]] 01:00, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the standard armour displays, how about a standard table with the armor facing down the side and the rank across the top? Will need two for the beginner and standard levels. It might even be a good chance to revise the stat display as well, to eliminate the usage of preformatted text in the main articles. -[[User:NKF|NKF]] 00:45, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:Yeah, that&#039;s probably a better choice but it&#039;ll take some time to set it all up properly. I&#039;ll work on this tomorrow and get back to you. --[[User:Zombie|Zombie]] 00:51, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Actually, recall the UBK template I made to simplify drawing custom base design layouts where the template took arguments and slotted them into image filenames? Would it be worth taking that, and then modifying it extensively into a standardized alien/unit stat display sheet that we can use site-wide for UFO and TFTD? Perhaps not one big giant template (that would be unmanageable), but rather a few templates around groupings like stats, armor/damage modifiers. -[[User:NKF|NKF]] 00:59, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:Maybe, but it would be a monumental piece of work, I&#039;d imagine. Not sure of the far-reaching effects of using multiple templates on a single page would be. I haven&#039;t seen any major slowdowns with multiple uses of the UBK on a page, but with something like stats, it might. It would probably be faster and easier to just code it up in HTML than parsing numbers into templates. HTML would probably make it a little easier for newbies to edit as well. What do you think? --[[User:Zombie|Zombie]] 01:32, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Well, I don&#039;t think it would be too difficult to pull off. Understanding how parameters worked was the monumanetal phase! Heh. The template wouldn&#039;t be all that exciting. Just a simple transclusion page, though you&#039;d pass parameters to it to populate the table you&#039;ve set up. I&#039;m assuming the usage would look something like: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{The Template name|= &lt;br /&gt;
| Lobsterman |= &lt;br /&gt;
| 56-112 |=&lt;br /&gt;
| 90 - 125 |= &lt;br /&gt;
| (and so on until MC Strength stats) |=}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then when you save the article, you&#039;ll see it all laid out nicely tabulated plus all the bells and whistles!&lt;br /&gt;
&lt;br /&gt;
Obviously, to make it simple for folks who want to insert this in any article, a handy dandy one prepared earlier with dummy entries like Name, TUs, Energy, etc would be of great assistance.  &lt;br /&gt;
&lt;br /&gt;
Now, for the template itself, what you do to place your parameters where ever you want is to insert &amp;lt;nowiki&amp;gt;{{{1}}}&amp;lt;/nowiki&amp;gt; (that&#039;s three curly braces) where you&#039;d like the first parameter (in this case &amp;quot;Lobsterman&amp;quot;) to go. &amp;lt;nowiki&amp;gt;{{{2}}}&amp;lt;/nowiki&amp;gt; for the second, and so on and so forth. The UBK mainly did its magic by inserting these parameters in between images links. &lt;br /&gt;
&lt;br /&gt;
Hmm, that turned out to be a brief 101 on templates and parameters. Not sure if any of this will work right off - it&#039;s been ages since I learned it! It&#039;s partly why I recommended using the UBK as a starting point, as it has been known to work. &lt;br /&gt;
&lt;br /&gt;
In any case, whip up the table and I&#039;ll see if I can make it work with parameters. -[[User:NKF|NKF]] 02:06, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:Just threw together this table in a hurry. Hope this is what you were after, NKF. --[[User:Zombie|Zombie]] 20:48, 28 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;caption align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Lobsterman Stats&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; width=&amp;quot;150&amp;quot;&amp;gt;Statistic&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;100&amp;quot;&amp;gt;Soldier&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;140&amp;quot;&amp;gt;Squad Leader&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;120&amp;quot;&amp;gt;Technician&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;110&amp;quot;&amp;gt;Navigator&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;110&amp;quot;&amp;gt;Commander&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Time Units&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;56-82&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;66-97&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70-103&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;74-109&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;76-112&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Energy&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;90-133&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90-133&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;95-140&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;95-140&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100-148&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Health&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;115&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;125&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Bravery&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Reactions&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;60-81&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;65-88&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70-95&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;75-102&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80-108&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Firing Accuracy&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;21-87&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21-87&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21-87&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21-87&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21-87&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Throwing Accuracy&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;62&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;62&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;62&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;62&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;62&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Strength&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;70-86&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70-86&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70-86&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70-86&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70-86&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;M.C. Strength&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;35-43&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35-43&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35-43&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-49&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50-62&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;M.C. Skill&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Melee Accuracy&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;78-115&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;78-115&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;78-115&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;78-115&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;78-115&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Front Armor&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;8-24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8-24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8-24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8-24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8-26&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;L/R Armor&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;8-24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8-24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8-24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8-24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8-26&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rear Armor&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;6-18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-21&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-21&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8-24&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Under Armor&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;4-12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-14&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Having 75 to 76 fields for a single template may prove to be problematic in the implementation as well as the population. One solution would be to create a table for just one alien/rank and reuse the template for the various ranks - but then we&#039;d end up with up to 5 tables. Mind you, that would be handy for species that don&#039;t have certain ranks, or terrorist units. &lt;br /&gt;
&lt;br /&gt;
It might be easier to have a general stat range listing in the main article as we have now, but go into finer details on a larger dedicated spreadsheet page for all the statistics by rank and beginner/normal levels. &lt;br /&gt;
&lt;br /&gt;
Anyhow I&#039;ll see what I can come up with using your table as a starting point. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]] 22:39, 28 February 2009 (CST) &lt;br /&gt;
&lt;br /&gt;
:That is a very nice table but I can&#039;t find the melee strength (built-in HTH attack) - there is only the accuracy given. Does anyone know the number? &lt;br /&gt;
:The magnitude I would expect should be high enough to penetrate the side armor of magnetic ion armor but should often fail to penetrate the front plate.--[[User:Tauon|Tauon]] 09:57, 12 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Weapon Damage vs. Lobstermen == &lt;br /&gt;
&lt;br /&gt;
I decided to pretend to be Zombie tonight.  Here&#039;s a table of each weapon and its normal damage and damage range, then its damage and damage range after its affected by the appropriate Lobsterman damage modifier:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th width=&amp;quot;180&amp;quot;&amp;gt;Weapon&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Average Damage(normal)&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;110&amp;quot;&amp;gt;Damage Range(normal)&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Lobsterman Multiplier&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;130&amp;quot;&amp;gt;Average Damage(Lobsterman)&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;140&amp;quot;&amp;gt;Damage Range(Lobsterman)&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Dart Gun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-32&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-6.4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Jet Harpoon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;32&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-64&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6.4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-12.8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;GC-AP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-24&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;HJ-AP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-16&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Gauss Pistol&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;45&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13.5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-27&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Gauss Rifle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-36&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Heavy Gauss&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;75&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-150&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22.5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-45&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Sonic Pistol&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-160&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Sonic Rifle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;95&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-190&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;47.5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-95&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Sonic Cannon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;130&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-260&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-130&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;GC-HE&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;32.5-97.5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;19.5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9.75-29.25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;HJ-HE&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25-75&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7.5-22.5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Mag. Grenade&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25-75&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7.5-22.5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Mag. Pack&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50-150&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15-45&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Sonic Pulser&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60-180&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18-54&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;PD Grenade&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35-105&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-28&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Small Torp&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16-32&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Large Torp&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;45-135&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;27&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18-36&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;DP Launcher&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100-300&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30-90&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Thermal Tazer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-160&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;88&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-176&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Thermal Shok&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-240&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;132&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-264&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Vibroblade&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-160&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;160&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-320&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Thermic Lance&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-220&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;220&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-440&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Heavy Lance&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-300&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;300&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-600&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assuming 20 Armor for our target, the Dart Gun, Jet Harpoon, and HJ-AP have no chance to even punch through the armor, whereas the GC-AP, GC-HE, HJ-HE, PD grenade, Mag. Grenade, and Gauss Pistol can only lightly injure them.  Lobstermen have 90-125 health, there aren&#039;t very many weapons that can whittle that away in a reasonable time frame.  You can also see just how huge of an effect the 200% damage multiplier from the Drills has, which is why they simply murder the creatures.  The only weapons on this table that even have a chance of dropping a Lobsterman in one shot outside of the Drills and Stun weapons are Sonic Rifle and the Sonic Cannon; even the mighty DPL has difficulty sending these underwater demons back to where they came from.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 01:19, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
: Prime [[Weapon Analysis]] material there AQ! Interesting to consider how armour facing affect the damage (directional vs. under) though. For example, the average case scenarios for the sonic pistol and GC-HE come off as being almost equal (but not quite) after deducting their respective armor values. -[[User:NKF|NKF]] 02:06, 27 February 2009 (CST) (edit: doh, actually let me rethink that - forgot to deduct from the GC-HE) &lt;br /&gt;
&lt;br /&gt;
::Yeah, I know underarmor is lower, but I was simply going for simplicity to point out that there is very little in the game that does respectable damage to these beasts.  Factoring underarmor would change the numbers a bit, but not by a huge amount, since Lobsterman don&#039;t have massive armor values in the first place, as you mentioned above.  The point is that X-COM doesn&#039;t have any reliable way of taking these beasts down at the beginning of the game, and even most of the alien weapons have trouble killing them.  Any early-game Lobsterman sighting is a good excuse to scrub the mission immediately; you simply don&#039;t have any reliable way of taking them down, outside of the Thermal Tazer and MAYBE HJ-HE spammed on full auto.  This is even MORE justification for my standard soldier equipment kit containing a Thermal Tazer; its the one starting weapon that can be used on them(to great effectiveness, I might add.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 02:16, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
: Definitely a humbling experience to have just one lobsterman slaughter your entire crew when all you&#039;ve got are gauss rifles and gauss pistols. I&#039;ve actually managed it with the GC-HE, but the sheer number of shots required for just one would mean you&#039;ll have emptied your belts long before you&#039;ve got half way through the lobstermen. -[[User:NKF|NKF]] 02:26, 27 February 2009 (CST)&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Lobster_Man&amp;diff=32528</id>
		<title>Talk:Lobster Man</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Lobster_Man&amp;diff=32528"/>
		<updated>2011-01-12T14:56:21Z</updated>

		<summary type="html">&lt;p&gt;Tauon: lobster melee strength?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can someone include the armor values for Lobstermen. Thank you! [[User:Jasonred|Jasonred]] 00:18, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
: These things have armor? &lt;br /&gt;
&lt;br /&gt;
: Off the top of my head, directional armor for a soldier class is 10 on beginner, 20 on other difficulty levels. Under armor, I think was half that value. Yes, plastic aqua armor has better defenses! These guys thrive of off the damage multipliers. &lt;br /&gt;
&lt;br /&gt;
: Come to think of it, most of the alien pages don&#039;t have armor values listed.  -[[User:NKF|NKF]] 00:09, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Weird. My very first mission against a lobsterman, I bombarded it with everything in my arsenal. And I had Gauss weapons too! I just managed to down it before my team ran out of ammo. BTW, this was in my noob days, where I had no qualms about using save and reload in-battle. Then the 2nd lobsterman showed up. So, everyone grab the loot, back in the submarine, and abort mission. Geez. Of course, come to think about it, 20 armor for lobsterman is equivalent to 100 armor vs your harpoons, and equivalent to 60 armor vs your Gauss? Or am I getting the damage formulas wrong? [[User:Jasonred|Jasonred]] 00:18, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:You&#039;re applying them to the wrong area.  Damage multipliers are used on the gun shooting at them, not on the armor values.  You take the weapon&#039;s base damage(1), multiply it by the modifier(2), then by the random 0-200% for the hit(3), then subtract the armor(4) from the result, and that&#039;s your damage dealt to HP(5).  (1*2*3)-4=5.  So a Jet Harpoon shooting a Lobsterman does on average all of 6.4 damage, and a Gauss Rifle will do 18 damage on average...and that&#039;s before you even factor in the armor.  For many aliens, the damage multipliers are fairly low, so they don&#039;t make much of a noticable difference, but the high reducers for the Lobsterman change all that.  They don&#039;t need heavy armor because the weapons do very little damage against them to start with.  Of course, these multipliers are the same reason that Drills kill them...Lobstermen take &#039;&#039;&#039;200%&#039;&#039;&#039; damage from Drills.  So for a [[Heavy Thermic Lance]], that&#039;s 150, times 200%(300), times 0-200%(We&#039;ll say 100 here and leave it at 300)...minus twenty armor.   Shish-kebabs! [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:29, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::Working backwards, 20 armor against AP with a Damage Modifier of 80% translates to 20/.2 = 100 AP max damage (101 to penetrate and lower health). For Gauss it&#039;s 20/.3 = 66.667 = 67 Gauss max damage (68 to penetrate and lower health). So it&#039;s basically correct. By the way, I added armor stats to the article page as a test. Opinions on the layout, anyone? --[[User:Zombie|Zombie]] 00:41, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
::I know I know. Basically, I am saying that in order to break through 20 armor, with 80% reduction, an armor piercing round must do 100 damage minimum.&lt;br /&gt;
Either formula is equivalent when it comes to non-penetrating shots though.&lt;br /&gt;
Though for a penetrating shot, it makes a LOT of difference whether you use the correct formula or not.&lt;br /&gt;
Lobstermen and their damage modifier of 20% vs AP... hahaha... OMG. Basically, invulnerable vs AP...&lt;br /&gt;
[[User:Jasonred|Jasonred]] 01:00, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the standard armour displays, how about a standard table with the armor facing down the side and the rank across the top? Will need two for the beginner and standard levels. It might even be a good chance to revise the stat display as well, to eliminate the usage of preformatted text in the main articles. -[[User:NKF|NKF]] 00:45, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:Yeah, that&#039;s probably a better choice but it&#039;ll take some time to set it all up properly. I&#039;ll work on this tomorrow and get back to you. --[[User:Zombie|Zombie]] 00:51, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Actually, recall the UBK template I made to simplify drawing custom base design layouts where the template took arguments and slotted them into image filenames? Would it be worth taking that, and then modifying it extensively into a standardized alien/unit stat display sheet that we can use site-wide for UFO and TFTD? Perhaps not one big giant template (that would be unmanageable), but rather a few templates around groupings like stats, armor/damage modifiers. -[[User:NKF|NKF]] 00:59, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:Maybe, but it would be a monumental piece of work, I&#039;d imagine. Not sure of the far-reaching effects of using multiple templates on a single page would be. I haven&#039;t seen any major slowdowns with multiple uses of the UBK on a page, but with something like stats, it might. It would probably be faster and easier to just code it up in HTML than parsing numbers into templates. HTML would probably make it a little easier for newbies to edit as well. What do you think? --[[User:Zombie|Zombie]] 01:32, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Well, I don&#039;t think it would be too difficult to pull off. Understanding how parameters worked was the monumanetal phase! Heh. The template wouldn&#039;t be all that exciting. Just a simple transclusion page, though you&#039;d pass parameters to it to populate the table you&#039;ve set up. I&#039;m assuming the usage would look something like: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{The Template name|= &lt;br /&gt;
| Lobsterman |= &lt;br /&gt;
| 56-112 |=&lt;br /&gt;
| 90 - 125 |= &lt;br /&gt;
| (and so on until MC Strength stats) |=}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then when you save the article, you&#039;ll see it all laid out nicely tabulated plus all the bells and whistles!&lt;br /&gt;
&lt;br /&gt;
Obviously, to make it simple for folks who want to insert this in any article, a handy dandy one prepared earlier with dummy entries like Name, TUs, Energy, etc would be of great assistance.  &lt;br /&gt;
&lt;br /&gt;
Now, for the template itself, what you do to place your parameters where ever you want is to insert &amp;lt;nowiki&amp;gt;{{{1}}}&amp;lt;/nowiki&amp;gt; (that&#039;s three curly braces) where you&#039;d like the first parameter (in this case &amp;quot;Lobsterman&amp;quot;) to go. &amp;lt;nowiki&amp;gt;{{{2}}}&amp;lt;/nowiki&amp;gt; for the second, and so on and so forth. The UBK mainly did its magic by inserting these parameters in between images links. &lt;br /&gt;
&lt;br /&gt;
Hmm, that turned out to be a brief 101 on templates and parameters. Not sure if any of this will work right off - it&#039;s been ages since I learned it! It&#039;s partly why I recommended using the UBK as a starting point, as it has been known to work. &lt;br /&gt;
&lt;br /&gt;
In any case, whip up the table and I&#039;ll see if I can make it work with parameters. -[[User:NKF|NKF]] 02:06, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:Just threw together this table in a hurry. Hope this is what you were after, NKF. --[[User:Zombie|Zombie]] 20:48, 28 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;caption align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Lobsterman Stats&amp;lt;/b&amp;gt;&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot; width=&amp;quot;150&amp;quot;&amp;gt;Statistic&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;100&amp;quot;&amp;gt;Soldier&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;140&amp;quot;&amp;gt;Squad Leader&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;120&amp;quot;&amp;gt;Technician&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;110&amp;quot;&amp;gt;Navigator&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;110&amp;quot;&amp;gt;Commander&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Time Units&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;56-82&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;66-97&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70-103&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;74-109&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;76-112&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Energy&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;90-133&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90-133&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;95-140&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;95-140&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100-148&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Health&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;115&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;125&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Bravery&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Reactions&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;60-81&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;65-88&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70-95&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;75-102&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80-108&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Firing Accuracy&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;21-87&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21-87&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21-87&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21-87&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21-87&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Throwing Accuracy&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;62&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;62&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;62&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;62&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;62&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Strength&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;70-86&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70-86&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70-86&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70-86&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70-86&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;M.C. Strength&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;35-43&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35-43&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35-43&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-49&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50-62&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;M.C. Skill&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Melee Accuracy&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;78-115&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;78-115&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;78-115&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;78-115&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;78-115&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Front Armor&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;8-24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8-24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8-24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8-24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8-26&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;L/R Armor&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;8-24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8-24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8-24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8-24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8-26&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rear Armor&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;6-18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6-18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-21&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7-21&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8-24&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Under Armor&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;4-12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4-14&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Having 75 to 76 fields for a single template may prove to be problematic in the implementation as well as the population. One solution would be to create a table for just one alien/rank and reuse the template for the various ranks - but then we&#039;d end up with up to 5 tables. Mind you, that would be handy for species that don&#039;t have certain ranks, or terrorist units. &lt;br /&gt;
&lt;br /&gt;
It might be easier to have a general stat range listing in the main article as we have now, but go into finer details on a larger dedicated spreadsheet page for all the statistics by rank and beginner/normal levels. &lt;br /&gt;
&lt;br /&gt;
Anyhow I&#039;ll see what I can come up with using your table as a starting point. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]] 22:39, 28 February 2009 (CST) &lt;br /&gt;
&lt;br /&gt;
:That is a very nice table but I can&#039;t find the melee strength (built-in HTH attack) - there is only the accuracy given. Does anyone know the number? &lt;br /&gt;
The magnitude I would expect should be high enough to penetrate the side armor of magnetic ion armor but should often fail to penetrate the front plate.&lt;br /&gt;
&lt;br /&gt;
== Weapon Damage vs. Lobstermen == &lt;br /&gt;
&lt;br /&gt;
I decided to pretend to be Zombie tonight.  Here&#039;s a table of each weapon and its normal damage and damage range, then its damage and damage range after its affected by the appropriate Lobsterman damage modifier:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} class=&amp;quot;sortable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th width=&amp;quot;180&amp;quot;&amp;gt;Weapon&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Average Damage(normal)&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;110&amp;quot;&amp;gt;Damage Range(normal)&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;90&amp;quot;&amp;gt;Lobsterman Multiplier&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;130&amp;quot;&amp;gt;Average Damage(Lobsterman)&amp;lt;/th&amp;gt;&amp;lt;th width=&amp;quot;140&amp;quot;&amp;gt;Damage Range(Lobsterman)&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Dart Gun&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-32&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3.2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-6.4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Jet Harpoon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;32&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-64&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6.4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-12.8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;GC-AP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-24&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;HJ-AP&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-16&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Gauss Pistol&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;45&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;13.5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-27&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Gauss Rifle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-36&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Heavy Gauss&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;75&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-150&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;22.5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-45&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Sonic Pistol&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-160&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-80&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Sonic Rifle&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;95&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-190&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;47.5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-95&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Sonic Cannon&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;130&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-260&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-130&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;GC-HE&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;32.5-97.5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;19.5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;9.75-29.25&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;HJ-HE&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25-75&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7.5-22.5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Mag. Grenade&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;25-75&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7.5-22.5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Mag. Pack&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50-150&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;15-45&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Sonic Pulser&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60-180&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;36&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18-54&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;PD Grenade&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;35-105&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;21&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;14-28&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Small Torp&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40-120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16-32&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Large Torp&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;90&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;45-135&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;27&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;18-36&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;DP Launcher&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;100-300&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30-90&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Thermal Tazer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-160&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;88&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-176&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Thermal Shok&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-240&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;132&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-264&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Vibroblade&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;80&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-160&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;160&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-320&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Thermic Lance&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;110&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-220&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;220&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-440&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Heavy Lance&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;150&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-300&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;200%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;300&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0-600&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assuming 20 Armor for our target, the Dart Gun, Jet Harpoon, and HJ-AP have no chance to even punch through the armor, whereas the GC-AP, GC-HE, HJ-HE, PD grenade, Mag. Grenade, and Gauss Pistol can only lightly injure them.  Lobstermen have 90-125 health, there aren&#039;t very many weapons that can whittle that away in a reasonable time frame.  You can also see just how huge of an effect the 200% damage multiplier from the Drills has, which is why they simply murder the creatures.  The only weapons on this table that even have a chance of dropping a Lobsterman in one shot outside of the Drills and Stun weapons are Sonic Rifle and the Sonic Cannon; even the mighty DPL has difficulty sending these underwater demons back to where they came from.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 01:19, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
: Prime [[Weapon Analysis]] material there AQ! Interesting to consider how armour facing affect the damage (directional vs. under) though. For example, the average case scenarios for the sonic pistol and GC-HE come off as being almost equal (but not quite) after deducting their respective armor values. -[[User:NKF|NKF]] 02:06, 27 February 2009 (CST) (edit: doh, actually let me rethink that - forgot to deduct from the GC-HE) &lt;br /&gt;
&lt;br /&gt;
::Yeah, I know underarmor is lower, but I was simply going for simplicity to point out that there is very little in the game that does respectable damage to these beasts.  Factoring underarmor would change the numbers a bit, but not by a huge amount, since Lobsterman don&#039;t have massive armor values in the first place, as you mentioned above.  The point is that X-COM doesn&#039;t have any reliable way of taking these beasts down at the beginning of the game, and even most of the alien weapons have trouble killing them.  Any early-game Lobsterman sighting is a good excuse to scrub the mission immediately; you simply don&#039;t have any reliable way of taking them down, outside of the Thermal Tazer and MAYBE HJ-HE spammed on full auto.  This is even MORE justification for my standard soldier equipment kit containing a Thermal Tazer; its the one starting weapon that can be used on them(to great effectiveness, I might add.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 02:16, 27 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
: Definitely a humbling experience to have just one lobsterman slaughter your entire crew when all you&#039;ve got are gauss rifles and gauss pistols. I&#039;ve actually managed it with the GC-HE, but the sheer number of shots required for just one would mean you&#039;ll have emptied your belts long before you&#039;ve got half way through the lobstermen. -[[User:NKF|NKF]] 02:26, 27 February 2009 (CST)&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:TFTD_Strategy_Guide&amp;diff=32513</id>
		<title>Talk:TFTD Strategy Guide</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:TFTD_Strategy_Guide&amp;diff=32513"/>
		<updated>2011-01-11T21:14:28Z</updated>

		<summary type="html">&lt;p&gt;Tauon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting Base Location ==&lt;br /&gt;
&lt;br /&gt;
For a base location I would say that the mid Atlantic or Pacific might be better.  Remember you are covering the oceans, not the land masses. [[User:M52nickerson|M52nickerson]] 12:00, 28 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Thanks for the help on this, I&#039;m really not sure what the right approach is. My thinking around the Med was that you want to be as close as possible to as many Zones as you can, because it&#039;s the Zones (countries) who control your funding. The same argument as would be used in picking an Enemy Unknown starting base location. So my objective in picking a location is not so much to maximise the sea area covered, but to maximise the number of Zones protected. I did try a couple of times placing my first base in the mid Atlantic, and not much happened. But maybe that was bad luck. [[User:Spike|Spike]] 16:08, 28 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I tend to place them close to the money. First usually goes in the Caribbean somewhere, the second somewhere near Japan, the third in the Mediterranean. &lt;br /&gt;
&lt;br /&gt;
:: At some point I usually build a dedicated manufacturing base, a smilar science base, and sometimes a storage base too.[[User:4th Cuirassier|4th Cuirassier]] 09:53, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Scientists or Extra Base? ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve pretty much decided in favour of Scientists, but for the record, here are both sides of the argument:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The quick-start procedure outlined in the article should give you about $1.7M of spare cash, $2.1M if you use an improved starting base layout or don&#039;t care about changing the standard layout. &lt;br /&gt;
&lt;br /&gt;
The main two options for this money are:&lt;br /&gt;
&lt;br /&gt;
*Hire additional scientists. &#039;&#039;Probably&#039;&#039; the best strategy.&lt;br /&gt;
*Build an additional base during the first month (wherever the Graphs show alien activity, or wherever there is Funding to be protected)&lt;br /&gt;
&lt;br /&gt;
Adding a new base early can help you increase your intercept rate, which can give a big advantage to loot and research. It can also help to avoid negative score penalties that can place you in grave difficulty. &lt;br /&gt;
&lt;br /&gt;
Ultimately, scientists win the game, by developing the technologies that will first resist, and then defeat, the alien menace. The faster you can acquire these technologies, the quicker the balance of power moves in your favour, and the more likely you are to survive and succeed. &lt;br /&gt;
&lt;br /&gt;
For that reason, additional scientists is probably the best option.&lt;br /&gt;
&lt;br /&gt;
On balance, it&#039;s probably better to build a second base from the proceeds of mission loot, rather than your starting cash. Apart from anything else, building a base can be done more or less any time of the month without major impact, whereas hiring scientists really should be done at the start of the month.&lt;br /&gt;
&lt;br /&gt;
: I am getting the impression that on the harder levels, more bases - but token ones with just surveillance - may be the way to go. &lt;br /&gt;
&lt;br /&gt;
: A base that consists of a hyperwave decoder, living quarters, stores, and an airlock, with a garrison of rookies, would presumably be unassailable because your guys would block out all the spawning spaces. [[User:4th Cuirassier|4th Cuirassier]] 09:56, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:: What good does it your cause if you can see the usos roaming around - if they are not in interception range the extra base just eats money. Scientists on the other hand enable you to raise your ability to deal with the threat. First better weapons to improve battlefield survivability then better detection, more better weapons and MC, better armor and better subs and finally the victory sequence. After you got your science built up you might start constructing your manufacturing base(air lock + storage + (sub pen), later living quarters,then storage, storage,storage,living quarters+workshop,... ) if the cash from the missions permits during January. Later start building a MC screening base. And much later interception bases around the globe. 3-4 bases are usually enough to provide all the storage, research and manufacturing space you need to play comfortably. Using 8 bases gives you more control and ease to respond to threats. It is possible to do with just one base. Furthermore I think I read somewhere that your base attracts uso activity to some degree (at least during Jan) which somewhat counters your need to raise the coverage. If you don&#039;t run too low on cash you won&#039;t be bothered by an early month or two without much activity. Just switch to manufacturing for profit (in your manufacturing base if set up already) and research happily away. Time works in your favor since you should have enough stuff from the first two assaults to keep your research team happy for a while and you only get stronger through research.  --[[User:Tauon|Tauon]] 16:14, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Sub Interception == &lt;br /&gt;
&lt;br /&gt;
There is one difference in the Geoscape that really sets TFTD apart from UFO. I&#039;m always able to happily get away with arming fleets of interceptors with Plasma beams and they were the bulk of my air defenses in UFO, but with the introduction of the otherwise utterly annoying sub &#039;depth&#039; in TFTD, your Barracudas are going to be stumped frequently by enemy subs ducking down to depths that the Barracudas can&#039;t reach. &lt;br /&gt;
&lt;br /&gt;
This makes Mantas and Hammerheads a nice mid-game topic to put emphasis on. Luckily, the sub construction topic is a byproduct of two of the most important technologies anyway, the Transmission Resolver and Mag Ion Armor. Probably be worth mentioning that you should keep a sample of the store item. -[[User:NKF|NKF]] 01:55, 29 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Great point, I will amend the suggestion to reflect that. In general TFTD is just much more challenging, I&#039;m really getting in to it for that reason. [[User:Spike|Spike]] 09:20, 29 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I&#039;ve never found the depth of enemy subs to be much of a problem.  They almost always come up to a &amp;quot;shallow&amp;quot; depth at some point.  If anything the speed of the USO&#039;s is the main reason to build a Manta or Hammerhead.  I still just wait until I can build a couple of Leviathans. [[User:M52nickerson|M52nickerson]] 20:21, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It&#039;s a combination of the speed and depth that doubles the difficulty. If you do eventually catch up with the sub but it just happens to be at a deep depth, your Barracuda may just run out of fuel before the alien sub returns to shallow waters. It&#039;s not so bad if the Barracuda&#039;s home base is just nearby, but on those long cross-continent chases, it really does get frustrating. But I guess it does make the Manta useful, whereas in UFO you could easily skip the Firestorm in favour of using interceptors and Avengers. -[[User:NKF|NKF]] 06:14, 12 October 2010 (EDT) &lt;br /&gt;
&lt;br /&gt;
== Downing Very Small USOs ==&lt;br /&gt;
&lt;br /&gt;
Instead of arming both Barracudas with DUPs in the beginning one might want to keep one armed with dual AJAX since a DUP hit destroys the smallest Subs. This is a real waste of easily earned early income and research material. Against anything up to Heavy Cruisers a single DUP armed Barracuda is sufficient and attacking anything larger is a gamble. Of course this messes up the picket ship strategy...--[[User:Tauon|Tauon]] 18:13, 10 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Yes that&#039;s a good suggestion. It&#039;s worth considering it costs $600K/month to rent that Barracuda just to tackle Very Small USO Survey Ships though. But in the first month or two I think it&#039;s a good idea. As soon as I get a second base, I transfer the 2nd Barracuda there, and from that point on it makes sense to arm with dual DUP I think. Have you tested this with dual Ajax though? From the data tables on this website, I would expect dual Ajax automatically kills a Survey Ship (damage limit 60), since 2 Ajax = 60 to 120 total damage. If you&#039;ve seen Survey Ships survive attack by dual Ajax regularly, that has some implications for how sub combat works. Anyway I&#039;ll have to try that, and also Ajax + Gas Cannon, which would be pretty much guaranteed to crash a Survey Ship rather than destroy it. Thanks! [[User:Spike|Spike]] 19:56, 10 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It worked for me in the majority of tiny uso intercepts. However I recall a case were it was destroyed. I guess one would have to go dual gas canon to be completely on the safe side. The single Ajax fires twice before one gets in gas canon range. However dual Ajax is usable against Cruisers(the craft which one will encounter most) as well and Gas Canon leaves the craft too open for return fire for my taste.--[[User:Tauon|Tauon]] 09:53, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::So just to be clear, you routinely use dual Ajax against Very Small USOs (Survey Ships, containing one alien), and only rarely do they get destroyed? If so that&#039;s very interesting, because it suggests that the processing of whether the USO is crashed or destroyed occurs between the impact of the two torpedoes, even though appear to &#039;the naked eye&#039; to be simultaneous impacts. Either that, or the damage values for Ajax or wrong, or the damage process is misunderstood. On the current understanding, it should be 50%-100% of base damage (60) per Ajax torpedo (average 75% = 45 damage). The threshold for crashing should be 50% of the Survey Ship&#039;s defence strength, 60 x 50% = 30. The threshold for being destroyed should be 100% of the Survey Ship&#039;s defence strength, 60 x 100% = 60. So even if two Ajax both did minimum damage, 2 x 60 x 50% = 60, they would always or very nearly always destroy the Survey Ship. So this is curious. On the other hand if you were using the 1 Ajax + 1 Gas Cannon combo to consistently crash Survey Ships, that&#039;s more understandable. [[User:Spike|Spike]] 11:40, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Yes, I routinely use dual Ajax to deal with the Survey ships(1 alien, 1IBA,1MagNav,8AP). I do use the patch to switch the hulls in battlescape. I just run a small empirical test(new game,superhuman,prepare the Baracudas: 1 dual Ajax, 1Ajax&amp;amp;1GC, build large sonar) to see if I remembered right. Fast forward until I get the very small contact. Save. Intercept with Baracuda 1(dual Ajax). See what happens. Reload. Again. Out of the 10 times I went before I got bored. I downed it 10 times. 6 or 7 times with the first salvo The rest with the second. Then I repeated the cycle with Baracuda 2. I can confirm that usually one 1 Ajax hit is sufficient to down the Survey ship. Due to the inaccuracy one often needs to fire 2 or more. 2 Ajax are fired in aggressive attack mode before the GC gets to play. I managed to destroy the uso 1 time out of the 10 tries(3 Ajax and 1 GC shell fired).--[[User:Tauon|Tauon]] 14:29, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: Well that is very strange. Thanks for doing those tests. At accuracy 70%, you would expect that 49% of dual Ajax salvoes would score 2 hits. For salvoes that hit at least once, in 70% of those salvoes there would be 2 hits. And as noted above, 2 Ajax hits should always destroy the Survey Ship. Yet your empirical data are nothing like that. You see destruction in only 10% of sorties using dual Ajax. This suggests either the listed damage for Ajax is wrong, or the listed damage capacity for Survey Ship is wrong. Or, worse, our understanding of the mechanics is wrong. Largely it&#039;s just assumed they are the same as Enemy Unknown air combat mechanics - maybe they are not. I think it&#039;s time we had a code dig to confirm what the USOPaedia says about USO stats and weapon stats. [[User:Spike|Spike]] 17:24, 11 October 2010 (EDT)&lt;br /&gt;
::::: I couldn&#039;t find a Survey Ship I could catch but I did find a BattleShip that took 20 AJAX fired to bring it down. That matches ok to 20 x 60 x 70% = 840 damage vs 1400 x 50% = 700+ damage to crash a BattleShip. Maybe the damage capacity of the Survey Ship has been increased, to make it easier to crash it? [[User:Spike|Spike]] 18:12, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Well, I run a more extensive test this morning using a different survey ship. There is some funny stuff happening.&lt;br /&gt;
Setup: dosversion 2.1,survey ship -escort battlescape hull swap patch, dye grenade patch;&lt;br /&gt;
Baracuda armed with dual Ajax intercepts survey ship(very small contact, I checked it had only 1 occupant by retrieving it twice);&lt;br /&gt;
number of intercepts:100 &lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;salvo 1&amp;lt;/td&amp;gt;  &amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;downed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;hit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;salvo 2&amp;lt;/td&amp;gt;  &amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;downed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;hit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;salvo 3&amp;lt;/td&amp;gt;  &amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;downed&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;# occurences&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
If I calculate the expectation values for these events using the naive model they do not match up well. Not to mention that it should be impossible to hit the survey ship using dual Ajax without downing it. I would guess that there is some small deviation from the given Ajax damage value possible.&lt;br /&gt;
And the game does not seem to check the second projectile if it got over the downing threshold with the first.&lt;br /&gt;
Btw the 110 damage of the DUP seem to destroy it as expected. Since this value is close to the 100 destruction capacity I wonder if the deviation if it exists can be large enough to allow the rare downing of a survey ship with a single DUP.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Very interesting data. I&#039;ve thought hard about how to fit this data. Superficially, the data above actually looks like only 1 Ajax missile launcher is being used. I don&#039;t think this is true. I think I can make most of the data fit, with a few slightly changed assumptions about craft combat mechanics.&lt;br /&gt;
&lt;br /&gt;
# Salvos of the same missile type share the same &amp;quot;to-hit&amp;quot; roll. Both hit or both miss. This would predict a pattern of 30% miss on Salvo 1, 9% (of total) miss on Salvo 2, 0-1% (of total) miss on Salvo 3. This is a fairly close match for your data, especially if you take the initial 26% miss on Salvo 1 as a starting point and apply the same rules. We can be very sure this is true, because if the to-hit rolls were independent, we would see one or more hits in nearer to 91% of salvos, rather than around 70% of salvos - as was observed empirically in this data.&lt;br /&gt;
# As suspected, combat processing stops immediately whenever a &#039;crashed&#039; or &#039;destroyed&#039; condition occurs. For Ajax vs Survey Ship, this means the 2nd missile hit is irrelevant in 29/30 cases, because the USO is downed or destroyed 29/30 by the 1st missile. This is what makes this data look so similar to firing a single missile rather than dual missiles: the effect of the 2nd missile is masked in 29/30 cases. &lt;br /&gt;
# It&#039;s unclear whether &#039;&#039;damage&#039;&#039; is rolled seperately for each missile hit (gaussian), or if the same roll is used (linear). Because of the &#039;masking&#039; effect, it&#039;s very hard to tell. Either scenario is compatible with the results seen vs larger USOs, because you have enough hits that it averages out before the craft is downed or destroyed. &lt;br /&gt;
&lt;br /&gt;
The above explains the frequency of the typical case, &amp;quot;Ajax crashes Survey Ship&amp;quot;, pretty well. On 70% of salvoes there is a hit (I believe it&#039;s always two hits in fact). The first hit is processed, and the Survey Ship is downed in 28/30 cases (out of 70%, ~= 65.33%), destroyed in 1/30 cases (~= 2.33%), hit but survives in 1/30 cases (~= 2.33%). The second hit is irrelevant in 29/30 cases (96.66%), as the USO is already downed or destroyed. If the first salvo missed entirely (30%), or the USO survived (1 in 30 of the other 70%), additional salvos proceed on the same basis. &lt;br /&gt;
&lt;br /&gt;
So in 1 salvo in 30 the USO is destroyed, and in 1 salvo in 30 the USO is hit but keeps running. These are the outlying cases that are harder to explain. &lt;br /&gt;
&lt;br /&gt;
The masking effect explains why the damage distribution appears linear (1 x d30), rather than gaussian (2 x d30). The damage is never, or almost never, cumulative, because only 1 time in 30 does processing proceed to the 2nd missile hit. &lt;br /&gt;
&lt;br /&gt;
A key question is where the algorithm&#039;s exact boundaries lie. Are the 50% and 100% thresholds, for &amp;quot;crashed&amp;quot; and &amp;quot;destroyed&amp;quot;, compared using &amp;quot;greater than&amp;quot; or &amp;quot;greater than or equal to&amp;quot;? Is integer rounding used, or integer truncation, or no rounding? &lt;br /&gt;
&lt;br /&gt;
There are various ways of explaining the &amp;quot;destroyed&amp;quot; frequency. The observed &amp;quot;destroyed&amp;quot; frequency matches the scenario for a single launcher. This is simply because of the &amp;quot;masking&amp;quot; effect again. So, as noted above, the &amp;quot;destroyed&amp;quot; frequency is basically what would be predicted by a linear damage distribution of 1 missile hit. &lt;br /&gt;
&lt;br /&gt;
The hard thing to explain is the &amp;quot;hit but survived&amp;quot; frequency. This also acts very much as it would for a single missile launcher. The problem is, regardless of whether damage distribution is gaussian (2 independent rolls) or linear (same roll used twice), it doesn&#039;t matter: the craft should always be destroyed by the second hit, since (we believe) the cumulative total can&#039;t be less than 60. &lt;br /&gt;
&lt;br /&gt;
The only explanation I can see for the &amp;quot;hit but survived&amp;quot; frequency of 1 in 30 per salvo is the following&lt;br /&gt;
&lt;br /&gt;
# there is some kind of &amp;quot;critical fail&amp;quot; rule at the low end of the range, something involving integer rounding or truncation, so that the frequency of it occuring is about 1 in (integer range of possible damage); eg 1 in 30 (or maybe 1 in 31) for a weapon with base damage = 60.&lt;br /&gt;
# distribution of damage on both missile hits is linear, i.e. the same roll is used for both hits, so they both suffer the &amp;quot;critical fail&amp;quot; at the same time&lt;br /&gt;
# a &amp;quot;critical fail&amp;quot; reduces the damage to consistently and significantly less than 25% of weapon base damage, most likely to zero&lt;br /&gt;
# alternatively, the &amp;quot;critical fail&amp;quot; or other low-end-integer result causes processing of the second missile hit to be aborted.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t really like the &amp;quot;critical fail&amp;quot; supposition because it creates an extra hypothesis to explain an anomaly. But without &amp;quot;critical fail&amp;quot; and a shared damage roll for both missile hits, I can&#039;t explain why the &amp;quot;hit but survived&amp;quot; rate is linear, and so closely matches the expected rate for a &#039;&#039;single&#039;&#039; missile launcher. &lt;br /&gt;
&lt;br /&gt;
A good test for the &amp;quot;critical fail&amp;quot; hypothesis would be to use a weapon with a more powerful base damage, such as a DUP (110 vs 60). If &amp;quot;critical fail&amp;quot; is correct, there should be a similarly consistent, higher than expected, &amp;quot;hit but survived&amp;quot; rate, possibly 1 in 55 rather than 1 in 30, but not varying noticeably whether you have dual DUP or single DUP. &lt;br /&gt;
&lt;br /&gt;
It would also be interesting to test single AJAX, and see if the &amp;quot;destroyed&amp;quot; and &amp;quot;hit but survived&amp;quot; rates change. For single missile launcher tests you want a Cannon as your second weapon, and use Cautious mode so you hold off outside cannon range. &lt;br /&gt;
&lt;br /&gt;
A large number of tests with dual DUPs (55-110 damage each, 165 salvo average) vs an Escort or Cruiser (300 damage capacity) should be able to determine if the damage function of two weapons is linear or gaussian. Basically, 2nd salvo kills will be much more common if the distribution is linear, much less common if the distribution is gaussian. &lt;br /&gt;
&lt;br /&gt;
The weirdness of the Survey Ship vs Ajax situation comes almost entirely from the fact that the Ajax base damage is exactly matched to the Survey Ship damage capacity, ie. both 60. But it&#039;s precisely because it&#039;s such a special case that it&#039;s able to shine light into the hidden game mechanics. It&#039;s a bit like a stroboscope or a spectrograph. A very useful experiment. [[User:Spike|Spike]] 16:55, 12 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Secondary base ==&lt;br /&gt;
&lt;br /&gt;
I usually make my second base the manufacturing base. &lt;br /&gt;
: Yes I agree that it makes sense to make the 2nd base a manufacturing base.[[User:Spike|Spike]] 12:27, 11 October 2010 (EDT)&lt;br /&gt;
If memory serves me right I usually start with an Sub-Pen(low cost, takes a long time to build), a large sonar(improved detection) and a Store(space where one can store stuff away in case of an attack on the main base) like this.&lt;br /&gt;
 {{TBK|=&lt;br /&gt;
|subpen1|subpen2|water|water|water|water|=&lt;br /&gt;
|subpen3|subpen4|water|water|water|water|=&lt;br /&gt;
|airlock|large_sonar|water|water|water|water|=&lt;br /&gt;
|stores|water|water|water|water|water|=&lt;br /&gt;
|water|water|water|water|water|water|=&lt;br /&gt;
|water|water|water|water|water|water|=}}&lt;br /&gt;
Normally one would add the living quarters south of the store next to be able to garrison the base. However if I recall right  there is a chance for aliens spawning in the living quarters module - which would compromise your main defence line to be. So I usually add 2-3 more stores before I put down the living quarter. I use stores because these build fastest and a good defensive layout is unfortunately slow to develop. However it will take a few month before one has pillaged and sold enough stuff to hire a large bunch of technicians. Not to mention researched the stuff to build. Setting up the 100-150 scientists in the main base needed to research stuff at reasonable pace takes priority. And even on superhuman difficulty the aliens usually don&#039;t bother my second base before I got a garrison by mid to end February. Once the living quarter finishes I add a MC lab or two to help with the screening. Transmission resolver is next in the building queue. So this is the intermediate design.&lt;br /&gt;
{{TBK|=&lt;br /&gt;
|subpen1|subpen2|water|water|water|water|=&lt;br /&gt;
|subpen3|subpen4|water|water|water|water|=&lt;br /&gt;
|airlock|large_sonar|water|water|water|water|=&lt;br /&gt;
|stores|water|water|water|water|water|=&lt;br /&gt;
|stores|water|mclab|water|water|water|=&lt;br /&gt;
|stores|stores|quarters|transmission|water|water|=}}&lt;br /&gt;
Next add one more sub-pen living quarters and workshops as money permits, on one more store and replace the outdated sonar with a MC generator to reduce the number of base defences. The following final layout is not optimized for build time - I leave this as an exercise to the reader.&lt;br /&gt;
{{TBK|=&lt;br /&gt;
|subpen1|subpen2|subpen1|subpen2|water|workshop|=&lt;br /&gt;
|subpen3|subpen4|subpen3|subpen4|water|stores|=&lt;br /&gt;
|airlock|mcgenerator|water|water|quarters|workshop|=&lt;br /&gt;
|stores|water|quarters|workshop|quarters|workshop|=&lt;br /&gt;
|stores|water|mclab|workshop|quarters|workshop|=&lt;br /&gt;
|stores|stores|quarters|transmission|quarters|workshop|=}}&lt;br /&gt;
This layout allows to crank out those new subs fast or make tons of money. There is enough workspace for large projects and plenty of storage for the defence displacers and supplies. Only one should be needed.&lt;br /&gt;
In any further base I build 3 sub-pens and add 3-4 pwt defences, a bombardment shield and more storage(the zrbite keeps piling up) and more mc labs for faster screening.&lt;br /&gt;
&lt;br /&gt;
: Excellent designs, I&#039;d never got past the letter E shaped configuration or the spiral sperm configuration, so these are very helpful.&lt;br /&gt;
&lt;br /&gt;
: Is it feasible to build a base with no hangar and &amp;quot;defend&amp;quot; it with unarmed rookies who block all the spawning spaces? [[User:4th Cuirassier|4th Cuirassier]] 10:03, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Rushing MC ==&lt;br /&gt;
&lt;br /&gt;
MC is undoubtedly the most powerful tactical advance - so powerful that some consider it cheating - at least if one uses MC chains.A highly skilled MC squad usually eliminates all combat casualties if used properly and allows the safe training of any soldier, maximizes loot(less unwanted destruction) and together with drills/tasers no ammunition is needed to safely kill large numbers of enemies. An it greatly helps during terror missions, night missions(alien scouts) and against lobsterman.&lt;br /&gt;
Once the high MC strength soldiers(80+) have been identified by the lab it usually just takes just 1-2 month with lots of intercepts to max out the the MC skill(as far as combat is concerned). This enables them to control any alien on a whim. Secondary stats are increased as well while training.&lt;br /&gt;
So in order to win easily one would want it as early as possible. Lets see how fast it is possible.&lt;br /&gt;
Usually you will manage to obtain a reader in January. By the start of February the alien containment should store a live terrorist.  This could result in an active lab by end of February. Spend the rest of February researching other stuff. In March research the MC reader. If you have run into tasoth by then you are lucky. If not but you know where a colony is located you are also fine. Just send a bunch of rookies to grab one (bring tasers(or TSL if you got them), flares and something to deal with tentaculats) and get the hell out of it as soon as you got it. If half the rookies die its still a win. Then research the tasoth and disruptor and you are ready to roll in April.&lt;br /&gt;
If one is lacking a live terrorist for unlocking the MC lab - a live tentaculat provided by a base will do(Fire from your dropship at all other alies until one gets close enough to rush &amp;amp; stun it with tasers - pickup and throw/walk it into the dropship). Theoretically there should also be a reader somewhere but I don&#039;t know which aliens usually carries it.--[[User:Tauon|Tauon]] 16:28, 11 October 2010 (EDT)&lt;br /&gt;
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: If you rush MC in this way don&#039;t you trigger the tech tree bug by researching a live alien too early? [[User:4th Cuirassier|4th Cuirassier]] 10:05, 11 January 2011 (EST)&lt;br /&gt;
As long as you have a MC reader in storage when you finish the research of the MC lab there is no problem and one usually captures one rather early. According to the bug avoidance guide it should be fixed in the 2.1 patch. --[[User:Tauon|Tauon]] 15:32, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battlescape tactics discussion ==&lt;br /&gt;
&lt;br /&gt;
Chemical flare vs Incendiary ammunition during night missions:&lt;br /&gt;
In UFO it is really easy to get along with setting half a battlescape on fire for lighting using incendiary ammunition. This has the additional benefit of dealing fire damage to aliens. However in TftD most battles are underwater where the tiles contain hardly any combustible stuff and the lighting is off the turn after firing making this method of lighting rather cumbersome. I usually find it more practical to pack 4-6 chemical flares and reuse them by picking them up and throwing them again. If two are used in alternation one can can cover one direction pretty well.  &lt;br /&gt;
&lt;br /&gt;
Sniper tactics &lt;br /&gt;
I usually support my swipe teams(consisting of a front squad(lightly armed expendable spotters) and a rear team (heavily armed shooters)) by 1-3 snipers which take care of anything which survives the shooter fire. With the advent of magnetic armor I usually set one up on top of the triton until I find a better location(large hill, top of building, tower ...).&lt;br /&gt;
&lt;br /&gt;
== Initial facility built ==&lt;br /&gt;
&lt;br /&gt;
I would consider building an additional lab right away - its construction takes 26 days and you might want to raise the scientist number to 75 by begin of February if you can afford it. 100 during February as soon as you can afford them and after accommodation has been provided.&lt;br /&gt;
This is possible if you delay the sub pen relocation (400k) until the first uso assault. This should enable you to get the crucial techs sooner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Initial research ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m don&#039;t think that the PDS is the best initial choice. The economic benefit is not that large.&lt;br /&gt;
Lets have a looks at the numbers:&lt;br /&gt;
It costs 180 scientist days to research. The 10 initial scientists reduce this by 30 before the 15 newly hired ones join them. The remaining 150 keep 25 scientists about 6 days busy. So you would expect the research to be finished around the 10th. That leaves the 10 techies with 20 days to make money. 20*10*24=4800 T hours. Since it takes 220 T hours to produce one unit about 22 get produced. These yield (45,600-34,000)*22=255,200 profit.&lt;br /&gt;
Thats about 1 IBA or 2 Sonic weapons or 17 pulsers. It can buy 4-5 scientists. And the tactical benefit is negligible.&lt;br /&gt;
Lets say we start the gauss sequence right away- with (50+100+60) we get an operational gauss pistol 1-3 days after the estimated completion day of the PDS. And since we can start producing it as soon as the pistol research finishes (Jan 9th) we can field gauss pistols by about Jan 15th maybe a bit earlier. That helps on the battlefield until we finish with the sonic research and have collected enough ammunition to make using the pistol practical.&lt;br /&gt;
And it can also be manufactured for a small profit.&lt;br /&gt;
After this we have 4 paths we could follow(I assume that we got a mission in the meantime):&lt;br /&gt;
-continue to gauss rifle(300+150)&lt;br /&gt;
-start sonic pistol(600+400)&lt;br /&gt;
-start mag nav for trans resolver(450+670)&lt;br /&gt;
-start sonic pulser(200) &lt;br /&gt;
&lt;br /&gt;
Of course if one gets a uso on Jan 1st it might be tempting to switch right away. Although a gillman escort night mission(superhuman) at a that time can be challenging but beneficial(~1M extra cash). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Initial weapon purchase ==&lt;br /&gt;
&lt;br /&gt;
I usually keep 2-4 harpoon rifles for uso close quarter assaults until I get gauss or sonic. A close quarter autoshot is usually more effective then a single GC AP shot. Which means fewer GC on the buy list.&lt;br /&gt;
For the first 1-2 month one wants to keep one craft armed with dual Ajay thus only 1 DUP launcher needs to be purchased.&lt;br /&gt;
&lt;br /&gt;
== Really helpful page ==&lt;br /&gt;
&lt;br /&gt;
Well done folks. &lt;br /&gt;
&lt;br /&gt;
I played TFTD to the point of lunacy in &#039;95 to &#039;96 and only stopped when my PC became incompatible. I successfully played through to the end first time and somehow dodged all the bugs. Never managed to do that since. Just downloaded it from Steam and it&#039;s addictive again. &lt;br /&gt;
&lt;br /&gt;
Pleased to see I arrived at the same ideas re base layout. Mine are usually shaped like a letter E or like a sperm, i.e. one pen for building subs and everything else strung out in a single spiral line. I once had an exhausting firefight on a ship followed by a terror raid. I sent the wounded to my Hawaii base to recuperate. They were then attacked, and those who&#039;d recovered from wounds had only legacy weapons to fight with. Nonetheless the easily-defended spiral layout saved them. &lt;br /&gt;
&lt;br /&gt;
I&#039;m interested in the economic analysis. I usually churn out medikits because they require nil resources and generate nice money from right away. I hadn&#039;t noticed the PDS was that good. &lt;br /&gt;
&lt;br /&gt;
I have some suggestions for the battlefield tactics section. When an alien is stunned or wounded, I usually send a guy to stand over him, who unloads and throws his weapon away. This ensures that if the alien revives he is harmless. &lt;br /&gt;
::Well I would check the rank of the wounded, stunned alien - if it is not needed for research and I got Medikits I would wake it and shoot it for extra exp. If it is too dangerous (Lobster, tentaculat, Bio-drone) I would plant a grenade or shoot the ground with HE in order to ensure the sleeping beauty won&#039;t wake behind your lines. If research critical try to make sure it is in a region with smoke(not sure if it works, try droping a dye grenade). If there is a lot of loot on the ground there might be occasions where it is simpler/faster to move the alien instead of the loot. --[[User:Tauon|Tauon]] 14:40, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
When I get MC over an alien I always have him shoot any nearby aliens and then throw his weapon away. If I have groups under MC then I have them all stand at one end of the battlescape while my guys form a firing squad at the other. I then &amp;quot;execute&amp;quot; them with long range fire, which is a safe way to improve combat stats. &lt;br /&gt;
:: Having an alien throw its weapon away is fine but unless you are really hard pressed or the situation calls for it always let your soldiers do the shooting and killing - no wasting of valuable exp. Also when you are so good at MC that you can move the aliens at will have them throw their guns away and move them next to your soldiers to ensure a hit next turn. If you are really into exp training use weak weapons to ensure you you get more hits in before your target dies autofire with gauss pistol/dart gun on lobsters works fine. MC again if still alive and and you are done shooting for the turn. Make sure that they are dead and if not use a medikit to wake them to finish the job. Make sure that the side with the highest remaining armor points is targeted to get most out of your target.&lt;br /&gt;
::An exception to the above are hostiles with built in long range weapons(Deep one,Bio drone,Xarquid,Triscene) which can not be fired upon without fear of reaction fire normally. Finish those from outside their sight range.&lt;br /&gt;
::And unfortunately the AI does not seem to be able to have Aliens pick up weapons from the ground. So once they are gone they are gone for good. But unless stunned and woken up you can never sure if there is not a pulser left.  --[[User:Tauon|Tauon]] 09:37, 11 January 2011 (EST)&lt;br /&gt;
:::Thanks for details. Yes if time permits I usually disarm the buggers altogether, including guys on my own side whom I&#039;ve had to stun. Those guys I leave with their grenades - I don&#039;t think I&#039;ve ever seen an MC-controlled aquanaut use one.[[User:4th Cuirassier|4th Cuirassier]] 10:10, 11 January 2011 (EST)  &lt;br /&gt;
:::: As long as the grenade is on the MC controlled aquanaut it will use it(Had entire reserves in my Triton killed by MC controlled guys) and pull out any other usable item which the AI can handle as well, I think it will even load any gun if suitable ammo is on the guy. If you want MC susceptible guys to contribute to the fight arm them with a Thermal Taser or later on a drill - the AI can&#039;t handle those. Or give it a MC reader or an unloaded DPL launcher(standing over the ammo enables loading and firing it on the same turn).--[[User:Tauon|Tauon]] 14:40, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
DPLs are best fired on a mortar type of trajectory as this minimises the number of turns you need to make and normally means you can plant the missile in the middle of a target group. I also use DPLs to make holes in the sides of alien bases which I then &amp;quot;rinse&amp;quot; by firing more DPL rounds through the hole. &lt;br /&gt;
&lt;br /&gt;
If confronted with an alien base early in the game when your weapons are rubbish, one option is a raid rather than an assault. That is, you go in the top level and get all the guys onto the lift, then quit the game. You thus get to the next level even if the aliens aren&#039;t all dead. From there you do the same underground. In this way you can destroy the control centre without having to kill every one of 50-odd aliens (which is usually impossible with jet harpoons anyway). [[User:4th Cuirassier|4th Cuirassier]] 09:10, 10 January 2011 (EST)&lt;br /&gt;
::Why would one want to do that - it does not hurt that much to keep the alien base around - the negative score is not that large and there is no time limit for dealing with it. If it is close to your base it allows you to assault the supply ships which is more then enough to tilt the balance in your favor. And it attracts more usos which you can assault and retrieve to fuel your war effort (Exp- and cash-wise). Furthermore you won&#039;t need to capture a lobster commander that early.Heck it is usually much easier to wait for a lobsterman dreadnaught and get all the lobster captives you need(1 navigator, 1 commander) from there or from a lobster assault on your base.Only if the lobsters fail to show up and you have already researched everything else I would go looking for them over there. If you are desperate for cash just clear the first level and bag everything you can grab before retreating and repeating if necessary. The only reason which could make me assault a alien base early(before I feel ready) is a grab and run mission for a certain research item or a personal rule where I have to assault and destroy a base as soon as it shows up. --[[User:Tauon|Tauon]] 14:40, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
: There&#039;s actually no need to toss weapons away if the alien has been stunned. Unlike Apocalypse where equipment stays on an unconscious alien until it is physically &#039;picked up&#039; in the inventory screen, all equipment is automatically dropped to the ground the moment a unit is stunned in UFO and TFTD. Therefore as long as they were knocked down, then they will wake up unarmed. Except lobstermen, which I must say are quite dangerous to stand over or pick up! -[[User:NKF|NKF]] 23:26, 10 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I usually toss them away to be sure the alien, if it wakes up, can&#039;t simply pick up its gun and rejoin the fight. I tend to assume it would do this if its gun were still there but I&#039;ve never been able to test this. &lt;br /&gt;
&lt;br /&gt;
:: Also I usually unload any unused magazines, as they&#039;re lost otherwise. &lt;br /&gt;
&lt;br /&gt;
:: The version I&#039;m playing seems to have the difficulty level bug fixed.  I wonder if we should say something somewhere about what difference the difficulty level makes. I haven&#039;t noticed any difficulty in combat between easy and the hard level I&#039;m now playing on. I have noticed that I detect many fewer USOs - they practically have to fly right overhead to be picked up. When I pursue them they almost always escape. They don&#039;t hang around on the seabed for very long and terror raiders don&#039;t hang around either. Countries seem much quicker to reduce funding and one defeat - such as not reaching a terror site - basically loses you the campaign. This is a subjective list based on comparing my current game to the last time I played, which must have been in about 2002 judging by my posts to Usenet.[[User:4th Cuirassier|4th Cuirassier]] 06:04, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Names etc ==&lt;br /&gt;
&lt;br /&gt;
I tag each aquanaut&#039;s name with which batch of recruits he was part of. All aquanauts recruited before the first mission are batch 1. It is unusual for more than 1 or 2 of these to survive to the end of the game. &lt;br /&gt;
&lt;br /&gt;
The list of names that I am currently drawing on is as follows:&lt;br /&gt;
&lt;br /&gt;
Adam Bomm, &lt;br /&gt;
Adam Zappel,&lt;br /&gt;
Al Beano,&lt;br /&gt;
Andy Freese,&lt;br /&gt;
Art Major,&lt;br /&gt;
Barry Cade,&lt;br /&gt;
Beau Tye,&lt;br /&gt;
Ben Dover,&lt;br /&gt;
Biff Wellington,&lt;br /&gt;
Bill Board,&lt;br /&gt;
Chris P. Bacon,&lt;br /&gt;
Cliff Topp,&lt;br /&gt;
Cory Ander,&lt;br /&gt;
Craven Moorehead,&lt;br /&gt;
Dan D. Lyons,&lt;br /&gt;
Dan Druff,&lt;br /&gt;
Dan Saul Knight,&lt;br /&gt;
Dick Burns,&lt;br /&gt;
Dick Hertz,&lt;br /&gt;
Don Key,&lt;br /&gt;
Doug Graves,&lt;br /&gt;
Doug Hole,&lt;br /&gt;
Doug Witherspoon,&lt;br /&gt;
Duane Pipe,&lt;br /&gt;
Dusty Rhodes,&lt;br /&gt;
Earl Lee Riser,&lt;br /&gt;
Easton West, &lt;br /&gt;
Evan Keel,&lt;br /&gt;
Gene Poole,&lt;br /&gt;
Gerry Bilder,&lt;br /&gt;
Ginger Rayell, &lt;br /&gt;
Herb Alti,&lt;br /&gt;
Howie Doohan,&lt;br /&gt;
Hugh Jass,&lt;br /&gt;
Hugh Jorgan,&lt;br /&gt;
Ivor Nereckschun, &lt;br /&gt;
Jack Gough,&lt;br /&gt;
Jack Haas,&lt;br /&gt;
Jack Hammer,&lt;br /&gt;
Jack Knoff,&lt;br /&gt;
Jed Dye, &lt;br /&gt;
Jerry Atrick,&lt;br /&gt;
Jim Shorts,&lt;br /&gt;
Joe Kerr,&lt;br /&gt;
Justin Case,&lt;br /&gt;
Justin Casey-Howells,&lt;br /&gt;
Kerry Siehn,&lt;br /&gt;
Kent C. Strait, &lt;br /&gt;
Lance Boyle,&lt;br /&gt;
Lee King, &lt;br /&gt;
Les Hassall,&lt;br /&gt;
Lou Pole,&lt;br /&gt;
Luke Warm,&lt;br /&gt;
Mark de Cards,&lt;br /&gt;
Manny Kinn,&lt;br /&gt;
Marshall Law,&lt;br /&gt;
Matt Tress,&lt;br /&gt;
Mike Hunt,&lt;br /&gt;
Mike Raffone,&lt;br /&gt;
Mike Rotch,&lt;br /&gt;
Nat Sass,&lt;br /&gt;
Neil Down,&lt;br /&gt;
Nick O’Time,&lt;br /&gt;
Noah Lott,&lt;br /&gt;
Oliver Suddon, &lt;br /&gt;
Otto Graf,&lt;br /&gt;
Owen Bigg, &lt;br /&gt;
Owen Cash,&lt;br /&gt;
Page Turner,&lt;br /&gt;
Parker Carr,&lt;br /&gt;
Pat Hiscock,&lt;br /&gt;
Pete Moss, &lt;br /&gt;
Phil Bowles, &lt;br /&gt;
Phil Graves,&lt;br /&gt;
Phil Updegrave, &lt;br /&gt;
Pierce Deere,&lt;br /&gt;
Piers Dorgan,&lt;br /&gt;
Ray Gunn,&lt;br /&gt;
Rayner Schein,&lt;br /&gt;
Rich Feller,&lt;br /&gt;
Rick O&#039;Shea,&lt;br /&gt;
Rick Shaw,&lt;br /&gt;
Robin Banks,&lt;br /&gt;
Rocky Rhodes,&lt;br /&gt;
Rocky Shaw,&lt;br /&gt;
Russell Paper,&lt;br /&gt;
Rusty Steele,&lt;br /&gt;
Sawyer B. Hind,&lt;br /&gt;
Sandy Beech,&lt;br /&gt;
Seymour Bush, &lt;br /&gt;
Sonny Day,&lt;br /&gt;
Stan Still, &lt;br /&gt;
Tad Pohl,&lt;br /&gt;
Tim Burr,&lt;br /&gt;
Tommy Gunn,&lt;br /&gt;
Tommy Hawk,&lt;br /&gt;
Warren Peace,&lt;br /&gt;
Willie Stroker,&lt;br /&gt;
Ziggy Retpaper.&lt;br /&gt;
&lt;br /&gt;
[[User:4th Cuirassier|4th Cuirassier]] 10:15, 11 January 2011 (EST)&lt;br /&gt;
: Why should I replace one impractical set of names with another. My recruits get their names erased and replaced by one letter coding the base, a serial number(three digits should do) followed by a string of letters coding their expertise in critical stats. When the time comes I add a number at the end showing their MC strength. Sometimes I add plus and minus signs to note good recruits and candidates for sacking/sacrifice, MC weaklings also get a note in their name. A typical name would be &#039;&#039;A 003 TbRfH 85+&#039;&#039; or &#039;&#039;C 096 C --&#039;&#039; or &#039;&#039;F 001 TBRFH -MC&#039;&#039;. For the coding letters a use a system similar to that in the FAQ/walkthrough.--[[User:Tauon|Tauon]] 14:58, 11 January 2011 (EST)&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:TFTD_Strategy_Guide&amp;diff=32512</id>
		<title>Talk:TFTD Strategy Guide</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:TFTD_Strategy_Guide&amp;diff=32512"/>
		<updated>2011-01-11T20:32:51Z</updated>

		<summary type="html">&lt;p&gt;Tauon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting Base Location ==&lt;br /&gt;
&lt;br /&gt;
For a base location I would say that the mid Atlantic or Pacific might be better.  Remember you are covering the oceans, not the land masses. [[User:M52nickerson|M52nickerson]] 12:00, 28 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Thanks for the help on this, I&#039;m really not sure what the right approach is. My thinking around the Med was that you want to be as close as possible to as many Zones as you can, because it&#039;s the Zones (countries) who control your funding. The same argument as would be used in picking an Enemy Unknown starting base location. So my objective in picking a location is not so much to maximise the sea area covered, but to maximise the number of Zones protected. I did try a couple of times placing my first base in the mid Atlantic, and not much happened. But maybe that was bad luck. [[User:Spike|Spike]] 16:08, 28 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I tend to place them close to the money. First usually goes in the Caribbean somewhere, the second somewhere near Japan, the third in the Mediterranean. &lt;br /&gt;
&lt;br /&gt;
:: At some point I usually build a dedicated manufacturing base, a smilar science base, and sometimes a storage base too.[[User:4th Cuirassier|4th Cuirassier]] 09:53, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Scientists or Extra Base? ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve pretty much decided in favour of Scientists, but for the record, here are both sides of the argument:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The quick-start procedure outlined in the article should give you about $1.7M of spare cash, $2.1M if you use an improved starting base layout or don&#039;t care about changing the standard layout. &lt;br /&gt;
&lt;br /&gt;
The main two options for this money are:&lt;br /&gt;
&lt;br /&gt;
*Hire additional scientists. &#039;&#039;Probably&#039;&#039; the best strategy.&lt;br /&gt;
*Build an additional base during the first month (wherever the Graphs show alien activity, or wherever there is Funding to be protected)&lt;br /&gt;
&lt;br /&gt;
Adding a new base early can help you increase your intercept rate, which can give a big advantage to loot and research. It can also help to avoid negative score penalties that can place you in grave difficulty. &lt;br /&gt;
&lt;br /&gt;
Ultimately, scientists win the game, by developing the technologies that will first resist, and then defeat, the alien menace. The faster you can acquire these technologies, the quicker the balance of power moves in your favour, and the more likely you are to survive and succeed. &lt;br /&gt;
&lt;br /&gt;
For that reason, additional scientists is probably the best option.&lt;br /&gt;
&lt;br /&gt;
On balance, it&#039;s probably better to build a second base from the proceeds of mission loot, rather than your starting cash. Apart from anything else, building a base can be done more or less any time of the month without major impact, whereas hiring scientists really should be done at the start of the month.&lt;br /&gt;
&lt;br /&gt;
: I am getting the impression that on the harder levels, more bases - but token ones with just surveillance - may be the way to go. &lt;br /&gt;
&lt;br /&gt;
: A base that consists of a hyperwave decoder, living quarters, stores, and an airlock, with a garrison of rookies, would presumably be unassailable because your guys would block out all the spawning spaces. [[User:4th Cuirassier|4th Cuirassier]] 09:56, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Sub Interception == &lt;br /&gt;
&lt;br /&gt;
There is one difference in the Geoscape that really sets TFTD apart from UFO. I&#039;m always able to happily get away with arming fleets of interceptors with Plasma beams and they were the bulk of my air defenses in UFO, but with the introduction of the otherwise utterly annoying sub &#039;depth&#039; in TFTD, your Barracudas are going to be stumped frequently by enemy subs ducking down to depths that the Barracudas can&#039;t reach. &lt;br /&gt;
&lt;br /&gt;
This makes Mantas and Hammerheads a nice mid-game topic to put emphasis on. Luckily, the sub construction topic is a byproduct of two of the most important technologies anyway, the Transmission Resolver and Mag Ion Armor. Probably be worth mentioning that you should keep a sample of the store item. -[[User:NKF|NKF]] 01:55, 29 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Great point, I will amend the suggestion to reflect that. In general TFTD is just much more challenging, I&#039;m really getting in to it for that reason. [[User:Spike|Spike]] 09:20, 29 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I&#039;ve never found the depth of enemy subs to be much of a problem.  They almost always come up to a &amp;quot;shallow&amp;quot; depth at some point.  If anything the speed of the USO&#039;s is the main reason to build a Manta or Hammerhead.  I still just wait until I can build a couple of Leviathans. [[User:M52nickerson|M52nickerson]] 20:21, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It&#039;s a combination of the speed and depth that doubles the difficulty. If you do eventually catch up with the sub but it just happens to be at a deep depth, your Barracuda may just run out of fuel before the alien sub returns to shallow waters. It&#039;s not so bad if the Barracuda&#039;s home base is just nearby, but on those long cross-continent chases, it really does get frustrating. But I guess it does make the Manta useful, whereas in UFO you could easily skip the Firestorm in favour of using interceptors and Avengers. -[[User:NKF|NKF]] 06:14, 12 October 2010 (EDT) &lt;br /&gt;
&lt;br /&gt;
== Downing Very Small USOs ==&lt;br /&gt;
&lt;br /&gt;
Instead of arming both Barracudas with DUPs in the beginning one might want to keep one armed with dual AJAX since a DUP hit destroys the smallest Subs. This is a real waste of easily earned early income and research material. Against anything up to Heavy Cruisers a single DUP armed Barracuda is sufficient and attacking anything larger is a gamble. Of course this messes up the picket ship strategy...--[[User:Tauon|Tauon]] 18:13, 10 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Yes that&#039;s a good suggestion. It&#039;s worth considering it costs $600K/month to rent that Barracuda just to tackle Very Small USO Survey Ships though. But in the first month or two I think it&#039;s a good idea. As soon as I get a second base, I transfer the 2nd Barracuda there, and from that point on it makes sense to arm with dual DUP I think. Have you tested this with dual Ajax though? From the data tables on this website, I would expect dual Ajax automatically kills a Survey Ship (damage limit 60), since 2 Ajax = 60 to 120 total damage. If you&#039;ve seen Survey Ships survive attack by dual Ajax regularly, that has some implications for how sub combat works. Anyway I&#039;ll have to try that, and also Ajax + Gas Cannon, which would be pretty much guaranteed to crash a Survey Ship rather than destroy it. Thanks! [[User:Spike|Spike]] 19:56, 10 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It worked for me in the majority of tiny uso intercepts. However I recall a case were it was destroyed. I guess one would have to go dual gas canon to be completely on the safe side. The single Ajax fires twice before one gets in gas canon range. However dual Ajax is usable against Cruisers(the craft which one will encounter most) as well and Gas Canon leaves the craft too open for return fire for my taste.--[[User:Tauon|Tauon]] 09:53, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::So just to be clear, you routinely use dual Ajax against Very Small USOs (Survey Ships, containing one alien), and only rarely do they get destroyed? If so that&#039;s very interesting, because it suggests that the processing of whether the USO is crashed or destroyed occurs between the impact of the two torpedoes, even though appear to &#039;the naked eye&#039; to be simultaneous impacts. Either that, or the damage values for Ajax or wrong, or the damage process is misunderstood. On the current understanding, it should be 50%-100% of base damage (60) per Ajax torpedo (average 75% = 45 damage). The threshold for crashing should be 50% of the Survey Ship&#039;s defence strength, 60 x 50% = 30. The threshold for being destroyed should be 100% of the Survey Ship&#039;s defence strength, 60 x 100% = 60. So even if two Ajax both did minimum damage, 2 x 60 x 50% = 60, they would always or very nearly always destroy the Survey Ship. So this is curious. On the other hand if you were using the 1 Ajax + 1 Gas Cannon combo to consistently crash Survey Ships, that&#039;s more understandable. [[User:Spike|Spike]] 11:40, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Yes, I routinely use dual Ajax to deal with the Survey ships(1 alien, 1IBA,1MagNav,8AP). I do use the patch to switch the hulls in battlescape. I just run a small empirical test(new game,superhuman,prepare the Baracudas: 1 dual Ajax, 1Ajax&amp;amp;1GC, build large sonar) to see if I remembered right. Fast forward until I get the very small contact. Save. Intercept with Baracuda 1(dual Ajax). See what happens. Reload. Again. Out of the 10 times I went before I got bored. I downed it 10 times. 6 or 7 times with the first salvo The rest with the second. Then I repeated the cycle with Baracuda 2. I can confirm that usually one 1 Ajax hit is sufficient to down the Survey ship. Due to the inaccuracy one often needs to fire 2 or more. 2 Ajax are fired in aggressive attack mode before the GC gets to play. I managed to destroy the uso 1 time out of the 10 tries(3 Ajax and 1 GC shell fired).--[[User:Tauon|Tauon]] 14:29, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: Well that is very strange. Thanks for doing those tests. At accuracy 70%, you would expect that 49% of dual Ajax salvoes would score 2 hits. For salvoes that hit at least once, in 70% of those salvoes there would be 2 hits. And as noted above, 2 Ajax hits should always destroy the Survey Ship. Yet your empirical data are nothing like that. You see destruction in only 10% of sorties using dual Ajax. This suggests either the listed damage for Ajax is wrong, or the listed damage capacity for Survey Ship is wrong. Or, worse, our understanding of the mechanics is wrong. Largely it&#039;s just assumed they are the same as Enemy Unknown air combat mechanics - maybe they are not. I think it&#039;s time we had a code dig to confirm what the USOPaedia says about USO stats and weapon stats. [[User:Spike|Spike]] 17:24, 11 October 2010 (EDT)&lt;br /&gt;
::::: I couldn&#039;t find a Survey Ship I could catch but I did find a BattleShip that took 20 AJAX fired to bring it down. That matches ok to 20 x 60 x 70% = 840 damage vs 1400 x 50% = 700+ damage to crash a BattleShip. Maybe the damage capacity of the Survey Ship has been increased, to make it easier to crash it? [[User:Spike|Spike]] 18:12, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Well, I run a more extensive test this morning using a different survey ship. There is some funny stuff happening.&lt;br /&gt;
Setup: dosversion 2.1,survey ship -escort battlescape hull swap patch, dye grenade patch;&lt;br /&gt;
Baracuda armed with dual Ajax intercepts survey ship(very small contact, I checked it had only 1 occupant by retrieving it twice);&lt;br /&gt;
number of intercepts:100 &lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;salvo 1&amp;lt;/td&amp;gt;  &amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;downed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;hit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;salvo 2&amp;lt;/td&amp;gt;  &amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;downed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;hit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;salvo 3&amp;lt;/td&amp;gt;  &amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;downed&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;# occurences&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
If I calculate the expectation values for these events using the naive model they do not match up well. Not to mention that it should be impossible to hit the survey ship using dual Ajax without downing it. I would guess that there is some small deviation from the given Ajax damage value possible.&lt;br /&gt;
And the game does not seem to check the second projectile if it got over the downing threshold with the first.&lt;br /&gt;
Btw the 110 damage of the DUP seem to destroy it as expected. Since this value is close to the 100 destruction capacity I wonder if the deviation if it exists can be large enough to allow the rare downing of a survey ship with a single DUP.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Very interesting data. I&#039;ve thought hard about how to fit this data. Superficially, the data above actually looks like only 1 Ajax missile launcher is being used. I don&#039;t think this is true. I think I can make most of the data fit, with a few slightly changed assumptions about craft combat mechanics.&lt;br /&gt;
&lt;br /&gt;
# Salvos of the same missile type share the same &amp;quot;to-hit&amp;quot; roll. Both hit or both miss. This would predict a pattern of 30% miss on Salvo 1, 9% (of total) miss on Salvo 2, 0-1% (of total) miss on Salvo 3. This is a fairly close match for your data, especially if you take the initial 26% miss on Salvo 1 as a starting point and apply the same rules. We can be very sure this is true, because if the to-hit rolls were independent, we would see one or more hits in nearer to 91% of salvos, rather than around 70% of salvos - as was observed empirically in this data.&lt;br /&gt;
# As suspected, combat processing stops immediately whenever a &#039;crashed&#039; or &#039;destroyed&#039; condition occurs. For Ajax vs Survey Ship, this means the 2nd missile hit is irrelevant in 29/30 cases, because the USO is downed or destroyed 29/30 by the 1st missile. This is what makes this data look so similar to firing a single missile rather than dual missiles: the effect of the 2nd missile is masked in 29/30 cases. &lt;br /&gt;
# It&#039;s unclear whether &#039;&#039;damage&#039;&#039; is rolled seperately for each missile hit (gaussian), or if the same roll is used (linear). Because of the &#039;masking&#039; effect, it&#039;s very hard to tell. Either scenario is compatible with the results seen vs larger USOs, because you have enough hits that it averages out before the craft is downed or destroyed. &lt;br /&gt;
&lt;br /&gt;
The above explains the frequency of the typical case, &amp;quot;Ajax crashes Survey Ship&amp;quot;, pretty well. On 70% of salvoes there is a hit (I believe it&#039;s always two hits in fact). The first hit is processed, and the Survey Ship is downed in 28/30 cases (out of 70%, ~= 65.33%), destroyed in 1/30 cases (~= 2.33%), hit but survives in 1/30 cases (~= 2.33%). The second hit is irrelevant in 29/30 cases (96.66%), as the USO is already downed or destroyed. If the first salvo missed entirely (30%), or the USO survived (1 in 30 of the other 70%), additional salvos proceed on the same basis. &lt;br /&gt;
&lt;br /&gt;
So in 1 salvo in 30 the USO is destroyed, and in 1 salvo in 30 the USO is hit but keeps running. These are the outlying cases that are harder to explain. &lt;br /&gt;
&lt;br /&gt;
The masking effect explains why the damage distribution appears linear (1 x d30), rather than gaussian (2 x d30). The damage is never, or almost never, cumulative, because only 1 time in 30 does processing proceed to the 2nd missile hit. &lt;br /&gt;
&lt;br /&gt;
A key question is where the algorithm&#039;s exact boundaries lie. Are the 50% and 100% thresholds, for &amp;quot;crashed&amp;quot; and &amp;quot;destroyed&amp;quot;, compared using &amp;quot;greater than&amp;quot; or &amp;quot;greater than or equal to&amp;quot;? Is integer rounding used, or integer truncation, or no rounding? &lt;br /&gt;
&lt;br /&gt;
There are various ways of explaining the &amp;quot;destroyed&amp;quot; frequency. The observed &amp;quot;destroyed&amp;quot; frequency matches the scenario for a single launcher. This is simply because of the &amp;quot;masking&amp;quot; effect again. So, as noted above, the &amp;quot;destroyed&amp;quot; frequency is basically what would be predicted by a linear damage distribution of 1 missile hit. &lt;br /&gt;
&lt;br /&gt;
The hard thing to explain is the &amp;quot;hit but survived&amp;quot; frequency. This also acts very much as it would for a single missile launcher. The problem is, regardless of whether damage distribution is gaussian (2 independent rolls) or linear (same roll used twice), it doesn&#039;t matter: the craft should always be destroyed by the second hit, since (we believe) the cumulative total can&#039;t be less than 60. &lt;br /&gt;
&lt;br /&gt;
The only explanation I can see for the &amp;quot;hit but survived&amp;quot; frequency of 1 in 30 per salvo is the following&lt;br /&gt;
&lt;br /&gt;
# there is some kind of &amp;quot;critical fail&amp;quot; rule at the low end of the range, something involving integer rounding or truncation, so that the frequency of it occuring is about 1 in (integer range of possible damage); eg 1 in 30 (or maybe 1 in 31) for a weapon with base damage = 60.&lt;br /&gt;
# distribution of damage on both missile hits is linear, i.e. the same roll is used for both hits, so they both suffer the &amp;quot;critical fail&amp;quot; at the same time&lt;br /&gt;
# a &amp;quot;critical fail&amp;quot; reduces the damage to consistently and significantly less than 25% of weapon base damage, most likely to zero&lt;br /&gt;
# alternatively, the &amp;quot;critical fail&amp;quot; or other low-end-integer result causes processing of the second missile hit to be aborted.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t really like the &amp;quot;critical fail&amp;quot; supposition because it creates an extra hypothesis to explain an anomaly. But without &amp;quot;critical fail&amp;quot; and a shared damage roll for both missile hits, I can&#039;t explain why the &amp;quot;hit but survived&amp;quot; rate is linear, and so closely matches the expected rate for a &#039;&#039;single&#039;&#039; missile launcher. &lt;br /&gt;
&lt;br /&gt;
A good test for the &amp;quot;critical fail&amp;quot; hypothesis would be to use a weapon with a more powerful base damage, such as a DUP (110 vs 60). If &amp;quot;critical fail&amp;quot; is correct, there should be a similarly consistent, higher than expected, &amp;quot;hit but survived&amp;quot; rate, possibly 1 in 55 rather than 1 in 30, but not varying noticeably whether you have dual DUP or single DUP. &lt;br /&gt;
&lt;br /&gt;
It would also be interesting to test single AJAX, and see if the &amp;quot;destroyed&amp;quot; and &amp;quot;hit but survived&amp;quot; rates change. For single missile launcher tests you want a Cannon as your second weapon, and use Cautious mode so you hold off outside cannon range. &lt;br /&gt;
&lt;br /&gt;
A large number of tests with dual DUPs (55-110 damage each, 165 salvo average) vs an Escort or Cruiser (300 damage capacity) should be able to determine if the damage function of two weapons is linear or gaussian. Basically, 2nd salvo kills will be much more common if the distribution is linear, much less common if the distribution is gaussian. &lt;br /&gt;
&lt;br /&gt;
The weirdness of the Survey Ship vs Ajax situation comes almost entirely from the fact that the Ajax base damage is exactly matched to the Survey Ship damage capacity, ie. both 60. But it&#039;s precisely because it&#039;s such a special case that it&#039;s able to shine light into the hidden game mechanics. It&#039;s a bit like a stroboscope or a spectrograph. A very useful experiment. [[User:Spike|Spike]] 16:55, 12 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Secondary base ==&lt;br /&gt;
&lt;br /&gt;
I usually make my second base the manufacturing base. &lt;br /&gt;
: Yes I agree that it makes sense to make the 2nd base a manufacturing base.[[User:Spike|Spike]] 12:27, 11 October 2010 (EDT)&lt;br /&gt;
If memory serves me right I usually start with an Sub-Pen(low cost, takes a long time to build), a large sonar(improved detection) and a Store(space where one can store stuff away in case of an attack on the main base) like this.&lt;br /&gt;
 {{TBK|=&lt;br /&gt;
|subpen1|subpen2|water|water|water|water|=&lt;br /&gt;
|subpen3|subpen4|water|water|water|water|=&lt;br /&gt;
|airlock|large_sonar|water|water|water|water|=&lt;br /&gt;
|stores|water|water|water|water|water|=&lt;br /&gt;
|water|water|water|water|water|water|=&lt;br /&gt;
|water|water|water|water|water|water|=}}&lt;br /&gt;
Normally one would add the living quarters south of the store next to be able to garrison the base. However if I recall right  there is a chance for aliens spawning in the living quarters module - which would compromise your main defence line to be. So I usually add 2-3 more stores before I put down the living quarter. I use stores because these build fastest and a good defensive layout is unfortunately slow to develop. However it will take a few month before one has pillaged and sold enough stuff to hire a large bunch of technicians. Not to mention researched the stuff to build. Setting up the 100-150 scientists in the main base needed to research stuff at reasonable pace takes priority. And even on superhuman difficulty the aliens usually don&#039;t bother my second base before I got a garrison by mid to end February. Once the living quarter finishes I add a MC lab or two to help with the screening. Transmission resolver is next in the building queue. So this is the intermediate design.&lt;br /&gt;
{{TBK|=&lt;br /&gt;
|subpen1|subpen2|water|water|water|water|=&lt;br /&gt;
|subpen3|subpen4|water|water|water|water|=&lt;br /&gt;
|airlock|large_sonar|water|water|water|water|=&lt;br /&gt;
|stores|water|water|water|water|water|=&lt;br /&gt;
|stores|water|mclab|water|water|water|=&lt;br /&gt;
|stores|stores|quarters|transmission|water|water|=}}&lt;br /&gt;
Next add one more sub-pen living quarters and workshops as money permits, on one more store and replace the outdated sonar with a MC generator to reduce the number of base defences. The following final layout is not optimized for build time - I leave this as an exercise to the reader.&lt;br /&gt;
{{TBK|=&lt;br /&gt;
|subpen1|subpen2|subpen1|subpen2|water|workshop|=&lt;br /&gt;
|subpen3|subpen4|subpen3|subpen4|water|stores|=&lt;br /&gt;
|airlock|mcgenerator|water|water|quarters|workshop|=&lt;br /&gt;
|stores|water|quarters|workshop|quarters|workshop|=&lt;br /&gt;
|stores|water|mclab|workshop|quarters|workshop|=&lt;br /&gt;
|stores|stores|quarters|transmission|quarters|workshop|=}}&lt;br /&gt;
This layout allows to crank out those new subs fast or make tons of money. There is enough workspace for large projects and plenty of storage for the defence displacers and supplies. Only one should be needed.&lt;br /&gt;
In any further base I build 3 sub-pens and add 3-4 pwt defences, a bombardment shield and more storage(the zrbite keeps piling up) and more mc labs for faster screening.&lt;br /&gt;
&lt;br /&gt;
: Excellent designs, I&#039;d never got past the letter E shaped configuration or the spiral sperm configuration, so these are very helpful.&lt;br /&gt;
&lt;br /&gt;
: Is it feasible to build a base with no hangar and &amp;quot;defend&amp;quot; it with unarmed rookies who block all the spawning spaces? [[User:4th Cuirassier|4th Cuirassier]] 10:03, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Rushing MC ==&lt;br /&gt;
&lt;br /&gt;
MC is undoubtedly the most powerful tactical advance - so powerful that some consider it cheating - at least if one uses MC chains.A highly skilled MC squad usually eliminates all combat casualties if used properly and allows the safe training of any soldier, maximizes loot(less unwanted destruction) and together with drills/tasers no ammunition is needed to safely kill large numbers of enemies. An it greatly helps during terror missions, night missions(alien scouts) and against lobsterman.&lt;br /&gt;
Once the high MC strength soldiers(80+) have been identified by the lab it usually just takes just 1-2 month with lots of intercepts to max out the the MC skill(as far as combat is concerned). This enables them to control any alien on a whim. Secondary stats are increased as well while training.&lt;br /&gt;
So in order to win easily one would want it as early as possible. Lets see how fast it is possible.&lt;br /&gt;
Usually you will manage to obtain a reader in January. By the start of February the alien containment should store a live terrorist.  This could result in an active lab by end of February. Spend the rest of February researching other stuff. In March research the MC reader. If you have run into tasoth by then you are lucky. If not but you know where a colony is located you are also fine. Just send a bunch of rookies to grab one (bring tasers(or TSL if you got them), flares and something to deal with tentaculats) and get the hell out of it as soon as you got it. If half the rookies die its still a win. Then research the tasoth and disruptor and you are ready to roll in April.&lt;br /&gt;
If one is lacking a live terrorist for unlocking the MC lab - a live tentaculat provided by a base will do(Fire from your dropship at all other alies until one gets close enough to rush &amp;amp; stun it with tasers - pickup and throw/walk it into the dropship). Theoretically there should also be a reader somewhere but I don&#039;t know which aliens usually carries it.--[[User:Tauon|Tauon]] 16:28, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: If you rush MC in this way don&#039;t you trigger the tech tree bug by researching a live alien too early? [[User:4th Cuirassier|4th Cuirassier]] 10:05, 11 January 2011 (EST)&lt;br /&gt;
As long as you have a MC reader in storage when you finish the research of the MC lab there is no problem and one usually captures one rather early. According to the bug avoidance guide it should be fixed in the 2.1 patch. --[[User:Tauon|Tauon]] 15:32, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battlescape tactics discussion ==&lt;br /&gt;
&lt;br /&gt;
Chemical flare vs Incendiary ammunition during night missions:&lt;br /&gt;
In UFO it is really easy to get along with setting half a battlescape on fire for lighting using incendiary ammunition. This has the additional benefit of dealing fire damage to aliens. However in TftD most battles are underwater where the tiles contain hardly any combustible stuff and the lighting is off the turn after firing making this method of lighting rather cumbersome. I usually find it more practical to pack 4-6 chemical flares and reuse them by picking them up and throwing them again. If two are used in alternation one can can cover one direction pretty well.  &lt;br /&gt;
&lt;br /&gt;
Sniper tactics &lt;br /&gt;
I usually support my swipe teams(consisting of a front squad(lightly armed expendable spotters) and a rear team (heavily armed shooters)) by 1-3 snipers which take care of anything which survives the shooter fire. With the advent of magnetic armor I usually set one up on top of the triton until I find a better location(large hill, top of building, tower ...).&lt;br /&gt;
&lt;br /&gt;
== Initial facility built ==&lt;br /&gt;
&lt;br /&gt;
I would consider building an additional lab right away - its construction takes 26 days and you might want to raise the scientist number to 75 by begin of February if you can afford it. 100 during February as soon as you can afford them and after accommodation has been provided.&lt;br /&gt;
This is possible if you delay the sub pen relocation (400k) until the first uso assault. This should enable you to get the crucial techs sooner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Initial research ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m don&#039;t think that the PDS is the best initial choice. The economic benefit is not that large.&lt;br /&gt;
Lets have a looks at the numbers:&lt;br /&gt;
It costs 180 scientist days to research. The 10 initial scientists reduce this by 30 before the 15 newly hired ones join them. The remaining 150 keep 25 scientists about 6 days busy. So you would expect the research to be finished around the 10th. That leaves the 10 techies with 20 days to make money. 20*10*24=4800 T hours. Since it takes 220 T hours to produce one unit about 22 get produced. These yield (45,600-34,000)*22=255,200 profit.&lt;br /&gt;
Thats about 1 IBA or 2 Sonic weapons or 17 pulsers. It can buy 4-5 scientists. And the tactical benefit is negligible.&lt;br /&gt;
Lets say we start the gauss sequence right away- with (50+100+60) we get an operational gauss pistol 1-3 days after the estimated completion day of the PDS. And since we can start producing it as soon as the pistol research finishes (Jan 9th) we can field gauss pistols by about Jan 15th maybe a bit earlier. That helps on the battlefield until we finish with the sonic research and have collected enough ammunition to make using the pistol practical.&lt;br /&gt;
And it can also be manufactured for a small profit.&lt;br /&gt;
After this we have 4 paths we could follow(I assume that we got a mission in the meantime):&lt;br /&gt;
-continue to gauss rifle(300+150)&lt;br /&gt;
-start sonic pistol(600+400)&lt;br /&gt;
-start mag nav for trans resolver(450+670)&lt;br /&gt;
-start sonic pulser(200) &lt;br /&gt;
&lt;br /&gt;
Of course if one gets a uso on Jan 1st it might be tempting to switch right away. Although a gillman escort night mission(superhuman) at a that time can be challenging but beneficial(~1M extra cash). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Initial weapon purchase ==&lt;br /&gt;
&lt;br /&gt;
I usually keep 2-4 harpoon rifles for uso close quarter assaults until I get gauss or sonic. A close quarter autoshot is usually more effective then a single GC AP shot. Which means fewer GC on the buy list.&lt;br /&gt;
For the first 1-2 month one wants to keep one craft armed with dual Ajay thus only 1 DUP launcher needs to be purchased.&lt;br /&gt;
&lt;br /&gt;
== Really helpful page ==&lt;br /&gt;
&lt;br /&gt;
Well done folks. &lt;br /&gt;
&lt;br /&gt;
I played TFTD to the point of lunacy in &#039;95 to &#039;96 and only stopped when my PC became incompatible. I successfully played through to the end first time and somehow dodged all the bugs. Never managed to do that since. Just downloaded it from Steam and it&#039;s addictive again. &lt;br /&gt;
&lt;br /&gt;
Pleased to see I arrived at the same ideas re base layout. Mine are usually shaped like a letter E or like a sperm, i.e. one pen for building subs and everything else strung out in a single spiral line. I once had an exhausting firefight on a ship followed by a terror raid. I sent the wounded to my Hawaii base to recuperate. They were then attacked, and those who&#039;d recovered from wounds had only legacy weapons to fight with. Nonetheless the easily-defended spiral layout saved them. &lt;br /&gt;
&lt;br /&gt;
I&#039;m interested in the economic analysis. I usually churn out medikits because they require nil resources and generate nice money from right away. I hadn&#039;t noticed the PDS was that good. &lt;br /&gt;
&lt;br /&gt;
I have some suggestions for the battlefield tactics section. When an alien is stunned or wounded, I usually send a guy to stand over him, who unloads and throws his weapon away. This ensures that if the alien revives he is harmless. &lt;br /&gt;
::Well I would check the rank of the wounded, stunned alien - if it is not needed for research and I got Medikits I would wake it and shoot it for extra exp. If it is too dangerous (Lobster, tentaculat, Bio-drone) I would plant a grenade or shoot the ground with HE in order to ensure the sleeping beauty won&#039;t wake behind your lines. If research critical try to make sure it is in a region with smoke(not sure if it works, try droping a dye grenade). If there is a lot of loot on the ground there might be occasions where it is simpler/faster to move the alien instead of the loot. --[[User:Tauon|Tauon]] 14:40, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
When I get MC over an alien I always have him shoot any nearby aliens and then throw his weapon away. If I have groups under MC then I have them all stand at one end of the battlescape while my guys form a firing squad at the other. I then &amp;quot;execute&amp;quot; them with long range fire, which is a safe way to improve combat stats. &lt;br /&gt;
:: Having an alien throw its weapon away is fine but unless you are really hard pressed or the situation calls for it always let your soldiers do the shooting and killing - no wasting of valuable exp. Also when you are so good at MC that you can move the aliens at will have them throw their guns away and move them next to your soldiers to ensure a hit next turn. If you are really into exp training use weak weapons to ensure you you get more hits in before your target dies autofire with gauss pistol/dart gun on lobsters works fine. MC again if still alive and and you are done shooting for the turn. Make sure that they are dead and if not use a medikit to wake them to finish the job. Make sure that the side with the highest remaining armor points is targeted to get most out of your target.&lt;br /&gt;
::An exception to the above are hostiles with built in long range weapons(Deep one,Bio drone,Xarquid,Triscene) which can not be fired upon without fear of reaction fire normally. Finish those from outside their sight range.&lt;br /&gt;
::And unfortunately the AI does not seem to be able to have Aliens pick up weapons from the ground. So once they are gone they are gone for good. But unless stunned and woken up you can never sure if there is not a pulser left.  --[[User:Tauon|Tauon]] 09:37, 11 January 2011 (EST)&lt;br /&gt;
:::Thanks for details. Yes if time permits I usually disarm the buggers altogether, including guys on my own side whom I&#039;ve had to stun. Those guys I leave with their grenades - I don&#039;t think I&#039;ve ever seen an MC-controlled aquanaut use one.[[User:4th Cuirassier|4th Cuirassier]] 10:10, 11 January 2011 (EST)  &lt;br /&gt;
:::: As long as the grenade is on the MC controlled aquanaut it will use it(Had entire reserves in my Triton killed by MC controlled guys) and pull out any other usable item which the AI can handle as well, I think it will even load any gun if suitable ammo is on the guy. If you want MC susceptible guys to contribute to the fight arm them with a Thermal Taser or later on a drill - the AI can&#039;t handle those. Or give it a MC reader or an unloaded DPL launcher(standing over the ammo enables loading and firing it on the same turn).--[[User:Tauon|Tauon]] 14:40, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
DPLs are best fired on a mortar type of trajectory as this minimises the number of turns you need to make and normally means you can plant the missile in the middle of a target group. I also use DPLs to make holes in the sides of alien bases which I then &amp;quot;rinse&amp;quot; by firing more DPL rounds through the hole. &lt;br /&gt;
&lt;br /&gt;
If confronted with an alien base early in the game when your weapons are rubbish, one option is a raid rather than an assault. That is, you go in the top level and get all the guys onto the lift, then quit the game. You thus get to the next level even if the aliens aren&#039;t all dead. From there you do the same underground. In this way you can destroy the control centre without having to kill every one of 50-odd aliens (which is usually impossible with jet harpoons anyway). [[User:4th Cuirassier|4th Cuirassier]] 09:10, 10 January 2011 (EST)&lt;br /&gt;
::Why would one want to do that - it does not hurt that much to keep the alien base around - the negative score is not that large and there is no time limit for dealing with it. If it is close to your base it allows you to assault the supply ships which is more then enough to tilt the balance in your favor. And it attracts more usos which you can assault and retrieve to fuel your war effort (Exp- and cash-wise). Furthermore you won&#039;t need to capture a lobster commander that early.Heck it is usually much easier to wait for a lobsterman dreadnaught and get all the lobster captives you need(1 navigator, 1 commander) from there or from a lobster assault on your base.Only if the lobsters fail to show up and you have already researched everything else I would go looking for them over there. If you are desperate for cash just clear the first level and bag everything you can grab before retreating and repeating if necessary. The only reason which could make me assault a alien base early(before I feel ready) is a grab and run mission for a certain research item or a personal rule where I have to assault and destroy a base as soon as it shows up. --[[User:Tauon|Tauon]] 14:40, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
: There&#039;s actually no need to toss weapons away if the alien has been stunned. Unlike Apocalypse where equipment stays on an unconscious alien until it is physically &#039;picked up&#039; in the inventory screen, all equipment is automatically dropped to the ground the moment a unit is stunned in UFO and TFTD. Therefore as long as they were knocked down, then they will wake up unarmed. Except lobstermen, which I must say are quite dangerous to stand over or pick up! -[[User:NKF|NKF]] 23:26, 10 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I usually toss them away to be sure the alien, if it wakes up, can&#039;t simply pick up its gun and rejoin the fight. I tend to assume it would do this if its gun were still there but I&#039;ve never been able to test this. &lt;br /&gt;
&lt;br /&gt;
:: Also I usually unload any unused magazines, as they&#039;re lost otherwise. &lt;br /&gt;
&lt;br /&gt;
:: The version I&#039;m playing seems to have the difficulty level bug fixed.  I wonder if we should say something somewhere about what difference the difficulty level makes. I haven&#039;t noticed any difficulty in combat between easy and the hard level I&#039;m now playing on. I have noticed that I detect many fewer USOs - they practically have to fly right overhead to be picked up. When I pursue them they almost always escape. They don&#039;t hang around on the seabed for very long and terror raiders don&#039;t hang around either. Countries seem much quicker to reduce funding and one defeat - such as not reaching a terror site - basically loses you the campaign. This is a subjective list based on comparing my current game to the last time I played, which must have been in about 2002 judging by my posts to Usenet.[[User:4th Cuirassier|4th Cuirassier]] 06:04, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Names etc ==&lt;br /&gt;
&lt;br /&gt;
I tag each aquanaut&#039;s name with which batch of recruits he was part of. All aquanauts recruited before the first mission are batch 1. It is unusual for more than 1 or 2 of these to survive to the end of the game. &lt;br /&gt;
&lt;br /&gt;
The list of names that I am currently drawing on is as follows:&lt;br /&gt;
&lt;br /&gt;
Adam Bomm, &lt;br /&gt;
Adam Zappel,&lt;br /&gt;
Al Beano,&lt;br /&gt;
Andy Freese,&lt;br /&gt;
Art Major,&lt;br /&gt;
Barry Cade,&lt;br /&gt;
Beau Tye,&lt;br /&gt;
Ben Dover,&lt;br /&gt;
Biff Wellington,&lt;br /&gt;
Bill Board,&lt;br /&gt;
Chris P. Bacon,&lt;br /&gt;
Cliff Topp,&lt;br /&gt;
Cory Ander,&lt;br /&gt;
Craven Moorehead,&lt;br /&gt;
Dan D. Lyons,&lt;br /&gt;
Dan Druff,&lt;br /&gt;
Dan Saul Knight,&lt;br /&gt;
Dick Burns,&lt;br /&gt;
Dick Hertz,&lt;br /&gt;
Don Key,&lt;br /&gt;
Doug Graves,&lt;br /&gt;
Doug Hole,&lt;br /&gt;
Doug Witherspoon,&lt;br /&gt;
Duane Pipe,&lt;br /&gt;
Dusty Rhodes,&lt;br /&gt;
Earl Lee Riser,&lt;br /&gt;
Easton West, &lt;br /&gt;
Evan Keel,&lt;br /&gt;
Gene Poole,&lt;br /&gt;
Gerry Bilder,&lt;br /&gt;
Ginger Rayell, &lt;br /&gt;
Herb Alti,&lt;br /&gt;
Howie Doohan,&lt;br /&gt;
Hugh Jass,&lt;br /&gt;
Hugh Jorgan,&lt;br /&gt;
Ivor Nereckschun, &lt;br /&gt;
Jack Gough,&lt;br /&gt;
Jack Haas,&lt;br /&gt;
Jack Hammer,&lt;br /&gt;
Jack Knoff,&lt;br /&gt;
Jed Dye, &lt;br /&gt;
Jerry Atrick,&lt;br /&gt;
Jim Shorts,&lt;br /&gt;
Joe Kerr,&lt;br /&gt;
Justin Case,&lt;br /&gt;
Justin Casey-Howells,&lt;br /&gt;
Kerry Siehn,&lt;br /&gt;
Kent C. Strait, &lt;br /&gt;
Lance Boyle,&lt;br /&gt;
Lee King, &lt;br /&gt;
Les Hassall,&lt;br /&gt;
Lou Pole,&lt;br /&gt;
Luke Warm,&lt;br /&gt;
Mark de Cards,&lt;br /&gt;
Manny Kinn,&lt;br /&gt;
Marshall Law,&lt;br /&gt;
Matt Tress,&lt;br /&gt;
Mike Hunt,&lt;br /&gt;
Mike Raffone,&lt;br /&gt;
Mike Rotch,&lt;br /&gt;
Nat Sass,&lt;br /&gt;
Neil Down,&lt;br /&gt;
Nick O’Time,&lt;br /&gt;
Noah Lott,&lt;br /&gt;
Oliver Suddon, &lt;br /&gt;
Otto Graf,&lt;br /&gt;
Owen Bigg, &lt;br /&gt;
Owen Cash,&lt;br /&gt;
Page Turner,&lt;br /&gt;
Parker Carr,&lt;br /&gt;
Pat Hiscock,&lt;br /&gt;
Pete Moss, &lt;br /&gt;
Phil Bowles, &lt;br /&gt;
Phil Graves,&lt;br /&gt;
Phil Updegrave, &lt;br /&gt;
Pierce Deere,&lt;br /&gt;
Piers Dorgan,&lt;br /&gt;
Ray Gunn,&lt;br /&gt;
Rayner Schein,&lt;br /&gt;
Rich Feller,&lt;br /&gt;
Rick O&#039;Shea,&lt;br /&gt;
Rick Shaw,&lt;br /&gt;
Robin Banks,&lt;br /&gt;
Rocky Rhodes,&lt;br /&gt;
Rocky Shaw,&lt;br /&gt;
Russell Paper,&lt;br /&gt;
Rusty Steele,&lt;br /&gt;
Sawyer B. Hind,&lt;br /&gt;
Sandy Beech,&lt;br /&gt;
Seymour Bush, &lt;br /&gt;
Sonny Day,&lt;br /&gt;
Stan Still, &lt;br /&gt;
Tad Pohl,&lt;br /&gt;
Tim Burr,&lt;br /&gt;
Tommy Gunn,&lt;br /&gt;
Tommy Hawk,&lt;br /&gt;
Warren Peace,&lt;br /&gt;
Willie Stroker,&lt;br /&gt;
Ziggy Retpaper.&lt;br /&gt;
&lt;br /&gt;
[[User:4th Cuirassier|4th Cuirassier]] 10:15, 11 January 2011 (EST)&lt;br /&gt;
: Why should I replace one impractical set of names with another. My recruits get their names erased and replaced by one letter coding the base, a serial number(three digits should do) followed by a string of letters coding their expertise in critical stats. When the time comes I add a number at the end showing their MC strength. Sometimes I add plus and minus signs to note good recruits and candidates for sacking/sacrifice, MC weaklings also get a note in their name. A typical name would be &#039;&#039;A 003 TbRfH 85+&#039;&#039; or &#039;&#039;C 096 C --&#039;&#039; or &#039;&#039;F 001 TBRFH -MC&#039;&#039;. For the coding letters a use a system similar to that in the FAQ/walkthrough.--[[User:Tauon|Tauon]] 14:58, 11 January 2011 (EST)&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:TFTD_Strategy_Guide&amp;diff=32510</id>
		<title>Talk:TFTD Strategy Guide</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:TFTD_Strategy_Guide&amp;diff=32510"/>
		<updated>2011-01-11T19:58:51Z</updated>

		<summary type="html">&lt;p&gt;Tauon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting Base Location ==&lt;br /&gt;
&lt;br /&gt;
For a base location I would say that the mid Atlantic or Pacific might be better.  Remember you are covering the oceans, not the land masses. [[User:M52nickerson|M52nickerson]] 12:00, 28 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Thanks for the help on this, I&#039;m really not sure what the right approach is. My thinking around the Med was that you want to be as close as possible to as many Zones as you can, because it&#039;s the Zones (countries) who control your funding. The same argument as would be used in picking an Enemy Unknown starting base location. So my objective in picking a location is not so much to maximise the sea area covered, but to maximise the number of Zones protected. I did try a couple of times placing my first base in the mid Atlantic, and not much happened. But maybe that was bad luck. [[User:Spike|Spike]] 16:08, 28 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I tend to place them close to the money. First usually goes in the Caribbean somewhere, the second somewhere near Japan, the third in the Mediterranean. &lt;br /&gt;
&lt;br /&gt;
:: At some point I usually build a dedicated manufacturing base, a smilar science base, and sometimes a storage base too.[[User:4th Cuirassier|4th Cuirassier]] 09:53, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Scientists or Extra Base? ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve pretty much decided in favour of Scientists, but for the record, here are both sides of the argument:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The quick-start procedure outlined in the article should give you about $1.7M of spare cash, $2.1M if you use an improved starting base layout or don&#039;t care about changing the standard layout. &lt;br /&gt;
&lt;br /&gt;
The main two options for this money are:&lt;br /&gt;
&lt;br /&gt;
*Hire additional scientists. &#039;&#039;Probably&#039;&#039; the best strategy.&lt;br /&gt;
*Build an additional base during the first month (wherever the Graphs show alien activity, or wherever there is Funding to be protected)&lt;br /&gt;
&lt;br /&gt;
Adding a new base early can help you increase your intercept rate, which can give a big advantage to loot and research. It can also help to avoid negative score penalties that can place you in grave difficulty. &lt;br /&gt;
&lt;br /&gt;
Ultimately, scientists win the game, by developing the technologies that will first resist, and then defeat, the alien menace. The faster you can acquire these technologies, the quicker the balance of power moves in your favour, and the more likely you are to survive and succeed. &lt;br /&gt;
&lt;br /&gt;
For that reason, additional scientists is probably the best option.&lt;br /&gt;
&lt;br /&gt;
On balance, it&#039;s probably better to build a second base from the proceeds of mission loot, rather than your starting cash. Apart from anything else, building a base can be done more or less any time of the month without major impact, whereas hiring scientists really should be done at the start of the month.&lt;br /&gt;
&lt;br /&gt;
: I am getting the impression that on the harder levels, more bases - but token ones with just surveillance - may be the way to go. &lt;br /&gt;
&lt;br /&gt;
: A base that consists of a hyperwave decoder, living quarters, stores, and an airlock, with a garrison of rookies, would presumably be unassailable because your guys would block out all the spawning spaces. [[User:4th Cuirassier|4th Cuirassier]] 09:56, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Sub Interception == &lt;br /&gt;
&lt;br /&gt;
There is one difference in the Geoscape that really sets TFTD apart from UFO. I&#039;m always able to happily get away with arming fleets of interceptors with Plasma beams and they were the bulk of my air defenses in UFO, but with the introduction of the otherwise utterly annoying sub &#039;depth&#039; in TFTD, your Barracudas are going to be stumped frequently by enemy subs ducking down to depths that the Barracudas can&#039;t reach. &lt;br /&gt;
&lt;br /&gt;
This makes Mantas and Hammerheads a nice mid-game topic to put emphasis on. Luckily, the sub construction topic is a byproduct of two of the most important technologies anyway, the Transmission Resolver and Mag Ion Armor. Probably be worth mentioning that you should keep a sample of the store item. -[[User:NKF|NKF]] 01:55, 29 September 2010 (EDT)&lt;br /&gt;
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: Great point, I will amend the suggestion to reflect that. In general TFTD is just much more challenging, I&#039;m really getting in to it for that reason. [[User:Spike|Spike]] 09:20, 29 September 2010 (EDT)&lt;br /&gt;
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::I&#039;ve never found the depth of enemy subs to be much of a problem.  They almost always come up to a &amp;quot;shallow&amp;quot; depth at some point.  If anything the speed of the USO&#039;s is the main reason to build a Manta or Hammerhead.  I still just wait until I can build a couple of Leviathans. [[User:M52nickerson|M52nickerson]] 20:21, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It&#039;s a combination of the speed and depth that doubles the difficulty. If you do eventually catch up with the sub but it just happens to be at a deep depth, your Barracuda may just run out of fuel before the alien sub returns to shallow waters. It&#039;s not so bad if the Barracuda&#039;s home base is just nearby, but on those long cross-continent chases, it really does get frustrating. But I guess it does make the Manta useful, whereas in UFO you could easily skip the Firestorm in favour of using interceptors and Avengers. -[[User:NKF|NKF]] 06:14, 12 October 2010 (EDT) &lt;br /&gt;
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== Downing Very Small USOs ==&lt;br /&gt;
&lt;br /&gt;
Instead of arming both Barracudas with DUPs in the beginning one might want to keep one armed with dual AJAX since a DUP hit destroys the smallest Subs. This is a real waste of easily earned early income and research material. Against anything up to Heavy Cruisers a single DUP armed Barracuda is sufficient and attacking anything larger is a gamble. Of course this messes up the picket ship strategy...--[[User:Tauon|Tauon]] 18:13, 10 October 2010 (EDT)&lt;br /&gt;
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: Yes that&#039;s a good suggestion. It&#039;s worth considering it costs $600K/month to rent that Barracuda just to tackle Very Small USO Survey Ships though. But in the first month or two I think it&#039;s a good idea. As soon as I get a second base, I transfer the 2nd Barracuda there, and from that point on it makes sense to arm with dual DUP I think. Have you tested this with dual Ajax though? From the data tables on this website, I would expect dual Ajax automatically kills a Survey Ship (damage limit 60), since 2 Ajax = 60 to 120 total damage. If you&#039;ve seen Survey Ships survive attack by dual Ajax regularly, that has some implications for how sub combat works. Anyway I&#039;ll have to try that, and also Ajax + Gas Cannon, which would be pretty much guaranteed to crash a Survey Ship rather than destroy it. Thanks! [[User:Spike|Spike]] 19:56, 10 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It worked for me in the majority of tiny uso intercepts. However I recall a case were it was destroyed. I guess one would have to go dual gas canon to be completely on the safe side. The single Ajax fires twice before one gets in gas canon range. However dual Ajax is usable against Cruisers(the craft which one will encounter most) as well and Gas Canon leaves the craft too open for return fire for my taste.--[[User:Tauon|Tauon]] 09:53, 11 October 2010 (EDT)&lt;br /&gt;
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:::So just to be clear, you routinely use dual Ajax against Very Small USOs (Survey Ships, containing one alien), and only rarely do they get destroyed? If so that&#039;s very interesting, because it suggests that the processing of whether the USO is crashed or destroyed occurs between the impact of the two torpedoes, even though appear to &#039;the naked eye&#039; to be simultaneous impacts. Either that, or the damage values for Ajax or wrong, or the damage process is misunderstood. On the current understanding, it should be 50%-100% of base damage (60) per Ajax torpedo (average 75% = 45 damage). The threshold for crashing should be 50% of the Survey Ship&#039;s defence strength, 60 x 50% = 30. The threshold for being destroyed should be 100% of the Survey Ship&#039;s defence strength, 60 x 100% = 60. So even if two Ajax both did minimum damage, 2 x 60 x 50% = 60, they would always or very nearly always destroy the Survey Ship. So this is curious. On the other hand if you were using the 1 Ajax + 1 Gas Cannon combo to consistently crash Survey Ships, that&#039;s more understandable. [[User:Spike|Spike]] 11:40, 11 October 2010 (EDT)&lt;br /&gt;
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:::: Yes, I routinely use dual Ajax to deal with the Survey ships(1 alien, 1IBA,1MagNav,8AP). I do use the patch to switch the hulls in battlescape. I just run a small empirical test(new game,superhuman,prepare the Baracudas: 1 dual Ajax, 1Ajax&amp;amp;1GC, build large sonar) to see if I remembered right. Fast forward until I get the very small contact. Save. Intercept with Baracuda 1(dual Ajax). See what happens. Reload. Again. Out of the 10 times I went before I got bored. I downed it 10 times. 6 or 7 times with the first salvo The rest with the second. Then I repeated the cycle with Baracuda 2. I can confirm that usually one 1 Ajax hit is sufficient to down the Survey ship. Due to the inaccuracy one often needs to fire 2 or more. 2 Ajax are fired in aggressive attack mode before the GC gets to play. I managed to destroy the uso 1 time out of the 10 tries(3 Ajax and 1 GC shell fired).--[[User:Tauon|Tauon]] 14:29, 11 October 2010 (EDT)&lt;br /&gt;
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::::: Well that is very strange. Thanks for doing those tests. At accuracy 70%, you would expect that 49% of dual Ajax salvoes would score 2 hits. For salvoes that hit at least once, in 70% of those salvoes there would be 2 hits. And as noted above, 2 Ajax hits should always destroy the Survey Ship. Yet your empirical data are nothing like that. You see destruction in only 10% of sorties using dual Ajax. This suggests either the listed damage for Ajax is wrong, or the listed damage capacity for Survey Ship is wrong. Or, worse, our understanding of the mechanics is wrong. Largely it&#039;s just assumed they are the same as Enemy Unknown air combat mechanics - maybe they are not. I think it&#039;s time we had a code dig to confirm what the USOPaedia says about USO stats and weapon stats. [[User:Spike|Spike]] 17:24, 11 October 2010 (EDT)&lt;br /&gt;
::::: I couldn&#039;t find a Survey Ship I could catch but I did find a BattleShip that took 20 AJAX fired to bring it down. That matches ok to 20 x 60 x 70% = 840 damage vs 1400 x 50% = 700+ damage to crash a BattleShip. Maybe the damage capacity of the Survey Ship has been increased, to make it easier to crash it? [[User:Spike|Spike]] 18:12, 11 October 2010 (EDT)&lt;br /&gt;
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: Well, I run a more extensive test this morning using a different survey ship. There is some funny stuff happening.&lt;br /&gt;
Setup: dosversion 2.1,survey ship -escort battlescape hull swap patch, dye grenade patch;&lt;br /&gt;
Baracuda armed with dual Ajax intercepts survey ship(very small contact, I checked it had only 1 occupant by retrieving it twice);&lt;br /&gt;
number of intercepts:100 &lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;salvo 1&amp;lt;/td&amp;gt;  &amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;downed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;hit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;salvo 2&amp;lt;/td&amp;gt;  &amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;downed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;hit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;salvo 3&amp;lt;/td&amp;gt;  &amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;downed&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;# occurences&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
If I calculate the expectation values for these events using the naive model they do not match up well. Not to mention that it should be impossible to hit the survey ship using dual Ajax without downing it. I would guess that there is some small deviation from the given Ajax damage value possible.&lt;br /&gt;
And the game does not seem to check the second projectile if it got over the downing threshold with the first.&lt;br /&gt;
Btw the 110 damage of the DUP seem to destroy it as expected. Since this value is close to the 100 destruction capacity I wonder if the deviation if it exists can be large enough to allow the rare downing of a survey ship with a single DUP.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Very interesting data. I&#039;ve thought hard about how to fit this data. Superficially, the data above actually looks like only 1 Ajax missile launcher is being used. I don&#039;t think this is true. I think I can make most of the data fit, with a few slightly changed assumptions about craft combat mechanics.&lt;br /&gt;
&lt;br /&gt;
# Salvos of the same missile type share the same &amp;quot;to-hit&amp;quot; roll. Both hit or both miss. This would predict a pattern of 30% miss on Salvo 1, 9% (of total) miss on Salvo 2, 0-1% (of total) miss on Salvo 3. This is a fairly close match for your data, especially if you take the initial 26% miss on Salvo 1 as a starting point and apply the same rules. We can be very sure this is true, because if the to-hit rolls were independent, we would see one or more hits in nearer to 91% of salvos, rather than around 70% of salvos - as was observed empirically in this data.&lt;br /&gt;
# As suspected, combat processing stops immediately whenever a &#039;crashed&#039; or &#039;destroyed&#039; condition occurs. For Ajax vs Survey Ship, this means the 2nd missile hit is irrelevant in 29/30 cases, because the USO is downed or destroyed 29/30 by the 1st missile. This is what makes this data look so similar to firing a single missile rather than dual missiles: the effect of the 2nd missile is masked in 29/30 cases. &lt;br /&gt;
# It&#039;s unclear whether &#039;&#039;damage&#039;&#039; is rolled seperately for each missile hit (gaussian), or if the same roll is used (linear). Because of the &#039;masking&#039; effect, it&#039;s very hard to tell. Either scenario is compatible with the results seen vs larger USOs, because you have enough hits that it averages out before the craft is downed or destroyed. &lt;br /&gt;
&lt;br /&gt;
The above explains the frequency of the typical case, &amp;quot;Ajax crashes Survey Ship&amp;quot;, pretty well. On 70% of salvoes there is a hit (I believe it&#039;s always two hits in fact). The first hit is processed, and the Survey Ship is downed in 28/30 cases (out of 70%, ~= 65.33%), destroyed in 1/30 cases (~= 2.33%), hit but survives in 1/30 cases (~= 2.33%). The second hit is irrelevant in 29/30 cases (96.66%), as the USO is already downed or destroyed. If the first salvo missed entirely (30%), or the USO survived (1 in 30 of the other 70%), additional salvos proceed on the same basis. &lt;br /&gt;
&lt;br /&gt;
So in 1 salvo in 30 the USO is destroyed, and in 1 salvo in 30 the USO is hit but keeps running. These are the outlying cases that are harder to explain. &lt;br /&gt;
&lt;br /&gt;
The masking effect explains why the damage distribution appears linear (1 x d30), rather than gaussian (2 x d30). The damage is never, or almost never, cumulative, because only 1 time in 30 does processing proceed to the 2nd missile hit. &lt;br /&gt;
&lt;br /&gt;
A key question is where the algorithm&#039;s exact boundaries lie. Are the 50% and 100% thresholds, for &amp;quot;crashed&amp;quot; and &amp;quot;destroyed&amp;quot;, compared using &amp;quot;greater than&amp;quot; or &amp;quot;greater than or equal to&amp;quot;? Is integer rounding used, or integer truncation, or no rounding? &lt;br /&gt;
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There are various ways of explaining the &amp;quot;destroyed&amp;quot; frequency. The observed &amp;quot;destroyed&amp;quot; frequency matches the scenario for a single launcher. This is simply because of the &amp;quot;masking&amp;quot; effect again. So, as noted above, the &amp;quot;destroyed&amp;quot; frequency is basically what would be predicted by a linear damage distribution of 1 missile hit. &lt;br /&gt;
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The hard thing to explain is the &amp;quot;hit but survived&amp;quot; frequency. This also acts very much as it would for a single missile launcher. The problem is, regardless of whether damage distribution is gaussian (2 independent rolls) or linear (same roll used twice), it doesn&#039;t matter: the craft should always be destroyed by the second hit, since (we believe) the cumulative total can&#039;t be less than 60. &lt;br /&gt;
&lt;br /&gt;
The only explanation I can see for the &amp;quot;hit but survived&amp;quot; frequency of 1 in 30 per salvo is the following&lt;br /&gt;
&lt;br /&gt;
# there is some kind of &amp;quot;critical fail&amp;quot; rule at the low end of the range, something involving integer rounding or truncation, so that the frequency of it occuring is about 1 in (integer range of possible damage); eg 1 in 30 (or maybe 1 in 31) for a weapon with base damage = 60.&lt;br /&gt;
# distribution of damage on both missile hits is linear, i.e. the same roll is used for both hits, so they both suffer the &amp;quot;critical fail&amp;quot; at the same time&lt;br /&gt;
# a &amp;quot;critical fail&amp;quot; reduces the damage to consistently and significantly less than 25% of weapon base damage, most likely to zero&lt;br /&gt;
# alternatively, the &amp;quot;critical fail&amp;quot; or other low-end-integer result causes processing of the second missile hit to be aborted.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t really like the &amp;quot;critical fail&amp;quot; supposition because it creates an extra hypothesis to explain an anomaly. But without &amp;quot;critical fail&amp;quot; and a shared damage roll for both missile hits, I can&#039;t explain why the &amp;quot;hit but survived&amp;quot; rate is linear, and so closely matches the expected rate for a &#039;&#039;single&#039;&#039; missile launcher. &lt;br /&gt;
&lt;br /&gt;
A good test for the &amp;quot;critical fail&amp;quot; hypothesis would be to use a weapon with a more powerful base damage, such as a DUP (110 vs 60). If &amp;quot;critical fail&amp;quot; is correct, there should be a similarly consistent, higher than expected, &amp;quot;hit but survived&amp;quot; rate, possibly 1 in 55 rather than 1 in 30, but not varying noticeably whether you have dual DUP or single DUP. &lt;br /&gt;
&lt;br /&gt;
It would also be interesting to test single AJAX, and see if the &amp;quot;destroyed&amp;quot; and &amp;quot;hit but survived&amp;quot; rates change. For single missile launcher tests you want a Cannon as your second weapon, and use Cautious mode so you hold off outside cannon range. &lt;br /&gt;
&lt;br /&gt;
A large number of tests with dual DUPs (55-110 damage each, 165 salvo average) vs an Escort or Cruiser (300 damage capacity) should be able to determine if the damage function of two weapons is linear or gaussian. Basically, 2nd salvo kills will be much more common if the distribution is linear, much less common if the distribution is gaussian. &lt;br /&gt;
&lt;br /&gt;
The weirdness of the Survey Ship vs Ajax situation comes almost entirely from the fact that the Ajax base damage is exactly matched to the Survey Ship damage capacity, ie. both 60. But it&#039;s precisely because it&#039;s such a special case that it&#039;s able to shine light into the hidden game mechanics. It&#039;s a bit like a stroboscope or a spectrograph. A very useful experiment. [[User:Spike|Spike]] 16:55, 12 October 2010 (EDT)&lt;br /&gt;
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==Secondary base ==&lt;br /&gt;
&lt;br /&gt;
I usually make my second base the manufacturing base. &lt;br /&gt;
: Yes I agree that it makes sense to make the 2nd base a manufacturing base.[[User:Spike|Spike]] 12:27, 11 October 2010 (EDT)&lt;br /&gt;
If memory serves me right I usually start with an Sub-Pen(low cost, takes a long time to build), a large sonar(improved detection) and a Store(space where one can store stuff away in case of an attack on the main base) like this.&lt;br /&gt;
 {{TBK|=&lt;br /&gt;
|subpen1|subpen2|water|water|water|water|=&lt;br /&gt;
|subpen3|subpen4|water|water|water|water|=&lt;br /&gt;
|airlock|large_sonar|water|water|water|water|=&lt;br /&gt;
|stores|water|water|water|water|water|=&lt;br /&gt;
|water|water|water|water|water|water|=&lt;br /&gt;
|water|water|water|water|water|water|=}}&lt;br /&gt;
Normally one would add the living quarters south of the store next to be able to garrison the base. However if I recall right  there is a chance for aliens spawning in the living quarters module - which would compromise your main defence line to be. So I usually add 2-3 more stores before I put down the living quarter. I use stores because these build fastest and a good defensive layout is unfortunately slow to develop. However it will take a few month before one has pillaged and sold enough stuff to hire a large bunch of technicians. Not to mention researched the stuff to build. Setting up the 100-150 scientists in the main base needed to research stuff at reasonable pace takes priority. And even on superhuman difficulty the aliens usually don&#039;t bother my second base before I got a garrison by mid to end February. Once the living quarter finishes I add a MC lab or two to help with the screening. Transmission resolver is next in the building queue. So this is the intermediate design.&lt;br /&gt;
{{TBK|=&lt;br /&gt;
|subpen1|subpen2|water|water|water|water|=&lt;br /&gt;
|subpen3|subpen4|water|water|water|water|=&lt;br /&gt;
|airlock|large_sonar|water|water|water|water|=&lt;br /&gt;
|stores|water|water|water|water|water|=&lt;br /&gt;
|stores|water|mclab|water|water|water|=&lt;br /&gt;
|stores|stores|quarters|transmission|water|water|=}}&lt;br /&gt;
Next add one more sub-pen living quarters and workshops as money permits, on one more store and replace the outdated sonar with a MC generator to reduce the number of base defences. The following final layout is not optimized for build time - I leave this as an exercise to the reader.&lt;br /&gt;
{{TBK|=&lt;br /&gt;
|subpen1|subpen2|subpen1|subpen2|water|workshop|=&lt;br /&gt;
|subpen3|subpen4|subpen3|subpen4|water|stores|=&lt;br /&gt;
|airlock|mcgenerator|water|water|quarters|workshop|=&lt;br /&gt;
|stores|water|quarters|workshop|quarters|workshop|=&lt;br /&gt;
|stores|water|mclab|workshop|quarters|workshop|=&lt;br /&gt;
|stores|stores|quarters|transmission|quarters|workshop|=}}&lt;br /&gt;
This layout allows to crank out those new subs fast or make tons of money. There is enough workspace for large projects and plenty of storage for the defence displacers and supplies. Only one should be needed.&lt;br /&gt;
In any further base I build 3 sub-pens and add 3-4 pwt defences, a bombardment shield and more storage(the zrbite keeps piling up) and more mc labs for faster screening.&lt;br /&gt;
&lt;br /&gt;
: Excellent designs, I&#039;d never got past the letter E shaped configuration or the spiral sperm configuration, so these are very helpful.&lt;br /&gt;
&lt;br /&gt;
: Is it feasible to build a base with no hangar and &amp;quot;defend&amp;quot; it with unarmed rookies who block all the spawning spaces? [[User:4th Cuirassier|4th Cuirassier]] 10:03, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Rushing MC ==&lt;br /&gt;
&lt;br /&gt;
MC is undoubtedly the most powerful tactical advance - so powerful that some consider it cheating - at least if one uses MC chains.A highly skilled MC squad usually eliminates all combat casualties if used properly and allows the safe training of any soldier, maximizes loot(less unwanted destruction) and together with drills/tasers no ammunition is needed to safely kill large numbers of enemies. An it greatly helps during terror missions, night missions(alien scouts) and against lobsterman.&lt;br /&gt;
Once the high MC strength soldiers(80+) have been identified by the lab it usually just takes just 1-2 month with lots of intercepts to max out the the MC skill(as far as combat is concerned). This enables them to control any alien on a whim. Secondary stats are increased as well while training.&lt;br /&gt;
So in order to win easily one would want it as early as possible. Lets see how fast it is possible.&lt;br /&gt;
Usually you will manage to obtain a reader in January. By the start of February the alien containment should store a live terrorist.  This could result in an active lab by end of February. Spend the rest of February researching other stuff. In March research the MC reader. If you have run into tasoth by then you are lucky. If not but you know where a colony is located you are also fine. Just send a bunch of rookies to grab one (bring tasers(or TSL if you got them), flares and something to deal with tentaculats) and get the hell out of it as soon as you got it. If half the rookies die its still a win. Then research the tasoth and disruptor and you are ready to roll in April.&lt;br /&gt;
If one is lacking a live terrorist for unlocking the MC lab - a live tentaculat provided by a base will do(Fire from your dropship at all other alies until one gets close enough to rush &amp;amp; stun it with tasers - pickup and throw/walk it into the dropship). Theoretically there should also be a reader somewhere but I don&#039;t know which aliens usually carries it.--[[User:Tauon|Tauon]] 16:28, 11 October 2010 (EDT)&lt;br /&gt;
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: If you rush MC in this way don&#039;t you trigger the tech tree bug by researching a live alien too early? [[User:4th Cuirassier|4th Cuirassier]] 10:05, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battlescape tactics discussion ==&lt;br /&gt;
&lt;br /&gt;
Chemical flare vs Incendiary ammunition during night missions:&lt;br /&gt;
In UFO it is really easy to get along with setting half a battlescape on fire for lighting using incendiary ammunition. This has the additional benefit of dealing fire damage to aliens. However in TftD most battles are underwater where the tiles contain hardly any combustible stuff and the lighting is off the turn after firing making this method of lighting rather cumbersome. I usually find it more practical to pack 4-6 chemical flares and reuse them by picking them up and throwing them again. If two are used in alternation one can can cover one direction pretty well.  &lt;br /&gt;
&lt;br /&gt;
Sniper tactics &lt;br /&gt;
I usually support my swipe teams(consisting of a front squad(lightly armed expendable spotters) and a rear team (heavily armed shooters)) by 1-3 snipers which take care of anything which survives the shooter fire. With the advent of magnetic armor I usually set one up on top of the triton until I find a better location(large hill, top of building, tower ...).&lt;br /&gt;
&lt;br /&gt;
== Initial facility built ==&lt;br /&gt;
&lt;br /&gt;
I would consider building an additional lab right away - its construction takes 26 days and you might want to raise the scientist number to 75 by begin of February if you can afford it. 100 during February as soon as you can afford them and after accommodation has been provided.&lt;br /&gt;
This is possible if you delay the sub pen relocation (400k) until the first uso assault. This should enable you to get the crucial techs sooner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Initial research ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m don&#039;t think that the PDS is the best initial choice. The economic benefit is not that large.&lt;br /&gt;
Lets have a looks at the numbers:&lt;br /&gt;
It costs 180 scientist days to research. The 10 initial scientists reduce this by 30 before the 15 newly hired ones join them. The remaining 150 keep 25 scientists about 6 days busy. So you would expect the research to be finished around the 10th. That leaves the 10 techies with 20 days to make money. 20*10*24=4800 T hours. Since it takes 220 T hours to produce one unit about 22 get produced. These yield (45,600-34,000)*22=255,200 profit.&lt;br /&gt;
Thats about 1 IBA or 2 Sonic weapons or 17 pulsers. It can buy 4-5 scientists. And the tactical benefit is negligible.&lt;br /&gt;
Lets say we start the gauss sequence right away- with (50+100+60) we get an operational gauss pistol 1-3 days after the estimated completion day of the PDS. And since we can start producing it as soon as the pistol research finishes (Jan 9th) we can field gauss pistols by about Jan 15th maybe a bit earlier. That helps on the battlefield until we finish with the sonic research and have collected enough ammunition to make using the pistol practical.&lt;br /&gt;
And it can also be manufactured for a small profit.&lt;br /&gt;
After this we have 4 paths we could follow(I assume that we got a mission in the meantime):&lt;br /&gt;
-continue to gauss rifle(300+150)&lt;br /&gt;
-start sonic pistol(600+400)&lt;br /&gt;
-start mag nav for trans resolver(450+670)&lt;br /&gt;
-start sonic pulser(200) &lt;br /&gt;
&lt;br /&gt;
Of course if one gets a uso on Jan 1st it might be tempting to switch right away. Although a gillman escort night mission(superhuman) at a that time can be challenging but beneficial(~1M extra cash). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Initial weapon purchase ==&lt;br /&gt;
&lt;br /&gt;
I usually keep 2-4 harpoon rifles for uso close quarter assaults until I get gauss or sonic. A close quarter autoshot is usually more effective then a single GC AP shot. Which means fewer GC on the buy list.&lt;br /&gt;
For the first 1-2 month one wants to keep one craft armed with dual Ajay thus only 1 DUP launcher needs to be purchased.&lt;br /&gt;
&lt;br /&gt;
== Really helpful page ==&lt;br /&gt;
&lt;br /&gt;
Well done folks. &lt;br /&gt;
&lt;br /&gt;
I played TFTD to the point of lunacy in &#039;95 to &#039;96 and only stopped when my PC became incompatible. I successfully played through to the end first time and somehow dodged all the bugs. Never managed to do that since. Just downloaded it from Steam and it&#039;s addictive again. &lt;br /&gt;
&lt;br /&gt;
Pleased to see I arrived at the same ideas re base layout. Mine are usually shaped like a letter E or like a sperm, i.e. one pen for building subs and everything else strung out in a single spiral line. I once had an exhausting firefight on a ship followed by a terror raid. I sent the wounded to my Hawaii base to recuperate. They were then attacked, and those who&#039;d recovered from wounds had only legacy weapons to fight with. Nonetheless the easily-defended spiral layout saved them. &lt;br /&gt;
&lt;br /&gt;
I&#039;m interested in the economic analysis. I usually churn out medikits because they require nil resources and generate nice money from right away. I hadn&#039;t noticed the PDS was that good. &lt;br /&gt;
&lt;br /&gt;
I have some suggestions for the battlefield tactics section. When an alien is stunned or wounded, I usually send a guy to stand over him, who unloads and throws his weapon away. This ensures that if the alien revives he is harmless. &lt;br /&gt;
::Well I would check the rank of the wounded, stunned alien - if it is not needed for research and I got Medikits I would wake it and shoot it for extra exp. If it is too dangerous (Lobster, tentaculat, Bio-drone) I would plant a grenade or shoot the ground with HE in order to ensure the sleeping beauty won&#039;t wake behind your lines. If research critical try to make sure it is in a region with smoke(not sure if it works, try droping a dye grenade). If there is a lot of loot on the ground there might be occasions where it is simpler/faster to move the alien instead of the loot. --[[User:Tauon|Tauon]] 14:40, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
When I get MC over an alien I always have him shoot any nearby aliens and then throw his weapon away. If I have groups under MC then I have them all stand at one end of the battlescape while my guys form a firing squad at the other. I then &amp;quot;execute&amp;quot; them with long range fire, which is a safe way to improve combat stats. &lt;br /&gt;
:: Having an alien throw its weapon away is fine but unless you are really hard pressed or the situation calls for it always let your soldiers do the shooting and killing - no wasting of valuable exp. Also when you are so good at MC that you can move the aliens at will have them throw their guns away and move them next to your soldiers to ensure a hit next turn. If you are really into exp training use weak weapons to ensure you you get more hits in before your target dies autofire with gauss pistol/dart gun on lobsters works fine. MC again if still alive and and you are done shooting for the turn. Make sure that they are dead and if not use a medikit to wake them to finish the job. Make sure that the side with the highest remaining armor points is targeted to get most out of your target.&lt;br /&gt;
::An exception to the above are hostiles with built in long range weapons(Deep one,Bio drone,Xarquid,Triscene) which can not be fired upon without fear of reaction fire normally. Finish those from outside their sight range.&lt;br /&gt;
::And unfortunately the AI does not seem to be able to have Aliens pick up weapons from the ground. So once they are gone they are gone for good. But unless stunned and woken up you can never sure if there is not a pulser left.  --[[User:Tauon|Tauon]] 09:37, 11 January 2011 (EST)&lt;br /&gt;
:::Thanks for details. Yes if time permits I usually disarm the buggers altogether, including guys on my own side whom I&#039;ve had to stun. Those guys I leave with their grenades - I don&#039;t think I&#039;ve ever seen an MC-controlled aquanaut use one.[[User:4th Cuirassier|4th Cuirassier]] 10:10, 11 January 2011 (EST)  &lt;br /&gt;
:::: As long as the grenade is on the MC controlled aquanaut it will use it(Had entire reserves in my Triton killed by MC controlled guys) and pull out any other usable item which the AI can handle as well, I think it will even load any gun if suitable ammo is on the guy. If you want MC susceptible guys to contribute to the fight arm them with a Thermal Taser or later on a drill - the AI can&#039;t handle those. Or give it a MC reader or an unloaded DPL launcher(standing over the ammo enables loading and firing it on the same turn).--[[User:Tauon|Tauon]] 14:40, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
DPLs are best fired on a mortar type of trajectory as this minimises the number of turns you need to make and normally means you can plant the missile in the middle of a target group. I also use DPLs to make holes in the sides of alien bases which I then &amp;quot;rinse&amp;quot; by firing more DPL rounds through the hole. &lt;br /&gt;
&lt;br /&gt;
If confronted with an alien base early in the game when your weapons are rubbish, one option is a raid rather than an assault. That is, you go in the top level and get all the guys onto the lift, then quit the game. You thus get to the next level even if the aliens aren&#039;t all dead. From there you do the same underground. In this way you can destroy the control centre without having to kill every one of 50-odd aliens (which is usually impossible with jet harpoons anyway). [[User:4th Cuirassier|4th Cuirassier]] 09:10, 10 January 2011 (EST)&lt;br /&gt;
::Why would one want to do that - it does not hurt that much to keep the alien base around - the negative score is not that large and there is no time limit for dealing with it. If it is close to your base it allows you to assault the supply ships which is more then enough to tilt the balance in your favor. And it attracts more usos which you can assault and retrieve to fuel your war effort (Exp- and cash-wise). Furthermore you won&#039;t need to capture a lobster commander that early.Heck it is usually much easier to wait for a lobsterman dreadnaught and get all the lobster captives you need(1 navigator, 1 commander) from there or from a lobster assault on your base.Only if the lobsters fail to show up and you have already researched everything else I would go looking for them over there. If you are desperate for cash just clear the first level and bag everything you can grab before retreating and repeating if necessary. The only reason which could make me assault a alien base early(before I feel ready) is a grab and run mission for a certain research item or a personal rule where I have to assault and destroy a base as soon as it shows up. --[[User:Tauon|Tauon]] 14:40, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
: There&#039;s actually no need to toss weapons away if the alien has been stunned. Unlike Apocalypse where equipment stays on an unconscious alien until it is physically &#039;picked up&#039; in the inventory screen, all equipment is automatically dropped to the ground the moment a unit is stunned in UFO and TFTD. Therefore as long as they were knocked down, then they will wake up unarmed. Except lobstermen, which I must say are quite dangerous to stand over or pick up! -[[User:NKF|NKF]] 23:26, 10 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I usually toss them away to be sure the alien, if it wakes up, can&#039;t simply pick up its gun and rejoin the fight. I tend to assume it would do this if its gun were still there but I&#039;ve never been able to test this. &lt;br /&gt;
&lt;br /&gt;
:: Also I usually unload any unused magazines, as they&#039;re lost otherwise. &lt;br /&gt;
&lt;br /&gt;
:: The version I&#039;m playing seems to have the difficulty level bug fixed.  I wonder if we should say something somewhere about what difference the difficulty level makes. I haven&#039;t noticed any difficulty in combat between easy and the hard level I&#039;m now playing on. I have noticed that I detect many fewer USOs - they practically have to fly right overhead to be picked up. When I pursue them they almost always escape. They don&#039;t hang around on the seabed for very long and terror raiders don&#039;t hang around either. Countries seem much quicker to reduce funding and one defeat - such as not reaching a terror site - basically loses you the campaign. This is a subjective list based on comparing my current game to the last time I played, which must have been in about 2002 judging by my posts to Usenet.[[User:4th Cuirassier|4th Cuirassier]] 06:04, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Names etc ==&lt;br /&gt;
&lt;br /&gt;
I tag each aquanaut&#039;s name with which batch of recruits he was part of. All aquanauts recruited before the first mission are batch 1. It is unusual for more than 1 or 2 of these to survive to the end of the game. &lt;br /&gt;
&lt;br /&gt;
The list of names that I am currently drawing on is as follows:&lt;br /&gt;
&lt;br /&gt;
Adam Bomm, &lt;br /&gt;
Adam Zappel,&lt;br /&gt;
Al Beano,&lt;br /&gt;
Andy Freese,&lt;br /&gt;
Art Major,&lt;br /&gt;
Barry Cade,&lt;br /&gt;
Beau Tye,&lt;br /&gt;
Ben Dover,&lt;br /&gt;
Biff Wellington,&lt;br /&gt;
Bill Board,&lt;br /&gt;
Chris P. Bacon,&lt;br /&gt;
Cliff Topp,&lt;br /&gt;
Cory Ander,&lt;br /&gt;
Craven Moorehead,&lt;br /&gt;
Dan D. Lyons,&lt;br /&gt;
Dan Druff,&lt;br /&gt;
Dan Saul Knight,&lt;br /&gt;
Dick Burns,&lt;br /&gt;
Dick Hertz,&lt;br /&gt;
Don Key,&lt;br /&gt;
Doug Graves,&lt;br /&gt;
Doug Hole,&lt;br /&gt;
Doug Witherspoon,&lt;br /&gt;
Duane Pipe,&lt;br /&gt;
Dusty Rhodes,&lt;br /&gt;
Earl Lee Riser,&lt;br /&gt;
Easton West, &lt;br /&gt;
Evan Keel,&lt;br /&gt;
Gene Poole,&lt;br /&gt;
Gerry Bilder,&lt;br /&gt;
Ginger Rayell, &lt;br /&gt;
Herb Alti,&lt;br /&gt;
Howie Doohan,&lt;br /&gt;
Hugh Jass,&lt;br /&gt;
Hugh Jorgan,&lt;br /&gt;
Ivor Nereckschun, &lt;br /&gt;
Jack Gough,&lt;br /&gt;
Jack Haas,&lt;br /&gt;
Jack Hammer,&lt;br /&gt;
Jack Knoff,&lt;br /&gt;
Jed Dye, &lt;br /&gt;
Jerry Atrick,&lt;br /&gt;
Jim Shorts,&lt;br /&gt;
Joe Kerr,&lt;br /&gt;
Justin Case,&lt;br /&gt;
Justin Casey-Howells,&lt;br /&gt;
Kerry Siehn,&lt;br /&gt;
Kent C. Strait, &lt;br /&gt;
Lance Boyle,&lt;br /&gt;
Lee King, &lt;br /&gt;
Les Hassall,&lt;br /&gt;
Lou Pole,&lt;br /&gt;
Luke Warm,&lt;br /&gt;
Mark de Cards,&lt;br /&gt;
Manny Kinn,&lt;br /&gt;
Marshall Law,&lt;br /&gt;
Matt Tress,&lt;br /&gt;
Mike Hunt,&lt;br /&gt;
Mike Raffone,&lt;br /&gt;
Mike Rotch,&lt;br /&gt;
Nat Sass,&lt;br /&gt;
Neil Down,&lt;br /&gt;
Nick O’Time,&lt;br /&gt;
Noah Lott,&lt;br /&gt;
Oliver Suddon, &lt;br /&gt;
Otto Graf,&lt;br /&gt;
Owen Bigg, &lt;br /&gt;
Owen Cash,&lt;br /&gt;
Page Turner,&lt;br /&gt;
Parker Carr,&lt;br /&gt;
Pat Hiscock,&lt;br /&gt;
Pete Moss, &lt;br /&gt;
Phil Bowles, &lt;br /&gt;
Phil Graves,&lt;br /&gt;
Phil Updegrave, &lt;br /&gt;
Pierce Deere,&lt;br /&gt;
Piers Dorgan,&lt;br /&gt;
Ray Gunn,&lt;br /&gt;
Rayner Schein,&lt;br /&gt;
Rich Feller,&lt;br /&gt;
Rick O&#039;Shea,&lt;br /&gt;
Rick Shaw,&lt;br /&gt;
Robin Banks,&lt;br /&gt;
Rocky Rhodes,&lt;br /&gt;
Rocky Shaw,&lt;br /&gt;
Russell Paper,&lt;br /&gt;
Rusty Steele,&lt;br /&gt;
Sawyer B. Hind,&lt;br /&gt;
Sandy Beech,&lt;br /&gt;
Seymour Bush, &lt;br /&gt;
Sonny Day,&lt;br /&gt;
Stan Still, &lt;br /&gt;
Tad Pohl,&lt;br /&gt;
Tim Burr,&lt;br /&gt;
Tommy Gunn,&lt;br /&gt;
Tommy Hawk,&lt;br /&gt;
Warren Peace,&lt;br /&gt;
Willie Stroker,&lt;br /&gt;
Ziggy Retpaper.&lt;br /&gt;
&lt;br /&gt;
[[User:4th Cuirassier|4th Cuirassier]] 10:15, 11 January 2011 (EST)&lt;br /&gt;
: Why should I replace one impractical set of names with another. My recruits get their names erased and replaced by one letter coding the base, a serial number(three digits should do) followed by a string of letters coding their expertise in critical stats. When the time comes I add a number at the end showing their MC strength. Sometimes I add plus and minus signs to note good recruits and candidates for sacking/sacrifice, MC weaklings also get a note in their name. A typical name would be &#039;&#039;A 003 TbRfH 85+&#039;&#039; or &#039;&#039;C 096 C --&#039;&#039; or &#039;&#039;F 001 TBRFH -MC&#039;&#039;. For the coding letters a use a system similar to that in the FAQ/walkthrough.--[[User:Tauon|Tauon]] 14:58, 11 January 2011 (EST)&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:TFTD_Strategy_Guide&amp;diff=32508</id>
		<title>Talk:TFTD Strategy Guide</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:TFTD_Strategy_Guide&amp;diff=32508"/>
		<updated>2011-01-11T19:40:26Z</updated>

		<summary type="html">&lt;p&gt;Tauon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting Base Location ==&lt;br /&gt;
&lt;br /&gt;
For a base location I would say that the mid Atlantic or Pacific might be better.  Remember you are covering the oceans, not the land masses. [[User:M52nickerson|M52nickerson]] 12:00, 28 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Thanks for the help on this, I&#039;m really not sure what the right approach is. My thinking around the Med was that you want to be as close as possible to as many Zones as you can, because it&#039;s the Zones (countries) who control your funding. The same argument as would be used in picking an Enemy Unknown starting base location. So my objective in picking a location is not so much to maximise the sea area covered, but to maximise the number of Zones protected. I did try a couple of times placing my first base in the mid Atlantic, and not much happened. But maybe that was bad luck. [[User:Spike|Spike]] 16:08, 28 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I tend to place them close to the money. First usually goes in the Caribbean somewhere, the second somewhere near Japan, the third in the Mediterranean. &lt;br /&gt;
&lt;br /&gt;
:: At some point I usually build a dedicated manufacturing base, a smilar science base, and sometimes a storage base too.[[User:4th Cuirassier|4th Cuirassier]] 09:53, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Scientists or Extra Base? ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve pretty much decided in favour of Scientists, but for the record, here are both sides of the argument:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The quick-start procedure outlined in the article should give you about $1.7M of spare cash, $2.1M if you use an improved starting base layout or don&#039;t care about changing the standard layout. &lt;br /&gt;
&lt;br /&gt;
The main two options for this money are:&lt;br /&gt;
&lt;br /&gt;
*Hire additional scientists. &#039;&#039;Probably&#039;&#039; the best strategy.&lt;br /&gt;
*Build an additional base during the first month (wherever the Graphs show alien activity, or wherever there is Funding to be protected)&lt;br /&gt;
&lt;br /&gt;
Adding a new base early can help you increase your intercept rate, which can give a big advantage to loot and research. It can also help to avoid negative score penalties that can place you in grave difficulty. &lt;br /&gt;
&lt;br /&gt;
Ultimately, scientists win the game, by developing the technologies that will first resist, and then defeat, the alien menace. The faster you can acquire these technologies, the quicker the balance of power moves in your favour, and the more likely you are to survive and succeed. &lt;br /&gt;
&lt;br /&gt;
For that reason, additional scientists is probably the best option.&lt;br /&gt;
&lt;br /&gt;
On balance, it&#039;s probably better to build a second base from the proceeds of mission loot, rather than your starting cash. Apart from anything else, building a base can be done more or less any time of the month without major impact, whereas hiring scientists really should be done at the start of the month.&lt;br /&gt;
&lt;br /&gt;
: I am getting the impression that on the harder levels, more bases - but token ones with just surveillance - may be the way to go. &lt;br /&gt;
&lt;br /&gt;
: A base that consists of a hyperwave decoder, living quarters, stores, and an airlock, with a garrison of rookies, would presumably be unassailable because your guys would block out all the spawning spaces. [[User:4th Cuirassier|4th Cuirassier]] 09:56, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Sub Interception == &lt;br /&gt;
&lt;br /&gt;
There is one difference in the Geoscape that really sets TFTD apart from UFO. I&#039;m always able to happily get away with arming fleets of interceptors with Plasma beams and they were the bulk of my air defenses in UFO, but with the introduction of the otherwise utterly annoying sub &#039;depth&#039; in TFTD, your Barracudas are going to be stumped frequently by enemy subs ducking down to depths that the Barracudas can&#039;t reach. &lt;br /&gt;
&lt;br /&gt;
This makes Mantas and Hammerheads a nice mid-game topic to put emphasis on. Luckily, the sub construction topic is a byproduct of two of the most important technologies anyway, the Transmission Resolver and Mag Ion Armor. Probably be worth mentioning that you should keep a sample of the store item. -[[User:NKF|NKF]] 01:55, 29 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Great point, I will amend the suggestion to reflect that. In general TFTD is just much more challenging, I&#039;m really getting in to it for that reason. [[User:Spike|Spike]] 09:20, 29 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I&#039;ve never found the depth of enemy subs to be much of a problem.  They almost always come up to a &amp;quot;shallow&amp;quot; depth at some point.  If anything the speed of the USO&#039;s is the main reason to build a Manta or Hammerhead.  I still just wait until I can build a couple of Leviathans. [[User:M52nickerson|M52nickerson]] 20:21, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It&#039;s a combination of the speed and depth that doubles the difficulty. If you do eventually catch up with the sub but it just happens to be at a deep depth, your Barracuda may just run out of fuel before the alien sub returns to shallow waters. It&#039;s not so bad if the Barracuda&#039;s home base is just nearby, but on those long cross-continent chases, it really does get frustrating. But I guess it does make the Manta useful, whereas in UFO you could easily skip the Firestorm in favour of using interceptors and Avengers. -[[User:NKF|NKF]] 06:14, 12 October 2010 (EDT) &lt;br /&gt;
&lt;br /&gt;
== Downing Very Small USOs ==&lt;br /&gt;
&lt;br /&gt;
Instead of arming both Barracudas with DUPs in the beginning one might want to keep one armed with dual AJAX since a DUP hit destroys the smallest Subs. This is a real waste of easily earned early income and research material. Against anything up to Heavy Cruisers a single DUP armed Barracuda is sufficient and attacking anything larger is a gamble. Of course this messes up the picket ship strategy...--[[User:Tauon|Tauon]] 18:13, 10 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Yes that&#039;s a good suggestion. It&#039;s worth considering it costs $600K/month to rent that Barracuda just to tackle Very Small USO Survey Ships though. But in the first month or two I think it&#039;s a good idea. As soon as I get a second base, I transfer the 2nd Barracuda there, and from that point on it makes sense to arm with dual DUP I think. Have you tested this with dual Ajax though? From the data tables on this website, I would expect dual Ajax automatically kills a Survey Ship (damage limit 60), since 2 Ajax = 60 to 120 total damage. If you&#039;ve seen Survey Ships survive attack by dual Ajax regularly, that has some implications for how sub combat works. Anyway I&#039;ll have to try that, and also Ajax + Gas Cannon, which would be pretty much guaranteed to crash a Survey Ship rather than destroy it. Thanks! [[User:Spike|Spike]] 19:56, 10 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It worked for me in the majority of tiny uso intercepts. However I recall a case were it was destroyed. I guess one would have to go dual gas canon to be completely on the safe side. The single Ajax fires twice before one gets in gas canon range. However dual Ajax is usable against Cruisers(the craft which one will encounter most) as well and Gas Canon leaves the craft too open for return fire for my taste.--[[User:Tauon|Tauon]] 09:53, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::So just to be clear, you routinely use dual Ajax against Very Small USOs (Survey Ships, containing one alien), and only rarely do they get destroyed? If so that&#039;s very interesting, because it suggests that the processing of whether the USO is crashed or destroyed occurs between the impact of the two torpedoes, even though appear to &#039;the naked eye&#039; to be simultaneous impacts. Either that, or the damage values for Ajax or wrong, or the damage process is misunderstood. On the current understanding, it should be 50%-100% of base damage (60) per Ajax torpedo (average 75% = 45 damage). The threshold for crashing should be 50% of the Survey Ship&#039;s defence strength, 60 x 50% = 30. The threshold for being destroyed should be 100% of the Survey Ship&#039;s defence strength, 60 x 100% = 60. So even if two Ajax both did minimum damage, 2 x 60 x 50% = 60, they would always or very nearly always destroy the Survey Ship. So this is curious. On the other hand if you were using the 1 Ajax + 1 Gas Cannon combo to consistently crash Survey Ships, that&#039;s more understandable. [[User:Spike|Spike]] 11:40, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Yes, I routinely use dual Ajax to deal with the Survey ships(1 alien, 1IBA,1MagNav,8AP). I do use the patch to switch the hulls in battlescape. I just run a small empirical test(new game,superhuman,prepare the Baracudas: 1 dual Ajax, 1Ajax&amp;amp;1GC, build large sonar) to see if I remembered right. Fast forward until I get the very small contact. Save. Intercept with Baracuda 1(dual Ajax). See what happens. Reload. Again. Out of the 10 times I went before I got bored. I downed it 10 times. 6 or 7 times with the first salvo The rest with the second. Then I repeated the cycle with Baracuda 2. I can confirm that usually one 1 Ajax hit is sufficient to down the Survey ship. Due to the inaccuracy one often needs to fire 2 or more. 2 Ajax are fired in aggressive attack mode before the GC gets to play. I managed to destroy the uso 1 time out of the 10 tries(3 Ajax and 1 GC shell fired).--[[User:Tauon|Tauon]] 14:29, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: Well that is very strange. Thanks for doing those tests. At accuracy 70%, you would expect that 49% of dual Ajax salvoes would score 2 hits. For salvoes that hit at least once, in 70% of those salvoes there would be 2 hits. And as noted above, 2 Ajax hits should always destroy the Survey Ship. Yet your empirical data are nothing like that. You see destruction in only 10% of sorties using dual Ajax. This suggests either the listed damage for Ajax is wrong, or the listed damage capacity for Survey Ship is wrong. Or, worse, our understanding of the mechanics is wrong. Largely it&#039;s just assumed they are the same as Enemy Unknown air combat mechanics - maybe they are not. I think it&#039;s time we had a code dig to confirm what the USOPaedia says about USO stats and weapon stats. [[User:Spike|Spike]] 17:24, 11 October 2010 (EDT)&lt;br /&gt;
::::: I couldn&#039;t find a Survey Ship I could catch but I did find a BattleShip that took 20 AJAX fired to bring it down. That matches ok to 20 x 60 x 70% = 840 damage vs 1400 x 50% = 700+ damage to crash a BattleShip. Maybe the damage capacity of the Survey Ship has been increased, to make it easier to crash it? [[User:Spike|Spike]] 18:12, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Well, I run a more extensive test this morning using a different survey ship. There is some funny stuff happening.&lt;br /&gt;
Setup: dosversion 2.1,survey ship -escort battlescape hull swap patch, dye grenade patch;&lt;br /&gt;
Baracuda armed with dual Ajax intercepts survey ship(very small contact, I checked it had only 1 occupant by retrieving it twice);&lt;br /&gt;
number of intercepts:100 &lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;salvo 1&amp;lt;/td&amp;gt;  &amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;downed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;hit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;salvo 2&amp;lt;/td&amp;gt;  &amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;downed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;hit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;salvo 3&amp;lt;/td&amp;gt;  &amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;downed&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;# occurences&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
If I calculate the expectation values for these events using the naive model they do not match up well. Not to mention that it should be impossible to hit the survey ship using dual Ajax without downing it. I would guess that there is some small deviation from the given Ajax damage value possible.&lt;br /&gt;
And the game does not seem to check the second projectile if it got over the downing threshold with the first.&lt;br /&gt;
Btw the 110 damage of the DUP seem to destroy it as expected. Since this value is close to the 100 destruction capacity I wonder if the deviation if it exists can be large enough to allow the rare downing of a survey ship with a single DUP.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Very interesting data. I&#039;ve thought hard about how to fit this data. Superficially, the data above actually looks like only 1 Ajax missile launcher is being used. I don&#039;t think this is true. I think I can make most of the data fit, with a few slightly changed assumptions about craft combat mechanics.&lt;br /&gt;
&lt;br /&gt;
# Salvos of the same missile type share the same &amp;quot;to-hit&amp;quot; roll. Both hit or both miss. This would predict a pattern of 30% miss on Salvo 1, 9% (of total) miss on Salvo 2, 0-1% (of total) miss on Salvo 3. This is a fairly close match for your data, especially if you take the initial 26% miss on Salvo 1 as a starting point and apply the same rules. We can be very sure this is true, because if the to-hit rolls were independent, we would see one or more hits in nearer to 91% of salvos, rather than around 70% of salvos - as was observed empirically in this data.&lt;br /&gt;
# As suspected, combat processing stops immediately whenever a &#039;crashed&#039; or &#039;destroyed&#039; condition occurs. For Ajax vs Survey Ship, this means the 2nd missile hit is irrelevant in 29/30 cases, because the USO is downed or destroyed 29/30 by the 1st missile. This is what makes this data look so similar to firing a single missile rather than dual missiles: the effect of the 2nd missile is masked in 29/30 cases. &lt;br /&gt;
# It&#039;s unclear whether &#039;&#039;damage&#039;&#039; is rolled seperately for each missile hit (gaussian), or if the same roll is used (linear). Because of the &#039;masking&#039; effect, it&#039;s very hard to tell. Either scenario is compatible with the results seen vs larger USOs, because you have enough hits that it averages out before the craft is downed or destroyed. &lt;br /&gt;
&lt;br /&gt;
The above explains the frequency of the typical case, &amp;quot;Ajax crashes Survey Ship&amp;quot;, pretty well. On 70% of salvoes there is a hit (I believe it&#039;s always two hits in fact). The first hit is processed, and the Survey Ship is downed in 28/30 cases (out of 70%, ~= 65.33%), destroyed in 1/30 cases (~= 2.33%), hit but survives in 1/30 cases (~= 2.33%). The second hit is irrelevant in 29/30 cases (96.66%), as the USO is already downed or destroyed. If the first salvo missed entirely (30%), or the USO survived (1 in 30 of the other 70%), additional salvos proceed on the same basis. &lt;br /&gt;
&lt;br /&gt;
So in 1 salvo in 30 the USO is destroyed, and in 1 salvo in 30 the USO is hit but keeps running. These are the outlying cases that are harder to explain. &lt;br /&gt;
&lt;br /&gt;
The masking effect explains why the damage distribution appears linear (1 x d30), rather than gaussian (2 x d30). The damage is never, or almost never, cumulative, because only 1 time in 30 does processing proceed to the 2nd missile hit. &lt;br /&gt;
&lt;br /&gt;
A key question is where the algorithm&#039;s exact boundaries lie. Are the 50% and 100% thresholds, for &amp;quot;crashed&amp;quot; and &amp;quot;destroyed&amp;quot;, compared using &amp;quot;greater than&amp;quot; or &amp;quot;greater than or equal to&amp;quot;? Is integer rounding used, or integer truncation, or no rounding? &lt;br /&gt;
&lt;br /&gt;
There are various ways of explaining the &amp;quot;destroyed&amp;quot; frequency. The observed &amp;quot;destroyed&amp;quot; frequency matches the scenario for a single launcher. This is simply because of the &amp;quot;masking&amp;quot; effect again. So, as noted above, the &amp;quot;destroyed&amp;quot; frequency is basically what would be predicted by a linear damage distribution of 1 missile hit. &lt;br /&gt;
&lt;br /&gt;
The hard thing to explain is the &amp;quot;hit but survived&amp;quot; frequency. This also acts very much as it would for a single missile launcher. The problem is, regardless of whether damage distribution is gaussian (2 independent rolls) or linear (same roll used twice), it doesn&#039;t matter: the craft should always be destroyed by the second hit, since (we believe) the cumulative total can&#039;t be less than 60. &lt;br /&gt;
&lt;br /&gt;
The only explanation I can see for the &amp;quot;hit but survived&amp;quot; frequency of 1 in 30 per salvo is the following&lt;br /&gt;
&lt;br /&gt;
# there is some kind of &amp;quot;critical fail&amp;quot; rule at the low end of the range, something involving integer rounding or truncation, so that the frequency of it occuring is about 1 in (integer range of possible damage); eg 1 in 30 (or maybe 1 in 31) for a weapon with base damage = 60.&lt;br /&gt;
# distribution of damage on both missile hits is linear, i.e. the same roll is used for both hits, so they both suffer the &amp;quot;critical fail&amp;quot; at the same time&lt;br /&gt;
# a &amp;quot;critical fail&amp;quot; reduces the damage to consistently and significantly less than 25% of weapon base damage, most likely to zero&lt;br /&gt;
# alternatively, the &amp;quot;critical fail&amp;quot; or other low-end-integer result causes processing of the second missile hit to be aborted.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t really like the &amp;quot;critical fail&amp;quot; supposition because it creates an extra hypothesis to explain an anomaly. But without &amp;quot;critical fail&amp;quot; and a shared damage roll for both missile hits, I can&#039;t explain why the &amp;quot;hit but survived&amp;quot; rate is linear, and so closely matches the expected rate for a &#039;&#039;single&#039;&#039; missile launcher. &lt;br /&gt;
&lt;br /&gt;
A good test for the &amp;quot;critical fail&amp;quot; hypothesis would be to use a weapon with a more powerful base damage, such as a DUP (110 vs 60). If &amp;quot;critical fail&amp;quot; is correct, there should be a similarly consistent, higher than expected, &amp;quot;hit but survived&amp;quot; rate, possibly 1 in 55 rather than 1 in 30, but not varying noticeably whether you have dual DUP or single DUP. &lt;br /&gt;
&lt;br /&gt;
It would also be interesting to test single AJAX, and see if the &amp;quot;destroyed&amp;quot; and &amp;quot;hit but survived&amp;quot; rates change. For single missile launcher tests you want a Cannon as your second weapon, and use Cautious mode so you hold off outside cannon range. &lt;br /&gt;
&lt;br /&gt;
A large number of tests with dual DUPs (55-110 damage each, 165 salvo average) vs an Escort or Cruiser (300 damage capacity) should be able to determine if the damage function of two weapons is linear or gaussian. Basically, 2nd salvo kills will be much more common if the distribution is linear, much less common if the distribution is gaussian. &lt;br /&gt;
&lt;br /&gt;
The weirdness of the Survey Ship vs Ajax situation comes almost entirely from the fact that the Ajax base damage is exactly matched to the Survey Ship damage capacity, ie. both 60. But it&#039;s precisely because it&#039;s such a special case that it&#039;s able to shine light into the hidden game mechanics. It&#039;s a bit like a stroboscope or a spectrograph. A very useful experiment. [[User:Spike|Spike]] 16:55, 12 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Secondary base ==&lt;br /&gt;
&lt;br /&gt;
I usually make my second base the manufacturing base. &lt;br /&gt;
: Yes I agree that it makes sense to make the 2nd base a manufacturing base.[[User:Spike|Spike]] 12:27, 11 October 2010 (EDT)&lt;br /&gt;
If memory serves me right I usually start with an Sub-Pen(low cost, takes a long time to build), a large sonar(improved detection) and a Store(space where one can store stuff away in case of an attack on the main base) like this.&lt;br /&gt;
 {{TBK|=&lt;br /&gt;
|subpen1|subpen2|water|water|water|water|=&lt;br /&gt;
|subpen3|subpen4|water|water|water|water|=&lt;br /&gt;
|airlock|large_sonar|water|water|water|water|=&lt;br /&gt;
|stores|water|water|water|water|water|=&lt;br /&gt;
|water|water|water|water|water|water|=&lt;br /&gt;
|water|water|water|water|water|water|=}}&lt;br /&gt;
Normally one would add the living quarters south of the store next to be able to garrison the base. However if I recall right  there is a chance for aliens spawning in the living quarters module - which would compromise your main defence line to be. So I usually add 2-3 more stores before I put down the living quarter. I use stores because these build fastest and a good defensive layout is unfortunately slow to develop. However it will take a few month before one has pillaged and sold enough stuff to hire a large bunch of technicians. Not to mention researched the stuff to build. Setting up the 100-150 scientists in the main base needed to research stuff at reasonable pace takes priority. And even on superhuman difficulty the aliens usually don&#039;t bother my second base before I got a garrison by mid to end February. Once the living quarter finishes I add a MC lab or two to help with the screening. Transmission resolver is next in the building queue. So this is the intermediate design.&lt;br /&gt;
{{TBK|=&lt;br /&gt;
|subpen1|subpen2|water|water|water|water|=&lt;br /&gt;
|subpen3|subpen4|water|water|water|water|=&lt;br /&gt;
|airlock|large_sonar|water|water|water|water|=&lt;br /&gt;
|stores|water|water|water|water|water|=&lt;br /&gt;
|stores|water|mclab|water|water|water|=&lt;br /&gt;
|stores|stores|quarters|transmission|water|water|=}}&lt;br /&gt;
Next add one more sub-pen living quarters and workshops as money permits, on one more store and replace the outdated sonar with a MC generator to reduce the number of base defences. The following final layout is not optimized for build time - I leave this as an exercise to the reader.&lt;br /&gt;
{{TBK|=&lt;br /&gt;
|subpen1|subpen2|subpen1|subpen2|water|workshop|=&lt;br /&gt;
|subpen3|subpen4|subpen3|subpen4|water|stores|=&lt;br /&gt;
|airlock|mcgenerator|water|water|quarters|workshop|=&lt;br /&gt;
|stores|water|quarters|workshop|quarters|workshop|=&lt;br /&gt;
|stores|water|mclab|workshop|quarters|workshop|=&lt;br /&gt;
|stores|stores|quarters|transmission|quarters|workshop|=}}&lt;br /&gt;
This layout allows to crank out those new subs fast or make tons of money. There is enough workspace for large projects and plenty of storage for the defence displacers and supplies. Only one should be needed.&lt;br /&gt;
In any further base I build 3 sub-pens and add 3-4 pwt defences, a bombardment shield and more storage(the zrbite keeps piling up) and more mc labs for faster screening.&lt;br /&gt;
&lt;br /&gt;
: Excellent designs, I&#039;d never got past the letter E shaped configuration or the spiral sperm configuration, so these are very helpful.&lt;br /&gt;
&lt;br /&gt;
: Is it feasible to build a base with no hangar and &amp;quot;defend&amp;quot; it with unarmed rookies who block all the spawning spaces? [[User:4th Cuirassier|4th Cuirassier]] 10:03, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Rushing MC ==&lt;br /&gt;
&lt;br /&gt;
MC is undoubtedly the most powerful tactical advance - so powerful that some consider it cheating - at least if one uses MC chains.A highly skilled MC squad usually eliminates all combat casualties if used properly and allows the safe training of any soldier, maximizes loot(less unwanted destruction) and together with drills/tasers no ammunition is needed to safely kill large numbers of enemies. An it greatly helps during terror missions, night missions(alien scouts) and against lobsterman.&lt;br /&gt;
Once the high MC strength soldiers(80+) have been identified by the lab it usually just takes just 1-2 month with lots of intercepts to max out the the MC skill(as far as combat is concerned). This enables them to control any alien on a whim. Secondary stats are increased as well while training.&lt;br /&gt;
So in order to win easily one would want it as early as possible. Lets see how fast it is possible.&lt;br /&gt;
Usually you will manage to obtain a reader in January. By the start of February the alien containment should store a live terrorist.  This could result in an active lab by end of February. Spend the rest of February researching other stuff. In March research the MC reader. If you have run into tasoth by then you are lucky. If not but you know where a colony is located you are also fine. Just send a bunch of rookies to grab one (bring tasers(or TSL if you got them), flares and something to deal with tentaculats) and get the hell out of it as soon as you got it. If half the rookies die its still a win. Then research the tasoth and disruptor and you are ready to roll in April.&lt;br /&gt;
If one is lacking a live terrorist for unlocking the MC lab - a live tentaculat provided by a base will do(Fire from your dropship at all other alies until one gets close enough to rush &amp;amp; stun it with tasers - pickup and throw/walk it into the dropship). Theoretically there should also be a reader somewhere but I don&#039;t know which aliens usually carries it.--[[User:Tauon|Tauon]] 16:28, 11 October 2010 (EDT)&lt;br /&gt;
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: If you rush MC in this way don&#039;t you trigger the tech tree bug by researching a live alien too early? [[User:4th Cuirassier|4th Cuirassier]] 10:05, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Battlescape tactics discussion ==&lt;br /&gt;
&lt;br /&gt;
Chemical flare vs Incendiary ammunition during night missions:&lt;br /&gt;
In UFO it is really easy to get along with setting half a battlescape on fire for lighting using incendiary ammunition. This has the additional benefit of dealing fire damage to aliens. However in TftD most battles are underwater where the tiles contain hardly any combustible stuff and the lighting is off the turn after firing making this method of lighting rather cumbersome. I usually find it more practical to pack 4-6 chemical flares and reuse them by picking them up and throwing them again. If two are used in alternation one can can cover one direction pretty well.  &lt;br /&gt;
&lt;br /&gt;
Sniper tactics &lt;br /&gt;
I usually support my swipe teams(consisting of a front squad(lightly armed expendable spotters) and a rear team (heavily armed shooters)) by 1-3 snipers which take care of anything which survives the shooter fire. With the advent of magnetic armor I usually set one up on top of the triton until I find a better location(large hill, top of building, tower ...).&lt;br /&gt;
&lt;br /&gt;
== Initial facility built ==&lt;br /&gt;
&lt;br /&gt;
I would consider building an additional lab right away - its construction takes 26 days and you might want to raise the scientist number to 75 by begin of February if you can afford it. 100 during February as soon as you can afford them and after accommodation has been provided.&lt;br /&gt;
This is possible if you delay the sub pen relocation (400k) until the first uso assault. This should enable you to get the crucial techs sooner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Initial research ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m don&#039;t think that the PDS is the best initial choice. The economic benefit is not that large.&lt;br /&gt;
Lets have a looks at the numbers:&lt;br /&gt;
It costs 180 scientist days to research. The 10 initial scientists reduce this by 30 before the 15 newly hired ones join them. The remaining 150 keep 25 scientists about 6 days busy. So you would expect the research to be finished around the 10th. That leaves the 10 techies with 20 days to make money. 20*10*24=4800 T hours. Since it takes 220 T hours to produce one unit about 22 get produced. These yield (45,600-34,000)*22=255,200 profit.&lt;br /&gt;
Thats about 1 IBA or 2 Sonic weapons or 17 pulsers. It can buy 4-5 scientists. And the tactical benefit is negligible.&lt;br /&gt;
Lets say we start the gauss sequence right away- with (50+100+60) we get an operational gauss pistol 1-3 days after the estimated completion day of the PDS. And since we can start producing it as soon as the pistol research finishes (Jan 9th) we can field gauss pistols by about Jan 15th maybe a bit earlier. That helps on the battlefield until we finish with the sonic research and have collected enough ammunition to make using the pistol practical.&lt;br /&gt;
And it can also be manufactured for a small profit.&lt;br /&gt;
After this we have 4 paths we could follow(I assume that we got a mission in the meantime):&lt;br /&gt;
-continue to gauss rifle(300+150)&lt;br /&gt;
-start sonic pistol(600+400)&lt;br /&gt;
-start mag nav for trans resolver(450+670)&lt;br /&gt;
-start sonic pulser(200) &lt;br /&gt;
&lt;br /&gt;
Of course if one gets a uso on Jan 1st it might be tempting to switch right away. Although a gillman escort night mission(superhuman) at a that time can be challenging but beneficial(~1M extra cash). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Initial weapon purchase ==&lt;br /&gt;
&lt;br /&gt;
I usually keep 2-4 harpoon rifles for uso close quarter assaults until I get gauss or sonic. A close quarter autoshot is usually more effective then a single GC AP shot. Which means fewer GC on the buy list.&lt;br /&gt;
For the first 1-2 month one wants to keep one craft armed with dual Ajay thus only 1 DUP launcher needs to be purchased.&lt;br /&gt;
&lt;br /&gt;
== Really helpful page ==&lt;br /&gt;
&lt;br /&gt;
Well done folks. &lt;br /&gt;
&lt;br /&gt;
I played TFTD to the point of lunacy in &#039;95 to &#039;96 and only stopped when my PC became incompatible. I successfully played through to the end first time and somehow dodged all the bugs. Never managed to do that since. Just downloaded it from Steam and it&#039;s addictive again. &lt;br /&gt;
&lt;br /&gt;
Pleased to see I arrived at the same ideas re base layout. Mine are usually shaped like a letter E or like a sperm, i.e. one pen for building subs and everything else strung out in a single spiral line. I once had an exhausting firefight on a ship followed by a terror raid. I sent the wounded to my Hawaii base to recuperate. They were then attacked, and those who&#039;d recovered from wounds had only legacy weapons to fight with. Nonetheless the easily-defended spiral layout saved them. &lt;br /&gt;
&lt;br /&gt;
I&#039;m interested in the economic analysis. I usually churn out medikits because they require nil resources and generate nice money from right away. I hadn&#039;t noticed the PDS was that good. &lt;br /&gt;
&lt;br /&gt;
I have some suggestions for the battlefield tactics section. When an alien is stunned or wounded, I usually send a guy to stand over him, who unloads and throws his weapon away. This ensures that if the alien revives he is harmless. &lt;br /&gt;
::Well I would check the rank of the wounded, stunned alien - if it is not needed for research and I got Medikits I would wake it and shoot it for extra exp. If it is too dangerous (Lobster, tentaculat, Bio-drone) I would plant a grenade or shoot the ground with HE in order to ensure the sleeping beauty won&#039;t wake behind your lines. If research critical try to make sure it is in a region with smoke(not sure if it works, try droping a dye grenade). If there is a lot of loot on the ground there might be occasions where it is simpler/faster to move the alien instead of the loot. --[[User:Tauon|Tauon]] 14:40, 11 January 2011 (EST)&lt;br /&gt;
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When I get MC over an alien I always have him shoot any nearby aliens and then throw his weapon away. If I have groups under MC then I have them all stand at one end of the battlescape while my guys form a firing squad at the other. I then &amp;quot;execute&amp;quot; them with long range fire, which is a safe way to improve combat stats. &lt;br /&gt;
:: Having an alien throw its weapon away is fine but unless you are really hard pressed or the situation calls for it always let your soldiers do the shooting and killing - no wasting of valuable exp. Also when you are so good at MC that you can move the aliens at will have them throw their guns away and move them next to your soldiers to ensure a hit next turn. If you are really into exp training use weak weapons to ensure you you get more hits in before your target dies autofire with gauss pistol/dart gun on lobsters works fine. MC again if still alive and and you are done shooting for the turn. Make sure that they are dead and if not use a medikit to wake them to finish the job. Make sure that the side with the highest remaining armor points is targeted to get most out of your target.&lt;br /&gt;
::An exception to the above are hostiles with built in long range weapons(Deep one,Bio drone,Xarquid,Triscene) which can not be fired upon without fear of reaction fire normally. Finish those from outside their sight range.&lt;br /&gt;
::And unfortunately the AI does not seem to be able to have Aliens pick up weapons from the ground. So once they are gone they are gone for good. But unless stunned and woken up you can never sure if there is not a pulser left.  --[[User:Tauon|Tauon]] 09:37, 11 January 2011 (EST)&lt;br /&gt;
:::Thanks for details. Yes if time permits I usually disarm the buggers altogether, including guys on my own side whom I&#039;ve had to stun. Those guys I leave with their grenades - I don&#039;t think I&#039;ve ever seen an MC-controlled aquanaut use one.[[User:4th Cuirassier|4th Cuirassier]] 10:10, 11 January 2011 (EST)  &lt;br /&gt;
:::: As long as the grenade is on the MC controlled aquanaut it will use it(Had entire reserves in my Triton killed by MC controlled guys) and pull out any other usable item which the AI can handle as well, I think it will even load any gun if suitable ammo is on the guy. If you want MC susceptible guys to contribute to the fight arm them with a Thermal Taser or later on a drill - the AI can&#039;t handle those. Or give it a MC reader or an unloaded DPL launcher(standing over the ammo enables loading and firing it on the same turn).--[[User:Tauon|Tauon]] 14:40, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
DPLs are best fired on a mortar type of trajectory as this minimises the number of turns you need to make and normally means you can plant the missile in the middle of a target group. I also use DPLs to make holes in the sides of alien bases which I then &amp;quot;rinse&amp;quot; by firing more DPL rounds through the hole. &lt;br /&gt;
&lt;br /&gt;
If confronted with an alien base early in the game when your weapons are rubbish, one option is a raid rather than an assault. That is, you go in the top level and get all the guys onto the lift, then quit the game. You thus get to the next level even if the aliens aren&#039;t all dead. From there you do the same underground. In this way you can destroy the control centre without having to kill every one of 50-odd aliens (which is usually impossible with jet harpoons anyway). [[User:4th Cuirassier|4th Cuirassier]] 09:10, 10 January 2011 (EST)&lt;br /&gt;
::Why would one want to do that - it does not hurt that much to keep the alien base around - the negative score is not that large and there is no time limit for dealing with it. If it is close to your base it allows you to assault the supply ships which is more then enough to tilt the balance in your favor. And it attracts more usos which you can assault and retrieve to fuel your war effort (Exp- and cash-wise). Furthermore you won&#039;t need to capture a lobster commander that early.Heck it is usually much easier to wait for a lobsterman dreadnaught and get all the lobster captives you need(1 navigator, 1 commander) from there or from a lobster assault on your base.Only if the lobsters fail to show up and you have already researched everything else I would go looking for them over there. If you are desperate for cash just clear the first level and bag everything you can grab before retreating and repeating if necessary. The only reason which could make me assault a alien base early(before I feel ready) is a grab and run mission for a certain research item or a personal rule where I have to assault and destroy a base as soon as it shows up. --[[User:Tauon|Tauon]] 14:40, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
: There&#039;s actually no need to toss weapons away if the alien has been stunned. Unlike Apocalypse where equipment stays on an unconscious alien until it is physically &#039;picked up&#039; in the inventory screen, all equipment is automatically dropped to the ground the moment a unit is stunned in UFO and TFTD. Therefore as long as they were knocked down, then they will wake up unarmed. Except lobstermen, which I must say are quite dangerous to stand over or pick up! -[[User:NKF|NKF]] 23:26, 10 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I usually toss them away to be sure the alien, if it wakes up, can&#039;t simply pick up its gun and rejoin the fight. I tend to assume it would do this if its gun were still there but I&#039;ve never been able to test this. &lt;br /&gt;
&lt;br /&gt;
:: Also I usually unload any unused magazines, as they&#039;re lost otherwise. &lt;br /&gt;
&lt;br /&gt;
:: The version I&#039;m playing seems to have the difficulty level bug fixed.  I wonder if we should say something somewhere about what difference the difficulty level makes. I haven&#039;t noticed any difficulty in combat between easy and the hard level I&#039;m now playing on. I have noticed that I detect many fewer USOs - they practically have to fly right overhead to be picked up. When I pursue them they almost always escape. They don&#039;t hang around on the seabed for very long and terror raiders don&#039;t hang around either. Countries seem much quicker to reduce funding and one defeat - such as not reaching a terror site - basically loses you the campaign. This is a subjective list based on comparing my current game to the last time I played, which must have been in about 2002 judging by my posts to Usenet.[[User:4th Cuirassier|4th Cuirassier]] 06:04, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
== Names etc ==&lt;br /&gt;
&lt;br /&gt;
I tag each aquanaut&#039;s name with which batch of recruits he was part of. All aquanauts recruited before the first mission are batch 1. It is unusual for more than 1 or 2 of these to survive to the end of the game. &lt;br /&gt;
&lt;br /&gt;
The list of names that I am currently drawing on is as follows:&lt;br /&gt;
&lt;br /&gt;
Adam Bomm, &lt;br /&gt;
Adam Zappel,&lt;br /&gt;
Al Beano,&lt;br /&gt;
Andy Freese,&lt;br /&gt;
Art Major,&lt;br /&gt;
Barry Cade,&lt;br /&gt;
Beau Tye,&lt;br /&gt;
Ben Dover,&lt;br /&gt;
Biff Wellington,&lt;br /&gt;
Bill Board,&lt;br /&gt;
Chris P. Bacon,&lt;br /&gt;
Cliff Topp,&lt;br /&gt;
Cory Ander,&lt;br /&gt;
Craven Moorehead,&lt;br /&gt;
Dan D. Lyons,&lt;br /&gt;
Dan Druff,&lt;br /&gt;
Dan Saul Knight,&lt;br /&gt;
Dick Burns,&lt;br /&gt;
Dick Hertz,&lt;br /&gt;
Don Key,&lt;br /&gt;
Doug Graves,&lt;br /&gt;
Doug Hole,&lt;br /&gt;
Doug Witherspoon,&lt;br /&gt;
Duane Pipe,&lt;br /&gt;
Dusty Rhodes,&lt;br /&gt;
Earl Lee Riser,&lt;br /&gt;
Easton West, &lt;br /&gt;
Evan Keel,&lt;br /&gt;
Gene Poole,&lt;br /&gt;
Gerry Bilder,&lt;br /&gt;
Ginger Rayell, &lt;br /&gt;
Herb Alti,&lt;br /&gt;
Howie Doohan,&lt;br /&gt;
Hugh Jass,&lt;br /&gt;
Hugh Jorgan,&lt;br /&gt;
Ivor Nereckschun, &lt;br /&gt;
Jack Gough,&lt;br /&gt;
Jack Haas,&lt;br /&gt;
Jack Hammer,&lt;br /&gt;
Jack Knoff,&lt;br /&gt;
Jed Dye, &lt;br /&gt;
Jerry Atrick,&lt;br /&gt;
Jim Shorts,&lt;br /&gt;
Joe Kerr,&lt;br /&gt;
Justin Case,&lt;br /&gt;
Justin Casey-Howells,&lt;br /&gt;
Kerry Siehn,&lt;br /&gt;
Kent C. Strait, &lt;br /&gt;
Lance Boyle,&lt;br /&gt;
Lee King, &lt;br /&gt;
Les Hassall,&lt;br /&gt;
Lou Pole,&lt;br /&gt;
Luke Warm,&lt;br /&gt;
Mark de Cards,&lt;br /&gt;
Manny Kinn,&lt;br /&gt;
Marshall Law,&lt;br /&gt;
Matt Tress,&lt;br /&gt;
Mike Hunt,&lt;br /&gt;
Mike Raffone,&lt;br /&gt;
Mike Rotch,&lt;br /&gt;
Nat Sass,&lt;br /&gt;
Neil Down,&lt;br /&gt;
Nick O’Time,&lt;br /&gt;
Noah Lott,&lt;br /&gt;
Oliver Suddon, &lt;br /&gt;
Otto Graf,&lt;br /&gt;
Owen Bigg, &lt;br /&gt;
Owen Cash,&lt;br /&gt;
Page Turner,&lt;br /&gt;
Parker Carr,&lt;br /&gt;
Pat Hiscock,&lt;br /&gt;
Pete Moss, &lt;br /&gt;
Phil Bowles, &lt;br /&gt;
Phil Graves,&lt;br /&gt;
Phil Updegrave, &lt;br /&gt;
Pierce Deere,&lt;br /&gt;
Piers Dorgan,&lt;br /&gt;
Ray Gunn,&lt;br /&gt;
Rayner Schein,&lt;br /&gt;
Rich Feller,&lt;br /&gt;
Rick O&#039;Shea,&lt;br /&gt;
Rick Shaw,&lt;br /&gt;
Robin Banks,&lt;br /&gt;
Rocky Rhodes,&lt;br /&gt;
Rocky Shaw,&lt;br /&gt;
Russell Paper,&lt;br /&gt;
Rusty Steele,&lt;br /&gt;
Sawyer B. Hind,&lt;br /&gt;
Sandy Beech,&lt;br /&gt;
Seymour Bush, &lt;br /&gt;
Sonny Day,&lt;br /&gt;
Stan Still, &lt;br /&gt;
Tad Pohl,&lt;br /&gt;
Tim Burr,&lt;br /&gt;
Tommy Gunn,&lt;br /&gt;
Tommy Hawk,&lt;br /&gt;
Warren Peace,&lt;br /&gt;
Willie Stroker,&lt;br /&gt;
Ziggy Retpaper.&lt;br /&gt;
&lt;br /&gt;
[[User:4th Cuirassier|4th Cuirassier]] 10:15, 11 January 2011 (EST)&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:TFTD_Strategy_Guide&amp;diff=32495</id>
		<title>Talk:TFTD Strategy Guide</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:TFTD_Strategy_Guide&amp;diff=32495"/>
		<updated>2011-01-11T14:37:30Z</updated>

		<summary type="html">&lt;p&gt;Tauon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting Base Location ==&lt;br /&gt;
&lt;br /&gt;
For a base location I would say that the mid Atlantic or Pacific might be better.  Remember you are covering the oceans, not the land masses. [[User:M52nickerson|M52nickerson]] 12:00, 28 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Thanks for the help on this, I&#039;m really not sure what the right approach is. My thinking around the Med was that you want to be as close as possible to as many Zones as you can, because it&#039;s the Zones (countries) who control your funding. The same argument as would be used in picking an Enemy Unknown starting base location. So my objective in picking a location is not so much to maximise the sea area covered, but to maximise the number of Zones protected. I did try a couple of times placing my first base in the mid Atlantic, and not much happened. But maybe that was bad luck. [[User:Spike|Spike]] 16:08, 28 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Scientists or Extra Base? ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve pretty much decided in favour of Scientists, but for the record, here are both sides of the argument:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The quick-start procedure outlined in the article should give you about $1.7M of spare cash, $2.1M if you use an improved starting base layout or don&#039;t care about changing the standard layout. &lt;br /&gt;
&lt;br /&gt;
The main two options for this money are:&lt;br /&gt;
&lt;br /&gt;
*Hire additional scientists. &#039;&#039;Probably&#039;&#039; the best strategy.&lt;br /&gt;
*Build an additional base during the first month (wherever the Graphs show alien activity, or wherever there is Funding to be protected)&lt;br /&gt;
&lt;br /&gt;
Adding a new base early can help you increase your intercept rate, which can give a big advantage to loot and research. It can also help to avoid negative score penalties that can place you in grave difficulty. &lt;br /&gt;
&lt;br /&gt;
Ultimately, scientists win the game, by developing the technologies that will first resist, and then defeat, the alien menace. The faster you can acquire these technologies, the quicker the balance of power moves in your favour, and the more likely you are to survive and succeed. &lt;br /&gt;
&lt;br /&gt;
For that reason, additional scientists is probably the best option.&lt;br /&gt;
&lt;br /&gt;
On balance, it&#039;s probably better to build a second base from the proceeds of mission loot, rather than your starting cash. Apart from anything else, building a base can be done more or less any time of the month without major impact, whereas hiring scientists really should be done at the start of the month.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sub Interception == &lt;br /&gt;
&lt;br /&gt;
There is one difference in the Geoscape that really sets TFTD apart from UFO. I&#039;m always able to happily get away with arming fleets of interceptors with Plasma beams and they were the bulk of my air defenses in UFO, but with the introduction of the otherwise utterly annoying sub &#039;depth&#039; in TFTD, your Barracudas are going to be stumped frequently by enemy subs ducking down to depths that the Barracudas can&#039;t reach. &lt;br /&gt;
&lt;br /&gt;
This makes Mantas and Hammerheads a nice mid-game topic to put emphasis on. Luckily, the sub construction topic is a byproduct of two of the most important technologies anyway, the Transmission Resolver and Mag Ion Armor. Probably be worth mentioning that you should keep a sample of the store item. -[[User:NKF|NKF]] 01:55, 29 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Great point, I will amend the suggestion to reflect that. In general TFTD is just much more challenging, I&#039;m really getting in to it for that reason. [[User:Spike|Spike]] 09:20, 29 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I&#039;ve never found the depth of enemy subs to be much of a problem.  They almost always come up to a &amp;quot;shallow&amp;quot; depth at some point.  If anything the speed of the USO&#039;s is the main reason to build a Manta or Hammerhead.  I still just wait until I can build a couple of Leviathans. [[User:M52nickerson|M52nickerson]] 20:21, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It&#039;s a combination of the speed and depth that doubles the difficulty. If you do eventually catch up with the sub but it just happens to be at a deep depth, your Barracuda may just run out of fuel before the alien sub returns to shallow waters. It&#039;s not so bad if the Barracuda&#039;s home base is just nearby, but on those long cross-continent chases, it really does get frustrating. But I guess it does make the Manta useful, whereas in UFO you could easily skip the Firestorm in favour of using interceptors and Avengers. -[[User:NKF|NKF]] 06:14, 12 October 2010 (EDT) &lt;br /&gt;
&lt;br /&gt;
== Downing Very Small USOs ==&lt;br /&gt;
&lt;br /&gt;
Instead of arming both Barracudas with DUPs in the beginning one might want to keep one armed with dual AJAX since a DUP hit destroys the smallest Subs. This is a real waste of easily earned early income and research material. Against anything up to Heavy Cruisers a single DUP armed Barracuda is sufficient and attacking anything larger is a gamble. Of course this messes up the picket ship strategy...--[[User:Tauon|Tauon]] 18:13, 10 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Yes that&#039;s a good suggestion. It&#039;s worth considering it costs $600K/month to rent that Barracuda just to tackle Very Small USO Survey Ships though. But in the first month or two I think it&#039;s a good idea. As soon as I get a second base, I transfer the 2nd Barracuda there, and from that point on it makes sense to arm with dual DUP I think. Have you tested this with dual Ajax though? From the data tables on this website, I would expect dual Ajax automatically kills a Survey Ship (damage limit 60), since 2 Ajax = 60 to 120 total damage. If you&#039;ve seen Survey Ships survive attack by dual Ajax regularly, that has some implications for how sub combat works. Anyway I&#039;ll have to try that, and also Ajax + Gas Cannon, which would be pretty much guaranteed to crash a Survey Ship rather than destroy it. Thanks! [[User:Spike|Spike]] 19:56, 10 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It worked for me in the majority of tiny uso intercepts. However I recall a case were it was destroyed. I guess one would have to go dual gas canon to be completely on the safe side. The single Ajax fires twice before one gets in gas canon range. However dual Ajax is usable against Cruisers(the craft which one will encounter most) as well and Gas Canon leaves the craft too open for return fire for my taste.--[[User:Tauon|Tauon]] 09:53, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::So just to be clear, you routinely use dual Ajax against Very Small USOs (Survey Ships, containing one alien), and only rarely do they get destroyed? If so that&#039;s very interesting, because it suggests that the processing of whether the USO is crashed or destroyed occurs between the impact of the two torpedoes, even though appear to &#039;the naked eye&#039; to be simultaneous impacts. Either that, or the damage values for Ajax or wrong, or the damage process is misunderstood. On the current understanding, it should be 50%-100% of base damage (60) per Ajax torpedo (average 75% = 45 damage). The threshold for crashing should be 50% of the Survey Ship&#039;s defence strength, 60 x 50% = 30. The threshold for being destroyed should be 100% of the Survey Ship&#039;s defence strength, 60 x 100% = 60. So even if two Ajax both did minimum damage, 2 x 60 x 50% = 60, they would always or very nearly always destroy the Survey Ship. So this is curious. On the other hand if you were using the 1 Ajax + 1 Gas Cannon combo to consistently crash Survey Ships, that&#039;s more understandable. [[User:Spike|Spike]] 11:40, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Yes, I routinely use dual Ajax to deal with the Survey ships(1 alien, 1IBA,1MagNav,8AP). I do use the patch to switch the hulls in battlescape. I just run a small empirical test(new game,superhuman,prepare the Baracudas: 1 dual Ajax, 1Ajax&amp;amp;1GC, build large sonar) to see if I remembered right. Fast forward until I get the very small contact. Save. Intercept with Baracuda 1(dual Ajax). See what happens. Reload. Again. Out of the 10 times I went before I got bored. I downed it 10 times. 6 or 7 times with the first salvo The rest with the second. Then I repeated the cycle with Baracuda 2. I can confirm that usually one 1 Ajax hit is sufficient to down the Survey ship. Due to the inaccuracy one often needs to fire 2 or more. 2 Ajax are fired in aggressive attack mode before the GC gets to play. I managed to destroy the uso 1 time out of the 10 tries(3 Ajax and 1 GC shell fired).--[[User:Tauon|Tauon]] 14:29, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: Well that is very strange. Thanks for doing those tests. At accuracy 70%, you would expect that 49% of dual Ajax salvoes would score 2 hits. For salvoes that hit at least once, in 70% of those salvoes there would be 2 hits. And as noted above, 2 Ajax hits should always destroy the Survey Ship. Yet your empirical data are nothing like that. You see destruction in only 10% of sorties using dual Ajax. This suggests either the listed damage for Ajax is wrong, or the listed damage capacity for Survey Ship is wrong. Or, worse, our understanding of the mechanics is wrong. Largely it&#039;s just assumed they are the same as Enemy Unknown air combat mechanics - maybe they are not. I think it&#039;s time we had a code dig to confirm what the USOPaedia says about USO stats and weapon stats. [[User:Spike|Spike]] 17:24, 11 October 2010 (EDT)&lt;br /&gt;
::::: I couldn&#039;t find a Survey Ship I could catch but I did find a BattleShip that took 20 AJAX fired to bring it down. That matches ok to 20 x 60 x 70% = 840 damage vs 1400 x 50% = 700+ damage to crash a BattleShip. Maybe the damage capacity of the Survey Ship has been increased, to make it easier to crash it? [[User:Spike|Spike]] 18:12, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Well, I run a more extensive test this morning using a different survey ship. There is some funny stuff happening.&lt;br /&gt;
Setup: dosversion 2.1,survey ship -escort battlescape hull swap patch, dye grenade patch;&lt;br /&gt;
Baracuda armed with dual Ajax intercepts survey ship(very small contact, I checked it had only 1 occupant by retrieving it twice);&lt;br /&gt;
number of intercepts:100 &lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;salvo 1&amp;lt;/td&amp;gt;  &amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;downed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;hit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;salvo 2&amp;lt;/td&amp;gt;  &amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;downed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;hit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;salvo 3&amp;lt;/td&amp;gt;  &amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;downed&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;# occurences&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
If I calculate the expectation values for these events using the naive model they do not match up well. Not to mention that it should be impossible to hit the survey ship using dual Ajax without downing it. I would guess that there is some small deviation from the given Ajax damage value possible.&lt;br /&gt;
And the game does not seem to check the second projectile if it got over the downing threshold with the first.&lt;br /&gt;
Btw the 110 damage of the DUP seem to destroy it as expected. Since this value is close to the 100 destruction capacity I wonder if the deviation if it exists can be large enough to allow the rare downing of a survey ship with a single DUP.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Very interesting data. I&#039;ve thought hard about how to fit this data. Superficially, the data above actually looks like only 1 Ajax missile launcher is being used. I don&#039;t think this is true. I think I can make most of the data fit, with a few slightly changed assumptions about craft combat mechanics.&lt;br /&gt;
&lt;br /&gt;
# Salvos of the same missile type share the same &amp;quot;to-hit&amp;quot; roll. Both hit or both miss. This would predict a pattern of 30% miss on Salvo 1, 9% (of total) miss on Salvo 2, 0-1% (of total) miss on Salvo 3. This is a fairly close match for your data, especially if you take the initial 26% miss on Salvo 1 as a starting point and apply the same rules. We can be very sure this is true, because if the to-hit rolls were independent, we would see one or more hits in nearer to 91% of salvos, rather than around 70% of salvos - as was observed empirically in this data.&lt;br /&gt;
# As suspected, combat processing stops immediately whenever a &#039;crashed&#039; or &#039;destroyed&#039; condition occurs. For Ajax vs Survey Ship, this means the 2nd missile hit is irrelevant in 29/30 cases, because the USO is downed or destroyed 29/30 by the 1st missile. This is what makes this data look so similar to firing a single missile rather than dual missiles: the effect of the 2nd missile is masked in 29/30 cases. &lt;br /&gt;
# It&#039;s unclear whether &#039;&#039;damage&#039;&#039; is rolled seperately for each missile hit (gaussian), or if the same roll is used (linear). Because of the &#039;masking&#039; effect, it&#039;s very hard to tell. Either scenario is compatible with the results seen vs larger USOs, because you have enough hits that it averages out before the craft is downed or destroyed. &lt;br /&gt;
&lt;br /&gt;
The above explains the frequency of the typical case, &amp;quot;Ajax crashes Survey Ship&amp;quot;, pretty well. On 70% of salvoes there is a hit (I believe it&#039;s always two hits in fact). The first hit is processed, and the Survey Ship is downed in 28/30 cases (out of 70%, ~= 65.33%), destroyed in 1/30 cases (~= 2.33%), hit but survives in 1/30 cases (~= 2.33%). The second hit is irrelevant in 29/30 cases (96.66%), as the USO is already downed or destroyed. If the first salvo missed entirely (30%), or the USO survived (1 in 30 of the other 70%), additional salvos proceed on the same basis. &lt;br /&gt;
&lt;br /&gt;
So in 1 salvo in 30 the USO is destroyed, and in 1 salvo in 30 the USO is hit but keeps running. These are the outlying cases that are harder to explain. &lt;br /&gt;
&lt;br /&gt;
The masking effect explains why the damage distribution appears linear (1 x d30), rather than gaussian (2 x d30). The damage is never, or almost never, cumulative, because only 1 time in 30 does processing proceed to the 2nd missile hit. &lt;br /&gt;
&lt;br /&gt;
A key question is where the algorithm&#039;s exact boundaries lie. Are the 50% and 100% thresholds, for &amp;quot;crashed&amp;quot; and &amp;quot;destroyed&amp;quot;, compared using &amp;quot;greater than&amp;quot; or &amp;quot;greater than or equal to&amp;quot;? Is integer rounding used, or integer truncation, or no rounding? &lt;br /&gt;
&lt;br /&gt;
There are various ways of explaining the &amp;quot;destroyed&amp;quot; frequency. The observed &amp;quot;destroyed&amp;quot; frequency matches the scenario for a single launcher. This is simply because of the &amp;quot;masking&amp;quot; effect again. So, as noted above, the &amp;quot;destroyed&amp;quot; frequency is basically what would be predicted by a linear damage distribution of 1 missile hit. &lt;br /&gt;
&lt;br /&gt;
The hard thing to explain is the &amp;quot;hit but survived&amp;quot; frequency. This also acts very much as it would for a single missile launcher. The problem is, regardless of whether damage distribution is gaussian (2 independent rolls) or linear (same roll used twice), it doesn&#039;t matter: the craft should always be destroyed by the second hit, since (we believe) the cumulative total can&#039;t be less than 60. &lt;br /&gt;
&lt;br /&gt;
The only explanation I can see for the &amp;quot;hit but survived&amp;quot; frequency of 1 in 30 per salvo is the following&lt;br /&gt;
&lt;br /&gt;
# there is some kind of &amp;quot;critical fail&amp;quot; rule at the low end of the range, something involving integer rounding or truncation, so that the frequency of it occuring is about 1 in (integer range of possible damage); eg 1 in 30 (or maybe 1 in 31) for a weapon with base damage = 60.&lt;br /&gt;
# distribution of damage on both missile hits is linear, i.e. the same roll is used for both hits, so they both suffer the &amp;quot;critical fail&amp;quot; at the same time&lt;br /&gt;
# a &amp;quot;critical fail&amp;quot; reduces the damage to consistently and significantly less than 25% of weapon base damage, most likely to zero&lt;br /&gt;
# alternatively, the &amp;quot;critical fail&amp;quot; or other low-end-integer result causes processing of the second missile hit to be aborted.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t really like the &amp;quot;critical fail&amp;quot; supposition because it creates an extra hypothesis to explain an anomaly. But without &amp;quot;critical fail&amp;quot; and a shared damage roll for both missile hits, I can&#039;t explain why the &amp;quot;hit but survived&amp;quot; rate is linear, and so closely matches the expected rate for a &#039;&#039;single&#039;&#039; missile launcher. &lt;br /&gt;
&lt;br /&gt;
A good test for the &amp;quot;critical fail&amp;quot; hypothesis would be to use a weapon with a more powerful base damage, such as a DUP (110 vs 60). If &amp;quot;critical fail&amp;quot; is correct, there should be a similarly consistent, higher than expected, &amp;quot;hit but survived&amp;quot; rate, possibly 1 in 55 rather than 1 in 30, but not varying noticeably whether you have dual DUP or single DUP. &lt;br /&gt;
&lt;br /&gt;
It would also be interesting to test single AJAX, and see if the &amp;quot;destroyed&amp;quot; and &amp;quot;hit but survived&amp;quot; rates change. For single missile launcher tests you want a Cannon as your second weapon, and use Cautious mode so you hold off outside cannon range. &lt;br /&gt;
&lt;br /&gt;
A large number of tests with dual DUPs (55-110 damage each, 165 salvo average) vs an Escort or Cruiser (300 damage capacity) should be able to determine if the damage function of two weapons is linear or gaussian. Basically, 2nd salvo kills will be much more common if the distribution is linear, much less common if the distribution is gaussian. &lt;br /&gt;
&lt;br /&gt;
The weirdness of the Survey Ship vs Ajax situation comes almost entirely from the fact that the Ajax base damage is exactly matched to the Survey Ship damage capacity, ie. both 60. But it&#039;s precisely because it&#039;s such a special case that it&#039;s able to shine light into the hidden game mechanics. It&#039;s a bit like a stroboscope or a spectrograph. A very useful experiment. [[User:Spike|Spike]] 16:55, 12 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Secondary base ==&lt;br /&gt;
&lt;br /&gt;
I usually make my second base the manufacturing base. &lt;br /&gt;
: Yes I agree that it makes sense to make the 2nd base a manufacturing base.[[User:Spike|Spike]] 12:27, 11 October 2010 (EDT)&lt;br /&gt;
If memory serves me right I usually start with an Sub-Pen(low cost, takes a long time to build), a large sonar(improved detection) and a Store(space where one can store stuff away in case of an attack on the main base) like this.&lt;br /&gt;
 {{TBK|=&lt;br /&gt;
|subpen1|subpen2|water|water|water|water|=&lt;br /&gt;
|subpen3|subpen4|water|water|water|water|=&lt;br /&gt;
|airlock|large_sonar|water|water|water|water|=&lt;br /&gt;
|stores|water|water|water|water|water|=&lt;br /&gt;
|water|water|water|water|water|water|=&lt;br /&gt;
|water|water|water|water|water|water|=}}&lt;br /&gt;
Normally one would add the living quarters south of the store next to be able to garrison the base. However if I recall right  there is a chance for aliens spawning in the living quarters module - which would compromise your main defence line to be. So I usually add 2-3 more stores before I put down the living quarter. I use stores because these build fastest and a good defensive layout is unfortunately slow to develop. However it will take a few month before one has pillaged and sold enough stuff to hire a large bunch of technicians. Not to mention researched the stuff to build. Setting up the 100-150 scientists in the main base needed to research stuff at reasonable pace takes priority. And even on superhuman difficulty the aliens usually don&#039;t bother my second base before I got a garrison by mid to end February. Once the living quarter finishes I add a MC lab or two to help with the screening. Transmission resolver is next in the building queue. So this is the intermediate design.&lt;br /&gt;
{{TBK|=&lt;br /&gt;
|subpen1|subpen2|water|water|water|water|=&lt;br /&gt;
|subpen3|subpen4|water|water|water|water|=&lt;br /&gt;
|airlock|large_sonar|water|water|water|water|=&lt;br /&gt;
|stores|water|water|water|water|water|=&lt;br /&gt;
|stores|water|mclab|water|water|water|=&lt;br /&gt;
|stores|stores|quarters|transmission|water|water|=}}&lt;br /&gt;
Next add one more sub-pen living quarters and workshops as money permits, on one more store and replace the outdated sonar with a MC generator to reduce the number of base defences. The following final layout is not optimized for build time - I leave this as an exercise to the reader.&lt;br /&gt;
{{TBK|=&lt;br /&gt;
|subpen1|subpen2|subpen1|subpen2|water|workshop|=&lt;br /&gt;
|subpen3|subpen4|subpen3|subpen4|water|stores|=&lt;br /&gt;
|airlock|mcgenerator|water|water|quarters|workshop|=&lt;br /&gt;
|stores|water|quarters|workshop|quarters|workshop|=&lt;br /&gt;
|stores|water|mclab|workshop|quarters|workshop|=&lt;br /&gt;
|stores|stores|quarters|transmission|quarters|workshop|=}}&lt;br /&gt;
This layout allows to crank out those new subs fast or make tons of money. There is enough workspace for large projects and plenty of storage for the defence displacers and supplies. Only one should be needed.&lt;br /&gt;
In any further base I build 3 sub-pens and add 3-4 pwt defences, a bombardment shield and more storage(the zrbite keeps piling up) and more mc labs for faster screening.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rushing MC ==&lt;br /&gt;
&lt;br /&gt;
MC is undoubtedly the most powerful tactical advance - so powerful that some consider it cheating - at least if one uses MC chains.A highly skilled MC squad usually eliminates all combat casualties if used properly and allows the safe training of any soldier, maximizes loot(less unwanted destruction) and together with drills/tasers no ammunition is needed to safely kill large numbers of enemies. An it greatly helps during terror missions, night missions(alien scouts) and against lobsterman.&lt;br /&gt;
Once the high MC strength soldiers(80+) have been identified by the lab it usually just takes just 1-2 month with lots of intercepts to max out the the MC skill(as far as combat is concerned). This enables them to control any alien on a whim. Secondary stats are increased as well while training.&lt;br /&gt;
So in order to win easily one would want it as early as possible. Lets see how fast it is possible.&lt;br /&gt;
Usually you will manage to obtain a reader in January. By the start of February the alien containment should store a live terrorist.  This could result in an active lab by end of February. Spend the rest of February researching other stuff. In March research the MC reader. If you have run into tasoth by then you are lucky. If not but you know where a colony is located you are also fine. Just send a bunch of rookies to grab one (bring tasers(or TSL if you got them), flares and something to deal with tentaculats) and get the hell out of it as soon as you got it. If half the rookies die its still a win. Then research the tasoth and disruptor and you are ready to roll in April.&lt;br /&gt;
If one is lacking a live terrorist for unlocking the MC lab - a live tentaculat provided by a base will do(Fire from your dropship at all other alies until one gets close enough to rush &amp;amp; stun it with tasers - pickup and throw/walk it into the dropship). Theoretically there should also be a reader somewhere but I don&#039;t know which aliens usually carries it.--[[User:Tauon|Tauon]] 16:28, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Battlescape tactics discussion ==&lt;br /&gt;
&lt;br /&gt;
Chemical flare vs Incendiary ammunition during night missions:&lt;br /&gt;
In UFO it is really easy to get along with setting half a battlescape on fire for lighting using incendiary ammunition. This has the additional benefit of dealing fire damage to aliens. However in TftD most battles are underwater where the tiles contain hardly any combustible stuff and the lighting is off the turn after firing making this method of lighting rather cumbersome. I usually find it more practical to pack 4-6 chemical flares and reuse them by picking them up and throwing them again. If two are used in alternation one can can cover one direction pretty well.  &lt;br /&gt;
&lt;br /&gt;
Sniper tactics &lt;br /&gt;
I usually support my swipe teams(consisting of a front squad(lightly armed expendable spotters) and a rear team (heavily armed shooters)) by 1-3 snipers which take care of anything which survives the shooter fire. With the advent of magnetic armor I usually set one up on top of the triton until I find a better location(large hill, top of building, tower ...).&lt;br /&gt;
&lt;br /&gt;
== Initial facility built ==&lt;br /&gt;
&lt;br /&gt;
I would consider building an additional lab right away - its construction takes 26 days and you might want to raise the scientist number to 75 by begin of February if you can afford it. 100 during February as soon as you can afford them and after accommodation has been provided.&lt;br /&gt;
This is possible if you delay the sub pen relocation (400k) until the first uso assault. This should enable you to get the crucial techs sooner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Initial research ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m don&#039;t think that the PDS is the best initial choice. The economic benefit is not that large.&lt;br /&gt;
Lets have a looks at the numbers:&lt;br /&gt;
It costs 180 scientist days to research. The 10 initial scientists reduce this by 30 before the 15 newly hired ones join them. The remaining 150 keep 25 scientists about 6 days busy. So you would expect the research to be finished around the 10th. That leaves the 10 techies with 20 days to make money. 20*10*24=4800 T hours. Since it takes 220 T hours to produce one unit about 22 get produced. These yield (45,600-34,000)*22=255,200 profit.&lt;br /&gt;
Thats about 1 IBA or 2 Sonic weapons or 17 pulsers. It can buy 4-5 scientists. And the tactical benefit is negligible.&lt;br /&gt;
Lets say we start the gauss sequence right away- with (50+100+60) we get an operational gauss pistol 1-3 days after the estimated completion day of the PDS. And since we can start producing it as soon as the pistol research finishes (Jan 9th) we can field gauss pistols by about Jan 15th maybe a bit earlier. That helps on the battlefield until we finish with the sonic research and have collected enough ammunition to make using the pistol practical.&lt;br /&gt;
And it can also be manufactured for a small profit.&lt;br /&gt;
After this we have 4 paths we could follow(I assume that we got a mission in the meantime):&lt;br /&gt;
-continue to gauss rifle(300+150)&lt;br /&gt;
-start sonic pistol(600+400)&lt;br /&gt;
-start mag nav for trans resolver(450+670)&lt;br /&gt;
-start sonic pulser(200) &lt;br /&gt;
&lt;br /&gt;
Of course if one gets a uso on Jan 1st it might be tempting to switch right away. Although a gillman escort night mission(superhuman) at a that time can be challenging but beneficial(~1M extra cash). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Initial weapon purchase ==&lt;br /&gt;
&lt;br /&gt;
I usually keep 2-4 harpoon rifles for uso close quarter assaults until I get gauss or sonic. A close quarter autoshot is usually more effective then a single GC AP shot. Which means fewer GC on the buy list.&lt;br /&gt;
For the first 1-2 month one wants to keep one craft armed with dual Ajay thus only 1 DUP launcher needs to be purchased.&lt;br /&gt;
&lt;br /&gt;
== Really helpful page ==&lt;br /&gt;
&lt;br /&gt;
Well done folks. &lt;br /&gt;
&lt;br /&gt;
I played TFTD to the point of lunacy in &#039;95 to &#039;96 and only stopped when my PC became incompatible. I successfully played through to the end first time and somehow dodged all the bugs. Never managed to do that since. Just downloaded it from Steam and it&#039;s addictive again. &lt;br /&gt;
&lt;br /&gt;
Pleased to see I arrived at the same ideas re base layout. Mine are usually shaped like a letter E or like a sperm, i.e. one pen for building subs and everything else strung out in a single spiral line. I once had an exhausting firefight on a ship followed by a terror raid. I sent the wounded to my Hawaii base to recuperate. They were then attacked, and those who&#039;d recovered from wounds had only legacy weapons to fight with. Nonetheless the easily-defended spiral layout saved them. &lt;br /&gt;
&lt;br /&gt;
I&#039;m interested in the economic analysis. I usually churn out medikits because they require nil resources and generate nice money from right away. I hadn&#039;t noticed the PDS was that good. &lt;br /&gt;
&lt;br /&gt;
I have some suggestions for the battlefield tactics section. When an alien is stunned or wounded, I usually send a guy to stand over him, who unloads and throws his weapon away. This ensures that if the alien revives he is harmless. &lt;br /&gt;
&lt;br /&gt;
When I get MC over an alien I always have him shoot any nearby aliens and then throw his weapon away. If I have groups under MC then I have them all stand at one end of the battlescape while my guys form a firing squad at the other. I then &amp;quot;execute&amp;quot; them with long range fire, which is a safe way to improve combat stats. &lt;br /&gt;
:: Having an alien throw its weapon away is fine but unless you are really hard pressed or the situation calls for it always let your soldiers do the shooting and killing - no wasting of valuable exp. Also when you are so good at MC that you can move the aliens at will have them throw their guns away and move them next to your soldiers to ensure a hit next turn. If you are really into exp training use weak weapons to ensure you you get more hits in before your target dies autofire with gauss pistol/dart gun on lobsters works fine. MC again if still alive and and you are done shooting for the turn. Make sure that they are dead and if not use a medikit to wake them to finish the job. Make sure that the side with the highest remaining armor points is targeted to get most out of your target.&lt;br /&gt;
::An exception to the above are hostiles with built in long range weapons(Deep one,Bio drone,Xarquid,Triscene) which can not be fired upon without fear of reaction fire normally. Finish those from outside their sight range.&lt;br /&gt;
::And unfortunately the AI does not seem to be able to have Aliens pick up weapons from the ground. So once they are gone they are gone for good. But unless stunned and woken up you can never sure if there is not a pulser left.  --[[User:Tauon|Tauon]] 09:37, 11 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
DPLs are best fired on a mortar type of trajectory as this minimises the number of turns you need to make and normally means you can plant the missile in the middle of a target group. I also use DPLs to make holes in the sides of alien bases which I then &amp;quot;rinse&amp;quot; by firing more DPL rounds through the hole. &lt;br /&gt;
&lt;br /&gt;
If confronted with an alien base early in the game when your weapons are rubbish, one option is a raid rather than an assault. That is, you go in the top level and get all the guys onto the lift, then quit the game. You thus get to the next level even if the aliens aren&#039;t all dead. From there you do the same underground. In this way you can destroy the control centre without having to kill every one of 50-odd aliens (which is usually impossible with jet harpoons anyway). [[User:4th Cuirassier|4th Cuirassier]] 09:10, 10 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
: There&#039;s actually no need to toss weapons away if the alien has been stunned. Unlike Apocalypse where equipment stays on an unconscious alien until it is physically &#039;picked up&#039; in the inventory screen, all equipment is automatically dropped to the ground the moment a unit is stunned in UFO and TFTD. Therefore as long as they were knocked down, then they will wake up unarmed. Except lobstermen, which I must say are quite dangerous to stand over or pick up! -[[User:NKF|NKF]] 23:26, 10 January 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I usually toss them away to be sure the alien, if it wakes up, can&#039;t simply pick up its gun and rejoin the fight. I tend to assume it would do this if its gun were still there but I&#039;ve never been able to test this. &lt;br /&gt;
&lt;br /&gt;
:: Also I usually unload any unused magazines, as they&#039;re lost otherwise. &lt;br /&gt;
&lt;br /&gt;
:: The version I&#039;m playing seems to have the difficulty level bug fixed.  I wonder if we should say something somewhere about what difference the difficulty level makes. I haven&#039;t noticed any difficulty in combat between easy and the hard level I&#039;m now playing on. I have noticed that I detect many fewer USOs - they practically have to fly right overhead to be picked up. When I pursue them they almost always escape. They don&#039;t hang around on the seabed for very long and terror raiders don&#039;t hang around either. Countries seem much quicker to reduce funding and one defeat - such as not reaching a terror site - basically loses you the campaign. This is a subjective list based on comparing my current game to the last time I played, which must have been in about 2002 judging by my posts to Usenet.[[User:4th Cuirassier|4th Cuirassier]] 06:04, 11 January 2011 (EST)&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Artefact_Site&amp;diff=32494</id>
		<title>Talk:Artefact Site</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Artefact_Site&amp;diff=32494"/>
		<updated>2011-01-11T14:01:56Z</updated>

		<summary type="html">&lt;p&gt;Tauon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Locked Hallucinoid?==&lt;br /&gt;
Hi everybody, I&#039;m new here - and here&#039;s my new question.&lt;br /&gt;
I have recently completed two Artefact Site missions on Superhuman difficulty. In both of these missions (in second part) there was a Hallucinoid located far outside the map. I was able to find it by using XComUtil (SWP flag).&lt;br /&gt;
&lt;br /&gt;
The question is as follows: can this Hallucinoid present there knowingly (by developers) to ensure that you will manually destroy the Synomium Device instead of just kill all the aliens? Or maybe this is just a bug of the Windows version of the game, or something like alien overflow on higher difficulties?&lt;br /&gt;
&lt;br /&gt;
Thanks.&lt;br /&gt;
&lt;br /&gt;
[[User:Player701|Player701]] 08:05, 29 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
XComUtil sometimes generated X-COM units outside the boundaries of the map (I&#039;m not sure if this has been corrected on the latest version), so it is possible that it is simply an XComUtil generated bug. [[User:Hobbes|Hobbes]] 08:25, 29 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I know that, but I haven&#039;t used XComUtil before. I have installed it just to find that last alien, so this bug can&#039;t be related to XComUtil. And I have installed it in another game directory, so it couldn&#039;t corrupt my save files. [[User:Player701|Player701]] 10:05, 29 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
If you upload the save file (here for eg: [[Image:Out_of_bounds_Hallucinoid.zip]]), I could take a look at it. I would guess the map ran out of spawn nodes (higher difficulty = more aliens to place on the map). - [[User:Bomb Bloke|Bomb Bloke]] 23:24, 29 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
There are a few maps in TFTD where large units may end up spawned in odd locations, probably due to what Bomb Bloke mentioned. Actually, in one odd example I helped troubleshoot a while back was a Xarquid that was stuck in the cargo hold shaft at the front of the boat in a shipping lane mission. Since it cannot be breached even by alien weapons, it made the first map impossible to complete without aborting. As for the aliens getting stuck in walls in the colonies, I don&#039;t know if that was deliberate or accidental on the part of the mappers. &lt;br /&gt;
&lt;br /&gt;
I had a feeling Zombie had a series of map pack sets that corrected the placement problems, but currently I can only find the ones for the two small subs and the ones for UFO. -[[User:NKF|NKF]] 01:56, 30 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Uploaded the save game: [[Image:Out of bounds Hallucinoid.zip]], you can take a look. That&#039;s my fourth Artefact Site mission in this campaign, and the third case of a Hallucinoid outside of the map (There is only one alien remaining, and the SWP flag was applied using XComUtil). [[User:Player701|Player701]] 05:53, 1 July 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Well this is odd.&lt;br /&gt;
&lt;br /&gt;
First off, he&#039;s not outside the map - he&#039;s actually just within it, albeit embedded in some black wall blocks.&lt;br /&gt;
&lt;br /&gt;
Second - and rather more to the point - he&#039;s sitting on spawn node 118 (he hasn&#039;t been able to move off it). The problem is that the map module he&#039;s in  (GRUNGE08) doesn&#039;t have a spawn node there (and yes, I&#039;m checking the Windows release, of which there was one version).&lt;br /&gt;
&lt;br /&gt;
In fact, both nodes 117 and 119 are placed miles away, over an entirely different map module (GRUNGE12, that large 20x20 area in the southern-center of the battlescape). That &#039;&#039;certainly&#039;&#039; shouldn&#039;t be the case - all nodes should be placed on a per-module basis (so if you suddenly jump from one module to another while placing nodes, it shouldn&#039;t be possible to jump back again).&lt;br /&gt;
&lt;br /&gt;
I guess there must be something screwy in the [[ROUTES|GRUNGE12.RMP file]], but I haven&#039;t yet looked to see what it might be.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 08:02, 1 July 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alien garrison ==&lt;br /&gt;
&lt;br /&gt;
I noted down what I killed when I cleared two sites completely playing on superhuman difficulty. I got:&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1st stage&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;first site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;second site&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;aquatoid&amp;lt;/td&amp;gt; &amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;tasoth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;tentaculat&amp;lt;/td&amp;gt; &amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;halucinoid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;2nd stage&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;first site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;second site&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;aquatoid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;tasoth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;tentaculat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;halucinoid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
Looking at these numbers I would guess that the total numbers are around 14 for the first and 22-23 for the second. The  composition seems to be very variable. I also recall missions with more then 10 tentaculats for the second stage. The map size of the first stage seems to be variable as well if I recall correctly.&lt;br /&gt;
&lt;br /&gt;
== Loot ==&lt;br /&gt;
&lt;br /&gt;
As already mentioned in the article there is a substantial recovery if both stages are completely(or maybe only the second is sufficient).&lt;br /&gt;
From the debriefing I got:&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;item&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;first site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;second site&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; magnetic navigation&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; sub construction&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; learning arrays&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; cryogenics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; implanter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; aqua plastics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;519&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;503&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; reanimation&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; score&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2132&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2161&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
In addition there are also the corpses of the approx. 37-39 aliens and their weapons. Since the maps are not that large it seems quite beneficial to clear them completely for the additional 500-700 score points(compared to demolishing the device and running) and the recovery money. By the time you reach the device most aliens should be dead anyway. If there are aliens in the walls or of the map as it happens sometimes you might be robbed of the fruits of your labor however - saving the game before landing recommended.&lt;br /&gt;
--[[User:Tauon|Tauon]] 23:15, 30 October 2010 (BST)&lt;br /&gt;
&lt;br /&gt;
==Appear only after Alien Origins are researched?==&lt;br /&gt;
&lt;br /&gt;
This probably is just a coincidence but on my current game the 1st Artefact Mission appeared some 4/5 months right after I completed research on Alien Origins (who explains them). Just a coincidence or you need to complete research in order for them to appear? Anyone else can check this out? [[User:Hobbes|Hobbes]] 16:57, 6 January 2011 (EST)&lt;br /&gt;
: I have not had the time to look through the save files of my latest campaigns but that would mean that on should not expect a Artefact Mission before May/June earliest. And if memory serves me right I recall a few occasions where I had to fight such missions with gauss weapons and sonic pulsers which in turn means that it was rather early because I tend to upgrade weapons early and delay the alien origin research until I am about to research my first lobsterman navigator/gillman commander/lobsterman commander for the ultimate threat in order to get both T&#039;Leth and the Leviathan with the second lobster Commander.--[[User:Tauon|Tauon]] 09:01, 11 January 2011 (EST)&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Weapons_(TFTD)&amp;diff=32294</id>
		<title>Talk:Weapons (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Weapons_(TFTD)&amp;diff=32294"/>
		<updated>2010-12-30T10:57:24Z</updated>

		<summary type="html">&lt;p&gt;Tauon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= What Happened to First Alien War Weapons ? =&lt;br /&gt;
&lt;br /&gt;
Is there any reasonable excuse why we can&#039;t use good old Heavy Plasma, or any weapon from First Alien War, on land combat? [[User:L-Zwei|L-Zwei]] 23:44, 25 July 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I have been wondering that myself. Let&#039;s see: X-Com operatives are required to prepare for undersea combat, regardless the original destination of their transport. A commander may decide to send a midair Triton undersea, and as soon as the doors are opened, any non water proof equipment inside would be damaged. That&#039;s also the reason why soldiers take their diver suits on land. It&#039;s not that good of an excuse, but it&#039;s something. --[[User:Trotsky|Trotsky]] 01:50, 26 July 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
If you could use the Plasmas, then why not the craft engines? My bet is the Elerium mines weren&#039;t set up at that point, meaning there was nothing to power these devices with.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 02:56, 26 July 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
:The official story goes thus: sea water aggressively corrodes Elerium (and by extension anything made from alien alloy), and plasma weapons EXPLODE when fired underwater, as some unlucky scientists found out. Microprose released a couple short stories before the launch of TFTD to explain the backstory that closed the gap between the two episodes, and the technological issues were briefly hinted at --[[User:KJK::Hyperion|KJK::Hyperion]] 15:14, 17 April 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The economy argument seems more plausible. Once the war was finished, there would be no reason not to sell recovered Elerium for use as power source, especially since X-Com was disbanded shortly after.--[[User:Trotsky|Trotsky]] 11:05, 26 July 2006 (PDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Plus Elerium was consumed by research on interstellar travel.&lt;br /&gt;
&lt;br /&gt;
As a side note, the Gauss weapons aren&#039;t as bad as many say. For example, people also say lasers are bad, although a Laser Rifle can kill a Muton in one hit. Why people doesn&#039;t like it? Because there are better weapons (plasma). Same with Gauss: people use Sonic instead because of the higher damage. I personally prefer the Gauss&#039;s accuracy and one-shot-one-kill technique. Plus if you get in close range and miss a snapshot, you will be killed by reaction fire. However, a point-blank Gauss auto is too strong to survive and too fast to counter.&lt;br /&gt;
&lt;br /&gt;
On the other hand, Gauss weapons are a bit more... realistic. Small pistols which fire a sonic wave with sniper-level accuracy over the map? Come on... Plus you can distinguish yourself from the aliens by not using mainstay alien equipment :D--[[User:Amitakartok|amitakartok]] 15:00, 11 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Fluff stories released by Microprose indicate that the Funding Nations basically divvied up X-COM 16 ways after the war, including all resources, and wasted most of it(including Elerium, to the point that they sent X-COM down to UFOs that crashed in the ocean to try and find more.  This is when they learned that both Elerium is rendered inert by sea water, and Alien Alloys DISSOLVE in it.)&lt;br /&gt;
&lt;br /&gt;
:As for Gauss/Sonic, well, I&#039;ve had a Tasoth kill a trooper with reaction after soaking up 3 Auto shots from a Pistol.  I understand the difference though, and it is a issue of personal choice.  Whether you get more shots in a small time frame or less shots but more power.  Of course, there is something that offers both power and speed...and it&#039;s immensely satisfying sometimes to just run up to the aliens and fight them with power tools!  (Idly, a Muton with 125 HP cannot be 1-shotted by a Laser Rifle, since LR damage maxes out at 120.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 11 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: Lobstermen. First time I ever met one, I emptied all of my gauss and harpoons into it and got royally slaughtered. Much fun. Gauss weapons are near useless against them - and perhaps the main reason why you must have sonic or power tool support by the time you meet them. &lt;br /&gt;
&lt;br /&gt;
:: By the way, players are split down two camps with regards to the weapons in UFO. There&#039;s the ever present Laser Rifle vs. Heavy Plasma debate that always flares up from time to time. Both weapons are jolly good in their own respect (I&#039;m in the arm-laser-rifle-on-Skyranger-but-pick-up-HPs-in-Combat-when-necessary camp) so there&#039;s no loss of love for the laser weapons. &lt;br /&gt;
&lt;br /&gt;
:: TFTD&#039;s gauss weapons lost a lot of favour with their ammo requirements. I don&#039;t mind that at all - I adore the gauss pistol and its massive (and cheap) 20 round clip. However their (the Gauss weapons in general) loss in effectiveness against enemies with lots of external armour (large units) and the lobstermen do hurt them quite a bit. Absolutely essential weapons to get at the start of the game though unless you stick to the Gas Cannon - which is awesome but you&#039;ve got to be careful with the ammo levels. &lt;br /&gt;
&lt;br /&gt;
:: I&#039;ve always been intrigued by the idea of alien alloys melting in salt water. How fast though? I keep getting these funny mental images of soldiers in Power Suits being air dropped into salt water, and then having them trudge up onto a desert island with their suits melting away to expose their jumpsuit underneath. Recently added the image of water squirting out of the cracks. - [[User:NKF|NKF]] 22:56, 11 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:It&#039;s not quite that fast, but the [http://www.xcomufo.com/stories/moray.html fluff from Microprose ] indicates that in the time period of &amp;quot;over a year&amp;quot; in the seawater(so 12-23 months), the navigation consoles of a Large Scout have melted into &amp;quot;silvery goo&amp;quot;, as well as eaten away enough of the hull for craft to flood.  They found some inert and ruined Elerium in a Plasma Rifle; the power source was gone(ejected before impact, according to the story).  So while the scenario you gave isn&#039;t exactly accurate, it would happen over time.  Enough to seriously degrade a Power Suit over a period of months, if not weeks.  If the Power Source leaked, the whole suit would stop functioning in short order as well.  And to boot, there isn&#039;t any Elerium left to power the things anyways.  (Although we must not forget the simply out-of-game reason for all of this: X-COM 2 would be way the hell too easy if you could use Plasma weapons and Flying Suits off the bat). [[User:Arrow Quivershaft|Arrow Quivershaft]] 23:15, 11 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
= Favourite Weapon Mix =&lt;br /&gt;
&lt;br /&gt;
OK, what&#039;s your favourite weapon mix and progression in TFTD? Here&#039;s mine (based on limited play):&lt;br /&gt;
&lt;br /&gt;
== Starting Weapons ==&lt;br /&gt;
&lt;br /&gt;
* Stock up on HydroJet Cannon (HJCs) and Gas Cannon (GCs), enough for &#039;&#039;every&#039;&#039; Aquanaut (15 or so of each).&lt;br /&gt;
* Get a healthy supply of regular grenades, and some explosives and disturbance mines. This is just to tide you over until you research Sonic Pulsers.&lt;br /&gt;
* As soon as the extra Gas Cannons arrive, sell all the Dart Guns and Jet Harpoons. The only reason not to sell these right away is in case you have an early land mission (unlikely).&lt;br /&gt;
* Sell Dye Grenades right away, they are rubbish.&lt;br /&gt;
* Don&#039;t bother with flares. HJC-IC clips create light multiple times, at greater range and less TUs, for the same space/item limit.  &lt;br /&gt;
* For water missions, equip mostly HJCs, with some GCs as heavy weapons. Carry mostly AP for the HJCs, an even mix of HE and AP for GCs. &lt;br /&gt;
* For land missions, carry all GCs and mostly AP rounds - designated heavy weapons units should chamber HE and carry both types. &lt;br /&gt;
* GCs with AP are your &amp;quot;tank-busters&amp;quot;. Even on an underwater mission, carry more GCs if you expect tough (armoured) opposition. If you are not sure what to expect, bring enough spare GCs to switch up to half of your Aquanauts to GCs.&lt;br /&gt;
* Regular grenades are most useful for attacks where you can&#039;t get a line of sight, which is a common situation in many TFTD terrain types. Due to the weak power of the regular grenade, against targets in the open, an HE round fired from a GC or HJC is usually more efficient. &lt;br /&gt;
* I&#039;m not convinced the Torpedo Launcher is worth bringing in any quantity. Its warhead is not sufficiently stronger than GC-HE to make it worth while. I would carry 2 at most in a sub. Even less useful once you have Sonic Pulsers - obsolete in fact.  &lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
&lt;br /&gt;
* If the absolute priority was winning battles, I would research the Sonic Pulser first, as the quickest way to equalise firepower with the enemy. It will make short work of targets that you would struggle to kill even with Heavy Gauss, so it&#039;s a great leap forward. However, relying on Pulsers does not leave much booty left on the battlefield, so it can hurt your finances. Nor is it a terribly safe tactic for rescuing civilians!&lt;br /&gt;
* So for economic reasons I prefer to start down the Gauss route asap. This provides a steady stream of finesseful weapons of steadily increasing power. It also sets you up for profitable manufacture.&lt;br /&gt;
* Nonetheless by the time Tasoths start showing up you will need (well OK, &#039;&#039;I&#039;&#039; need) Sonic guns to deal with them without incurring heavy losses. &lt;br /&gt;
* Or Thermal Shok Launchers, which are quicker to research and have other advantages. Maybe a better choice. (I believe these also help with Lobstermen, though I&#039;ve never got far enough to see one. )&lt;br /&gt;
* Particle Sensors can also be a good re-equaliser if you are often outgunned and on the defensive (as I always seem to be).  Plus they are a good profit making item. So, a good early research choice.&lt;br /&gt;
* Medi-Kits and Armour - Nah, just encourages your Aquanauts to be careless. Who wants to live forever anyway? ;) &lt;br /&gt;
&lt;br /&gt;
OK that&#039;s my mix, what&#039;s yours? &lt;br /&gt;
[[User:Spike|Spike]] 13:16, 12 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Complete Weapon Rebalancing?=&lt;br /&gt;
&lt;br /&gt;
I&#039;m sure it&#039;s obvious to many that the TFTD weapons aren&#039;t exactly balanced.  Some weapons serve [[Dart Gun|no purpose]] [[Dye Grenade|at all]], while others are [[Sonic Cannon|overpowered]] almost to the point of being broken.  Especially annoying is the rounded numbers used in every stat for the weapon.&lt;br /&gt;
&lt;br /&gt;
A friend suggested doing a mod(either by a single hex-edited weapons file which could be manually pasted in, which I could make myself, or an actual automated program, which someone else would have to make) where the weapons were rebalanced a bit.  So I&#039;m just opening up the discussion for people to voice opinions on.  Would anyone be interested?  What ideas do you have?  [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:15, 19 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: I don&#039;t mind how some of the plain vanilla weapons are balanced too much. Some of them are actually quite good. &lt;br /&gt;
&lt;br /&gt;
: As for the broken weapons like the dart gun. If it were rebalanced - perhaps something closer to the UFO pistol, then all will be right again in the world. The jet harpoon only really needs more ammo. &lt;br /&gt;
&lt;br /&gt;
: Another weapon that needs some attention is the magna pack explosive. In UFO there wasn&#039;t an ultimate grenade. Instead, you had a choice between the heavier High Explosive for more firepower, or the alien grenades that were lighter and dealt mid-weight damage. In TFTD, Sonic pulsers are THE grenade, and you will probably never use the Magna Packs except when you&#039;re on a tight budget. Perhaps the Magna-Pack could be revitalized by setting it to 150 damage and weigh it down by 9 units. (that&#039;s 3 weight units per 50HE). &lt;br /&gt;
&lt;br /&gt;
: The Sonic Blasta rifle could do with some changes. It only excels at being average and doesn&#039;t really stand out. One way to balance the cannon and rifle at the same time would be to simply swap the accuracy levels round. The sonic cannon is overpowered, but you only get so many shots and it takes forever to fire. Making them a bit less accurate would even things up. If damage levels do need to be changed, don&#039;t forget to factor in the increased armor levels of the TFTD suits.  -[[User:NKF|NKF]] 18:46, 19 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Perhaps one way to make the Sonic Blasta Rifle stand out is to give it something no other Sonic weapon has: Auto fire.  In order to balance, it&#039;d have to be very expensive in TUs(possibly 70-80%) or have poor accuracy(maybe a combo of both), but it would make it stand out in the field.  (I&#039;d considered dropping the damage down, but that means the aliens can&#039;t use it effectively, which is bad.)  ;)  [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:14, 19 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
=Proposed weapon infobox=&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Infobox open}}&lt;br /&gt;
{{Infobox module/keyfeatures&lt;br /&gt;
| features =&lt;br /&gt;
* &lt;br /&gt;
| pros =&lt;br /&gt;
* &lt;br /&gt;
| cons =&lt;br /&gt;
* &lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
{{Infobox module/weapon&lt;br /&gt;
| weapon =&lt;br /&gt;
| height =&lt;br /&gt;
| width = &lt;br /&gt;
| weight =&lt;br /&gt;
| weaponimage = &lt;br /&gt;
| acc_auto = &lt;br /&gt;
| acc_snap = &lt;br /&gt;
| acc_aim =&lt;br /&gt;
| fcost_auto =&lt;br /&gt;
| fcost_snap =&lt;br /&gt;
| fcost_aim = &lt;br /&gt;
| saleprice = &lt;br /&gt;
| research = &lt;br /&gt;
| mfccost = &lt;br /&gt;
| techhours = &lt;br /&gt;
| wkspc = &lt;br /&gt;
| materials = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox module/ammo&lt;br /&gt;
| weapon =&lt;br /&gt;
| ammo = &lt;br /&gt;
| height =&lt;br /&gt;
| width = &lt;br /&gt;
| weight =&lt;br /&gt;
| ammoimage = &lt;br /&gt;
| damage = &lt;br /&gt;
| capacity = &lt;br /&gt;
| saleprice = &lt;br /&gt;
| research = &lt;br /&gt;
| mfccost = &lt;br /&gt;
| techhours = &lt;br /&gt;
| wkspc = &lt;br /&gt;
| materials = &lt;br /&gt;
}}&lt;br /&gt;
{{Infobox close}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[User:Madned|Madned]] 16:43, 28 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
: I&#039;m thinking that the pro/con box should probably be left separate from the stat-box and be used simply as a quick summary for the descriptive text - either before or after. Partly to simplify the stat box. -[[User:NKF|NKF]] 17:34, 28 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: samples of two styles [[Sonic-Blasta Rifle]]: key-feature section leading description, [[Gauss Pistol]] integrated in infobox. [[User:Madned|Madned]] 00:56, 29 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Dunno what resolutions you guys are running, but at 1024x768 the box is a bit overbearing. Other then that it looks quite good to me; but perhaps if it were to span across the page horizontally, and be positioned under the &amp;quot;flavour&amp;quot; text at the top of the page? Dunno. - &amp;lt;span style=&amp;quot;font-size:xx-small&amp;quot;&amp;gt;&amp;amp;nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])&amp;lt;/span&amp;gt; 06:35, 29 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: I&#039;m also using 1024x768, but the page area on my browser window&#039;s is actually smaller than that since I have the bookmark panel open, and everything is running together very tightly. Perhaps all that needs to be done is replace the bulleted list with the table where they currently reside. It would give more flexibility with the spacing of the contents and the cells. -[[User:NKF|NKF]] 09:02, 29 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::1280x1024 here. I suspect the color scheme could use some work too. lemme rig up a lateral variant. [[Sonic Pistol]], another thought is to drop the infobox below the official blurb so they don&#039;t knock heads so much. [[User:Madned|Madned]] 19:21, 29 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I looked at it using 1280x800 and 1280x1024. I must say I definitely prefere the sidebox variants(Gauss Pistol, Sonic Rifle in that order) - it looks more organized that way. And it is what is used in the english wikipedia to present a general overview and numbers(e.g. for military engagements or similar topics). --[[User:Tauon|Tauon]] 05:57, 30 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
The wide version looks good, and the borderless key feature box does look spiffy. What about right-aligning the feature box off to the side of the descriptive blurb? &lt;br /&gt;
&lt;br /&gt;
As for the colour scheme for the stat box, perhaps you could trial using the same scheme as nav-box. It&#039;s lighter and easier on the eyes. The navbox uses the stdTable and stdTable Sub_Heading templates for its formatting. -[[User:NKF|NKF]] 19:49, 29 December 2010 (EST)&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Subs&amp;diff=32231</id>
		<title>Talk:Subs</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Subs&amp;diff=32231"/>
		<updated>2010-12-22T23:27:58Z</updated>

		<summary type="html">&lt;p&gt;Tauon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think the Hammerhead costs more than the Manta. Can we check this? [[User:Magic9mushroom|Magic9mushroom]] 04:35, 19 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I checked it in-game before I amended the post. I tried to build a Hammerhead and a Manta, and it is the Manta that costs more. But someone else should double check in case I got it wrong. [[User:Spike|Spike]] 11:26, 19 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I checked. Indeed you are correct. How odd. [[User:Magic9mushroom|Magic9mushroom]] 03:33, 20 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Looks odd, but I guess in one way of thinking, the Manta is the superior interception sub while the Hammerhead(awesome lil ship, by the way) only provides a lesser transportation role, being a mini Leviathan. Its interception role is greatly weakened by having the shortest operational time and range of all the subs despite the good acceleration. My opinion says it should be the more expensive because it&#039;s a specialty craft, but perhaps the higher Manta price was to make the player spend more money on ships that they might use more. -[[User:NKF|NKF]] 04:00, 20 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
OTOH, the Hammerhead does better against the Dreadnaught (more than twice as much HP), and unlike the Lightning in UFO, is actually useful because of the Lobbie Commander required to get the Leviathan. The Manta&#039;s improved over the Firestorm, but the Hammerhead&#039;s far more improved over the Lightning. And the Lightning costs more than the Firestorm in UFO.&lt;br /&gt;
&lt;br /&gt;
Oh, and by the way, the Hammerhead has a bigger range than the Manta. Twice the fuel capacity and not much less speed.&lt;br /&gt;
&lt;br /&gt;
Ah well, not like 20 Aqua Plastics and a bit of money matter anyway at that stage of the game. [[User:Magic9mushroom|Magic9mushroom]] 05:07, 20 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
The Hammerhead is faster to build and has a higher chance of success when taking on a dreadnaught singlehandedly than a manta - making it a great throw-away interceptor against those pesky very large subs in the later stages of the game. One might even consider using it as standard interceptor instead of the manta. 12 aquanauts are also usually enough to deal with any recovery mission.--[[User:Tauon|Tauon]] 18:27, 22 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Why no air intercept? ==&lt;br /&gt;
&lt;br /&gt;
 Due to various reasons, X-COM flying-subs are forbidden from engaging enemy ships in air-to-air combat while flying over dry land. &lt;br /&gt;
&lt;br /&gt;
What are the &#039;various&#039; reasons, do tell? Because it uses the same code base as EU, with air combat being replaced by water combat? Because flying subs only carry underwater weapons? (Why?) Are there any reasons given in-game or in canonical materials that give an explanation or rationalisation for what is, basically, pretty weird? [[User:Spike|Spike]] 16:27, 28 October 2010 (BST)&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Tauon&amp;diff=32160</id>
		<title>User:Tauon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Tauon&amp;diff=32160"/>
		<updated>2010-12-17T09:51:48Z</updated>

		<summary type="html">&lt;p&gt;Tauon: Fun with the standard controls&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I finished TfD twice before I played ufo years later. So contrary to the majority I really prefer the second part of the series.&lt;br /&gt;
== Things to do/wish list/questions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;identify the usos/map modules which have routing/or alien placement errors&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;battleship: large terror units become stuck in the left stairs on the ground floor, esp. nasty if its a Xarquid(full TU, covers entrance)&lt;br /&gt;
&amp;lt;li&amp;gt;heavy cruiser: alien tends to get stuck in the right elevator, often on ground level(hard to get without something to crack the inner wall)&lt;br /&gt;
&amp;lt;li&amp;gt;port map: tricences get stuck/placed in the wire fences&lt;br /&gt;
&amp;lt;li&amp;gt;artefact map: hallucinoid can get stuck in a small hollow pyramid - it can move but the exits are to small for it&lt;br /&gt;
&amp;lt;li&amp;gt;colony map: similar to above - stuck in a small compartment with a single door&lt;br /&gt;
&amp;lt;li&amp;gt;(artefact map: infamous hallucinoid at bottom of the lift map, quite hard to motivate to leave this spot sometimes but this can leave)&lt;br /&gt;
&amp;lt;li&amp;gt;unaccessible areas for example the top right corner of the bottom level of the pyramid with the 9 or so columns in the artefact map;&lt;br /&gt;
    top level cargo ship(2nd part) section above the engines - can not move to the far right- the overhead map says the should be a coridor of width 1;&lt;br /&gt;
    sometimes if the uso is parked close to the map border units get problems moving around them.&lt;br /&gt;
&amp;lt;/ul&amp;gt;  &lt;br /&gt;
&amp;lt;li&amp;gt;tftd terrain description analog to ufo &lt;br /&gt;
&amp;lt;li&amp;gt;which tiles burn longer then 1-2 turns?&lt;br /&gt;
&amp;lt;li&amp;gt;optimal disembark order for tftd crafts(which soldier to move where, sniper with Mag armor on top of craft?)&lt;br /&gt;
&amp;lt;li&amp;gt;base development of first base after the initial additions&lt;br /&gt;
&amp;lt;li&amp;gt;base defence layout&lt;br /&gt;
&amp;lt;li&amp;gt;learn when to use pulsers, DPL - keep lugging the around only rarely using them if i&#039;m really out of other ideas in order to get a hard to get      alien;usually MC and drills are enough to finish most uso maps without losses&amp;amp;reloads by end of July &lt;br /&gt;
&amp;lt;li&amp;gt;try using Hydrojet cannon to get a better idea about its usefulness; so far I hardly see a use except for short term lighting; the close range idea with HE kinda works but destroys a lot of equipment.&lt;br /&gt;
&amp;lt;li&amp;gt; TftD reaction training(this is significantly harder to achieve then in Ufo because you no longer have access to the alien inventory and alien without weapons do not not seem to move, so hovering in Mag Armor over a bunch of lobsterman without sonic guns/pistols only works for the few turn where they try to strike your guys with pulsers once they run out they stay put)&lt;br /&gt;
Maybe offer them a sacrifice to attempt clawing down(after the pulsers are gone)&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strange events  ==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; When preparing to assault a crashed USO I found a Tasoth Sq Leader on my equipment screen. However it was gone from the equipment pile when I pressed ok. Should have shoved it in a backpack.&lt;br /&gt;
:Had the same thing happen again while preparing to assault an escort. Shoved the tasoth soldier in the hands of one of my aquanauts and it was still there on turn 1. Possible another tftd bug.&lt;br /&gt;
&amp;lt;li&amp;gt; When moving towards the roof entrance of the fleet supply cruiser via mag armor my aquanaut walked through the uso outer hull into the corridor leading towards the bridge&lt;br /&gt;
&amp;lt;li&amp;gt; cargo ship mission 2nd part when standing on the elevated platform where you usually get sniped from the aquanaut sometimes seems the be able the scale the metallic structure towards the next level. Have not figured out when it is possible yet but it happened several times already. There are other spots where I encountered similar behavior but this is the only one I recall for sure.&lt;br /&gt;
&amp;lt;li&amp;gt; teleporting corpses: when finishing of a stunned alien which was moved from the place where it was knocked unconscious with a a HE shell or a grenade the corpse appears back in the place where it was stunned instead of where it was killed.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aquanaut  screening guide ==&lt;br /&gt;
&lt;br /&gt;
Once one has established a steady income source by raiding the supply cruisers and/or running a gauss craft cannon factory the cash just keeps piling up. If one goes for 8 bases(which is by no means necessary 2-3 can usually see you through quite comfortable) these soon are also build to the max.&lt;br /&gt;
Next is that one can start to be picky with which raw recruits to keep and which to send back/use for bravery training. Their stats are assigned random when ordered. While it is possible to wait for the perfect soldier with all stats at the max possible value he/she is fairly unlikely to show up.&lt;br /&gt;
So we need to identify those which really matter and those which can be easily raised via training.&lt;br /&gt;
At this point of the game(July/August) we probably have a few experienced  MC troopers which pretty much control the battlefield in normal Uso assaults so it does not matter how wimpy or bad at shooting/throwing the new guys are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;, &#039;&#039;&#039;health&#039;&#039;&#039; and &#039;&#039;&#039;strength&#039;&#039;&#039; are secondary skills and are increased en passant while you train the primary stats. So these are the ones which are of &#039;&#039;&#039;least concern&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Time units&#039;&#039;&#039; are also a secondary stat but since their initial value determines the energy recovery rate which is crucial in longer missions &#039;&#039;&#039;a 60 is a must&#039;&#039;&#039; here. Otherwise you won&#039;t get the maximal recovery rate of 20.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MC strength is the second but foremost stat which matters&#039;&#039;&#039;. However it wont be known until a month later. A 80+ makes a decent MC trooper and ensures pretty much an impervious defence against enemy MC attacks. 95+ are recommended if you intend to control highly resistant terror units at the other end of the map. So you can just preselect the raw recruits for the for the other preferred stats and hope for the best - with a MC lab in every base and maybe 2 extra it won&#039;t be long to find the desirable 10-20 guys with high enough strength.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MC skill&#039;&#039;&#039; is the primary stat which can be raised most easily given a high MC strength so &#039;&#039;&#039;least concern&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firing and throwing accuracy are easily trained&#039;&#039;&#039; by either emptying a magazine into a hapless  lobster after you had him throw this gun away or tossing things around. Takes a while but doable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bravery&#039;&#039;&#039; can be trained  but &#039;&#039;&#039;rarely matters&#039;&#039;&#039;. For training cull your rejected recruits after you cleared the map except for one unarmed alien(stunned revived with stimulants, no built in lethal attack). Or use the tentaculat trick.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reactions&#039;&#039;&#039; vary quite a lot. A initial reaction in the &#039;&#039;&#039;50-60 range&#039;&#039;&#039; is desirable because reaction training is rather hard to set up in TftD due to the inventory lockout. Never had a 100 reaction soldier in tftd.&lt;br /&gt;
&lt;br /&gt;
To sum it up for the ideal recruit one would wish for 60 time units and 60 reactions and then hope for 100 MC strength. The rest is training.&lt;br /&gt;
&lt;br /&gt;
== Intercepting Dreadnoughts ==&lt;br /&gt;
&lt;br /&gt;
With the advent of sonic oscillators the only alien craft which can return fire and damage your subs is the dreadnought. By August/September you get quite a few of them as well as a flurry of other craft. Your goal is to deal with the mayor threat while maintaining your capability to harvest and train. That means minimizing the downtime(repair/refueling) of your crafts. There are several strategies to tackle the problem.&lt;br /&gt;
The first is several or a single interceptor. That is also a question of availability. While it might be nice to send 4 dual armed craft against a single dreadnought most of the time this is not possible because some of the craft in the target region are refueling/out/repairing. And the damage distribution is not homogeneous among the multiple crafts. You might end up taking 4 craft out of commission for several days instead of 1 heavily damaged one which can be replaced with a newly built one. This leads to the next question - when to keep&amp;amp;repair a craft and when build a new one to replace it because its faster. That is easily answered so lets do a comparison of the four armed craft.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;right&amp;quot;&amp;gt;craft&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Barracuda&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Manta&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Hammerhead&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Leviathan&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;tech hours&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;          -&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 18000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 14000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 34000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;damage capacity&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 400&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 960&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1,250&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;speed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;              2,400&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 4,600&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 4,030&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;  5,800&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;cost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;                600000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 600000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 400000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 900000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;arrival/built time (h/d)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 96/4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 72/3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 56/2.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 136/5.7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;dmg repaired in this time&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;  80%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 18%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 5.8%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 10.9%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;weapon pods&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;hits to perish&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 3-6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;  6-13&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 9-17&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;hits to down&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
Notes:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The built time is given considering a manufacturing base with 250 technicians and 6 workshops. &lt;br /&gt;
&amp;lt;li&amp;gt;I assume that the damage repair rate is the same as in UFO: 1 dmg/hour ; To convert this in percent devide by damage capacity&lt;br /&gt;
&amp;lt;li&amp;gt;I assumed a damage value of 75 as lower end and 150 higher end for the dreadnought weapon with strength 120.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The big unknown is the dreadnought weapon - I could not find a damage range and a to hit value. With those values it would be possible to calculate/estimate success probabilities for each craft for each attack mode.&lt;br /&gt;
From the above numbers(hits to down vs hits to perish) it seems obvious that both the Manta and the Hammerhead have a decent chance to take down the dreadnought alone, while the single barracuda is simply suicidal and the Leviathan would have to get rather unlucky to fail. &lt;br /&gt;
&lt;br /&gt;
In my practical experience the Manta gets the job done with 70-90% damage in 9 out of 10 tries. And it is fast enough to outrun all other opponents.&lt;br /&gt;
In terms of ease of replaceability the Hammerhead option might be worthwhile considering. Raw materials and cost are of no importance in the later stages of the game if several fleet supply cruisers are harvested for zrbit there should be plenty of cash and raw materials by July/August.&lt;br /&gt;
&lt;br /&gt;
== Fun with the standard controls ==&lt;br /&gt;
&lt;br /&gt;
Teleporting armor&lt;br /&gt;
: The aquanauts menu lets you change the armor of aquanauts even when they are on the way to/back from a mission. A shipment of magnetic armor arrived a few hour after the team is transported to a shipping line mission on the other side of the globe - just give it to them via the menu and it will materialize in the craft. On the way back you spot a dreadnought heading straight for your base and your home defence team would greatly benefit from these shells - just teleport them back.&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Personal_Armour&amp;diff=32154</id>
		<title>Personal Armour</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Personal_Armour&amp;diff=32154"/>
		<updated>2010-12-13T11:22:22Z</updated>

		<summary type="html">&lt;p&gt;Tauon: Removed spam links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Making use of the curiously resilient and ultra light [[Alien Alloys |alloys]] that compose almost the entirety of the UFO hulls, the Beaker heads have been able to cook up a relatively simple but highly protective suit of armour in their laboratory habitats. This new suit of armour rivals even standard kevlar combat armour in terms of effectiveness. It can be built once Alien Alloys is researched.&lt;br /&gt;
&lt;br /&gt;
Basically the suit is a black full body suit with alloy plates slipped in to protect vital areas. Various guards moulded from Alien Alloys provide additional protection to areas such as the shoulders and hips, they also supply some pocket space for a suit that, when you get down to it, isn&#039;t quite designed for pockets.&lt;br /&gt;
&lt;br /&gt;
The relatively simple and cost effective construction of Personal Armour allows some X-COM Commanders to introduce the suits as standard issue equipment very quickly. But more importantly, it&#039;s a good excuse for engineers to get rid of that often gigantic mound of Alien Alloys that tends to accumulate in storage.&lt;br /&gt;
&lt;br /&gt;
Scientists are planning on designing a heavier and bulkier variety of armour that offers double the protection and introduces mechanical enhancements to aid movement under the additional bulk. Refer to the [[Power Suit]] project for more information, and the [[Flying Suit]] project for the planned anti-gravity enhancements that allows flight.&lt;br /&gt;
&lt;br /&gt;
This armor is used in &#039;&#039;[[X-COM|UFO: Enemy Unknown]]&#039;&#039;. In &#039;&#039;[[TFTD|Terror from the Deep]]&#039;&#039;, the [[Plastic Aqua Armor]] is the equivalent.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table {{StdCenterTable}} width=&amp;quot;30%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Facing&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Protection&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Front&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Right&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Left&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Rear&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;Under&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
Any soldier wearing Personal Armour or better will be completely immune to the effects of fire -- but a [[Power Suit]] or better is needed against [[stun]] damage from smoke.&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[Image:PersonalArmour.gif|Personal Armour]]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[Coveralls]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Power Suit]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Flying Suit]]&lt;br /&gt;
&lt;br /&gt;
{{Equipment (UFO Defense) Navbar}}&lt;br /&gt;
[[Category:Armour]]&lt;br /&gt;
[[Category:Research (EU)]]&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Ship_Rescue_Mission&amp;diff=32116</id>
		<title>Talk:Ship Rescue Mission</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Ship_Rescue_Mission&amp;diff=32116"/>
		<updated>2010-12-01T19:59:59Z</updated>

		<summary type="html">&lt;p&gt;Tauon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So, I&#039;ve spent about sixty turns on the upper-deck part of one of these missions, and I&#039;ve swept the damn ship from front to back from the bridge on down (and then back up).&lt;br /&gt;
&lt;br /&gt;
I&#039;ve tagged every single alien I&#039;ve seen, either for a kill or a knockout, and it still won&#039;t let me move on to the next part of the mission.&lt;br /&gt;
&lt;br /&gt;
Should I just drag all the dead aliens and their gear back to the Triton and give the mission up as a bad job, or what?&lt;br /&gt;
&lt;br /&gt;
--[[User:Guido Talbot|Guido Talbot]] 12:06, 13 August 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: That is certainly one option. If you can get away with escaping with a positive score, or a very light negative score then don&#039;t treat it as a failure. &lt;br /&gt;
&lt;br /&gt;
: One possibility is that the game stuffed up at map creation and there&#039;s an alien trapped in a solid wall - and many of the walls in ships are indestructible. I have had an occasion to help another player troubleshoot this exact problem, and a terror unit, Xarquid I think, was found trapped in an inaccessible area near the storage room at the front of the ship where all the props like the statues are kept on the pleasure cruiser. I don&#039;t know if it&#039;s an occasional problem with the game or if any mods are responsible for this, but if you have XComutil, it should be all right to use it to reveal the location of the last alien on the map and kill/stun it. -[[User:NKF|NKF]] 15:58, 13 August 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I&#039;ve seen a Bio Drone hiding in a 1x1 room behind a door before. And I&#039;ve heard tell of unreachable bad guys behind solid walls. I agree with NKF, use XComUtil to track down the last baddie. [[User:Spike|Spike]] 17:00, 15 August 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alien deployment ==&lt;br /&gt;
There seems to be a wide variety whats is possible with these, Today I encountered one that was so strange that I had to run XCOMutil over it to see what I&#039;m facing. Superhuman difficulty, unmodified game version 2.1, 2040.04.01 09:51, battlescape turn 2, 1st upperdeck part.&lt;br /&gt;
         Aquatoid:   3, Dead: 1&lt;br /&gt;
           Tasoth:   8&lt;br /&gt;
        Bio-Drone:   5&lt;br /&gt;
         Triscene:   2&lt;br /&gt;
          Xarquid:   1&lt;br /&gt;
    Civilian Male:   5, Dead: 3&lt;br /&gt;
Its rather early for a mixed and a mix of 3 different terror units is uncommon.&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:TFTD_Strategy_Guide&amp;diff=32089</id>
		<title>Talk:TFTD Strategy Guide</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:TFTD_Strategy_Guide&amp;diff=32089"/>
		<updated>2010-11-30T03:08:04Z</updated>

		<summary type="html">&lt;p&gt;Tauon: alternate starting suggestion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting Base Location ==&lt;br /&gt;
&lt;br /&gt;
For a base location I would say that the mid Atlantic or Pacific might be better.  Remember you are covering the oceans, not the land masses. [[User:M52nickerson|M52nickerson]] 12:00, 28 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Thanks for the help on this, I&#039;m really not sure what the right approach is. My thinking around the Med was that you want to be as close as possible to as many Zones as you can, because it&#039;s the Zones (countries) who control your funding. The same argument as would be used in picking an Enemy Unknown starting base location. So my objective in picking a location is not so much to maximise the sea area covered, but to maximise the number of Zones protected. I did try a couple of times placing my first base in the mid Atlantic, and not much happened. But maybe that was bad luck. [[User:Spike|Spike]] 16:08, 28 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Scientists or Extra Base? ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve pretty much decided in favour of Scientists, but for the record, here are both sides of the argument:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The quick-start procedure outlined in the article should give you about $1.7M of spare cash, $2.1M if you use an improved starting base layout or don&#039;t care about changing the standard layout. &lt;br /&gt;
&lt;br /&gt;
The main two options for this money are:&lt;br /&gt;
&lt;br /&gt;
*Hire additional scientists. &#039;&#039;Probably&#039;&#039; the best strategy.&lt;br /&gt;
*Build an additional base during the first month (wherever the Graphs show alien activity, or wherever there is Funding to be protected)&lt;br /&gt;
&lt;br /&gt;
Adding a new base early can help you increase your intercept rate, which can give a big advantage to loot and research. It can also help to avoid negative score penalties that can place you in grave difficulty. &lt;br /&gt;
&lt;br /&gt;
Ultimately, scientists win the game, by developing the technologies that will first resist, and then defeat, the alien menace. The faster you can acquire these technologies, the quicker the balance of power moves in your favour, and the more likely you are to survive and succeed. &lt;br /&gt;
&lt;br /&gt;
For that reason, additional scientists is probably the best option.&lt;br /&gt;
&lt;br /&gt;
On balance, it&#039;s probably better to build a second base from the proceeds of mission loot, rather than your starting cash. Apart from anything else, building a base can be done more or less any time of the month without major impact, whereas hiring scientists really should be done at the start of the month.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sub Interception == &lt;br /&gt;
&lt;br /&gt;
There is one difference in the Geoscape that really sets TFTD apart from UFO. I&#039;m always able to happily get away with arming fleets of interceptors with Plasma beams and they were the bulk of my air defenses in UFO, but with the introduction of the otherwise utterly annoying sub &#039;depth&#039; in TFTD, your Barracudas are going to be stumped frequently by enemy subs ducking down to depths that the Barracudas can&#039;t reach. &lt;br /&gt;
&lt;br /&gt;
This makes Mantas and Hammerheads a nice mid-game topic to put emphasis on. Luckily, the sub construction topic is a byproduct of two of the most important technologies anyway, the Transmission Resolver and Mag Ion Armor. Probably be worth mentioning that you should keep a sample of the store item. -[[User:NKF|NKF]] 01:55, 29 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Great point, I will amend the suggestion to reflect that. In general TFTD is just much more challenging, I&#039;m really getting in to it for that reason. [[User:Spike|Spike]] 09:20, 29 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I&#039;ve never found the depth of enemy subs to be much of a problem.  They almost always come up to a &amp;quot;shallow&amp;quot; depth at some point.  If anything the speed of the USO&#039;s is the main reason to build a Manta or Hammerhead.  I still just wait until I can build a couple of Leviathans. [[User:M52nickerson|M52nickerson]] 20:21, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It&#039;s a combination of the speed and depth that doubles the difficulty. If you do eventually catch up with the sub but it just happens to be at a deep depth, your Barracuda may just run out of fuel before the alien sub returns to shallow waters. It&#039;s not so bad if the Barracuda&#039;s home base is just nearby, but on those long cross-continent chases, it really does get frustrating. But I guess it does make the Manta useful, whereas in UFO you could easily skip the Firestorm in favour of using interceptors and Avengers. -[[User:NKF|NKF]] 06:14, 12 October 2010 (EDT) &lt;br /&gt;
&lt;br /&gt;
== Downing Very Small USOs ==&lt;br /&gt;
&lt;br /&gt;
Instead of arming both Barracudas with DUPs in the beginning one might want to keep one armed with dual AJAX since a DUP hit destroys the smallest Subs. This is a real waste of easily earned early income and research material. Against anything up to Heavy Cruisers a single DUP armed Barracuda is sufficient and attacking anything larger is a gamble. Of course this messes up the picket ship strategy...--[[User:Tauon|Tauon]] 18:13, 10 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Yes that&#039;s a good suggestion. It&#039;s worth considering it costs $600K/month to rent that Barracuda just to tackle Very Small USO Survey Ships though. But in the first month or two I think it&#039;s a good idea. As soon as I get a second base, I transfer the 2nd Barracuda there, and from that point on it makes sense to arm with dual DUP I think. Have you tested this with dual Ajax though? From the data tables on this website, I would expect dual Ajax automatically kills a Survey Ship (damage limit 60), since 2 Ajax = 60 to 120 total damage. If you&#039;ve seen Survey Ships survive attack by dual Ajax regularly, that has some implications for how sub combat works. Anyway I&#039;ll have to try that, and also Ajax + Gas Cannon, which would be pretty much guaranteed to crash a Survey Ship rather than destroy it. Thanks! [[User:Spike|Spike]] 19:56, 10 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It worked for me in the majority of tiny uso intercepts. However I recall a case were it was destroyed. I guess one would have to go dual gas canon to be completely on the safe side. The single Ajax fires twice before one gets in gas canon range. However dual Ajax is usable against Cruisers(the craft which one will encounter most) as well and Gas Canon leaves the craft too open for return fire for my taste.--[[User:Tauon|Tauon]] 09:53, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::So just to be clear, you routinely use dual Ajax against Very Small USOs (Survey Ships, containing one alien), and only rarely do they get destroyed? If so that&#039;s very interesting, because it suggests that the processing of whether the USO is crashed or destroyed occurs between the impact of the two torpedoes, even though appear to &#039;the naked eye&#039; to be simultaneous impacts. Either that, or the damage values for Ajax or wrong, or the damage process is misunderstood. On the current understanding, it should be 50%-100% of base damage (60) per Ajax torpedo (average 75% = 45 damage). The threshold for crashing should be 50% of the Survey Ship&#039;s defence strength, 60 x 50% = 30. The threshold for being destroyed should be 100% of the Survey Ship&#039;s defence strength, 60 x 100% = 60. So even if two Ajax both did minimum damage, 2 x 60 x 50% = 60, they would always or very nearly always destroy the Survey Ship. So this is curious. On the other hand if you were using the 1 Ajax + 1 Gas Cannon combo to consistently crash Survey Ships, that&#039;s more understandable. [[User:Spike|Spike]] 11:40, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Yes, I routinely use dual Ajax to deal with the Survey ships(1 alien, 1IBA,1MagNav,8AP). I do use the patch to switch the hulls in battlescape. I just run a small empirical test(new game,superhuman,prepare the Baracudas: 1 dual Ajax, 1Ajax&amp;amp;1GC, build large sonar) to see if I remembered right. Fast forward until I get the very small contact. Save. Intercept with Baracuda 1(dual Ajax). See what happens. Reload. Again. Out of the 10 times I went before I got bored. I downed it 10 times. 6 or 7 times with the first salvo The rest with the second. Then I repeated the cycle with Baracuda 2. I can confirm that usually one 1 Ajax hit is sufficient to down the Survey ship. Due to the inaccuracy one often needs to fire 2 or more. 2 Ajax are fired in aggressive attack mode before the GC gets to play. I managed to destroy the uso 1 time out of the 10 tries(3 Ajax and 1 GC shell fired).--[[User:Tauon|Tauon]] 14:29, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: Well that is very strange. Thanks for doing those tests. At accuracy 70%, you would expect that 49% of dual Ajax salvoes would score 2 hits. For salvoes that hit at least once, in 70% of those salvoes there would be 2 hits. And as noted above, 2 Ajax hits should always destroy the Survey Ship. Yet your empirical data are nothing like that. You see destruction in only 10% of sorties using dual Ajax. This suggests either the listed damage for Ajax is wrong, or the listed damage capacity for Survey Ship is wrong. Or, worse, our understanding of the mechanics is wrong. Largely it&#039;s just assumed they are the same as Enemy Unknown air combat mechanics - maybe they are not. I think it&#039;s time we had a code dig to confirm what the USOPaedia says about USO stats and weapon stats. [[User:Spike|Spike]] 17:24, 11 October 2010 (EDT)&lt;br /&gt;
::::: I couldn&#039;t find a Survey Ship I could catch but I did find a BattleShip that took 20 AJAX fired to bring it down. That matches ok to 20 x 60 x 70% = 840 damage vs 1400 x 50% = 700+ damage to crash a BattleShip. Maybe the damage capacity of the Survey Ship has been increased, to make it easier to crash it? [[User:Spike|Spike]] 18:12, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Well, I run a more extensive test this morning using a different survey ship. There is some funny stuff happening.&lt;br /&gt;
Setup: dosversion 2.1,survey ship -escort battlescape hull swap patch, dye grenade patch;&lt;br /&gt;
Baracuda armed with dual Ajax intercepts survey ship(very small contact, I checked it had only 1 occupant by retrieving it twice);&lt;br /&gt;
number of intercepts:100 &lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;salvo 1&amp;lt;/td&amp;gt;  &amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;downed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;hit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;salvo 2&amp;lt;/td&amp;gt;  &amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;downed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;hit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;salvo 3&amp;lt;/td&amp;gt;  &amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;downed&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;# occurences&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
If I calculate the expectation values for these events using the naive model they do not match up well. Not to mention that it should be impossible to hit the survey ship using dual Ajax without downing it. I would guess that there is some small deviation from the given Ajax damage value possible.&lt;br /&gt;
And the game does not seem to check the second projectile if it got over the downing threshold with the first.&lt;br /&gt;
Btw the 110 damage of the DUP seem to destroy it as expected. Since this value is close to the 100 destruction capacity I wonder if the deviation if it exists can be large enough to allow the rare downing of a survey ship with a single DUP.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Very interesting data. I&#039;ve thought hard about how to fit this data. Superficially, the data above actually looks like only 1 Ajax missile launcher is being used. I don&#039;t think this is true. I think I can make most of the data fit, with a few slightly changed assumptions about craft combat mechanics.&lt;br /&gt;
&lt;br /&gt;
# Salvos of the same missile type share the same &amp;quot;to-hit&amp;quot; roll. Both hit or both miss. This would predict a pattern of 30% miss on Salvo 1, 9% (of total) miss on Salvo 2, 0-1% (of total) miss on Salvo 3. This is a fairly close match for your data, especially if you take the initial 26% miss on Salvo 1 as a starting point and apply the same rules. We can be very sure this is true, because if the to-hit rolls were independent, we would see one or more hits in nearer to 91% of salvos, rather than around 70% of salvos - as was observed empirically in this data.&lt;br /&gt;
# As suspected, combat processing stops immediately whenever a &#039;crashed&#039; or &#039;destroyed&#039; condition occurs. For Ajax vs Survey Ship, this means the 2nd missile hit is irrelevant in 29/30 cases, because the USO is downed or destroyed 29/30 by the 1st missile. This is what makes this data look so similar to firing a single missile rather than dual missiles: the effect of the 2nd missile is masked in 29/30 cases. &lt;br /&gt;
# It&#039;s unclear whether &#039;&#039;damage&#039;&#039; is rolled seperately for each missile hit (gaussian), or if the same roll is used (linear). Because of the &#039;masking&#039; effect, it&#039;s very hard to tell. Either scenario is compatible with the results seen vs larger USOs, because you have enough hits that it averages out before the craft is downed or destroyed. &lt;br /&gt;
&lt;br /&gt;
The above explains the frequency of the typical case, &amp;quot;Ajax crashes Survey Ship&amp;quot;, pretty well. On 70% of salvoes there is a hit (I believe it&#039;s always two hits in fact). The first hit is processed, and the Survey Ship is downed in 28/30 cases (out of 70%, ~= 65.33%), destroyed in 1/30 cases (~= 2.33%), hit but survives in 1/30 cases (~= 2.33%). The second hit is irrelevant in 29/30 cases (96.66%), as the USO is already downed or destroyed. If the first salvo missed entirely (30%), or the USO survived (1 in 30 of the other 70%), additional salvos proceed on the same basis. &lt;br /&gt;
&lt;br /&gt;
So in 1 salvo in 30 the USO is destroyed, and in 1 salvo in 30 the USO is hit but keeps running. These are the outlying cases that are harder to explain. &lt;br /&gt;
&lt;br /&gt;
The masking effect explains why the damage distribution appears linear (1 x d30), rather than gaussian (2 x d30). The damage is never, or almost never, cumulative, because only 1 time in 30 does processing proceed to the 2nd missile hit. &lt;br /&gt;
&lt;br /&gt;
A key question is where the algorithm&#039;s exact boundaries lie. Are the 50% and 100% thresholds, for &amp;quot;crashed&amp;quot; and &amp;quot;destroyed&amp;quot;, compared using &amp;quot;greater than&amp;quot; or &amp;quot;greater than or equal to&amp;quot;? Is integer rounding used, or integer truncation, or no rounding? &lt;br /&gt;
&lt;br /&gt;
There are various ways of explaining the &amp;quot;destroyed&amp;quot; frequency. The observed &amp;quot;destroyed&amp;quot; frequency matches the scenario for a single launcher. This is simply because of the &amp;quot;masking&amp;quot; effect again. So, as noted above, the &amp;quot;destroyed&amp;quot; frequency is basically what would be predicted by a linear damage distribution of 1 missile hit. &lt;br /&gt;
&lt;br /&gt;
The hard thing to explain is the &amp;quot;hit but survived&amp;quot; frequency. This also acts very much as it would for a single missile launcher. The problem is, regardless of whether damage distribution is gaussian (2 independent rolls) or linear (same roll used twice), it doesn&#039;t matter: the craft should always be destroyed by the second hit, since (we believe) the cumulative total can&#039;t be less than 60. &lt;br /&gt;
&lt;br /&gt;
The only explanation I can see for the &amp;quot;hit but survived&amp;quot; frequency of 1 in 30 per salvo is the following&lt;br /&gt;
&lt;br /&gt;
# there is some kind of &amp;quot;critical fail&amp;quot; rule at the low end of the range, something involving integer rounding or truncation, so that the frequency of it occuring is about 1 in (integer range of possible damage); eg 1 in 30 (or maybe 1 in 31) for a weapon with base damage = 60.&lt;br /&gt;
# distribution of damage on both missile hits is linear, i.e. the same roll is used for both hits, so they both suffer the &amp;quot;critical fail&amp;quot; at the same time&lt;br /&gt;
# a &amp;quot;critical fail&amp;quot; reduces the damage to consistently and significantly less than 25% of weapon base damage, most likely to zero&lt;br /&gt;
# alternatively, the &amp;quot;critical fail&amp;quot; or other low-end-integer result causes processing of the second missile hit to be aborted.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t really like the &amp;quot;critical fail&amp;quot; supposition because it creates an extra hypothesis to explain an anomaly. But without &amp;quot;critical fail&amp;quot; and a shared damage roll for both missile hits, I can&#039;t explain why the &amp;quot;hit but survived&amp;quot; rate is linear, and so closely matches the expected rate for a &#039;&#039;single&#039;&#039; missile launcher. &lt;br /&gt;
&lt;br /&gt;
A good test for the &amp;quot;critical fail&amp;quot; hypothesis would be to use a weapon with a more powerful base damage, such as a DUP (110 vs 60). If &amp;quot;critical fail&amp;quot; is correct, there should be a similarly consistent, higher than expected, &amp;quot;hit but survived&amp;quot; rate, possibly 1 in 55 rather than 1 in 30, but not varying noticeably whether you have dual DUP or single DUP. &lt;br /&gt;
&lt;br /&gt;
It would also be interesting to test single AJAX, and see if the &amp;quot;destroyed&amp;quot; and &amp;quot;hit but survived&amp;quot; rates change. For single missile launcher tests you want a Cannon as your second weapon, and use Cautious mode so you hold off outside cannon range. &lt;br /&gt;
&lt;br /&gt;
A large number of tests with dual DUPs (55-110 damage each, 165 salvo average) vs an Escort or Cruiser (300 damage capacity) should be able to determine if the damage function of two weapons is linear or gaussian. Basically, 2nd salvo kills will be much more common if the distribution is linear, much less common if the distribution is gaussian. &lt;br /&gt;
&lt;br /&gt;
The weirdness of the Survey Ship vs Ajax situation comes almost entirely from the fact that the Ajax base damage is exactly matched to the Survey Ship damage capacity, ie. both 60. But it&#039;s precisely because it&#039;s such a special case that it&#039;s able to shine light into the hidden game mechanics. It&#039;s a bit like a stroboscope or a spectrograph. A very useful experiment. [[User:Spike|Spike]] 16:55, 12 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Secondary base ==&lt;br /&gt;
&lt;br /&gt;
I usually make my second base the manufacturing base. &lt;br /&gt;
: Yes I agree that it makes sense to make the 2nd base a manufacturing base.[[User:Spike|Spike]] 12:27, 11 October 2010 (EDT)&lt;br /&gt;
If memory serves me right I usually start with an Sub-Pen(low cost, takes a long time to build), a large sonar(improved detection) and a Store(space where one can store stuff away in case of an attack on the main base) like this.&lt;br /&gt;
 {{TBK|=&lt;br /&gt;
|subpen1|subpen2|water|water|water|water|=&lt;br /&gt;
|subpen3|subpen4|water|water|water|water|=&lt;br /&gt;
|airlock|large_sonar|water|water|water|water|=&lt;br /&gt;
|stores|water|water|water|water|water|=&lt;br /&gt;
|water|water|water|water|water|water|=&lt;br /&gt;
|water|water|water|water|water|water|=}}&lt;br /&gt;
Normally one would add the living quarters south of the store next to be able to garrison the base. However if I recall right  there is a chance for aliens spawning in the living quarters module - which would compromise your main defence line to be. So I usually add 2-3 more stores before I put down the living quarter. I use stores because these build fastest and a good defensive layout is unfortunately slow to develop. However it will take a few month before one has pillaged and sold enough stuff to hire a large bunch of technicians. Not to mention researched the stuff to build. Setting up the 100-150 scientists in the main base needed to research stuff at reasonable pace takes priority. And even on superhuman difficulty the aliens usually don&#039;t bother my second base before I got a garrison by mid to end February. Once the living quarter finishes I add a MC lab or two to help with the screening. Transmission resolver is next in the building queue. So this is the intermediate design.&lt;br /&gt;
{{TBK|=&lt;br /&gt;
|subpen1|subpen2|water|water|water|water|=&lt;br /&gt;
|subpen3|subpen4|water|water|water|water|=&lt;br /&gt;
|airlock|large_sonar|water|water|water|water|=&lt;br /&gt;
|stores|water|water|water|water|water|=&lt;br /&gt;
|stores|water|mclab|water|water|water|=&lt;br /&gt;
|stores|stores|quarters|transmission|water|water|=}}&lt;br /&gt;
Next add one more sub-pen living quarters and workshops as money permits, on one more store and replace the outdated sonar with a MC generator to reduce the number of base defences. The following final layout is not optimized for build time - I leave this as an exercise to the reader.&lt;br /&gt;
{{TBK|=&lt;br /&gt;
|subpen1|subpen2|subpen1|subpen2|water|workshop|=&lt;br /&gt;
|subpen3|subpen4|subpen3|subpen4|water|stores|=&lt;br /&gt;
|airlock|mcgenerator|water|water|quarters|workshop|=&lt;br /&gt;
|stores|water|quarters|workshop|quarters|workshop|=&lt;br /&gt;
|stores|water|mclab|workshop|quarters|workshop|=&lt;br /&gt;
|stores|stores|quarters|transmission|quarters|workshop|=}}&lt;br /&gt;
This layout allows to crank out those new subs fast or make tons of money. There is enough workspace for large projects and plenty of storage for the defence displacers and supplies. Only one should be needed.&lt;br /&gt;
In any further base I build 3 sub-pens and add 3-4 pwt defences, a bombardment shield and more storage(the zrbite keeps piling up) and more mc labs for faster screening.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rushing MC ==&lt;br /&gt;
&lt;br /&gt;
MC is undoubtedly the most powerful tactical advance - so powerful that some consider it cheating - at least if one uses MC chains.A highly skilled MC squad usually eliminates all combat casualties if used properly and allows the safe training of any soldier, maximizes loot(less unwanted destruction) and together with drills/tasers no ammunition is needed to safely kill large numbers of enemies. An it greatly helps during terror missions, night missions(alien scouts) and against lobsterman.&lt;br /&gt;
Once the high MC strength soldiers(80+) have been identified by the lab it usually just takes just 1-2 month with lots of intercepts to max out the the MC skill(as far as combat is concerned). This enables them to control any alien on a whim. Secondary stats are increased as well while training.&lt;br /&gt;
So in order to win easily one would want it as early as possible. Lets see how fast it is possible.&lt;br /&gt;
Usually you will manage to obtain a reader in January. By the start of February the alien containment should store a live terrorist.  This could result in an active lab by end of February. Spend the rest of February researching other stuff. In March research the MC reader. If you have run into tasoth by then you are lucky. If not but you know where a colony is located you are also fine. Just send a bunch of rookies to grab one (bring tasers(or TSL if you got them), flares and something to deal with tentaculats) and get the hell out of it as soon as you got it. If half the rookies die its still a win. Then research the tasoth and disruptor and you are ready to roll in April.&lt;br /&gt;
If one is lacking a live terrorist for unlocking the MC lab - a live tentaculat provided by a base will do(Fire from your dropship at all other alies until one gets close enough to rush &amp;amp; stun it with tasers - pickup and throw/walk it into the dropship). Theoretically there should also be a reader somewhere but I don&#039;t know which aliens usually carries it.--[[User:Tauon|Tauon]] 16:28, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Battlescape tactics discussion ==&lt;br /&gt;
&lt;br /&gt;
Chemical flare vs Incendiary ammunition during night missions:&lt;br /&gt;
In UFO it is really easy to get along with setting half a battlescape on fire for lighting using incendiary ammunition. This has the additional benefit of dealing fire damage to aliens. However in TftD most battles are underwater where the tiles contain hardly any combustible stuff and the lighting is off the turn after firing making this method of lighting rather cumbersome. I usually find it more practical to pack 4-6 chemical flares and reuse them by picking them up and throwing them again. If two are used in alternation one can can cover one direction pretty well.  &lt;br /&gt;
&lt;br /&gt;
Sniper tactics &lt;br /&gt;
I usually support my swipe teams(consisting of a front squad(lightly armed expendable spotters) and a rear team (heavily armed shooters)) by 1-3 snipers which take care of anything which survives the shooter fire. With the advent of magnetic armor I usually set one up on top of the triton until I find a better location(large hill, top of building, tower ...).&lt;br /&gt;
&lt;br /&gt;
== Initial facility built ==&lt;br /&gt;
&lt;br /&gt;
I would consider building an additional lab right away - its construction takes 26 days and you might want to raise the scientist number to 75 by begin of February if you can afford it. 100 during February as soon as you can afford them and after accommodation has been provided.&lt;br /&gt;
This is possible if you delay the sub pen relocation (400k) until the first uso assault. This should enable you to get the crucial techs sooner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Initial research ==&lt;br /&gt;
&lt;br /&gt;
I&#039;m don&#039;t think that the PDS is the best initial choice. The economic benefit is not that large.&lt;br /&gt;
Lets have a looks at the numbers:&lt;br /&gt;
It costs 180 scientist days to research. The 10 initial scientists reduce this by 30 before the 15 newly hired ones join them. The remaining 150 keep 25 scientists about 6 days busy. So you would expect the research to be finished around the 10th. That leaves the 10 techies with 20 days to make money. 20*10*24=4800 T hours. Since it takes 220 T hours to produce one unit about 22 get produced. These yield (45,600-34,000)*22=255,200 profit.&lt;br /&gt;
Thats about 1 IBA or 2 Sonic weapons or 17 pulsers. It can buy 4-5 scientists. And the tactical benefit is negligible.&lt;br /&gt;
Lets say we start the gauss sequence right away- with (50+100+60) we get an operational gauss pistol 1-3 days after the estimated completion day of the PDS. And since we can start producing it as soon as the pistol research finishes (Jan 9th) we can field gauss pistols by about Jan 15th maybe a bit earlier. That helps on the battlefield until we finish with the sonic research and have collected enough ammunition to make using the pistol practical.&lt;br /&gt;
And it can also be manufactured for a small profit.&lt;br /&gt;
After this we have 4 paths we could follow(I assume that we got a mission in the meantime):&lt;br /&gt;
-continue to gauss rifle(300+150)&lt;br /&gt;
-start sonic pistol(600+400)&lt;br /&gt;
-start mag nav for trans resolver(450+670)&lt;br /&gt;
-start sonic pulser(200) &lt;br /&gt;
&lt;br /&gt;
Of course if one gets a uso on Jan 1st it might be tempting to switch right away. Although a gillman escort night mission(superhuman) at a that time can be challenging but beneficial(~1M extra cash). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Initial weapon purchase ==&lt;br /&gt;
&lt;br /&gt;
I usually keep 2-4 harpoon rifles for uso close quarter assaults until I get gauss or sonic. A close quarter autoshot is usually more effective then a single GC AP shot. Which means fewer GC on the buy list.&lt;br /&gt;
For the first 1-2 month one wants to keep one craft armed with dual Ajay thus only 1 DUP launcher needs to be purchased.&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=32085</id>
		<title>Talk:Hallucinoid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=32085"/>
		<updated>2010-11-25T23:05:32Z</updated>

		<summary type="html">&lt;p&gt;Tauon: possible to fix the Hallucinoid ranged attack&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The comments in [[Overviews of Aliens (TFTD)#Hallucinoid - Terror Unit]] say that this unit just attacks&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&amp;quot;with its tentacles which do precicely [sic] nothing, while completely ignoring its built-in Thermal Shok Launcher&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I did some testing on this and I could not reproduce that result. My results were:&lt;br /&gt;
&lt;br /&gt;
# The Hallucinoid does seem to have a preference to close for short range attacks&lt;br /&gt;
# Its melee attack seems to be lethal against unarmoured Aquanauts&lt;br /&gt;
# Its long range attack is definitely used (though perhaps melee is preferred if there are targets nearby)&lt;br /&gt;
# The long range attack is also lethal against unarmoured Aquanauts&lt;br /&gt;
# Neither of these attacks do stun damage - or if they do, they still contain enough lethal damage to be fatal&lt;br /&gt;
&lt;br /&gt;
Does anyone know the basis for these comments in the Overview? If not I propose to remove them. &lt;br /&gt;
[[User:Spike|Spike]] 14:13, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: It should be Melee type damage. The freeze bit is just fluff text in the ufopaedia, otherwise your units will just be knocked out rather than killed outright. To confirm if it&#039;s got a ranged attack, it&#039;s probably worth making a savegame with a hallucinoid present and check the unitref.dat entry to see if it has an associated turret attached to it. Otherwise it&#039;s effectively no more than a flying Reaper - a brutal one at that if it manages to catch you, plus it has fairly good protection to round it off. -[[User:NKF|NKF]] 14:36, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Thanks for your help NKF. It definitely has a ranged attack, I saw the &#039;freeze bolt&#039; or whatever it is travelling six squares to hit and kill my (previously uninjured) Aquanaut. I&#039;m not quite sure if its definitely using the tentacles at melee range, or just firing its ranged weapon at point blank. I don&#039;t believe the ranged attack is an area effect (as implied by &amp;quot;Built in Thermal Shok Launcher) but I&#039;ll check that by offering it multiple targets at once. [[User:Spike|Spike]] 14:56, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: The ranged attack is definitely not area effect. It uses an icon that looks similar to a plasma bolt from XCOM-EU. It looks like it has autofire capability - either that or it just likes to fire at corpses. I&#039;m not sure if anyone knows where these alien built in weapon definitions are located in TFTD? [[User:Spike|Spike]] 15:32, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve changed the Overview article to remove the claims about ineffectiveness. It&#039;s still possible that this alien is ineffective, IF your Aquanauts armour levels are sufficiently high. I was only testing with unarmoured Aquanauts and the Hallucinoid had no difficulty killing them at long range, at melee range, and pursuing them to attack them and finish them off. [[User:Spike|Spike]] 06:12, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
UPDATE - as per Zombie&#039;s investigations, the ranged attack only works on land and not underwater. This is probably a programming error and was meant to be the other way round. [[User:Spike|Spike]] 15:49, 25 February 2009 (CST)&lt;br /&gt;
: Is it really not working at all or just as effective as the Bio-Drohne melee attack?--[[User:Tauon|Tauon]] 22:52, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is it possible to fix the unit that the ranged attack works as intended? That would make alien colony missions much more challenging - especially the first part. And artefact, battleship and dreadnought missions as well - right now the difference to gillman for the later is not too big for the two uso missions. --[[User:Tauon|Tauon]] 23:05, 25 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=32084</id>
		<title>Talk:Hallucinoid</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Hallucinoid&amp;diff=32084"/>
		<updated>2010-11-25T22:52:43Z</updated>

		<summary type="html">&lt;p&gt;Tauon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The comments in [[Overviews of Aliens (TFTD)#Hallucinoid - Terror Unit]] say that this unit just attacks&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&amp;quot;with its tentacles which do precicely [sic] nothing, while completely ignoring its built-in Thermal Shok Launcher&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I did some testing on this and I could not reproduce that result. My results were:&lt;br /&gt;
&lt;br /&gt;
# The Hallucinoid does seem to have a preference to close for short range attacks&lt;br /&gt;
# Its melee attack seems to be lethal against unarmoured Aquanauts&lt;br /&gt;
# Its long range attack is definitely used (though perhaps melee is preferred if there are targets nearby)&lt;br /&gt;
# The long range attack is also lethal against unarmoured Aquanauts&lt;br /&gt;
# Neither of these attacks do stun damage - or if they do, they still contain enough lethal damage to be fatal&lt;br /&gt;
&lt;br /&gt;
Does anyone know the basis for these comments in the Overview? If not I propose to remove them. &lt;br /&gt;
[[User:Spike|Spike]] 14:13, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: It should be Melee type damage. The freeze bit is just fluff text in the ufopaedia, otherwise your units will just be knocked out rather than killed outright. To confirm if it&#039;s got a ranged attack, it&#039;s probably worth making a savegame with a hallucinoid present and check the unitref.dat entry to see if it has an associated turret attached to it. Otherwise it&#039;s effectively no more than a flying Reaper - a brutal one at that if it manages to catch you, plus it has fairly good protection to round it off. -[[User:NKF|NKF]] 14:36, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
Thanks for your help NKF. It definitely has a ranged attack, I saw the &#039;freeze bolt&#039; or whatever it is travelling six squares to hit and kill my (previously uninjured) Aquanaut. I&#039;m not quite sure if its definitely using the tentacles at melee range, or just firing its ranged weapon at point blank. I don&#039;t believe the ranged attack is an area effect (as implied by &amp;quot;Built in Thermal Shok Launcher) but I&#039;ll check that by offering it multiple targets at once. [[User:Spike|Spike]] 14:56, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: The ranged attack is definitely not area effect. It uses an icon that looks similar to a plasma bolt from XCOM-EU. It looks like it has autofire capability - either that or it just likes to fire at corpses. I&#039;m not sure if anyone knows where these alien built in weapon definitions are located in TFTD? [[User:Spike|Spike]] 15:32, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
I&#039;ve changed the Overview article to remove the claims about ineffectiveness. It&#039;s still possible that this alien is ineffective, IF your Aquanauts armour levels are sufficiently high. I was only testing with unarmoured Aquanauts and the Hallucinoid had no difficulty killing them at long range, at melee range, and pursuing them to attack them and finish them off. [[User:Spike|Spike]] 06:12, 14 December 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
UPDATE - as per Zombie&#039;s investigations, the ranged attack only works on land and not underwater. This is probably a programming error and was meant to be the other way round. [[User:Spike|Spike]] 15:49, 25 February 2009 (CST)&lt;br /&gt;
: Is it really not working at all or just as effective as the Bio-Drohne melee attack?--[[User:Tauon|Tauon]] 22:52, 25 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Bio-Drone&amp;diff=32083</id>
		<title>Talk:Bio-Drone</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Bio-Drone&amp;diff=32083"/>
		<updated>2010-11-25T22:48:55Z</updated>

		<summary type="html">&lt;p&gt;Tauon: Created page with &amp;quot; == Strength of explosion upon death == What is the strength and radius of explosion triggered when the Bio-Drone dies? Same as cyberdisc ?&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Strength of explosion upon death ==&lt;br /&gt;
What is the strength and radius of explosion triggered when the Bio-Drone dies? Same as cyberdisc ?&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Tauon&amp;diff=32052</id>
		<title>User:Tauon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Tauon&amp;diff=32052"/>
		<updated>2010-11-15T00:30:19Z</updated>

		<summary type="html">&lt;p&gt;Tauon: Intercepting Dreadnoughts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I finished TfD twice before I played ufo years later. So contrary to the majority I really prefer the second part of the series.&lt;br /&gt;
== Things to do/wish list/questions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;identify the usos/map modules which have routing/or alien placement errors&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;battleship: large terror units become stuck in the left stairs on the ground floor, esp. nasty if its a Xarquid(full TU, covers entrance)&lt;br /&gt;
&amp;lt;li&amp;gt;heavy cruiser: alien tends to get stuck in the right elevator, often on ground level(hard to get without something to crack the inner wall)&lt;br /&gt;
&amp;lt;li&amp;gt;port map: tricences get stuck/placed in the wire fences&lt;br /&gt;
&amp;lt;li&amp;gt;artefact map: hallucinoid can get stuck in a small hollow pyramid - it can move but the exits are to small for it&lt;br /&gt;
&amp;lt;li&amp;gt;colony map: similar to above - stuck in a small compartment with a single door&lt;br /&gt;
&amp;lt;li&amp;gt;(artefact map: infamous hallucinoid at bottom of the lift map, quite hard to motivate to leave this spot sometimes but this can leave)&lt;br /&gt;
&amp;lt;li&amp;gt;unaccessible areas for example the top right corner of the bottom level of the pyramid with the 9 or so columns in the artefact map;&lt;br /&gt;
    top level cargo ship(2nd part) section above the engines - can not move to the far right- the overhead map says the should be a coridor of width 1;&lt;br /&gt;
    sometimes if the uso is parked close to the map border units get problems moving around them.&lt;br /&gt;
&amp;lt;/ul&amp;gt;  &lt;br /&gt;
&amp;lt;li&amp;gt;tftd terrain description analog to ufo &lt;br /&gt;
&amp;lt;li&amp;gt;which tiles burn longer then 1-2 turns?&lt;br /&gt;
&amp;lt;li&amp;gt;optimal disembark order for tftd crafts(which soldier to move where, sniper with Mag armor on top of craft?)&lt;br /&gt;
&amp;lt;li&amp;gt;base development of first base after the initial additions&lt;br /&gt;
&amp;lt;li&amp;gt;base defence layout&lt;br /&gt;
&amp;lt;li&amp;gt;learn when to use pulsers, DPL - keep lugging the around only rarely using them if i&#039;m really out of other ideas in order to get a hard to get      alien;usually MC and drills are enough to finish most uso maps without losses&amp;amp;reloads by end of July &lt;br /&gt;
&amp;lt;li&amp;gt;try using Hydrojet cannon to get a better idea about its usefulness; so far I hardly see a use except for short term lighting; the close range idea with HE kinda works but destroys a lot of equipment.&lt;br /&gt;
&amp;lt;li&amp;gt; TftD reaction training(this is significantly harder to achieve then in Ufo because you no longer have access to the alien inventory and alien without weapons do not not seem to move, so hovering in Mag Armor over a bunch of lobsterman without sonic guns/pistols only works for the few turn where they try to strike your guys with pulsers once they run out they stay put)&lt;br /&gt;
Maybe offer them a sacrifice to attempt clawing down(after the pulsers are gone)&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strange events  ==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; When preparing to assault a crashed USO I found a Tasoth Sq Leader on my equipment screen. However it was gone from the equipment pile when I pressed ok. Should have shoved it in a backpack.&lt;br /&gt;
:Had the same thing happen again while preparing to assault an escort. Shoved the tasoth soldier in the hands of one of my aquanauts and it was still there on turn 1. Possible another tftd bug.&lt;br /&gt;
&amp;lt;li&amp;gt; When moving towards the roof entrance of the fleet supply cruiser via mag armor my aquanaut walked through the uso outer hull into the corridor leading towards the bridge&lt;br /&gt;
&amp;lt;li&amp;gt; cargo ship mission 2nd part when standing on the elevated platform where you usually get sniped from the aquanaut sometimes seems the be able the scale the metallic structure towards the next level. Have not figured out when it is possible yet but it happened several times already. There are other spots where I encountered similar behavior but this is the only one I recall for sure.&lt;br /&gt;
&amp;lt;li&amp;gt; teleporting corpses: when finishing of a stunned alien which was moved from the place where it was knocked unconscious with a a HE shell or a grenade the corpse appears back in the place where it was stunned instead of where it was killed.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aquanaut  screening guide ==&lt;br /&gt;
&lt;br /&gt;
Once one has established a steady income source by raiding the supply cruisers and/or running a gauss craft cannon factory the cash just keeps piling up. If one goes for 8 bases(which is by no means necessary 2-3 can usually see you through quite comfortable) these soon are also build to the max.&lt;br /&gt;
Next is that one can start to be picky with which raw recruits to keep and which to send back/use for bravery training. Their stats are assigned random when ordered. While it is possible to wait for the perfect soldier with all stats at the max possible value he/she is fairly unlikely to show up.&lt;br /&gt;
So we need to identify those which really matter and those which can be easily raised via training.&lt;br /&gt;
At this point of the game(July/August) we probably have a few experienced  MC troopers which pretty much control the battlefield in normal Uso assaults so it does not matter how wimpy or bad at shooting/throwing the new guys are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;, &#039;&#039;&#039;health&#039;&#039;&#039; and &#039;&#039;&#039;strength&#039;&#039;&#039; are secondary skills and are increased en passant while you train the primary stats. So these are the ones which are of &#039;&#039;&#039;least concern&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Time units&#039;&#039;&#039; are also a secondary stat but since their initial value determines the energy recovery rate which is crucial in longer missions &#039;&#039;&#039;a 60 is a must&#039;&#039;&#039; here. Otherwise you won&#039;t get the maximal recovery rate of 20.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MC strength is the second but foremost stat which matters&#039;&#039;&#039;. However it wont be known until a month later. A 80+ makes a decent MC trooper and ensures pretty much an impervious defence against enemy MC attacks. 95+ are recommended if you intend to control highly resistant terror units at the other end of the map. So you can just preselect the raw recruits for the for the other preferred stats and hope for the best - with a MC lab in every base and maybe 2 extra it won&#039;t be long to find the desirable 10-20 guys with high enough strength.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MC skill&#039;&#039;&#039; is the primary stat which can be raised most easily given a high MC strength so &#039;&#039;&#039;least concern&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firing and throwing accuracy are easily trained&#039;&#039;&#039; by either emptying a magazine into a hapless  lobster after you had him throw this gun away or tossing things around. Takes a while but doable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bravery&#039;&#039;&#039; can be trained  but &#039;&#039;&#039;rarely matters&#039;&#039;&#039;. For training cull your rejected recruits after you cleared the map except for one unarmed alien(stunned revived with stimulants, no built in lethal attack). Or use the tentaculat trick.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reactions&#039;&#039;&#039; vary quite a lot. A initial reaction in the &#039;&#039;&#039;50-60 range&#039;&#039;&#039; is desirable because reaction training is rather hard to set up in TftD due to the inventory lockout. Never had a 100 reaction soldier in tftd.&lt;br /&gt;
&lt;br /&gt;
To sum it up for the ideal recruit one would wish for 60 time units and 60 reactions and then hope for 100 MC strength. The rest is training.&lt;br /&gt;
&lt;br /&gt;
== Intercepting Dreadnoughts ==&lt;br /&gt;
&lt;br /&gt;
With the advent of sonic oscillators the only alien craft which can return fire and damage your subs is the dreadnought. By August/September you get quite a few of them as well as a flurry of other craft. Your goal is to deal with the mayor threat while maintaining your capability to harvest and train. That means minimizing the downtime(repair/refueling) of your crafts. There are several strategies to tackle the problem.&lt;br /&gt;
The first is several or a single interceptor. That is also a question of availability. While it might be nice to send 4 dual armed craft against a single dreadnought most of the time this is not possible because some of the craft in the target region are refueling/out/repairing. And the damage distribution is not homogeneous among the multiple crafts. You might end up taking 4 craft out of commission for several days instead of 1 heavily damaged one which can be replaced with a newly built one. This leads to the next question - when to keep&amp;amp;repair a craft and when build a new one to replace it because its faster. That is easily answered so lets do a comparison of the four armed craft.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;right&amp;quot;&amp;gt;craft&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Barracuda&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Manta&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Hammerhead&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Leviathan&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;tech hours&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;          -&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 18000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 14000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 34000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;damage capacity&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 120&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 400&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 960&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1,250&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;speed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;              2,400&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 4,600&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 4,030&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;  5,800&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;cost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;                600000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 600000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 400000&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 900000&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;arrival/built time (h/d)&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 96/4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 72/3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 56/2.3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 136/5.7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;dmg repaired in this time&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;  80%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 18%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 5.8%&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 10.9%&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;weapon pods&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;hits to perish&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1-2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 3-6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;  6-13&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 9-17&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;hits to down&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
Notes:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The built time is given considering a manufacturing base with 250 technicians and 6 workshops. &lt;br /&gt;
&amp;lt;li&amp;gt;I assume that the damage repair rate is the same as in UFO: 1 dmg/hour ; To convert this in percent devide by damage capacity&lt;br /&gt;
&amp;lt;li&amp;gt;I assumed a damage value of 75 as lower end and 150 higher end for the dreadnought weapon with strength 120.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The big unknown is the dreadnought weapon - I could not find a damage range and a to hit value. With those values it would be possible to calculate/estimate success probabilities for each craft for each attack mode.&lt;br /&gt;
From the above numbers(hits to down vs hits to perish) it seems obvious that both the Manta and the Hammerhead have a decent chance to take down the dreadnought alone, while the single barracuda is simply suicidal and the Leviathan would have to get rather unlucky to fail. &lt;br /&gt;
&lt;br /&gt;
In my practical experience the Manta gets the job done with 70-90% damage in 9 out of 10 tries. And it is fast enough to outrun all other opponents.&lt;br /&gt;
In terms of ease of replaceability the Hammerhead option might be worthwhile considering. Raw materials and cost are of no importance in the later stages of the game if several fleet supply cruisers are harvested for zrbit there should be plenty of cash and raw materials by July/August.&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Tauon&amp;diff=32049</id>
		<title>User:Tauon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Tauon&amp;diff=32049"/>
		<updated>2010-11-14T00:03:42Z</updated>

		<summary type="html">&lt;p&gt;Tauon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I finished TfD twice before I played ufo years later. So contrary to the majority I really prefer the second part of the series.&lt;br /&gt;
== Things to do/wish list/questions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;identify the usos/map modules which have routing/or alien placement errors&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;battleship: large terror units become stuck in the left stairs on the ground floor, esp. nasty if its a Xarquid(full TU, covers entrance)&lt;br /&gt;
&amp;lt;li&amp;gt;heavy cruiser: alien tends to get stuck in the right elevator, often on ground level(hard to get without something to crack the inner wall)&lt;br /&gt;
&amp;lt;li&amp;gt;port map: tricences get stuck/placed in the wire fences&lt;br /&gt;
&amp;lt;li&amp;gt;artefact map: hallucinoid can get stuck in a small hollow pyramid - it can move but the exits are to small for it&lt;br /&gt;
&amp;lt;li&amp;gt;colony map: similar to above - stuck in a small compartment with a single door&lt;br /&gt;
&amp;lt;li&amp;gt;(artefact map: infamous hallucinoid at bottom of the lift map, quite hard to motivate to leave this spot sometimes but this can leave)&lt;br /&gt;
&amp;lt;li&amp;gt;unaccessible areas for example the top right corner of the bottom level of the pyramid with the 9 or so columns in the artefact map;&lt;br /&gt;
    top level cargo ship(2nd part) section above the engines - can not move to the far right- the overhead map says the should be a coridor of width 1;&lt;br /&gt;
    sometimes if the uso is parked close to the map border units get problems moving around them.&lt;br /&gt;
&amp;lt;/ul&amp;gt;  &lt;br /&gt;
&amp;lt;li&amp;gt;tftd terrain description analog to ufo &lt;br /&gt;
&amp;lt;li&amp;gt;which tiles burn longer then 1-2 turns?&lt;br /&gt;
&amp;lt;li&amp;gt;optimal disembark order for tftd crafts(which soldier to move where, sniper with Mag armor on top of craft?)&lt;br /&gt;
&amp;lt;li&amp;gt;base development of first base after the initial additions&lt;br /&gt;
&amp;lt;li&amp;gt;base defence layout&lt;br /&gt;
&amp;lt;li&amp;gt;learn when to use pulsers, DPL - keep lugging the around only rarely using them if i&#039;m really out of other ideas in order to get a hard to get      alien;usually MC and drills are enough to finish most uso maps without losses&amp;amp;reloads by end of July &lt;br /&gt;
&amp;lt;li&amp;gt;try using Hydrojet cannon to get a better idea about its usefulness; so far I hardly see a use except for short term lighting; the close range idea with HE kinda works but destroys a lot of equipment.&lt;br /&gt;
&amp;lt;li&amp;gt; TftD reaction training(this is significantly harder to achieve then in Ufo because you no longer have access to the alien inventory and alien without weapons do not not seem to move, so hovering in Mag Armor over a bunch of lobsterman without sonic guns/pistols only works for the few turn where they try to strike your guys with pulsers once they run out they stay put)&lt;br /&gt;
Maybe offer them a sacrifice to attempt clawing down(after the pulsers are gone)&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strange events  ==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; When preparing to assault a crashed USO I found a Tasoth Sq Leader on my equipment screen. However it was gone from the equipment pile when I pressed ok. Should have shoved it in a backpack.&lt;br /&gt;
:Had the same thing happen again while preparing to assault an escort. Shoved the tasoth soldier in the hands of one of my aquanauts and it was still there on turn 1. Possible another tftd bug.&lt;br /&gt;
&amp;lt;li&amp;gt; When moving towards the roof entrance of the fleet supply cruiser via mag armor my aquanaut walked through the uso outer hull into the corridor leading towards the bridge&lt;br /&gt;
&amp;lt;li&amp;gt; cargo ship mission 2nd part when standing on the elevated platform where you usually get sniped from the aquanaut sometimes seems the be able the scale the metallic structure towards the next level. Have not figured out when it is possible yet but it happened several times already. There are other spots where I encountered similar behavior but this is the only one I recall for sure.&lt;br /&gt;
&amp;lt;li&amp;gt; teleporting corpses: when finishing of a stunned alien which was moved from the place where it was knocked unconscious with a a HE shell or a grenade the corpse appears back in the place where it was stunned instead of where it was killed.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aquanaut  screening guide ==&lt;br /&gt;
&lt;br /&gt;
Once one has established a steady income source by raiding the supply cruisers and/or running a gauss craft cannon factory the cash just keeps piling up. If one goes for 8 bases(which is by no means necessary 2-3 can usually see you through quite comfortable) these soon are also build to the max.&lt;br /&gt;
Next is that one can start to be picky with which raw recruits to keep and which to send back/use for bravery training. Their stats are assigned random when ordered. While it is possible to wait for the perfect soldier with all stats at the max possible value he/she is fairly unlikely to show up.&lt;br /&gt;
So we need to identify those which really matter and those which can be easily raised via training.&lt;br /&gt;
At this point of the game(July/August) we probably have a few experienced  MC troopers which pretty much control the battlefield in normal Uso assaults so it does not matter how wimpy or bad at shooting/throwing the new guys are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;, &#039;&#039;&#039;health&#039;&#039;&#039; and &#039;&#039;&#039;strength&#039;&#039;&#039; are secondary skills and are increased en passant while you train the primary stats. So these are the ones which are of &#039;&#039;&#039;least concern&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Time units&#039;&#039;&#039; are also a secondary stat but since their initial value determines the energy recovery rate which is crucial in longer missions &#039;&#039;&#039;a 60 is a must&#039;&#039;&#039; here. Otherwise you won&#039;t get the maximal recovery rate of 20.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MC strength is the second but foremost stat which matters&#039;&#039;&#039;. However it wont be known until a month later. A 80+ makes a decent MC trooper and ensures pretty much an impervious defence against enemy MC attacks. 95+ are recommended if you intend to control highly resistant terror units at the other end of the map. So you can just preselect the raw recruits for the for the other preferred stats and hope for the best - with a MC lab in every base and maybe 2 extra it won&#039;t be long to find the desirable 10-20 guys with high enough strength.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MC skill&#039;&#039;&#039; is the primary stat which can be raised most easily given a high MC strength so &#039;&#039;&#039;least concern&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firing and throwing accuracy are easily trained&#039;&#039;&#039; by either emptying a magazine into a hapless  lobster after you had him throw this gun away or tossing things around. Takes a while but doable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bravery&#039;&#039;&#039; can be trained  but &#039;&#039;&#039;rarely matters&#039;&#039;&#039;. For training cull your rejected recruits after you cleared the map except for one unarmed alien(stunned revived with stimulants, no built in lethal attack). Or use the tentaculat trick.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reactions&#039;&#039;&#039; vary quite a lot. A initial reaction in the &#039;&#039;&#039;50-60 range&#039;&#039;&#039; is desirable because reaction training is rather hard to set up in TftD due to the inventory lockout. Never had a 100 reaction soldier in tftd.&lt;br /&gt;
&lt;br /&gt;
To sum it up for the ideal recruit one would wish for 60 time units and 60 reactions and then hope for 100 MC strength. The rest is training.&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:TRTBAG&amp;diff=32047</id>
		<title>Talk:TRTBAG</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:TRTBAG&amp;diff=32047"/>
		<updated>2010-11-13T16:43:07Z</updated>

		<summary type="html">&lt;p&gt;Tauon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Deep One Dilemma ==&lt;br /&gt;
&lt;br /&gt;
Too lazy to check, but are there really no Deep Ones in Gill Man Bases? After all, a base is considered dry ground... --[[User:Schnobs|Schnobs]] 07:03, 10 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
: Well, X-Com base attacks by Gillmen have Deep-Ones, but not in Colonies built by Gill-Men. These are underwater. Even so, Gillmen will only supply the base, the base itself will have a fixed selection of crews involving Tasoth on the first level and Lobstermen on the second level. &lt;br /&gt;
&lt;br /&gt;
: The only place you&#039;ll find a Deep One underwater naturally is in the final mission. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
Interesting. You guys say that the Tasoth commander can block the final research and prevent you from completing the game. Can&#039;t you just hex-edit so that the research will be available like the other one? I know it&#039;s cheating, but cheating for a good purpose.--[[User:Amitakartok|amitakartok]] 06:31, 5 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:@Amitakartok: yes, you can hex-edit the save. I remember doing it a few times after researching a Tasoth Commander. It worked fine.&lt;br /&gt;
:@Schnobs, @NKF: Deep Ones also appear in mixed crew Dreadnoughts (also underwater). If the RNG picks the correct race mix, that is. If luck shines on you, you will find exactly one Deep One in such a ship. The problem is finding a mixed crew Dreadnought. I noticed that mixed crews start appearing after exactly one year has passed (ie, on the 1st of January 2041) and never become a frequent sight. Surviving the year without advanced armour and M.C. is the difficult part, although with some luck, you might also get M.C. from another live terrorist, not just the Deep One.&lt;br /&gt;
:Also, note that the inavailability of the Ion Armour didn&#039;t use to be a nuisance in the unpatched DOS version. I learned about the existence of Ion Armour quite recently, when I failed at researching a live Deep One at the correct time in the patched TFTD version which I play now. In fact, I think I managed to finish the game without ever researching a live Deep One at some point ~10 years ago (although my memory might be deceiving me). [[user:mingos|mingos]]&lt;br /&gt;
&lt;br /&gt;
* The listed research is misleading you can research all of it out of order just so long as you get the Plastic Aqua Armor and IBA before a Live Deep one. In both 2.1 and CE, I was able to do the flowing research. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;   Project              New Research&lt;br /&gt;
1. Live Deep One      - Alien origins  M.C.-Lab&lt;br /&gt;
2. Dead Deep One      - Aquaplasitcs&lt;br /&gt;
3. IBA                - Nothing&lt;br /&gt;
3. Mag Nav            - Trans Resolver&lt;br /&gt;
4. Live Deep One      - Nothing&lt;br /&gt;
5. Aqua Plastics      - Plastic Aqua Armor&lt;br /&gt;
6. Live Deep One      - Nothing&lt;br /&gt;
7. Plastic Aqua Armor - Nothing&lt;br /&gt;
8. Live Deep One      - Ion Armor&lt;br /&gt;
9. Ion Armor          - Mag Ion Armor&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using the route listed on the article page misses the opportunity to have transmission resolver early on. --[[User:BladeFireLight|BladeFireLight]] 01:43, 5 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Well that was odd. my browser crashd and now the aritcal no longer says you should research in the displayed order. ???  --[[User:BladeFireLight|BladeFireLight]] 01:54, 5 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Invalid aliens ==&lt;br /&gt;
&lt;br /&gt;
So the Tasoth Commander is not treated as a valid alien? Interesting, I very often captured live aliens, including Tasoth Commanders, and found that they did not become available for research. Does this happen with more race and/or race+rank combinations? I know I never ever managed to capture and research a live terrorist, save for Deep Ones, Tentaculats and Bio Drones. I remember getting Xarquid, Hallucinoid and Triscene in the UFOpaedia by interrogating Aquatoid Medics, but in my whole life (over 10 years playing TFTD!) I had the opportunity to see the Calcinite UFOpaedia entry once and only once (Aquatoid Medic). This particular alien is interesting for me because the article states that it can substitute a live Deep One for M.C. Lab. In other words, at least in the patched version, which I acquired very recently via Steam and am still trying to beat for the first time, alien terrorists are recognised without problems?&lt;br /&gt;
Mingos @ 01:55 AM (CET), 5 September 2009&lt;br /&gt;
&lt;br /&gt;
: Ah, so someone else who&#039;s seen a Tasoth Commander! Knew I wasn&#039;t going mad. What version of the game did you recall seeing this on? Have been having a lot of trouble trying to locate one in-game to re-test the notes I took when I was writing this article. &lt;br /&gt;
&lt;br /&gt;
: Not capturing or seeing some of the aliens, I believe, is quite random. I never saw some of the aliens (or get MC tech) on my very first play through the game, but encountered them in a later play through. -[[User:NKF|NKF]] 20:00, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I captured Tasoth Commanders in the unpatched DOS version which I played a lot in late 90s. I never saw a Tasoth Commander in the patched version I got on Steam, but that&#039;s probably because they can only be found in Dreadnoughts, which I tend to avoid at all times unless they happen to land. I saw a Gill Man Commander yesterday, but they&#039;re documented as valid aliens (the only Gill Men capable of Molecular Control attacks). I don&#039;t know about availability for research, I just killed the bastard :D.&lt;br /&gt;
::Nonetheless, I have all techs researched in my current game, save for sonic weapons, which I intentionally skipped. If I happen to encounter a landed Dreadnought with something else than Lobster Men, I&#039;ll assault it and make sure I stun the alien Commander instead of blowing his brains out. After all, I won&#039;t lose the T&#039;Leth research item now that it&#039;s already in my UFOpaedia. [[user:mingos|mingos]]&lt;br /&gt;
&lt;br /&gt;
==Things that are not bugs==&lt;br /&gt;
&lt;br /&gt;
Alien interrogations having to be the last prerequisite makes sense, because you have to know what to interrogate for. It&#039;s not a bug, so we shouldn&#039;t list it.&lt;br /&gt;
&lt;br /&gt;
This covers Deep One for Ion Armour, Tasoth for M.C. Disruptor and the high-ranking aliens for The Ultimate Threat/T&#039;leth, the Alien&#039;s City. [[User:Magic9mushroom|Magic9mushroom]] 05:32, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: True, these aren&#039;t bugs as such, just technicalities. They are mostly mentioned for completeness sake and to alleviate any confusion that might arise when players don&#039;t see the research when they know they&#039;ve researched that alien before. Not everyone knows the correct order to research the aliens and may end up feeling like they are unable to progress the game. &lt;br /&gt;
&lt;br /&gt;
: The Deep One however is a real bug in the sense that if you research one, it won&#039;t always re-appear on the research list for you to research again. If it does appear, then you&#039;re fine. If it doesn&#039;t appear, then you&#039;re stuck. -[[User:NKF|NKF]] 20:09, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Graphical tech tree ==&lt;br /&gt;
&lt;br /&gt;
How about adding a graphical tech tree like the one found here [http://grzegorj.freehost.pl/xcom/obrazki/tree2.png] which contains all the needed info at a glance? Another incomplete version would be [http://www.liacs.nl/~tfarago/xcom2/xcom2techtree.png]). --[[User:Tauon|Tauon]] 16:41, 13 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:TRTBAG&amp;diff=32046</id>
		<title>Talk:TRTBAG</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:TRTBAG&amp;diff=32046"/>
		<updated>2010-11-13T16:41:31Z</updated>

		<summary type="html">&lt;p&gt;Tauon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Deep One Dilemma ==&lt;br /&gt;
&lt;br /&gt;
Too lazy to check, but are there really no Deep Ones in Gill Man Bases? After all, a base is considered dry ground... --[[User:Schnobs|Schnobs]] 07:03, 10 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
: Well, X-Com base attacks by Gillmen have Deep-Ones, but not in Colonies built by Gill-Men. These are underwater. Even so, Gillmen will only supply the base, the base itself will have a fixed selection of crews involving Tasoth on the first level and Lobstermen on the second level. &lt;br /&gt;
&lt;br /&gt;
: The only place you&#039;ll find a Deep One underwater naturally is in the final mission. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
Interesting. You guys say that the Tasoth commander can block the final research and prevent you from completing the game. Can&#039;t you just hex-edit so that the research will be available like the other one? I know it&#039;s cheating, but cheating for a good purpose.--[[User:Amitakartok|amitakartok]] 06:31, 5 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:@Amitakartok: yes, you can hex-edit the save. I remember doing it a few times after researching a Tasoth Commander. It worked fine.&lt;br /&gt;
:@Schnobs, @NKF: Deep Ones also appear in mixed crew Dreadnoughts (also underwater). If the RNG picks the correct race mix, that is. If luck shines on you, you will find exactly one Deep One in such a ship. The problem is finding a mixed crew Dreadnought. I noticed that mixed crews start appearing after exactly one year has passed (ie, on the 1st of January 2041) and never become a frequent sight. Surviving the year without advanced armour and M.C. is the difficult part, although with some luck, you might also get M.C. from another live terrorist, not just the Deep One.&lt;br /&gt;
:Also, note that the inavailability of the Ion Armour didn&#039;t use to be a nuisance in the unpatched DOS version. I learned about the existence of Ion Armour quite recently, when I failed at researching a live Deep One at the correct time in the patched TFTD version which I play now. In fact, I think I managed to finish the game without ever researching a live Deep One at some point ~10 years ago (although my memory might be deceiving me). [[user:mingos|mingos]]&lt;br /&gt;
&lt;br /&gt;
* The listed research is misleading you can research all of it out of order just so long as you get the Plastic Aqua Armor and IBA before a Live Deep one. In both 2.1 and CE, I was able to do the flowing research. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;   Project              New Research&lt;br /&gt;
1. Live Deep One      - Alien origins  M.C.-Lab&lt;br /&gt;
2. Dead Deep One      - Aquaplasitcs&lt;br /&gt;
3. IBA                - Nothing&lt;br /&gt;
3. Mag Nav            - Trans Resolver&lt;br /&gt;
4. Live Deep One      - Nothing&lt;br /&gt;
5. Aqua Plastics      - Plastic Aqua Armor&lt;br /&gt;
6. Live Deep One      - Nothing&lt;br /&gt;
7. Plastic Aqua Armor - Nothing&lt;br /&gt;
8. Live Deep One      - Ion Armor&lt;br /&gt;
9. Ion Armor          - Mag Ion Armor&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using the route listed on the article page misses the opportunity to have transmission resolver early on. --[[User:BladeFireLight|BladeFireLight]] 01:43, 5 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Well that was odd. my browser crashd and now the aritcal no longer says you should research in the displayed order. ???  --[[User:BladeFireLight|BladeFireLight]] 01:54, 5 March 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Invalid aliens ==&lt;br /&gt;
&lt;br /&gt;
So the Tasoth Commander is not treated as a valid alien? Interesting, I very often captured live aliens, including Tasoth Commanders, and found that they did not become available for research. Does this happen with more race and/or race+rank combinations? I know I never ever managed to capture and research a live terrorist, save for Deep Ones, Tentaculats and Bio Drones. I remember getting Xarquid, Hallucinoid and Triscene in the UFOpaedia by interrogating Aquatoid Medics, but in my whole life (over 10 years playing TFTD!) I had the opportunity to see the Calcinite UFOpaedia entry once and only once (Aquatoid Medic). This particular alien is interesting for me because the article states that it can substitute a live Deep One for M.C. Lab. In other words, at least in the patched version, which I acquired very recently via Steam and am still trying to beat for the first time, alien terrorists are recognised without problems?&lt;br /&gt;
Mingos @ 01:55 AM (CET), 5 September 2009&lt;br /&gt;
&lt;br /&gt;
: Ah, so someone else who&#039;s seen a Tasoth Commander! Knew I wasn&#039;t going mad. What version of the game did you recall seeing this on? Have been having a lot of trouble trying to locate one in-game to re-test the notes I took when I was writing this article. &lt;br /&gt;
&lt;br /&gt;
: Not capturing or seeing some of the aliens, I believe, is quite random. I never saw some of the aliens (or get MC tech) on my very first play through the game, but encountered them in a later play through. -[[User:NKF|NKF]] 20:00, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I captured Tasoth Commanders in the unpatched DOS version which I played a lot in late 90s. I never saw a Tasoth Commander in the patched version I got on Steam, but that&#039;s probably because they can only be found in Dreadnoughts, which I tend to avoid at all times unless they happen to land. I saw a Gill Man Commander yesterday, but they&#039;re documented as valid aliens (the only Gill Men capable of Molecular Control attacks). I don&#039;t know about availability for research, I just killed the bastard :D.&lt;br /&gt;
::Nonetheless, I have all techs researched in my current game, save for sonic weapons, which I intentionally skipped. If I happen to encounter a landed Dreadnought with something else than Lobster Men, I&#039;ll assault it and make sure I stun the alien Commander instead of blowing his brains out. After all, I won&#039;t lose the T&#039;Leth research item now that it&#039;s already in my UFOpaedia. [[user:mingos|mingos]]&lt;br /&gt;
&lt;br /&gt;
==Things that are not bugs==&lt;br /&gt;
&lt;br /&gt;
Alien interrogations having to be the last prerequisite makes sense, because you have to know what to interrogate for. It&#039;s not a bug, so we shouldn&#039;t list it.&lt;br /&gt;
&lt;br /&gt;
This covers Deep One for Ion Armour, Tasoth for M.C. Disruptor and the high-ranking aliens for The Ultimate Threat/T&#039;leth, the Alien&#039;s City. [[User:Magic9mushroom|Magic9mushroom]] 05:32, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: True, these aren&#039;t bugs as such, just technicalities. They are mostly mentioned for completeness sake and to alleviate any confusion that might arise when players don&#039;t see the research when they know they&#039;ve researched that alien before. Not everyone knows the correct order to research the aliens and may end up feeling like they are unable to progress the game. &lt;br /&gt;
&lt;br /&gt;
: The Deep One however is a real bug in the sense that if you research one, it won&#039;t always re-appear on the research list for you to research again. If it does appear, then you&#039;re fine. If it doesn&#039;t appear, then you&#039;re stuck. -[[User:NKF|NKF]] 20:09, 5 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
How about adding a graphical tech tree like the one found here [http://grzegorj.freehost.pl/xcom/obrazki/tree2.png] which contains all the needed info at a glance? Another incomplete version would be [http://www.liacs.nl/~tfarago/xcom2/xcom2techtree.png]). --[[User:Tauon|Tauon]] 16:41, 13 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Tauon&amp;diff=32042</id>
		<title>User talk:Tauon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Tauon&amp;diff=32042"/>
		<updated>2010-11-10T15:18:56Z</updated>

		<summary type="html">&lt;p&gt;Tauon: /* First artefact site */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== First artefact site ==&lt;br /&gt;
In a recent game the first artefact site was detected September 1st. I try to write a short account in order to extract info for improving the artefact wiki page later. &lt;br /&gt;
Given that I can reroute my most experienced crack team with 6 good MC troopers(86,95,83,93,99,81 MCstr,100+MCsk) and two mediocre troopers(96MCstr both,72,78MCsk)and 6 field troops with 70+ MC str of with 5 have decent stats(max TU, 85+ FA) all wearing Mag Armor from their mission to retrive a fleet supply cruiser to arrive at daytime this should not be too difficult.&lt;br /&gt;
Equipment: &lt;br /&gt;
2 TSL with 8 shots&lt;br /&gt;
&lt;br /&gt;
8 MC disruptor&lt;br /&gt;
2 sonic canon&lt;br /&gt;
5 sonic rifle&lt;br /&gt;
6 sonic pistol&lt;br /&gt;
preloaded with 1 mag no spare ammo &lt;br /&gt;
2 thermal taser&lt;br /&gt;
8 vibro blades&lt;br /&gt;
4 thermic lance&lt;br /&gt;
yes thats a HTH weapon for each trooper (they are strong enough to carry it spare).&lt;br /&gt;
2 sonic pulsers, 1 Magna-pack(had left over which I wanted to use up)&lt;br /&gt;
2 GC preloaded with HE (used to deal with large terror units)&lt;br /&gt;
1 particle disturbance sensor&lt;br /&gt;
1 particle disturbance grenade&lt;br /&gt;
1 dye grenade&lt;br /&gt;
3 chemical flares&lt;br /&gt;
1 HJC with 2 phosphor mags&lt;br /&gt;
6 Medikits&lt;br /&gt;
&lt;br /&gt;
no DPL - can use them if I find them. But I should be fine with what I got and pick from the corpses in the first stage. &lt;br /&gt;
----------------------------------------------------------------------------------------------------------&lt;br /&gt;
1st turn(XCOM):&lt;br /&gt;
&lt;br /&gt;
opening the triton I see no alien in immediate vicinity. I sent one field trooper to the tail end of the triton to take a peek behind. Walks into 2! reaction shots from the same position. Damn I just reached the end of the ship - got a bit careless. Anyway the trooper is unharmed, and I tun to spot the offending tasoth and take MC it. The two sonic canon shots must have hit the front plate. Proceed to spot another 5 tasoths of which 2 are set in the 2nd and 3rd floor sniper loopholes/windows of a great pyramid. Have all throw their sonic canons away. Field troops spread out.&lt;br /&gt;
&lt;br /&gt;
1st(aliens)&lt;br /&gt;
&lt;br /&gt;
A aquatoid emerges from the ground floor entrance of the great pyramid and fires a TSL at on of my pets - hits but fails to drop it.  &lt;br /&gt;
&lt;br /&gt;
2nd turn X&lt;br /&gt;
&lt;br /&gt;
reaffirm control over my 6 pets, spot aquatoid soldier, MC it, spot 5 more tasoth, MC them. Throw away 5 canons &amp;amp; 1 TSL. All 4 corners of the map revealed.Basic features of the map known. 1 large pryramid in the NE corner(lucky, could be 2, this is where most remaining aliens should be). 1 medium with open ground floor in the SE corner(Hallucinoid are often stuck in those, but it just had a tasoth). Triton parked W of it. Further west are the Exit pyramid and futher again the 3 small solid pyramids block. Three medium pyramids north of the exit pyramid those have only a top exit usable by small floating units - those rarely contain aliens. Two more of those in the NW corner. In the north is a slightly larger pillar pyramid those can be entered and usually contain hostile forces. No terrorist units so far - strange but I recall another 1st site without top level terrorists. Maybe the artefact incidents get harder as the game progresses? The map does not seem too large as well. Use 1 tasoth pet to scout 2nd floor of great pyramid a bit.&lt;br /&gt;
&lt;br /&gt;
2nd turn A&lt;br /&gt;
&lt;br /&gt;
nothing&lt;br /&gt;
&lt;br /&gt;
3rd turn XCOM start drilling the tasoth and pillaging the corpses for pulsers and some more sonic canons. MC reader available as loot. MC the remainder.&lt;br /&gt;
started scouting the 8 pillar pyramid. Started removing the 2 tasoths from the large pyramid.&lt;br /&gt;
&lt;br /&gt;
3rd a nothing&lt;br /&gt;
&lt;br /&gt;
4th X&lt;br /&gt;
&lt;br /&gt;
should upgrade to thermal drills blades take forever to drill the tasoth. Decided to take a few readers as cash loot as well. continue the culling. Not enough carriers to loot everything I guess -would need a leviathan load for that.&lt;br /&gt;
Found a second TSL armed Aquatoid soldier in the pillar pyramid. MC all surviving aliens. Starting to move aliens towards triton to simplify looting. Guess I will pay the price for an overfull object table later.&lt;br /&gt;
&lt;br /&gt;
4th a nothing&lt;br /&gt;
&lt;br /&gt;
5th X&lt;br /&gt;
&lt;br /&gt;
Continue looting and culling. Made a mistake and lost control of 2 pets in the great pyramid. &lt;br /&gt;
&lt;br /&gt;
5th a&lt;br /&gt;
&lt;br /&gt;
1 failed MC attack on one of my field troopers.&lt;br /&gt;
&lt;br /&gt;
6th x&lt;br /&gt;
&lt;br /&gt;
Continue looting, moving to triton, culling. Found my lost pets. Send troopers in the big pyramid and towards the pillar one. If there were hostile forces in one of the medium one they should have announced their presence by now.&lt;br /&gt;
&lt;br /&gt;
6th a nothing&lt;br /&gt;
&lt;br /&gt;
7th x&lt;br /&gt;
&lt;br /&gt;
Pillaged all sonic cannons except the two on the upper levels of the great pyramid, several pulsers, sc reloads. I will try to get the rest of the ammo and pulsers and leave the corpses behind. Aliens moved towardsthe triton srt to run out of energy.&lt;br /&gt;
Surviving enemy forces under my control 4 tasoth, 2 aquatoid. should i revive a stunned sq ld for additional hth exp? Still no terroists.&lt;br /&gt;
&lt;br /&gt;
7th a nothing&lt;br /&gt;
&lt;br /&gt;
8th x&lt;br /&gt;
&lt;br /&gt;
continue as planned. Each sq ld seems to carry a reader. Nice - another million - not that I need it.&lt;br /&gt;
&lt;br /&gt;
8th a nothing&lt;br /&gt;
&lt;br /&gt;
9th &amp;amp; 10th slay the 3 remaining aliens. There were no terrorists above ground. Only 2 aq soldiers with TSL,4 tasoth sq ld &amp;amp; 7 soldiers all armed with sonic cannons and pulsers. I retrived all alien weapons &amp;amp; spares except 2 sonic cannons for extra cash. Had room for those as well but that would have cost me another 5-6 turns to retrieve. Had to leave the 13 corpses. Well 12 - failed to revive the stunned sq ld with 10 shots. Grabbed it to test whether it gets killed in stage transition.&lt;br /&gt;
-------------------------------------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
On to the second stage.&lt;br /&gt;
Equipment screen - drop some of the extra stuff: 4 reader, &#039;&#039;dead&#039;&#039; tasoth, 19 sonic cannon mags(looks like I won&#039;t run out of ammo), 6 loaded sonic cannons, 2 TSL. Make sure that each soldier has a pulser and a HtH weapon, gun in hand. Start. &lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------------------------------------- &lt;br /&gt;
1st x&lt;br /&gt;
&lt;br /&gt;
all except 2 troops in starting area(lvl 3). One on lvl0,one on lvl2. Unfortunately th one on lvl 0 is a MC trooper. Has already spotted one tasoth in a room next to him. &lt;br /&gt;
Move the MC trooper on lvl0 back to lvl 3 since he was next to the elevators. Move all 6 field troops to lvl1. MC tasoth, drop weapon,move to entrance of SW module which is visible from the elevator lvl0 room. Part of target structure spotted from elevator - target room located in NE.&lt;br /&gt;
1st a hidden movement&lt;br /&gt;
&lt;br /&gt;
2nd x&lt;br /&gt;
&lt;br /&gt;
move field troops to lvl0, MC tasoth pet, use it to scout SE module&lt;br /&gt;
-tentaculat spotted,MC it. got ourselves a great scout(full TU,energy). Use to&lt;br /&gt;
scout lvl1 of 2 SE modules. SW module is one merged one(serveral modules form&lt;br /&gt;
one big structure) - no hostiles. Park tentaculat where the troops can see it.&lt;br /&gt;
&lt;br /&gt;
2nd a&lt;br /&gt;
&lt;br /&gt;
tasoth spotted moving&lt;br /&gt;
a sonic cannon reaction shot floored another one in the W-most module of 2nd&lt;br /&gt;
row from the S.&lt;br /&gt;
&lt;br /&gt;
3rd x&lt;br /&gt;
&lt;br /&gt;
location of spotted Tasoth identified as W-most module of 3rd row from S.&lt;br /&gt;
rush to the location wielding a vibroblade. target spotted &amp;amp; MC. block lift in&lt;br /&gt;
small cabinet with trooper, tasoth drops weapon and blocks door. &lt;br /&gt;
Regain control over pets. Move tasoth to 2r from S &amp;amp; 2nd from W module&lt;br /&gt;
-hallucinoid spotted&amp;amp;MC. Another tasoth spotted&amp;amp;MC. &lt;br /&gt;
Tentaculat scouts 3 from W(1 tasoth(MC&amp;amp;drop)) in bottom row &amp;amp; moves into&lt;br /&gt;
symonium elvator chamber. Found 4 Aquatoid sq ld &amp;amp;1 soldier &amp;amp; 1 tasoth sq ld&lt;br /&gt;
and 1 soldier as well as one tentaculat. So 1 alien in each of the 5 lvl1&lt;br /&gt;
niches and one in each lvl2 niches. Only 1 tentaculat is a bit on the low end&lt;br /&gt;
though. There should be more. There are still more places they like to hang&lt;br /&gt;
around. No hullucinoid at the elevator bottom only another aqutoid soldier. &lt;br /&gt;
Yet another aq soldier at lvl2 elevator and gotcha another tentaculat in the&lt;br /&gt;
chamber next to the elevator(tentaculats love this place). And a tasoth sq ld&lt;br /&gt;
lazes around there as well. Newly found tentaculat checks the command center&lt;br /&gt;
with the symonium device. Deserted as usual. So the elevator chamber should be&lt;br /&gt;
clear. I should start to drill aliens because Irun low on MC capacity only 6&lt;br /&gt;
more shots. Wait - that means I got 18 pets.  &lt;br /&gt;
7 aq(4ld, 3so)&lt;br /&gt;
1 hallu&lt;br /&gt;
7 tasoth(2ld,5so)&lt;br /&gt;
3 tentaculat&lt;br /&gt;
and 1 stunned tasoth soldier(the one that got hit with the reaction shot) and&lt;br /&gt;
there might be more.&lt;br /&gt;
&lt;br /&gt;
3rd a hidden movement&lt;br /&gt;
&lt;br /&gt;
4th x&lt;br /&gt;
&lt;br /&gt;
lost 1 aq pet while scouting lvl1 of the large module. Found another tasoth&lt;br /&gt;
soldier on lvl0 to replace it. Prepare culling.&lt;br /&gt;
&lt;br /&gt;
4th a hidden movement&lt;br /&gt;
&lt;br /&gt;
5th x&lt;br /&gt;
&lt;br /&gt;
cull 3 tentaculat &amp;amp; check that they are dead. cull 3 aq. 3 pistol shots take&lt;br /&gt;
care of the hallucinoid. cull 1 tasoth. Found tasoth soldier(no 7) on lvl1 big&lt;br /&gt;
module with 3 morale :) .&lt;br /&gt;
&lt;br /&gt;
5th a hidden movement&lt;br /&gt;
&lt;br /&gt;
cull 4 tasoth 1 aq. &lt;br /&gt;
&lt;br /&gt;
5th a nothing&lt;br /&gt;
&lt;br /&gt;
6th x&lt;br /&gt;
&lt;br /&gt;
After culling 3 tasoth i run into the disappearing corpses bug. kill 2aq.&lt;br /&gt;
There might be someone in an unusual position in the wall.&lt;br /&gt;
All dead except one tasoth(that i know of)&lt;br /&gt;
&lt;br /&gt;
6th a nothing&lt;br /&gt;
&lt;br /&gt;
7th x &lt;br /&gt;
&lt;br /&gt;
slay last tasoth. It resurrects as invisible so I slay it again. &lt;br /&gt;
&lt;br /&gt;
7th a all dead -&amp;gt; colony recovery.&lt;br /&gt;
&lt;br /&gt;
Ok. alien deployment 2nd stage(21 total):&lt;br /&gt;
&lt;br /&gt;
4 aq sq ld&lt;br /&gt;
3 aq so&lt;br /&gt;
1 hallu&lt;br /&gt;
2 tasoth sq ld&lt;br /&gt;
8 tasoth so&lt;br /&gt;
3 tentaculat&lt;br /&gt;
&lt;br /&gt;
Thats 34 aliens total but i only get credit for 32 kills(1live, 1 died by&lt;br /&gt;
friendly fire).&lt;br /&gt;
&lt;br /&gt;
alien killed 32&lt;br /&gt;
corpses recovered 29&lt;br /&gt;
live recovered 1&lt;br /&gt;
synomnium device destroyed 1&lt;br /&gt;
&lt;br /&gt;
item recovery:&lt;br /&gt;
IBA 12&lt;br /&gt;
mag nav 1&lt;br /&gt;
sub const 1&lt;br /&gt;
cryo 6&lt;br /&gt;
impl 1&lt;br /&gt;
aqua plast 501&lt;br /&gt;
reani 3&lt;br /&gt;
&lt;br /&gt;
score:2220&lt;br /&gt;
That does not include the loot. And i brought stuff from the first stage.&lt;br /&gt;
All but the sq ld had sonic cannons. The ld were unarmed to ensure MC attacks I guess. There were plenty of pulsers and more MC reader and extra cannon mags.&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Tauon&amp;diff=32041</id>
		<title>User talk:Tauon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Tauon&amp;diff=32041"/>
		<updated>2010-11-10T15:10:34Z</updated>

		<summary type="html">&lt;p&gt;Tauon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== First artefact site ==&lt;br /&gt;
In a recent game the first artefact site was detected September 1st. I try to write a short account in order to extract info for improving the artefact wiki page later. &lt;br /&gt;
Given that I can reroute my most experienced crack team with 6 good MC troopers(86,95,83,93,99,81 MCstr,100+MCsk) and two mediocre troopers(96MCstr both,72,78MCsk)and 6 field troops with 70+ MC str of with 5 have decent stats(max TU, 85+ FA) all wearing Mag Armor from their mission to retrive a fleet supply cruiser to arrive at daytime this should not be too difficult.&lt;br /&gt;
Equipment: &lt;br /&gt;
2 TSL with 8 shots&lt;br /&gt;
&lt;br /&gt;
8 MC disruptor&lt;br /&gt;
2 sonic canon&lt;br /&gt;
5 sonic rifle&lt;br /&gt;
6 sonic pistol&lt;br /&gt;
preloaded with 1 mag no spare ammo &lt;br /&gt;
2 thermal taser&lt;br /&gt;
8 vibro blades&lt;br /&gt;
4 thermic lance&lt;br /&gt;
yes thats a HTH weapon for each trooper (they are strong enough to carry it spare).&lt;br /&gt;
2 sonic pulsers, 1 Magna-pack(had left over which I wanted to use up)&lt;br /&gt;
2 GC preloaded with HE (used to deal with large terror units)&lt;br /&gt;
1 particle disturbance sensor&lt;br /&gt;
1 particle disturbance grenade&lt;br /&gt;
1 dye grenade&lt;br /&gt;
3 chemical flares&lt;br /&gt;
1 HJC with 2 phosphor mags&lt;br /&gt;
6 Medikits&lt;br /&gt;
&lt;br /&gt;
no DPL - can use them if I find them. But I should be fine with what I got and pick from the corpses in the first stage. &lt;br /&gt;
----------------------------------------------------------------------------------------------------------&lt;br /&gt;
1st turn(XCOM):&lt;br /&gt;
&lt;br /&gt;
opening the triton I see no alien in immediate vicinity. I sent one field trooper to the tail end of the triton to take a peek behind. Walks into 2! reaction shots from the same position. Damn I just reached the end of the ship - got a bit careless. Anyway the trooper is unharmed, and I tun to spot the offending tasoth and take MC it. The two sonic canon shots must have hit the front plate. Proceed to spot another 5 tasoths of which 2 are set in the 2nd and 3rd floor sniper loopholes/windows of a great pyramid. Have all throw their sonic canons away. Field troops spread out.&lt;br /&gt;
&lt;br /&gt;
1st(aliens)&lt;br /&gt;
&lt;br /&gt;
A aquatoid emerges from the ground floor entrance of the great pyramid and fires a TSL at on of my pets - hits but fails to drop it.  &lt;br /&gt;
&lt;br /&gt;
2nd turn X&lt;br /&gt;
&lt;br /&gt;
reaffirm control over my 6 pets, spot aquatoid soldier, MC it, spot 5 more tasoth, MC them. Throw away 5 canons &amp;amp; 1 TSL. All 4 corners of the map revealed.Basic features of the map known. 1 large pryramid in the NE corner(lucky, could be 2, this is where most remaining aliens should be). 1 medium with open ground floor in the SE corner(Hallucinoid are often stuck in those, but it just had a tasoth). Triton parked W of it. Further west are the Exit pyramid and futher again the 3 small solid pyramids block. Three medium pyramids north of the exit pyramid those have only a top exit usable by small floating units - those rarely contain aliens. Two more of those in the NW corner. In the north is a slightly larger pillar pyramid those can be entered and usually contain hostile forces. No terrorist units so far - strange but I recall another 1st site without top level terrorists. Maybe the artefact incidents get harder as the game progresses? The map does not seem too large as well. Use 1 tasoth pet to scout 2nd floor of great pyramid a bit.&lt;br /&gt;
&lt;br /&gt;
2nd turn A&lt;br /&gt;
&lt;br /&gt;
nothing&lt;br /&gt;
&lt;br /&gt;
3rd turn XCOM start drilling the tasoth and pillaging the corpses for pulsers and some more sonic canons. MC reader available as loot. MC the remainder.&lt;br /&gt;
started scouting the 8 pillar pyramid. Started removing the 2 tasoths from the large pyramid.&lt;br /&gt;
&lt;br /&gt;
3rd a nothing&lt;br /&gt;
&lt;br /&gt;
4th X&lt;br /&gt;
&lt;br /&gt;
should upgrade to thermal drills blades take forever to drill the tasoth. Decided to take a few readers as cash loot as well. continue the culling. Not enough carriers to loot everything I guess -would need a leviathan load for that.&lt;br /&gt;
Found a second TSL armed Aquatoid soldier in the pillar pyramid. MC all surviving aliens. Starting to move aliens towards triton to simplify looting. Guess I will pay the price for an overfull object table later.&lt;br /&gt;
&lt;br /&gt;
4th a nothing&lt;br /&gt;
&lt;br /&gt;
5th X&lt;br /&gt;
&lt;br /&gt;
Continue looting and culling. Made a mistake and lost control of 2 pets in the great pyramid. &lt;br /&gt;
&lt;br /&gt;
5th a&lt;br /&gt;
&lt;br /&gt;
1 failed MC attack on one of my field troopers.&lt;br /&gt;
&lt;br /&gt;
6th x&lt;br /&gt;
&lt;br /&gt;
Continue looting, moving to triton, culling. Found my lost pets. Send troopers in the big pyramid and towards the pillar one. If there were hostile forces in one of the medium one they should have announced their presence by now.&lt;br /&gt;
&lt;br /&gt;
6th a nothing&lt;br /&gt;
&lt;br /&gt;
7th x&lt;br /&gt;
&lt;br /&gt;
Pillaged all sonic cannons except the two on the upper levels of the great pyramid, several pulsers, sc reloads. I will try to get the rest of the ammo and pulsers and leave the corpses behind. Aliens moved towardsthe triton srt to run out of energy.&lt;br /&gt;
Surviving enemy forces under my control 4 tasoth, 2 aquatoid. should i revive a stunned sq ld for additional hth exp? Still no terroists.&lt;br /&gt;
&lt;br /&gt;
7th a nothing&lt;br /&gt;
&lt;br /&gt;
8th x&lt;br /&gt;
&lt;br /&gt;
continue as planned. Each sq ld seems to carry a reader. Nice - another million - not that I need it.&lt;br /&gt;
&lt;br /&gt;
8th a nothing&lt;br /&gt;
&lt;br /&gt;
9th &amp;amp; 10th slay the 3 remaining aliens. There were no terrorists above ground. Only 2 aq soldiers with TSL,4 tasoth sq ld &amp;amp; 7 soldiers all armed with sonic cannons and pulsers. I retrived all alien weapons &amp;amp; spares except 2 sonic cannons for extra cash. Had room for those as well but that would have cost me another 5-6 turns to retrieve. Had to leave the 13 corpses. Well 12 - failed to revive the stunned sq ld with 10 shots. Grabbed it to test whether it gets killed in stage transition.&lt;br /&gt;
-------------------------------------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
On to the second stage.&lt;br /&gt;
Equipment screen - drop some of the extra stuff: 4 reader, &#039;&#039;dead&#039;&#039; tasoth, 19 sonic cannon mags(looks like I won&#039;t run out of ammo), 6 loaded sonic cannons, 2 TSL. Make sure that each soldier has a pulser and a HtH weapon, gun in hand. Start. &lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------------------------------------- &lt;br /&gt;
1st x&lt;br /&gt;
&lt;br /&gt;
all except 2 troops in starting area(lvl 3). One on lvl0,one on lvl2. Unfortunately th one on lvl 0 is a MC trooper. Has already spotted one tasoth in a room next to him. &lt;br /&gt;
Move the MC trooper on lvl0 back to lvl 3 since he was next to the elevators. Move all 6 field troops to lvl1. MC tasoth, drop weapon,move to entrance of SW module which is visible from the elevator lvl0 room. Part of target structure spotted from elevator - target room located in NE.&lt;br /&gt;
1st a hidden movement&lt;br /&gt;
&lt;br /&gt;
2nd x&lt;br /&gt;
&lt;br /&gt;
move field troops to lvl0, MC tasoth pet, use it to scout SE module&lt;br /&gt;
-tentaculat spotted,MC it. got ourselves a great scout(full TU,energy). Use to&lt;br /&gt;
scout lvl1 of 2 SE modules. SW module is one merged one(serveral modules form&lt;br /&gt;
one big structure) - no hostiles. Park tentaculat where the troops can see it.&lt;br /&gt;
&lt;br /&gt;
2nd a&lt;br /&gt;
&lt;br /&gt;
tasoth spotted moving&lt;br /&gt;
a sonic cannon reaction shot floored another one in the W-most module of 2nd&lt;br /&gt;
row from the S.&lt;br /&gt;
&lt;br /&gt;
3rd x&lt;br /&gt;
&lt;br /&gt;
location of spotted Tasoth identified as W-most module of 3rd row from S.&lt;br /&gt;
rush to the location wielding a vibroblade. target spotted &amp;amp; MC. block lift in&lt;br /&gt;
small cabinet with trooper, tasoth drops weapon and blocks door. &lt;br /&gt;
Regain control over pets. Move tasoth to 2r from S &amp;amp; 2nd from W module&lt;br /&gt;
-hallucinoid spotted&amp;amp;MC. Another tasoth spotted&amp;amp;MC. &lt;br /&gt;
Tentaculat scouts 3 from W(1 tasoth(MC&amp;amp;drop)) in bottom row &amp;amp; moves into&lt;br /&gt;
symonium elvator chamber. Found 4 Aquatoid sq ld &amp;amp;1 soldier &amp;amp; 1 tasoth sq ld&lt;br /&gt;
and 1 soldier as well as one tentaculat. So 1 alien in each of the 5 lvl1&lt;br /&gt;
niches and one in each lvl2 niches. Only 1 tentaculat is a bit on the low end&lt;br /&gt;
though. There should be more. There are still more places they like to hang&lt;br /&gt;
around. No hullucinoid at the elevator bottom only another aqutoid soldier. &lt;br /&gt;
Yet another aq soldier at lvl2 elevator and gotcha another tentaculat in the&lt;br /&gt;
chamber next to the elevator(tentaculats love this place). And a tasoth sq ld&lt;br /&gt;
lazes around there as well. Newly found tentaculat checks the command center&lt;br /&gt;
with the symonium device. Deserted as usual. So the elevator chamber should be&lt;br /&gt;
clear. I should start to drill aliens because Irun low on MC capacity only 6&lt;br /&gt;
more shots. Wait - that means I got 18 pets.  &lt;br /&gt;
7 aq(4ld, 3so)&lt;br /&gt;
1 hallu&lt;br /&gt;
7 tasoth(2ld,5so)&lt;br /&gt;
3 tentaculat&lt;br /&gt;
and 1 stunned tasoth soldier(the one that got hit with the reaction shot) and&lt;br /&gt;
there might be more.&lt;br /&gt;
&lt;br /&gt;
3rd a hidden movement&lt;br /&gt;
&lt;br /&gt;
4th x&lt;br /&gt;
&lt;br /&gt;
lost 1 aq pet while scouting lvl1 of the large module. Found another tasoth&lt;br /&gt;
soldier on lvl0 to replace it. Prepare culling.&lt;br /&gt;
&lt;br /&gt;
4th a hidden movement&lt;br /&gt;
&lt;br /&gt;
5th x&lt;br /&gt;
&lt;br /&gt;
cull 3 tentaculat &amp;amp; check that they are dead. cull 3 aq. 3 pistol shots take&lt;br /&gt;
care of the hallucinoid. cull 1 tasoth. Found tasoth soldier(no 7) on lvl1 big&lt;br /&gt;
module with 3 morale :) .&lt;br /&gt;
&lt;br /&gt;
5th a hidden movement&lt;br /&gt;
&lt;br /&gt;
cull 4 tasoth 1 aq. &lt;br /&gt;
&lt;br /&gt;
5th a nothing&lt;br /&gt;
&lt;br /&gt;
6th x&lt;br /&gt;
&lt;br /&gt;
After culling 3 tasoth i run into the disappearing corpses bug. kill 2aq.&lt;br /&gt;
There might be someone in an unusual position in the wall.&lt;br /&gt;
All dead except one tasoth(that i know of)&lt;br /&gt;
&lt;br /&gt;
6th a nothing&lt;br /&gt;
&lt;br /&gt;
7th x &lt;br /&gt;
&lt;br /&gt;
slay last tasoth. It resurrects as invisible so I slay it again. &lt;br /&gt;
&lt;br /&gt;
7th a all dead -&amp;gt; colony recovery.&lt;br /&gt;
&lt;br /&gt;
Ok. alien deployment 2nd stage(21 total):&lt;br /&gt;
&lt;br /&gt;
4 aq sq ld&lt;br /&gt;
3 aq so&lt;br /&gt;
1 hallu&lt;br /&gt;
2 tasoth sq ld&lt;br /&gt;
8 tasoth so&lt;br /&gt;
3 tentaculat&lt;br /&gt;
&lt;br /&gt;
Thats 34 aliens total but i only get credit for 32 kills(1live, 1 died by&lt;br /&gt;
friendly fire).&lt;br /&gt;
&lt;br /&gt;
alien killed 32&lt;br /&gt;
corpses recovered 29&lt;br /&gt;
live recovered 1&lt;br /&gt;
synomnium device destroyed 1&lt;br /&gt;
&lt;br /&gt;
item recovery:&lt;br /&gt;
IBA 12&lt;br /&gt;
mag nav 1&lt;br /&gt;
sub const 1&lt;br /&gt;
cryo 6&lt;br /&gt;
impl 1&lt;br /&gt;
aqua plast 501&lt;br /&gt;
reani 3&lt;br /&gt;
&lt;br /&gt;
score:2220&lt;br /&gt;
That does not include the loot. And i brought stuff from the first stage.&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Tauon&amp;diff=32040</id>
		<title>User talk:Tauon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Tauon&amp;diff=32040"/>
		<updated>2010-11-10T10:50:48Z</updated>

		<summary type="html">&lt;p&gt;Tauon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== First artefact site ==&lt;br /&gt;
In a recent game the first artefact site was detected September 1st. I try to write a short account in order to extract info for improving the artefact wiki page later. &lt;br /&gt;
Given that I can reroute my most experienced crack team with 6 good MC troopers(86,95,83,93,99,81 MCstr,100+MCsk) and two mediocre troopers(96MCstr both,72,78MCsk)and 6 field troops with 70+ MC str of with 5 have decent stats(max TU, 85+ FA) all wearing Mag Armor from their mission to retrive a fleet supply cruiser to arrive at daytime this should not be too difficult.&lt;br /&gt;
Equipment: &lt;br /&gt;
2 TSL with 8 shots&lt;br /&gt;
&lt;br /&gt;
8 MC disruptor&lt;br /&gt;
2 sonic canon&lt;br /&gt;
5 sonic rifle&lt;br /&gt;
6 sonic pistol&lt;br /&gt;
preloaded with 1 mag no spare ammo &lt;br /&gt;
2 thermal taser&lt;br /&gt;
8 vibro blades&lt;br /&gt;
4 thermic lance&lt;br /&gt;
yes thats a HTH weapon for each trooper (they are strong enough to carry it spare).&lt;br /&gt;
2 sonic pulsers, 1 Magna-pack(had left over which I wanted to use up)&lt;br /&gt;
2 GC preloaded with HE (used to deal with large terror units)&lt;br /&gt;
1 particle disturbance sensor&lt;br /&gt;
1 particle disturbance grenade&lt;br /&gt;
1 dye grenade&lt;br /&gt;
3 chemical flares&lt;br /&gt;
1 HJC with 2 phoshor mags&lt;br /&gt;
6 Medikits&lt;br /&gt;
&lt;br /&gt;
no DPL - can use them if I find them. But I should be fine with what I got and pick from the corpses in the first stage. &lt;br /&gt;
----------------------------------------------------------------------------------------------------------&lt;br /&gt;
1st turn(XCOM):&lt;br /&gt;
&lt;br /&gt;
opening the triton I see no alien in immediate vicinity. I sent one field trooper to the tail end of the triton to take a peek behind. Walks into 2! reaction shots from the same position. Damn I just reached the end of the ship - got a bit careless. Anyway the trooper is unharmed, and I tun to spot the offending tasoth and take MC it. The two sonic canon shots must have hit the front plate. Proceed to spot another 5 tasoths of which 2 are set in the 2nd and 3rd floor sniper loopholes/windows of a great pyramid. Have all throw their sonic canons away. Field troops spread out.&lt;br /&gt;
&lt;br /&gt;
1st(aliens)&lt;br /&gt;
&lt;br /&gt;
A aquatoid emerges from the ground floor entrance of the great pyramid and fires a TSL at on of my pets - hits but fails to drop it.  &lt;br /&gt;
&lt;br /&gt;
2nd turn X&lt;br /&gt;
&lt;br /&gt;
reaffirm control over my 6 pets, spot aquatoid soldier, MC it, spot 5 more tasoth, MC them. Throw away 5 canons &amp;amp; 1 TSL. All 4 corners of the map revealed.Basic features of the map known. 1 large pryramid in the NE corner(lucky, could be 2, this is where most remaining aliens should be). 1 medium with open ground floor in the SE corner(Hallucinoid are often stuck in those, but it just had a tasoth). Triton parked W of it. Further west are the Exit pyramid and futher again the 3 small solid pyramids block. Three medium pyramids north of the exit pyramid those have only a top exit usable by small floating units - those rarely contain aliens. Two more of those in the NW corner. In the north is a slightly larger pillar pyramid those can be entered and usually contain hostile forces. No terrorist units so far - strange but I recall another 1st site without top level terrorists. Maybe the artefact incidents get harder as the game progresses? The map does not seem too large as well. Use 1 tasoth pet to scout 2nd floor of great pyramid a bit.&lt;br /&gt;
&lt;br /&gt;
2nd turn A&lt;br /&gt;
&lt;br /&gt;
nothing&lt;br /&gt;
&lt;br /&gt;
3rd turn XCOM start drilling the tasoth and pillaging the corpses for pulsers and some more sonic canons. MC reader available as loot. MC the remainder.&lt;br /&gt;
started scouting the 8 pillar pyramid. Started removing the 2 tasoths from the large pyramid.&lt;br /&gt;
&lt;br /&gt;
3rd a nothing&lt;br /&gt;
&lt;br /&gt;
4th X&lt;br /&gt;
&lt;br /&gt;
should upgrade to thermal drills blades take forever to drill the tasoth. Decided to take a few readers as cash loot as well. continue the culling. Not enough carriers to loot everything I guess -would need a leviathan load for that.&lt;br /&gt;
Found a second TSL armed Aquatoid soldier in the pillar pyramid. MC all surviving aliens. Starting to move aliens towards triton to simplify looting. Guess I will pay the price for an overfull object table later.&lt;br /&gt;
&lt;br /&gt;
4th a nothing&lt;br /&gt;
&lt;br /&gt;
5th X&lt;br /&gt;
&lt;br /&gt;
Continue looting and culling. Made a mistake and lost control of 2 pets in the great pyramid. &lt;br /&gt;
&lt;br /&gt;
5th a&lt;br /&gt;
&lt;br /&gt;
1 failed MC attack on one of my field troopers.&lt;br /&gt;
&lt;br /&gt;
6th x&lt;br /&gt;
&lt;br /&gt;
Continue looting, moving to triton, culling. Found my lost pets. Send troopers in the big pyramid and towards the pillar one. If there were hostile forces in one of the medium one they should have announced their presence by now.&lt;br /&gt;
&lt;br /&gt;
6th a nothing&lt;br /&gt;
&lt;br /&gt;
7th x&lt;br /&gt;
&lt;br /&gt;
Pillaged all sonic cannons except the two on the upper levels of the great pyramid, several pulsers, sc reloads. I will try to get the rest of the ammo and pulsers and leave the corpses behind. Aliens moved towardsthe triton srt to run out of energy.&lt;br /&gt;
Surviving enemy forces under my control 4 tasoth, 2 aquatoid. should i revive a stunned sq ld for additional hth exp? Still no terroists.&lt;br /&gt;
&lt;br /&gt;
7th a nothing&lt;br /&gt;
&lt;br /&gt;
8th x&lt;br /&gt;
&lt;br /&gt;
continue as planned. Each sq ld seems to carry a reader. Nice - another million - not that I need it.&lt;br /&gt;
&lt;br /&gt;
8th a nothing&lt;br /&gt;
&lt;br /&gt;
9th &amp;amp; 10th slay the 3 remaining aliens. There were no terrorists above ground. Only 2 aq soldiers with TSL,4 tasoth sq ld &amp;amp; 7 soldiers all armed with sonic cannons and pulsers. I retrived all alien weapons &amp;amp; spares except 2 sonic cannons for extra cash. Had room for those as well but that would have cost me another 5-6 turns to retrieve. Had to leave the 13 corpses. Well 12 - failed to revive the stunned sq ld with 10 shots. Grabbed it to test whether it gets killed in stage transition.&lt;br /&gt;
-------------------------------------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
On to the second stage.&lt;br /&gt;
Equipment screen - drop some of the extra stuff: 4 reader, &#039;&#039;dead&#039;&#039; tasoth, 19 sonic cannon mags(looks like I won&#039;t run out of ammo), 6 loaded sonic cannons, 2 TSL. Make sure that each soldier has a pulser and a HtH weapon, gun in hand. Start. &lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------------------------------------- &lt;br /&gt;
1st x&lt;br /&gt;
&lt;br /&gt;
all except 2 troops in starting area(lvl 3). One on lvl0,one on lvl2. Unfortunately th one on lvl 0 is a MC trooper. Has already spotted one tasoth in a room next to him. &lt;br /&gt;
Move the MC trooper on lvl0 back to lvl 3 since he was next to the elevators. Move all 6 field troops to lvl1. MC tasoth, drop weapon,move to entrance of SW module which is visible from the elevator lvl0 room. Part of target structure spotted from elevator - target room located in NE.&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Tauon&amp;diff=32038</id>
		<title>User talk:Tauon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Tauon&amp;diff=32038"/>
		<updated>2010-11-09T22:46:11Z</updated>

		<summary type="html">&lt;p&gt;Tauon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== First artefact site ==&lt;br /&gt;
In a recent game the first artefact site was detected September 1st. I try to write a short account in order to extract info for improving the artefact wiki page later. &lt;br /&gt;
Given that I can reroute my most experienced crack team with 6 good MC troopers(86,95,83,93,99,81 MCstr,100+MCsk) and two mediocre troopers(96MCstr both,72,78MCsk)and 6 field troops with 70+ MC str of with 5 have decent stats(max TU, 85+ FA) all wearing Mag Armor from their mission to retrive a fleet supply cruiser to arrive at daytime this should not be too difficult.&lt;br /&gt;
Equipment: &lt;br /&gt;
2 TSL with 8 shots&lt;br /&gt;
&lt;br /&gt;
8 MC disruptor&lt;br /&gt;
2 sonic canon&lt;br /&gt;
5 sonic rifle&lt;br /&gt;
6 sonic pistol&lt;br /&gt;
preloaded with 1 mag no spare ammo &lt;br /&gt;
2 thermal taser&lt;br /&gt;
8 vibro blades&lt;br /&gt;
4 thermic lance&lt;br /&gt;
yes thats a HTH weapon for each trooper (they are strong enough to carry it spare).&lt;br /&gt;
2 sonic pulsers, 1 Magna-pack(had left over which I wanted to use up)&lt;br /&gt;
2 GC preloaded with HE (used to deal with large terror units)&lt;br /&gt;
1 particle disturbance sensor&lt;br /&gt;
1 particle disturbance grenade&lt;br /&gt;
1 dye grenade&lt;br /&gt;
3 chemical flares&lt;br /&gt;
1 HJC with 2 phoshor mags&lt;br /&gt;
6 Medikits&lt;br /&gt;
&lt;br /&gt;
no DPL - can use them if I find them. But I should be fine with what I got and pick from the corpses in the first stage. &lt;br /&gt;
----------------------------------------------------------------------------------------------------------&lt;br /&gt;
1st turn(XCOM):&lt;br /&gt;
&lt;br /&gt;
opening the triton I see no alien in immediate vicinity. I sent one field trooper to the tail end of the triton to take a peek behind. Walks into 2! reaction shots from the same position. Damn I just reached the end of the ship - got a bit careless. Anyway the trooper is unharmed, and I tun to spot the offending tasoth and take MC it. The two sonic canon shots must have hit the front plate. Proceed to spot another 5 tasoths of which 2 are set in the 2nd and 3rd floor sniper loopholes/windows of a great pyramid. Have all throw their sonic canons away. Field troops spread out.&lt;br /&gt;
&lt;br /&gt;
1st(aliens)&lt;br /&gt;
&lt;br /&gt;
A aquatoid emerges from the ground floor entrance of the great pyramid and fires a TSL at on of my pets - hits but fails to drop it.  &lt;br /&gt;
&lt;br /&gt;
2nd turn X&lt;br /&gt;
&lt;br /&gt;
reaffirm control over my 6 pets, spot aquatoid soldier, MC it, spot 5 more tasoth, MC them. Throw away 5 canons &amp;amp; 1 TSL. All 4 corners of the map revealed.Basic features of the map known. 1 large pryramid in the NE corner(lucky, could be 2, this is where most remaining aliens should be). 1 medium with open ground floor in the SE corner(Hallucinoid are often stuck in those, but it just had a tasoth). Triton parked W of it. Further west are the Exit pyramid and futher again the 3 small solid pyramids block. Three medium pyramids north of the exit pyramid those have only a top exit usable by small floating units - those rarely contain aliens. Two more of those in the NW corner. In the north is a slightly larger pillar pyramid those can be entered and usually contain hostile forces. No terrorist units so far - strange but I recall another 1st site without top level terrorists. Maybe the artefact incidents get harder as the game progresses? The map does not seem too large as well. Use 1 tasoth pet to scout 2nd floor of great pyramid a bit.&lt;br /&gt;
&lt;br /&gt;
2nd turn A&lt;br /&gt;
&lt;br /&gt;
nothing&lt;br /&gt;
&lt;br /&gt;
3rd turn XCOM start drilling the tasoth and pillaging the corpses for pulsers and some more sonic canons. MC reader available as loot. MC the remainder.&lt;br /&gt;
started scouting the 8 pillar pyramid. Started removing the 2 tasoths from the large pyramid.&lt;br /&gt;
&lt;br /&gt;
3rd a nothing&lt;br /&gt;
&lt;br /&gt;
4th X&lt;br /&gt;
&lt;br /&gt;
should upgrade to thermal drills blades take forever to drill the tasoth. Decided to take a few readers as cash loot as well. continue the culling. Not enough carriers to loot everything I guess -would need a leviathan load for that.&lt;br /&gt;
Found a second TSL armed Aquatoid soldier in the pillar pyramid. MC all surviving aliens. Starting to move aliens towards triton to simplify looting. Guess I will pay the price for an overfull object table later.&lt;br /&gt;
&lt;br /&gt;
4th a nothing&lt;br /&gt;
&lt;br /&gt;
5th X&lt;br /&gt;
&lt;br /&gt;
Continue looting and culling. Made a mistake and lost control of 2 pets in the great pyramid. &lt;br /&gt;
&lt;br /&gt;
5th a&lt;br /&gt;
&lt;br /&gt;
1 failed MC attack on one of my field troopers.&lt;br /&gt;
&lt;br /&gt;
6th x&lt;br /&gt;
&lt;br /&gt;
Continue looting, moving to triton, culling. Found my lost pets. Send troopers in the big pyramid and towards the pillar one. If there were hostile forces in one of the medium one they should have announced their presence by now.&lt;br /&gt;
&lt;br /&gt;
6th a nothing&lt;br /&gt;
&lt;br /&gt;
7th x&lt;br /&gt;
&lt;br /&gt;
Pillaged all sonic cannons except the two on the upper levels of the great pyramid, several pulsers, sc reloads. I will try to get the rest of the ammo and pulsers and leave the corpses behind. Aliens moved towardsthe triton srt to run out of energy.&lt;br /&gt;
Surviving enemy forces under my control 4 tasoth, 2 aquatoid. should i revive a stunned sq ld for additional hth exp? Still no terroists.&lt;br /&gt;
&lt;br /&gt;
7th a nothing&lt;br /&gt;
&lt;br /&gt;
8th x&lt;br /&gt;
&lt;br /&gt;
continue as planned. Each sq ld seems to carry a reader. Nice - another million - not that I need it.&lt;br /&gt;
&lt;br /&gt;
8th a nothing&lt;br /&gt;
&lt;br /&gt;
9th &amp;amp; 10th slay the 3 remaining aliens. There were no terrorists above ground. Only 2 aq soldiers with TSL,4 tasoth sq ld &amp;amp; 7 soldiers all armed with sonic cannons and pulsers. I retrived all alien weapons &amp;amp; spares except 2 sonic cannons for extra cash. Had room for those as well but that would have cost me another 5-6 turns to retrieve. Had to leave the 13 corpses. Well 12 - failed to revive the stunned sq ld with 10 shots. Grabbed it to test whether it gets killed in stage transition.&lt;br /&gt;
-------------------------------------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
On to the second stage.&lt;br /&gt;
Equipment screen - drop some of the extra stuff: 4 reader, &#039;&#039;dead&#039;&#039; tasoth, 19 sonic cannon mags(looks like I won&#039;t run out of ammo), 6 loaded sonic cannons, 2 TSL. Make sure that each soldier has a pulser and a HtH weapon, gun in hand. Start. &lt;br /&gt;
------------------------------------------------------------------------------------------------------------------------------------------------------- &lt;br /&gt;
1st x&lt;br /&gt;
&lt;br /&gt;
all except 2 troops in starting area(lvl 3). One on lvl0,one on lvl2. Unfortunately th one on lvl 0 is a MC trooper. Has already spotted one tasoth in a room next to him. To be continued...&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Tauon&amp;diff=32037</id>
		<title>User talk:Tauon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Tauon&amp;diff=32037"/>
		<updated>2010-11-09T22:04:49Z</updated>

		<summary type="html">&lt;p&gt;Tauon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== First artefact site ==&lt;br /&gt;
In a recent game the first artefact site was detected September 1st. I try to write a short account in order to extract info for improving the artefact wiki page later. &lt;br /&gt;
Given that I can reroute my most experienced crack team with 6 good MC troopers(86,95,83,93,99,81 MCstr,100+MCsk) and two mediocre troopers(96MCstr both,72,78MCsk)and 6 field troops with 70+ MC str of with 5 have decent stats(max TU, 85+ FA) all wearing Mag Armor from their mission to retrive a fleet supply cruiser to arrive at daytime this should not be too difficult.&lt;br /&gt;
Equipment: &lt;br /&gt;
2 TSL with 8 shots&lt;br /&gt;
&lt;br /&gt;
8 MC disruptor&lt;br /&gt;
2 sonic canon&lt;br /&gt;
5 sonic rifle&lt;br /&gt;
6 sonic pistol&lt;br /&gt;
preloaded with 1 mag no spare ammo &lt;br /&gt;
2 thermal taser&lt;br /&gt;
8 vibro blades&lt;br /&gt;
4 thermic lance&lt;br /&gt;
yes thats a HTH weapon for each trooper (they are strong enough to carry it spare).&lt;br /&gt;
2 sonic pulsers, 1 Magna-pack(had left over which I wanted to use up)&lt;br /&gt;
2 GC preloaded with HE (used to deal with large terror units)&lt;br /&gt;
1 particle disturbance sensor&lt;br /&gt;
1 particle disturbance grenade&lt;br /&gt;
1 dye grenade&lt;br /&gt;
3 chemical flares&lt;br /&gt;
1 HJC with 2 phoshor mags&lt;br /&gt;
6 Medikits&lt;br /&gt;
&lt;br /&gt;
no DPL - can use them if I find them. But I should be fine with what I got and pick from the corpses in the first stage. &lt;br /&gt;
----------------------------------------------------------------------------------------------------------&lt;br /&gt;
1st turn(XCOM):&lt;br /&gt;
&lt;br /&gt;
opening the triton I see no alien in immediate vicinity. I sent one field trooper to the tail end of the triton to take a peek behind. Walks into 2! reaction shots from the same position. Damn I just reached the end of the ship - got a bit careless. Anyway the trooper is unharmed, and I tun to spot the offending tasoth and take MC it. The two sonic canon shots must have hit the front plate. Proceed to spot another 5 tasoths of which 2 are set in the 2nd and 3rd floor sniper loopholes/windows of a great pyramid. Have all throw their sonic canons away. Field troops spread out.&lt;br /&gt;
&lt;br /&gt;
1st(aliens)&lt;br /&gt;
&lt;br /&gt;
A aquatoid emerges from the ground floor entrance of the great pyramid and fires a TSL at on of my pets - hits but fails to drop it.  &lt;br /&gt;
&lt;br /&gt;
2nd turn X&lt;br /&gt;
&lt;br /&gt;
reaffirm control over my 6 pets, spot aquatoid soldier, MC it, spot 5 more tasoth, MC them. Throw away 5 canons &amp;amp; 1 TSL. All 4 corners of the map revealed.Basic features of the map known. 1 large pryramid in the NE corner(lucky, could be 2, this is where most remaining aliens should be). 1 medium with open ground floor in the SE corner(Hallucinoid are often stuck in those, but it just had a tasoth). Triton parked W of it. Further west are the Exit pyramid and futher again the 3 small solid pyramids block. Three medium pyramids north of the exit pyramid those have only a top exit usable by small floating units - those rarely contain aliens. Two more of those in the NW corner. In the north is a slightly larger pillar pyramid those can be entered and usually contain hostile forces. No terrorist units so far - strange but I recall another 1st site without top level terrorists. Maybe the artefact incidents get harder as the game progresses? The map does not seem too large as well. Use 1 tasoth pet to scout 2nd floor of great pyramid a bit.&lt;br /&gt;
&lt;br /&gt;
2nd turn A&lt;br /&gt;
&lt;br /&gt;
nothing&lt;br /&gt;
&lt;br /&gt;
3rd turn XCOM start drilling the tasoth and pillaging the corpses for pulsers and some more sonic canons. MC reader available as loot. MC the remainder.&lt;br /&gt;
started scouting the 8 pillar pyramid. Started removing the 2 tasoths from the large pyramid.&lt;br /&gt;
&lt;br /&gt;
3rd a nothing&lt;br /&gt;
&lt;br /&gt;
4th X&lt;br /&gt;
&lt;br /&gt;
should upgrade to thermal drills blades take forever to drill the tasoth. Decided to take a few readers as cash loot as well. continue the culling. Not enough carriers to loot everything I guess -would need a leviathan load for that.&lt;br /&gt;
Found a second TSL armed Aquatoid soldier in the pillar pyramid. MC all surviving aliens. Starting to move aliens towards triton to simplify looting. Guess I will pay the price for an overfull object table later.&lt;br /&gt;
&lt;br /&gt;
4th a nothing&lt;br /&gt;
&lt;br /&gt;
5th X&lt;br /&gt;
&lt;br /&gt;
Continue looting and culling. Made a mistake and lost control of 2 pets in the great pyramid. &lt;br /&gt;
&lt;br /&gt;
5th a&lt;br /&gt;
&lt;br /&gt;
1 failed MC attack on one of my field troopers.&lt;br /&gt;
&lt;br /&gt;
6th x&lt;br /&gt;
&lt;br /&gt;
Continue looting, moving to triton, culling. Found my lost pets. Send troopers in the big pyramid and towards the pillar one. If there were hostile forces in one of the medium one they should have announced their presence by now.&lt;br /&gt;
&lt;br /&gt;
6th a nothing&lt;br /&gt;
&lt;br /&gt;
7th x&lt;br /&gt;
&lt;br /&gt;
Pillaged all sonic cannons except the two on the upper levels of the great pyramid, several pulsers, sc reloads. I will try to get the rest of the ammo and pulsers and leave the corpses behind. Aliens moved towardsthe triton srt to run out of energy.&lt;br /&gt;
Surviving enemy forces under my control 4 tasoth, 2 aquatoid. should i revive a stunned sq ld for additional hth exp? Still no terroists.&lt;br /&gt;
&lt;br /&gt;
7th a nothing&lt;br /&gt;
&lt;br /&gt;
8th x&lt;br /&gt;
&lt;br /&gt;
continue as planned. Each sq ld seems to carry a reader. Nice - another million - not that I need it.&lt;br /&gt;
&lt;br /&gt;
8th a nothing&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Tauon&amp;diff=32036</id>
		<title>User talk:Tauon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Tauon&amp;diff=32036"/>
		<updated>2010-11-09T17:51:01Z</updated>

		<summary type="html">&lt;p&gt;Tauon: Created page with &amp;quot; == First artefact site == In a recent game the first artefact site was detected September 1st. I try to write a short account in order to extract info for improving the artefact...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== First artefact site ==&lt;br /&gt;
In a recent game the first artefact site was detected September 1st. I try to write a short account in order to extract info for improving the artefact wiki page later. &lt;br /&gt;
Given that I can reroute my most experienced crack team with 6 good MC troopers(86,95,83,93,99,81 MCstr,100+MCsk) and two mediocre troopers(96MCstr both,72,78MCsk)and 6 field troops with 70+ MC str of with 5 have decent stats(max TU, 85+ FA) all wearing Mag Armor from their mission to retrive a fleet supply cruiser to arrive at daytime this should not be too difficult.&lt;br /&gt;
Equipment: &lt;br /&gt;
2 TSL with 8 shots&lt;br /&gt;
&lt;br /&gt;
8 MC disruptor&lt;br /&gt;
2 sonic canon&lt;br /&gt;
5 sonic rifle&lt;br /&gt;
6 sonic pistol&lt;br /&gt;
preloaded with 1 mag no spare ammo &lt;br /&gt;
2 thermal taser&lt;br /&gt;
8 vibro blades&lt;br /&gt;
4 thermic lance&lt;br /&gt;
yes thats a HTH weapon for each trooper (they are strong enough to carry it spare).&lt;br /&gt;
2 sonic pulsers, 1 Magna-pack(had left over which I wanted to use up)&lt;br /&gt;
2 GC preloaded with HE (used to deal with large terror units)&lt;br /&gt;
1 particle disturbance sensor&lt;br /&gt;
1 particle disturbance grenade&lt;br /&gt;
1 dye grenade&lt;br /&gt;
3 chemical flares&lt;br /&gt;
1 HJC with 2 phoshor mags&lt;br /&gt;
6 Medikits&lt;br /&gt;
&lt;br /&gt;
no DPL - can use them if I find them. But I should be fine with what I got and pick from the corpses in the first stage. &lt;br /&gt;
----------------------------------------------------------------------------------------------------------&lt;br /&gt;
1st turn(XCOM):&lt;br /&gt;
&lt;br /&gt;
opening the triton I see no alien in immediate vicinity. I sent one field trooper to the tail end of the triton to take a peek behind. Walks into 2! reaction shots from the same position. Damn I just reached the end of the ship - got a bit careless. Anyway the trooper is unharmed, and I tun to spot the offending tasoth and take MC it. The two sonic canon shots must have hit the front plate. Proceed to spot another 5 tasoths of which 2 are set in the 2nd and 3rd floor sniper loopholes/windows of a great pyramid. Have all throw their sonic canons away. Field troops spread out.&lt;br /&gt;
&lt;br /&gt;
1st(aliens)&lt;br /&gt;
&lt;br /&gt;
A aquatoid emerges from the ground floor entrance of the great pyramid and fires a TSL at on of my pets - hits but fails to drop it.  &lt;br /&gt;
&lt;br /&gt;
2nd turn X&lt;br /&gt;
&lt;br /&gt;
reaffirm control over my 6 pets, spot aquatoid soldier, MC it, spot 5 more tasoth, MC them. Throw away 5 canons &amp;amp; 1 TSL. All 4 corners of the map revealed.Basic features of the map known. 1 large pryramid in the NE corner(lucky, could be 2, this is where most remaining aliens should be). 1 medium with open ground floor in the SE corner(Hallucinoid are often stuck in those, but it just had a tasoth). Triton parked W of it. Further west are the Exit pyramid and futher again the 3 small solid pyramids block. Three medium pyramids north of the exit pyramid those have only a top exit usable by small floating units - those rarely contain aliens. Two more of those in the NW corner. In the north is a slightly larger pillar pyramid those can be entered and usually contain hostile forces. No terrorist units so far - strange but I recall another 1st site without top level terrorists. Maybe the artefact incidents get harder as the game progresses? The map does not seem too large as well. Use 1 tasoth pet to scout 2nd floor of great pyramid a bit.&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=32030</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Main_Page&amp;diff=32030"/>
		<updated>2010-11-08T14:16:38Z</updated>

		<summary type="html">&lt;p&gt;Tauon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome To All Rookies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the place to talk/ask about general issues concerning the wiki and hopefully someone will answer/reply to them. &lt;br /&gt;
&lt;br /&gt;
Specific game questions should be asked on the game&#039;s individual talk pages. &lt;br /&gt;
&lt;br /&gt;
For new users, in order to reduce spam you&#039;ll need to register to be able to edit pages.&lt;br /&gt;
&lt;br /&gt;
To start a new topic simply press the &#039;&#039;&#039;edit&#039;&#039;&#039; button above. Then place your &amp;lt;nowiki&amp;gt;==Topic Name==&amp;lt;/nowiki&amp;gt; like it is written here.&lt;br /&gt;
* To add a line you can either type &amp;lt;nowiki&amp;gt;----&amp;lt;/nowiki&amp;gt; or use the buttons that appear on the edit screen. &lt;br /&gt;
* If replying to an existing topic use colons &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; before your answer&lt;br /&gt;
* Don&#039;t forget to sign your posts in the talk pages by typing &#039;&#039;&#039;&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&#039;&#039;&#039; at the end. &lt;br /&gt;
* Finally when creating/editing wiki articles have a look at the [[Guidelines to writing articles|guidelines]] page. &lt;br /&gt;
&lt;br /&gt;
That&#039;s it. Happy editing!&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Some articles have been moved to [[Talk:Main Page/Archive]] for later perusal. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Translation? ==&lt;br /&gt;
Hi everybody&lt;br /&gt;
&lt;br /&gt;
I just found this ufopaedia and now I&#039;m spending most of my time at work here :-)&lt;br /&gt;
&lt;br /&gt;
In Uruguay there is a very small X-Com community, and AFAIK, I&#039;m the first one to find this site.&lt;br /&gt;
I was thinking about translating the articles to spanish (very slowly), since most players around here are not familiar with the advanced &amp;quot;tips and tricks&amp;quot;.&lt;br /&gt;
I could also post about the rather poor game translation.&lt;br /&gt;
Do you think it could be worth it?&lt;br /&gt;
&lt;br /&gt;
[[User:Diegoba|Diegoba]] 06:38, 15 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Hi Diegoba. I think those are great ideas. You could even work on an improved [[SPANISH.DAT]]. Hobbes posts here frequently and I believe he did the Spanish translation for [[XcomUtil]]. If you were translating Wiki pages, I wonder which pages should be translated first? We would need to think about how to structure it. Maybe an /en and an /es path, like Wikipedia does it? &lt;br /&gt;
&lt;br /&gt;
:[[User:Spike|Spike]] 13:10, 15 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Having the /en /es path sounds good. I was thinking about leaving the pages with the most basic info (IE, Geoscape / Base screen description) for the last. I believe that anyone already knows this basics, and are not that hard to understand.&lt;br /&gt;
&lt;br /&gt;
But I really don&#039;t know how to get it started. Do I just create an article called &amp;quot;pagina principal&amp;quot; (main page) and then link from there? I guess that page can then be mapped to es.ufopaedia.org&lt;br /&gt;
&lt;br /&gt;
[[User:Diegoba|Diegoba]] 07:04, 16 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I see you already started on a home page, cool. It makes sense to start with &amp;quot;Top Tricks &amp;amp; Tips&amp;quot;.We probably need that in English too!&lt;br /&gt;
:Thinking about the structure, this is a wiki, so maybe name your pages e.g. &amp;quot;Home Page (Espanol)&amp;quot;. Then  link each Spanish name &amp;quot;{Spanish Name}&amp;quot; as a wiki redirect to each  &amp;quot;{English Name} (Espanol)&amp;quot; Spanish page. Or vice-versa.While you only have a small number of Spanish pages, link them from See Also of the English page, as well as from the Spanish Home Page.Just some suggestions. Hopefully Zombie and those other sysop-type guys will express a view. &lt;br /&gt;
&lt;br /&gt;
:[[User:Spike|Spike]] 09:47, 16 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have no idea how this would work out to be honest. An /es path would probably be the best idea, but I think we&#039;d need to be running a second copy of the wiki software to make that possible. (Something I always wanted anyway as UFO2000 isn&#039;t really a game in the series but a project - we are just hosting their pages). If anyone knows how the Wikipedia handles the languages internally, please let me know. Doing all those redirects just doesn&#039;t make much sense to me because it is a huge amount of work and could tax the system if there are too many queries. --[[User:Zombie|Zombie]] 22:30, 18 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:What about just creating a link for both languages in the left side menu, and a link to the other language in the main page?. That is simple enough, and most people will be visiting one language or the other, not switching around.&lt;br /&gt;
&lt;br /&gt;
:[[User:Diegoba|Diegoba]] 20:18, 24 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: That would work for now and it has the benefit of being simple. [[User:Spike|Spike]] 06:31, 25 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ok, I added a link to the Spanish main page in the sidebar. Is that good? --[[User:Zombie|Zombie]] 23:53, 28 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::[[User:Juju Dredd|Juju Dredd]] 12:00, 30 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Hi, I&#039;d like translate at least part of this great wiki to French, could somebody tell me how to add Français(french) in the list, or do it if I&#039;m not autorised to do it by myself?&lt;br /&gt;
&lt;br /&gt;
:::It has to be Gazchap (administrator) to add it to the list on the left methinks. But it is possible to add the link to the main page when the french main page is ready. [[User:Hobbes|Hobbes]] 15:55, 30 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Ok, so I should start with translating this one. [[User:Juju Dredd|Juju Dredd]] 17:16, 30 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Oh, I&#039;ve just seen how to modify the languages section. [[User:Juju Dredd|Juju Dredd]] 17:27, 30 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I can edit the side panel if you want me to add a French section to the wiki. Shall I call it Francais and link it to [[Page Principale]]? -[[User:NKF|NKF]] 19:02, 30 September 2010 (EDT) &lt;br /&gt;
&lt;br /&gt;
:: Yes, I was mistaking with the &amp;quot;other languages&amp;quot; sentence at the begining of the main page, I cannot add the link by myself. You guess right, I&#039;ve begun to write [[Page Principale]] as the main page for French. But I think you should call it Français (French) with the cedilla to be consistant with the two others languages links. [[User:Juju Dredd|Juju Dredd]] 3:16, 1 October 2010 [EDT]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Site TODOS == &lt;br /&gt;
A general dump of to-dos or maybe not-do&#039;s. Add any where appropriate: &lt;br /&gt;
&lt;br /&gt;
* Template navigation toolbars for subsections. (Some tests have started)&lt;br /&gt;
* Strategy by terrain notes? &lt;br /&gt;
* Mention of bug where unit gets stuck in the corner of the map&lt;br /&gt;
* Mention of bug where you reload a battlescape mission only to be on an invalid level and how to recover from it (use OHMap, go back down to legal level, click until you find the map again, save the game). Often happens after editting the game, strangely enough. Is it possible the game stores map camera coordinates as a file checksum or somesuch?&lt;br /&gt;
* Categorizing all pages related to the games. I&#039;ve finished it already with Apocalypse and TFTD shouldn&#039;t be too hard because it has the less pages, but it UFO is going to be a long work. I&#039;ve already started a few categories for UFO and TFTD (&amp;lt;nowiki&amp;gt;Category: Enemy Unknown/UFO Defense&amp;lt;/nowiki&amp;gt; and nowiki&amp;gt;Category: TFTD&amp;lt;/nowiki&amp;gt;, along with a few specific ones (&amp;lt;nowiki&amp;gt;Research (TFTD&amp;lt;/nowiki&amp;gt; and so on). It could also be possible to have some general categories that emcompass the whole of the series (UFOs/USOs, X-COM craft). [[User:Hobbes|Hobbes]] 16:32, 4 November 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Discussion/talk page proposed format ==&lt;br /&gt;
&lt;br /&gt;
See [[Talk:Main Page/Archive#Discussion/talk page proposed format]]&lt;br /&gt;
&lt;br /&gt;
== British vs. American spelling ==&lt;br /&gt;
&lt;br /&gt;
Summary: Use which ever convention you want. It does not matter as long as you do not get into petty spelling convention battles. &lt;br /&gt;
&lt;br /&gt;
== XCOM Box Art ==&lt;br /&gt;
&lt;br /&gt;
Someone (NKF? Danial?) once asked if anybody could scan XCOM&#039;s box art, so that they might e.g. put a better graphic on the main page. I just uploaded a 300 dpi scan of all four sides as [[Media:XCOM_UFO_Defense_DOS_US_Box_Art.zip]] (3.2 MB). The box is not in mint condition (see the ReadMe), but a little tweaking by somebody with skillz (Danial) could easily spruce it up. - [[User:MikeTheRed|MikeTheRed]] 18:05, 19 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
: Was it me? Hmm. Can&#039;t remember. I did think to just grab the cover for the PDF version of the X-Com Player&#039;s Handbook (US version - with the Mars/Super Avenger cover), but it&#039;s black and white. Could&#039;ve sworn I&#039;ve seen a copy in colour somewhere. Not that sepia version wouldn&#039;t look great though! &lt;br /&gt;
: Oh hang on, I don&#039;t think it was for the front page graphic in particular, but we did want to get various versions of the box art for the various games. - [[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
NKF - or anybody - can we consider replacing the current main page art, with the XCOM box art? Or a portion of it. I loved the game&#039;s intro and in-game &amp;quot;cartoon art&amp;quot;, but why not use the game&#039;s best image, for our primary Main Page image? (Is there somebody with skills that can clean it up quickly? I&#039;m happy to, but I&#039;m no pics wizard.)&lt;br /&gt;
&lt;br /&gt;
[[image:XcomScExample.png|thumb|100px|One of many possible screencaps]]Related to this, I think it would be a nice touch if anyone put a bunch of selected and/or random screen captures (screencaps) onto a page, with a link just &amp;quot;under&amp;quot; (i.e., indented under the Main Page entry for) [[Info|About X-COM: UFO Defense]]...&lt;br /&gt;
&lt;br /&gt;
:I have a sneaking suspicion that we get a ton of lurkers (someone who is there but never speaks) who once played X-COM and came across our page by chance, and would like to relive it, if even for a few screencaps... yet as it is now, our site is becoming more of an in-depth encyclopedia, instead of a &amp;quot;you were once here&amp;quot; kind of place. All us hard core players gravitate toward the encyclopedia - but even if folks who once played it don&#039;t stay, if they say, &amp;quot;wow, I remember doing all that&amp;quot; based on a stack of screenshots, that would be good. I&#039;m thinking of easy sections that are light on text (and no Ufopaedia info), but heavy on thumbnails and click-on screencaps (see the image to the right - I love that financier in the background) like:&lt;br /&gt;
:*My first base - Decisions &lt;br /&gt;
:*The Globe - Radar alert! &lt;br /&gt;
:*First contact! Small farm in Iowa, USA &lt;br /&gt;
:*Managing Research &lt;br /&gt;
:*Terror in Sydney! &#039;&#039;(include zombies - squad wiped out - see next)&#039;&#039;&lt;br /&gt;
:*Headline: World Council generally supports X-COM efforts - subheadline - Australia may now be under the control of aliens &#039;&#039;(funding results for a month)&#039;&#039;&lt;br /&gt;
:*Headline: X-COM squad impacted by &amp;quot;Blaster bomb&amp;quot; - the world cries (before and after pix) &lt;br /&gt;
:*The tricky depths of a Battleship &lt;br /&gt;
:*Elite squad Mind Controls all aliens &lt;br /&gt;
:*Final showdown: Cydonia &lt;br /&gt;
:Each of the sections above might have 1-5 images. Something like that.&lt;br /&gt;
&lt;br /&gt;
:If no one objects, can I ask that anyone who is willing to do it, make a bunch of screencaps, using .pngs and thumbnails as shown above. Then lurkers can &amp;quot;remember the days&amp;quot; right up front. And a few more lurkers than currently breeze through, might stay.&lt;br /&gt;
&lt;br /&gt;
:To put this in context, CNN recently had a number of articles admiring Commodore 64s (one of them [http://www.cnn.com/2007/TECH/ptech/12/07/c64/index.html?iref=newssearch here]). X-COM is like that, to me... it lives past its &amp;quot;life expectancy&amp;quot; to gamers, because of how well put together it was, especially including how much it hit you in the gut.&lt;br /&gt;
&lt;br /&gt;
In summary, then. I have one question for us XCOM hardcore (can we change the Main Page image) and one for everybody (want to post a lot of screencaps?). I have made a stub page for the screencaps page. I&#039;ll retract it if the hardcore object or there&#039;s no response in a couple of months&#039; time. - [[User:MikeTheRed|MikeTheRed]] 21:44, 14 December 2007 (PST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I&#039;m perfectly fine with getting the main title changed. Get a few more ayes and we&#039;ll make it so. &lt;br /&gt;
&lt;br /&gt;
A screencap section would be nice. I&#039;m quite partial to creating screencap mini-comics (no, not real comics. Just sequential before/during/after images), although I never use them and they just get deleted in the end. &lt;br /&gt;
&lt;br /&gt;
One benefit is that some of the shots can also be recycled throughout the rest of the site to illustrate certain things. Or for an article that&#039;s no more than a solid block of text, something to break up the monotony. I&#039;m also always for a few well placed humorous shots. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]] 01:02, 15 December 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:Sounds good, NKF. There could easily be a &amp;quot;comics&amp;quot; page link several ways: &lt;br /&gt;
::1) The new Main Page entry indented under [[Info|About X-COM: UFO Defense]] could also have a link to a comics page, but on the screenshot page itself,&lt;br /&gt;
::2) That same new entry on the Main Page could read something like &amp;quot;[[Screenshots]] - and [[Comics]]!&amp;quot; The concept of the screenshots page is to help folks relive the past. And something just as good as screenshots - or better - is screenshots with humor.&lt;br /&gt;
::3) Or, make a link for it, all by itself, somewhere obvious on the Main Page.&lt;br /&gt;
:I think it&#039;s a great idea! &lt;br /&gt;
:As for the other idea - you said you&#039;re fine re: changing the main title. But it&#039;s the graphic at the top of the Main Page that I&#039;m talking about. Just to make sure we&#039;re clear on that. - [[User:MikeTheRed|MikeTheRed]] 17:21, 21 December 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Request ==&lt;br /&gt;
&lt;br /&gt;
I have noticed that there is no pictures of TFTD, Apoc, or Int on the main welcome page. Any ordinary joe browsing to here from the four wiki (which I just added the links to point to here in &amp;quot;External links&amp;quot; on each page) is going to leave if they see just the first game picture (and not scroll down to see the other games covered).&lt;br /&gt;
&lt;br /&gt;
SO, my request: have a collage of all four (five incl. email? ) on the front page which easily shows each game box-front. If copywrite issue, then someone could get creative with their own personal artiste skills.&lt;br /&gt;
&lt;br /&gt;
: Further up this page there actually has been discussion of using the box art for the various games. Real life, as is often the case, intervenes. But it&#039;s not a bad idea mind you. A change is as good as a vacation. -[[User:NKF|NKF]] 18:20, 18 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I was just thinking about this the other day in fact. Anyway, there is a nice collage of all the game boxes on the side of the X-COM Collection box. I could probably scan that and stick it up here for you guys to check out if you want. --[[User:Zombie|Zombie]] 23:30, 18 September 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Zombie, have you had a chance to scan the collage? Just spotted this as I was responding to a different matter. -[[User:NKF|NKF]] 22:05, 28 February 2010 (EST) &lt;br /&gt;
&lt;br /&gt;
== Favicon ==&lt;br /&gt;
&lt;br /&gt;
Does the UFOpaedia have a favicon? -- [[User:NinthRank|NinthRank]] 17:51, 6 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:We did have it at one time but I think it disappeared after an upgrade to the wiki software. If you have an idea for a favicon, submit it here. --[[User:Zombie|Zombie]] 18:21, 6 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
Okay, I don&#039;t know where that logo in the upper left came from, but after a quick GIMP edit, I came up with this: [[Media:favicon.zip]]. I&#039;m not quite sure how The GIMP works with icons, so I also included the .png&#039;s. What do you think? -- [[User:NinthRank|NinthRank]] 18:51, 6 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
:Not too shabby. Next time I talk to GazChap, I&#039;ll run it past him. Any more ideas for a favicon? I&#039;d like to get a few (at least 3) and run it through a vote here. --[[User:Zombie|Zombie]] 20:28, 6 November 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
::[[image:FavIcon-Crude1.png|thumb|16px]][[image:FavIcon-Crude2.png|thumb|16px]]NinthRank and Z, my two cents are something like this. My pics are incredibly crude - I&#039;m a total graphics n00b - and would need somebody like you, Ninth, to turn it into the &amp;quot;burnished gold and navy&amp;quot; (or is that black?), like you did with yours. I couldn&#039;t even get my damn background to change for me using simple MS Word art ... what do you use? (See how n00b I am?)&lt;br /&gt;
&lt;br /&gt;
::I think you have some great ideas there, but my favicons show as 16x16 pixels. (Is this because I use small icons? I had never heard the the word until you said it, Ninth, at which point I read the wiki entry, and it made immediate sense.) At 16&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, you have to keep it incredibly simply... having the COM on a big X does that, because it doesn&#039;t &amp;quot;waste a repetitive &#039;X-&#039; across the center&amp;quot;, if that makes sense. Another idea is be careful with the X ... I didn&#039;t like the X in your 16x16 and 32x32 because it was &amp;quot;narrow&amp;quot; (more vertical than horizontal). I definitely like your 48x48. (I can&#039;t tell what&#039;s going on with your animated 16x16 .ico, my friend - a 16x16 pic on a 1280x1024 screen (or higher) needs to be real simple. It looks like a tiny pulsing thing, with an X sort of there, overall.) I think the X should be, if not symmetric, then, more wide than high - to me, this implies something &amp;quot;ominous&amp;quot;. A true X would have to be &amp;quot;cut off&amp;quot; at the corners to be &amp;quot;wide and fat&amp;quot; at 16x16. This shows more in my second try than the first. &lt;br /&gt;
&lt;br /&gt;
::You can make things bigger than 16&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;, a real plus and you get much more flexibility, but for me, only 16x16 exists.&lt;br /&gt;
&lt;br /&gt;
::My two cents. I love your overall idea, and using navy (or black?) with gold trim. Thanks for signing in and helping out, NinthRank! -[[User:MikeTheRed|MikeTheRed]] 19:40, 14 December 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Technical Commentaries==&lt;br /&gt;
&lt;br /&gt;
I just thought of adding a specific section concerning commentaries regarding the game, i.e., trying to explain how the weapons/diplomacy/funding/etc. would work in real life. The idea here is not to expand on the canon X-COM material but to describe/explain in a rational way. &lt;br /&gt;
I&#039;ve come with this idea after reading Spike&#039;s section (on his [[User talk:Spike]] page) explaining the economics of X-COM and starting my own section regarding the Council of Funding Nations. &lt;br /&gt;
I think there is plenty of material available on the Data canisters that could be used/adapted to this. Also, the discussion regarding Elerium (with all those formulas) on the Talk Page is exactly the sort of thing I was thinking of. &lt;br /&gt;
&lt;br /&gt;
- [[User:Hobbes|Hobbes]] 22:59, 10 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
: I don&#039;t see any problem with it. Go for it. We&#039;ve started with a magnificent wealth of knowledge about the game itself (and a bit beyond, with the binary file diving). Theories and explanations of the X-Com world wouldn&#039;t be out of place. They&#039;d certainly add a bit of literary colour and interest for those that wish to look beyond the game. There are lots of interesting bits and pieces scattered throughout the articles (like real world equivalents of weapon or tanks, just to name one example) that would probably fit better in a section like that than in the articles. Perhaps a an expanded data-canister like section would be in order. - [[User:NKF|NKF]] 01:13, 11 March 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Regarding image file formats ==&lt;br /&gt;
See [[Talk:Main Page/Archive#Regarding image file formats]]&lt;br /&gt;
&lt;br /&gt;
== Proposed top level links ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve written some pages which I&#039;d like to be proposed be linked to the main page, unless anyone can suggest where to put them (careful now!).&lt;br /&gt;
&lt;br /&gt;
I&#039;d like to link [[Fictional Equivalents]] to the main page. &lt;br /&gt;
&lt;br /&gt;
I&#039;d like to link [[Wish List (TFTD)]] to the TFTD page. It would also be good to start a [[Known Bugs (TFTD)]] page, for TFTD-specific bugs. &lt;br /&gt;
&lt;br /&gt;
However as some tricky template work is involved, I&#039;d rather not make these links myself for fear of screwing up the main page(s). Thoughts? [[User:Spike|Spike]] 11:20, 14 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
: Feel free to edit the templates - as long as the tables look okay when you preview them, they shouldn&#039;t break the page. The templates are standard pages but with a fancy prefix to their file name to categorize them as templates. This was needed so that any updates to them would show up on the main page right away without forcing the viewers to force-refresh the page. - [[User:NKF|NKF]] 12:46, 14 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::It should be noted that the [[TRTBAG]] more or less covers the &amp;quot;Known Bugs for TFTD&amp;quot; segment. [[User:Arrow Quivershaft|Arrow Quivershaft]] 16:08, 14 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Well it covers the Research Tree bugs but not any of the other TFTD-specific bugs as far as I can see. Still that&#039;s a good starting point, thanks AQ! And thanks Zombie for adding the links. [[User:Spike|Spike]] 17:34, 14 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
::Maybe TRTBAG should just BECOME the &amp;quot;Known Bugs(TFTD)&amp;quot; page. [[User:Arrow Quivershaft|Arrow Quivershaft]] 17:36, 14 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
:Because TRTBAG is such an excellent self contained guide, and well written, and quite long, I think it should be separate. I will link to it under the Known Bugs (TFTD) page. I suggest the main page link to TRTBAG be remained &amp;quot;&#039;&#039;Research&#039;&#039; Bug Avoidance Guide&amp;quot;. Probably the TFTD Alien Glitches page can be gotten rid of. It only mentions one bug, which is not a bug at all. [[User:Spike|Spike]] 06:16, 15 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
==Terminology==&lt;br /&gt;
&lt;br /&gt;
===X-COM/XCOM/XCom/Etc.===&lt;br /&gt;
&lt;br /&gt;
I remember reading about this discussion before and if something concrete comes out I think it should be added to the [[Guidelines to writing articles]].&lt;br /&gt;
Do we have set a proper spelling to refer to the organization? IIRC the game uses X-COM/XCOM/X-Com/etc. Should we set a standard for the Wiki? [[User:Hobbes|Hobbes]] 07:52, 21 November 2008 (CST)&lt;br /&gt;
:It&#039;s a good idea to agree on a single standard spelling for the Wiki, if only to keep links consistent and prdictable. But it&#039;s a shame if there is no clear canonical spelling though. [[User:Spike|Spike]] 12:28, 21 November 2008 (CST)&lt;br /&gt;
::From what I recall there isn&#039;t a standard followed on UFO Defense, where you have X-COM/XCOM/XCom/etc. Apocalypse might be more consistent and I have no idea for the other games. I try to use X-COM and I&#039;ve done some edits to follow this standard spelling but I&#039;d like to read more opinions [[User:Hobbes|Hobbes]] 17:43, 22 November 2008 (CST)&lt;br /&gt;
:I&#039;ve had a check through the in-game strings and most if not all of them say &amp;quot;Xcom&amp;quot;, which is my least favourite spelling. :( I think X-COM has the best flavour. [[User:Spike|Spike]] 19:41, 22 November 2008 (CST)&lt;br /&gt;
If any of you folks here have been following what I&#039;ve been up to lately at the StrategyCore forums, you&#039;ll see I have been amassing a collection of most of the game versions in the series. Checking my [http://www.strategycore.co.uk/xcom/pg/ufogameversions UFO Game Versions] site page, you&#039;ll see that the original European release used XCom while the budget releases used X-Com. Other than that, those spellings quickly fell by the wayside as MicroProse decided on X-COM which quickly gained approval and remained the standard spelling throughout the series. (You can&#039;t really go by in-game text as those were not checked for consistency). Anyhow, I&#039;d opt for the same route MicroProse took: &amp;lt;b&amp;gt;X-COM&amp;lt;/b&amp;gt;. --[[User:Zombie|Zombie]] 20:33, 22 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
===Capitalization guidelines/rules for the wiki===&lt;br /&gt;
&lt;br /&gt;
Another thing that crossed my mind are guidelines/rules tossed in to prevent overcapitalization.&lt;br /&gt;
&lt;br /&gt;
Specific ingame terms/names should be always capitalized:&lt;br /&gt;
*Weapons (Boomeroid, Elerium, Entropy Launcher&lt;br /&gt;
*Alien Races (Sectoid, Lobsterman, Skeletoid, etc.)&lt;br /&gt;
*Organizations (MarSec, General Dynamics, Council of Funding Nations)&lt;br /&gt;
*X-COM Crafts (Skyranger, Manta, Dimension Probe)&lt;br /&gt;
&lt;br /&gt;
Generic ingame terms/names (that already exist in English) should be capitalized the first time they are mentioned on a wiki entry.   Some examples:&lt;br /&gt;
*Weapons (Plasma Rifle, Torpedo Launcher, Vortex Mine, etc.)&lt;br /&gt;
*UFO types (Large Scout, Dreadnaught, Alien Mothership, etc.)&lt;br /&gt;
*Soldier Attributes/Agent Stats (Stamina, Psi-defense, etc.)&lt;br /&gt;
*Base Facilities&lt;br /&gt;
&lt;br /&gt;
Wiki terms should be capitalized the first time they are mentioned on a wiki entry:&lt;br /&gt;
*Tactics&lt;br /&gt;
*Economics&lt;br /&gt;
*Game Mechanics&lt;br /&gt;
*Etc.&lt;br /&gt;
&lt;br /&gt;
A few other rules to prevent overcapitalization and make a smooth reading:&lt;br /&gt;
*After the 1st mention, generic ingame terms are not required to be capitalized. As an example, after the first mention of a Laser Pistol, any additional mention(s) to them can simply use the term pistol(s). &lt;br /&gt;
*When refering to similar names/terms, it is advisable to capitalize both when they are mentioned. Eg. &amp;quot;Auto Cannon, unlike Heavy Cannon, allows for automatic fire&amp;quot; &amp;quot;Large Scouts are more dangerous than Medium Scouts&amp;quot;. &lt;br /&gt;
*The same applies to wiki terms. &lt;br /&gt;
&lt;br /&gt;
[[User:Hobbes|Hobbes]] 16:54, 23 November 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Humor and Flavour Text ==&lt;br /&gt;
See [[Talk:Main Page/Archive#Humor and Flavour Text]]&lt;br /&gt;
&lt;br /&gt;
== Stats &amp;amp; Purchasing Options ==&lt;br /&gt;
&lt;br /&gt;
Two wildly different subjects here, but worth mentioning:&lt;br /&gt;
&lt;br /&gt;
1) Are any of the Wiki overlords interested in gathering Wiki usage statistics using something like Google Analytics? I just fished about in the server logs and it may interest you to know that the Wiki gets 6,000-8,000 unique visitors a month with anywhere from 13,000-25,000 visits a month from those visitors. With Analytics plugged in (which would take about five minutes from me) then interested parties could keep an eye on what&#039;s getting the most attention and, possibly, what people are searching for most (as in things that they&#039;re looking for that may not be covered). I&#039;m new to MediaWiki though so I have no idea whether it&#039;s got some level of reporting built in?&lt;br /&gt;
&lt;br /&gt;
2) Is it worth putting a link in the menu to the left to a page with more details on buying options and what&#039;s in the &amp;quot;complete&amp;quot; collections (as they&#039;re not totally complete technically, and people may not be aware that they can buy just one of the games if they want)? I would imagine it&#039;s something that quite a few people would be looking for, though admittedly without the detailed stats it&#039;s hard to say. Just pretend I don&#039;t have an interest in affiliate linking with this question too - I&#039;d thought about it before putting my business hat on, honest!&lt;br /&gt;
--[[User:Pete|Pete]] 17:58, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:1 - MediaWiki doesn&#039;t have much in terms of stats so it would be great if you could install that for us. Would be a handy tool for all sorts of things.&lt;br /&gt;
&lt;br /&gt;
:2 - Good idea. If someone creates such a page I&#039;ll add it to the left menu. :) --[[User:Zombie|Zombie]] 20:11, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I like both ideas as well [[User:Hobbes|Hobbes]] 20:30, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: That is a decent number of UVs and well worth monetising just to defray the costs a bit, which is all it would do. I guess you are talking about some Adwords and affiliate links to Steam? Fair enough. I don&#039;t pay for the site and it has to be paid for somehow. &lt;br /&gt;
&lt;br /&gt;
Interesting stats though. So there are 6 to 8,000 people viewing and what, at most 10-20 people posting regularly? That&#039;s a pretty high &amp;quot;lurker ratio&amp;quot;. :) [[User:Spike|Spike]] 21:18, 23 June 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Copyrighted Materials from Official Sources ==&lt;br /&gt;
See [[Talk:Main Page/Archive#Copyrighted Materials from Official Sources]]&lt;br /&gt;
&lt;br /&gt;
==UFO Classes==&lt;br /&gt;
&lt;br /&gt;
Hi all!&lt;br /&gt;
&lt;br /&gt;
I recently finished a mod for X-COM UFO: Enemy Unknown that automatically assigns class and level to soldiers based solely on their stats, called &amp;quot;UFO Classes&amp;quot;. It would have been nearly impossible if not for all the reseach into game mechanics i gleaned off this site. &lt;br /&gt;
&lt;br /&gt;
In hope that my work improves the best game of all time, for all the people who made this possible, I proudly present: [[User:Necuno|UFO Classes]]&lt;br /&gt;
&lt;br /&gt;
--[[User:Necuno|Necuno]] 15:20, 9 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== NPOV-ing of TFTD Equipment ==&lt;br /&gt;
&lt;br /&gt;
Deleted old discussion for brevity. NPOV-ing of articles in general still in progress. &lt;br /&gt;
&lt;br /&gt;
== OpenXcom ==&lt;br /&gt;
Hello, &lt;br /&gt;
&lt;br /&gt;
I thought you may be interested in this new project - it&#039;s open source reimplementation of original X-com engine (it uses data from original game). Besides fixing bugs, adding new features and support for new platforms, aim of this project is to create clean open source cross-platform code, which will be useful for future tweaking/modding etc. It&#039;s in early development phase. You can find more information about that project on official site [http://openxcom.ninex.info/ http://openxcom.ninex.info/]&lt;br /&gt;
--[[User:Michal|Michal]] 11:43, 29 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Duplicate watch ==&lt;br /&gt;
&lt;br /&gt;
Just as an attempt to streamline the wiki, if anyone spots an article that appears to contain duplicate information that is clearly covered in detail in another article, can we have them mentioned here. It occurs to me that since the wiki is quite large, there is bound to be some duplicated information floating out there, or even stand-alone pages that are probably not necessary. The problem is that there could be some disparity in information when one or either article is updated independently of the other. Again, if you spot any, please feel free to bring up the issue here. -[[User:NKF|NKF]] 03:00, 17 August 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Main Page reorganisation  ==&lt;br /&gt;
&lt;br /&gt;
Just throwing up an idea for everyone to consider. The wiki&#039;s a great resource, but I&#039;ve often found the main page to be a bit cluttered since it has the main menus for all three major games that are being covered and they&#039;re restricted to tight columned tables. Also sometimes finding specific information isn&#039;t always that easy as some of the relevant documents are buried several articles deep. &lt;br /&gt;
&lt;br /&gt;
I&#039;m no organisational expert, but one thing I thought that might help reduce the clutter is to simplify the main page and have it mainly link to the various submenus for each different game. The submenus can be broken out of their tables and rearranged in a format that would make it easier to access all the relevant articles. &lt;br /&gt;
&lt;br /&gt;
The earlier suggestion of using actual game box art would be a great idea for the main page as well. &lt;br /&gt;
&lt;br /&gt;
Thoughts, suggestions, etc? -[[User:NKF|NKF]] 06:45, 14 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:?. More book like. A simple, from a information point of view, and short, to make it in fit(in general) into a singe browser window, main page. And link it up to a general main index page. Could be a full index page. But having a special short-type of index page seems better to me. --[[User:Mvgulik|MvGulik]] 09:20, 16 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
I agree with NKF. The main page is cluttered. I agree the solution is to reduce the main page to pretty much a menu option for each game and some other links that are not game-specific. Then fill up unused space with some nice box art. :) [[User:Spike|Spike]] 14:41, 17 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I resurrected and cleared most of the [[Mock main page]] to make a space to be able to draft a concept new main page. Haven&#039;t really got a handle of how it should look at the moment, but got to start somewhere. &lt;br /&gt;
&lt;br /&gt;
: The excellent work Zombie&#039;s done scanning the various game boxes from his collection will be a good resource for the box art images. How big should they be though? More specifically, what dimensions?&lt;br /&gt;
:: I&#039;ve got an idea how we could re-organize main page, but also I&#039;ve got a lack of time to draw a sketch of it. And some questions: does wiki allow to use an image as a background for template and how to do this? And where can I get these Zombie&#039;s scans?&lt;br /&gt;
::: I am not entirely sure about the backgrounds, but as the wiki does allow some CSS code in the HTML and wiki markup code, I imagine you could put some background images into some page elements like the tables and some blocks of text.&lt;br /&gt;
&lt;br /&gt;
::: As for Zombie&#039;s scans, they can be found on [http://www.strategycore.co.uk/databank/series/x-com/ Strategycore&#039;s game data bank]. Look under the individual games in the series and check the &#039;game versions&#039; to see scans of various releases of the game. For example: UFO&#039;s [http://www.strategycore.co.uk/databank/games/ufo-enemy-unknown/game-versions/ game versions]. What i was thinking was perhaps an image that contains bot the European and American styled box art in one image for UFO. And the same for TFTD and Apocalypse. -[[User:NKF|NKF]] 08:53, 22 October 2010 (BST) &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
: Also regarding the news box. There&#039;s not a lot of news, but I was thinking that it could be template-ized and we simply include it on the main page. We don&#039;t get enough news, but the template markup that includes/excludes part of the template could be useful to keep only the new items visible on the main page while the old news is hidden except when you view the actual news page. We could even go without it too. Any thoughts on that? -[[User:NKF|NKF]] 07:44, 22 October 2010 (BST)&lt;br /&gt;
&lt;br /&gt;
:: I would be happy to assist with a new layout in terms of box art as I&#039;ve got all the files to hand (as pointed out in the databank link above). I think maybe the way MediaWiki does news on their site is possibly the way to do it: http://www.mediawiki.org/wiki/News - if you look on their homepage it pulls in that latest news block (though I don&#039;t know how) so we could have latest and older news similar to that. Alternatively there does appear to be a few extensions for handling news but people seem to be having some difficulty with them. --[[User:Pete|Pete]] 10:32, 23 October 2010 (BST)&lt;br /&gt;
&lt;br /&gt;
:::Looking at the source, there is a bit of code there, but otherwise looks like it mostly manually updated. Or only the items under the recent news heading may be included. Still, I think I think we could bash together something similar by hand easily enough to not need an extension for it. &lt;br /&gt;
&lt;br /&gt;
::: Any suggestions on how the box art should be displayed? -[[User:NKF|NKF]] 23:16, 24 October 2010 (BST)&lt;br /&gt;
&lt;br /&gt;
::::It&#039;s a tricky one to be sure. If the box art is given too much prominence then you might not realise they&#039;re clickable (assuming you want to use them to click through to the relevant game, which would make sense). It maybe needs to be box art, with an obvious link to go to that game and perhaps a short sentence about each game. Not sure whether that&#039;s wasted space though as most people will know what each game is, but maybe that&#039;s just an assumption on my part as there&#039;s a new generation who are starting from scratch so a short sentence overview could be really useful.&lt;br /&gt;
&lt;br /&gt;
::::I would say maybe just do it with two or three games per row perhaps and lay them out like that with a link to each section and an intro. The issue with this site is how silly it would look on wider screen resolutions as it stretches, but I can pull off some stats for the most commonly used resolution and work it out so it looks good on that. What I&#039;ll probably do is take a screenshot of the current homepage and whip something up later on quickly in Photoshop as a rough example for discussion. It is best to keep it basic though obviously so the layout easily survives future software upgrades (the exact opposite of what happens on StrategyCore ;)). --[[User:Pete|Pete]] 13:48, 25 October 2010 (BST)&lt;br /&gt;
&lt;br /&gt;
: Check the [[Mock main page]] - is something like that what you had in mind? Just imagine the icons filled with pretty box art. The box art would be links to the pages as well. The end size of the boxart will have to be something that would work well both for wide screens as well as tiny devices like cellphones. -[[User:NKF|NKF]] 06:57, 26 October 2010 (BST)&lt;br /&gt;
&lt;br /&gt;
== Wiki software upgrade - 15/10/10 ==&lt;br /&gt;
&lt;br /&gt;
Hi all. After discussion with NKF regarding adding some new extensions to the wiki in an attempt to help out with the spamming issue, I&#039;ve been working on an upgrade routine to update the software from the current version (1.11) to the latest (1.16) as well as installing these helpful extentions.&lt;br /&gt;
&lt;br /&gt;
Using a development version of the site, I&#039;ve worked out any kinks in the upgrade path and as such will be going ahead with the upgrade betwen 3-4pm GMT today (see note on the homepage - I figured a nice, obvious message was called for on this occasion).&lt;br /&gt;
&lt;br /&gt;
The upgrade itself should only take 15-20 minutes - it&#039;s a case of uploading the new files and running the upgrade script, so it hopefully shouldn&#039;t take even that long. Extensions can be added once it&#039;s back up and running as they don&#039;t cause any interference, however I&#039;ll be looking to do all of this within that window. Please see the link in the message at the top of the homepage for an idewa of the time difference between where you are and where I am.&lt;br /&gt;
&lt;br /&gt;
Fingers crossed this should close several security holes in the system (according to the software developers), maybe reduce the amount of spam and certainly give sysops more tools to combat it. --[[User:Pete|Pete]] 04:00, 15 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: This has now been completed as of 4.05pm (slightly later than scheduled due to going for a walk this mornig that turned into a long one!). All upgraded and new extensions installed which can be seen on the Special Pages:Version page, and I took the upgrade message down off the homepage. I&#039;ve had a good look around and everyhting seems in order, however you can contact me easily via PM at [http://www.strategycore.co.uk/forums www.strategycore.co.uk/forums] if you do spot any issues. Thanks! --[[User:Pete|Pete]] 11:09, 15 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hosting Move - 20th October 2010 ==&lt;br /&gt;
&lt;br /&gt;
We&#039;re having and issue with the current hosting is that all sites on our server (including UFOPaedia and StrategyCore) are going down at random intervals several times a week for anywhere between 15-30 minutes. Unfortunately the hosting company are unable to track down the issue, and their best suggestion is for us to upgrade to a package with more resources, ie. try a different server as they&#039;re baffled. Now, if we&#039;re facing a server move one way or the other I&#039;d rather be in control of it than leaving it to web hosts to do it when I&#039;m not around to monitor it.&lt;br /&gt;
&lt;br /&gt;
Firstly, before anyone gets flashbacks of the less-than-perfect way this was handled last time, I&#039;ll re-assure you all that this &#039;&#039;is&#039;&#039; a necessary evil and that I&#039;ve done my best to test an exact copy of this site on the new server with the help of NKF and Bomb Bloke in order to work out any potential issues and minimise any downtime.&lt;br /&gt;
&lt;br /&gt;
Whilst I&#039;ve been researching the best way to do this as seamlessly as possible over the last few weeks, I found another host that was able to provide us with more resources for a cheaper price whilst providing a higher level of up-time - this sounds like the new server is cheap, but in reality I was paying over the odds for the current hosting - we&#039;re talking a few hundred dollars more than necessary here. I use this host for UK sites and they also do US hosting for the same prices, which is good as both sites in question are on US hosting currently but I then also get the benefit of the pricing being in Pounds Sterling for my accounting purposes (I live in the UK in case you were wondering).&lt;br /&gt;
&lt;br /&gt;
Theoretically I can migrate the site with no downtime and minimum interruption to service. The process involves putting up a message on the homepage with the date and time of the move (which I&#039;ll do in a few minutes) followed by another message 15 minutes before the move reminding people not to add to or edit the WIKI until they see a message saying they&#039;re viewing the new site. Then I copy the site across, which takes 10-15 minutes and point the domain to the new server, which takes a further 5 minutes or so. I&#039;ve reduced the amount of time that the domain name should be cached by DNS servers to 15 minutes - in laymans terms this is the amount of time browsers and DNS servers cache the IP address that relates to a domain name - and this will take effect in 23 hours (I changed it about an hour ago). At that point, your browsers should be checking the IP address associated with the domain every 15 minutes, so once you see the message saying the site is being moves, wait 15-30 minutes and refresh your page - you should then see the new site.&lt;br /&gt;
&lt;br /&gt;
An additional failsafe will be in place in that I can tell the current server to forward all HTTP (web) traffic directly to the new server at the same time, so even if your browser is caching the old IP for longer for some reason, the current server should forward you on to the new server instantaneously.&lt;br /&gt;
&lt;br /&gt;
All that said, this is the first time I will have attempted all of these &amp;quot;tricks of the transfer&amp;quot; at the same time, as last time I was unaware of the reduced DNS refresh trick and the domain IP forwarding. There is a lot going on and I&#039;ll be going through it very carefully to ensure it&#039;s done right this time, so please be patient with me.&lt;br /&gt;
&lt;br /&gt;
Assuming all goes to plan, you will know you&#039;re on the new server and can begin adding to/editing the site once again as I will replace the red &amp;quot;server move on 20/10/10 at 9AM&amp;quot; message on the homepage with a green &amp;quot;server move complete&amp;quot; message (but with a more descriptive message) so there will be a clear indicator as to which server you are viewing.&lt;br /&gt;
&lt;br /&gt;
Just a final note that I will only be moving UFOPaedia.org on the 20th, not StrategyCore as well. Last time I moved both at once and it was a nightmare to track down issues across two sites, especially since StrategyCore has 3 pieces of software to troubleshoot and UFOPedia has just the one. My aim is to focus on one site at a time this time around to keep potential disruption to an absolute minimum.&lt;br /&gt;
&lt;br /&gt;
== New Sysop appointments ==&lt;br /&gt;
&lt;br /&gt;
Just letting everyone know that Pete has let me appoint a few new Sysops to the administration team to assist with dealing any spambots, spammers, vandals and general troublemakers. Spike, Bomb Bloke and ufo.mesh have been appointed to the roles. Thanks everyone. -[[User:NKF|NKF]] 00:55, 19 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Be afraid, be very afraid... &amp;gt;:] - [[User:Bomb Bloke|Bomb Bloke]] 03:00, 19 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I appreciate your confidence and will serve loyally for the growth and prosperity of the unique &#039;&#039;&#039;Ufopaedia&#039;&#039;&#039;! --[[User:Ufo.mesh|ufo.mesh]] 07:06, 19 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Carry on the good work guys! --[[User:Pete|Pete]] 07:44, 19 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Сongratulations to all! :) --[[User:-=Troll=-|-=Troll=-]] 07:50, 19 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== New registrations temporarily disabled ==&lt;br /&gt;
&lt;br /&gt;
Just a heads up to everyone and potential wiki contributors: Due in part to the recent vandalism, new user registration has been temporarily disabled. Apologies for any inconveniences caused, but don&#039;t worry as this situation is only temporary. -[[User:NKF|NKF]] 06:34, 14 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Something must be done to prevent vandalism in the future. Temporarily disabling registration you&#039;ll only delay future attacks. Open it and new attacks will follow. I noticed that every wave of vandals was after the moment when I published update news at Russian forums. After that in a day or two new trolls appeared here. I think they visit forums regularly and track down changes at wiki from there but I can still be mistaken with that.--[[User:Ufo.mesh|ufo.mesh]] 17:35, 14 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Just a quick one to say that registrations were re-opened &amp;quot;the other day&amp;quot; (Friday 15th or Saturday 16th - can&#039;t remember exactly). I&#039;m not sure whether the vandalism we&#039;ve been seeing was potentially automated or due to real-life people signing in and wrecking stuff, but if it &#039;&#039;was&#039;&#039; partially automated then the updated software should hopefuly curb the level of vandalism. either way, just to let you all know that registrations are re-open to test this out. I&#039;m also keeping my eye out for other software extensions that may help with this ongoing battle. --[[User:Pete|Pete]] 15:46, 18 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dubious Accounts ==&lt;br /&gt;
&lt;br /&gt;
There have been some pretty dubious user registrations over the last 2 days. Names that look to be generated by an algorithm. Views on what to do about these accounts? At what point do new accounts become eligible to post? [[User:Spike|Spike]] 22:00, 5 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I think the new accounts are allowed to post right away, but these ones look very suspicious indeed. Having a bunch of them sign up at the same time and with the  same format with random numbers and letter after the name - and not one of them&#039;s posted (yet). Might be sleeper bots waiting for a certain time/date before they become active. I&#039;d like to take action, but don&#039;t want to be jumping the gun either.  -[[User:NKF|NKF]] 23:41, 5 November 2010 (UTC)&lt;br /&gt;
:: Could be that the new Wiki software blocked whatever the presumed Bots tried to do. I think we should block these accounts, and any like them that appear in future. But, what&#039;s the recourse if one of these accounts is a genuine user? How would they be able to let us know the mistake?  [[User:Spike|Spike]] 18:51, 6 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I had a very brief look at the past block logs and it seems that similar accounts have been blocked since late August or early September. Either I&#039;ve been blocking them or the wiki&#039;s been auto blocking based on the IP&#039;s of some past accounts I&#039;d put blocks on. All feature the same generated name format. &lt;br /&gt;
&lt;br /&gt;
Unless the bots are designed to use the e-mail feature as well, I think one option is to block the account but allow them to send e-mails. That way they can contact the admins to sort the problem out. -[[User:NKF|NKF]] 06:30, 7 November 2010 (UTC)&lt;br /&gt;
:Can&#039;t you just add some kind of Turing test feature to the registration procedure? That should block most bots but should not be to much of a hassle for real new users. And add a autoremove after 30-60 days without a posting after registration(no checking for inactivity for established users)?&lt;br /&gt;
--[[User:Tauon|Tauon]] 14:16, 8 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Tauon&amp;diff=32029</id>
		<title>User:Tauon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Tauon&amp;diff=32029"/>
		<updated>2010-11-07T21:53:34Z</updated>

		<summary type="html">&lt;p&gt;Tauon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I finished TfD twice before I played ufo years later. So contrary to the majority I really prefer the second part of the series.&lt;br /&gt;
== Things to do/wish list/questions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;identify the usos/map modules which have routing/or alien placement errors&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;battleship: large terror units become stuck in the left stairs on the ground floor, esp. nasty if its a Xarquid(full TU, covers entrance)&lt;br /&gt;
&amp;lt;li&amp;gt;heavy cruiser: alien tends to get stuck in the right elevator, often on ground level(hard to get without something to crack the inner wall)&lt;br /&gt;
&amp;lt;li&amp;gt;port map: tricences get stuck/placed in the wire fences&lt;br /&gt;
&amp;lt;li&amp;gt;artefact map: hallucinoid can get stuck in a small hollow pyramid - it can move but the exits are to small for it&lt;br /&gt;
&amp;lt;li&amp;gt;colony map: similar to above - stuck in a small compartment with a single door&lt;br /&gt;
&amp;lt;li&amp;gt;(artefact map: infamous hallucinoid at bottom of the lift map, quite hard to motivate to leave this spot sometimes but this can leave)&lt;br /&gt;
&amp;lt;li&amp;gt;unaccessible areas for example the top right corner of the bottom level of the pyramid with the 9 or so columns in the artefact map;&lt;br /&gt;
    top level cargo ship(2nd part) section above the engines - can not move to the far right- the overhead map says the should be a coridor of width 1;&lt;br /&gt;
    sometimes if the uso is parked close to the map border units get problems moving around them.&lt;br /&gt;
&amp;lt;/ul&amp;gt;  &lt;br /&gt;
&amp;lt;li&amp;gt;tftd terrain description analog to ufo &lt;br /&gt;
&amp;lt;li&amp;gt;which tiles burn longer then 1-2 turns?&lt;br /&gt;
&amp;lt;li&amp;gt;optimal disembark order for tftd crafts(which soldier to move where, sniper with Mag armor on top of craft?)&lt;br /&gt;
&amp;lt;li&amp;gt;base development of first base after the initial additions&lt;br /&gt;
&amp;lt;li&amp;gt;base defence layout&lt;br /&gt;
&amp;lt;li&amp;gt;learn when to use pulsers, DPL - keep lugging the around only rarely using them if i&#039;m really out of other ideas in order to get a hard to get      alien;usually MC and drills are enough to finish most uso maps without losses&amp;amp;reloads by end of July &lt;br /&gt;
&amp;lt;li&amp;gt;try using Hydrojet cannon to get a better idea about its usefulness; so far I hardly see a use except for short term lighting; the close range idea with HE kinda works but destroys a lot of equipment.&lt;br /&gt;
&amp;lt;li&amp;gt; TftD reaction training(this is significantly harder to achieve then in Ufo because you no longer have access to the alien inventory and alien without weapons do not not seem to move, so hovering in Mag Armor over a bunch of lobsterman without sonic guns/pistols only works for the few turn where they try to strike your guys with pulsers once they run out they stay put)&lt;br /&gt;
Maybe offer them a sacrifice to attempt clawing down(after the pulsers are gone)&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strange events  ==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; When preparing to assault a crashed USO I found a Tasoth Sq Leader on my equipment screen. However it was gone from the equipment pile when I pressed ok. Should have shoved it in a backpack.&lt;br /&gt;
&amp;lt;li&amp;gt; When moving towards the roof entrance of the fleet supply cruiser via mag armor my aquanaut walked through the uso outer hull into the corridor leading towards the bridge&lt;br /&gt;
&amp;lt;li&amp;gt; cargo ship mission 2nd part when standing on the elevated platform where you usually get sniped from the aquanaut sometimes seems the be able the scale the metallic structure towards the next level. Have not figured out when it is possible yet but it happened several times already. There are other spots where I encountered similar behavior but this is the only one I recall for sure.&lt;br /&gt;
&amp;lt;li&amp;gt; teleporting corpses: when finishing of a stunned alien which was moved from the place where it was knocked unconscious with a a HE shell or a grenade the corpse appears back in the place where it was stunned instead of where it was killed.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aquanaut  screening guide ==&lt;br /&gt;
&lt;br /&gt;
Once one has established a steady income source by raiding the supply cruisers and/or running a gauss craft cannon factory the cash just keeps piling up. If one goes for 8 bases(which is by no means necessary 2-3 can usually see you through quite comfortable) these soon are also build to the max.&lt;br /&gt;
Next is that one can start to be picky with which raw recruits to keep and which to send back/use for bravery training. Their stats are assigned random when ordered. While it is possible to wait for the perfect soldier with all stats at the max possible value he/she is fairly unlikely to show up.&lt;br /&gt;
So we need to identify those which really matter and those which can be easily raised via training.&lt;br /&gt;
At this point of the game(July/August) we probably have a few experienced  MC troopers which pretty much control the battlefield in normal Uso assaults so it does not matter how wimpy or bad at shooting/throwing the new guys are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;, &#039;&#039;&#039;health&#039;&#039;&#039; and &#039;&#039;&#039;strength&#039;&#039;&#039; are secondary skills and are increased en passant while you train the primary stats. So these are the ones which are of &#039;&#039;&#039;least concern&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Time units&#039;&#039;&#039; are also a secondary stat but since their initial value determines the energy recovery rate which is crucial in longer missions &#039;&#039;&#039;a 60 is a must&#039;&#039;&#039; here. Otherwise you won&#039;t get the maximal recovery rate of 20.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MC strength is the second but foremost stat which matters&#039;&#039;&#039;. However it wont be known until a month later. A 80+ makes a decent MC trooper and ensures pretty much an impervious defence against enemy MC attacks. 95+ are recommended if you intend to control highly resistant terror units at the other end of the map. So you can just preselect the raw recruits for the for the other preferred stats and hope for the best - with a MC lab in every base and maybe 2 extra it won&#039;t be long to find the desirable 10-20 guys with high enough strength.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MC skill&#039;&#039;&#039; is the primary stat which can be raised most easily given a high MC strength so &#039;&#039;&#039;least concern&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firing and throwing accuracy are easily trained&#039;&#039;&#039; by either emptying a magazine into a hapless  lobster after you had him throw this gun away or tossing things around. Takes a while but doable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bravery&#039;&#039;&#039; can be trained  but &#039;&#039;&#039;rarely matters&#039;&#039;&#039;. For training cull your rejected recruits after you cleared the map except for one unarmed alien(stunned revived with stimulants, no built in lethal attack). Or use the tentaculat trick.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reactions&#039;&#039;&#039; vary quite a lot. A initial reaction in the &#039;&#039;&#039;50-60 range&#039;&#039;&#039; is desirable because reaction training is rather hard to set up in TftD due to the inventory lockout. Never had a 100 reaction soldier in tftd.&lt;br /&gt;
&lt;br /&gt;
To sum it up for the ideal recruit one would wish for 60 time units and 60 reactions and then hope for 100 MC strength. The rest is training.&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Tauon&amp;diff=32024</id>
		<title>User:Tauon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Tauon&amp;diff=32024"/>
		<updated>2010-11-07T00:20:53Z</updated>

		<summary type="html">&lt;p&gt;Tauon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I finished TfD twice before I played ufo years later. So contrary to the majority I really prefer the second part of the series.&lt;br /&gt;
== Things to do/wish list/questions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;identify the usos/map modules which have routing/or alien placement errors&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;battleship: large terror units become stuck in the left stairs on the ground floor, esp. nasty if its a Xarquid(full TU, covers entrance)&lt;br /&gt;
&amp;lt;li&amp;gt;heavy cruiser: alien tends to get stuck in the right elevator, often on ground level(hard to get without something to crack the inner wall)&lt;br /&gt;
&amp;lt;li&amp;gt;port map: tricences get stuck/placed in the wire fences&lt;br /&gt;
&amp;lt;li&amp;gt;artefact map: hallucinoid can get stuck in a small hollow pyramid - it can move but the exits are to small for it&lt;br /&gt;
&amp;lt;li&amp;gt;colony map: similar to above - stuck in a small compartment with a single door&lt;br /&gt;
&amp;lt;li&amp;gt;(artefact map: infamous hallucinoid at bottom of the lift map, quite hard to motivate to leave this spot sometimes but this can leave)&lt;br /&gt;
&amp;lt;li&amp;gt;unaccessible areas for example the top right corner of the bottom level of the pyramid with the 9 or so columns in the artefact map;&lt;br /&gt;
    top level cargo ship(2nd part) section above the engines - can not move to the far right- the overhead map says the should be a coridor of width 1;&lt;br /&gt;
    sometimes if the uso is parked close to the map border units get problems moving around them.&lt;br /&gt;
&amp;lt;/ul&amp;gt;  &lt;br /&gt;
&amp;lt;li&amp;gt;tftd terrain description analog to ufo &lt;br /&gt;
&amp;lt;li&amp;gt;which tiles burn longer then 1-2 turns?&lt;br /&gt;
&amp;lt;li&amp;gt;optimal disembark order for tftd crafts(which soldier to move where, sniper with Mag armor on top of craft?)&lt;br /&gt;
&amp;lt;li&amp;gt;base development of first base after the initial additions&lt;br /&gt;
&amp;lt;li&amp;gt;base defence layout&lt;br /&gt;
&amp;lt;li&amp;gt;learn when to use pulsers, DPL - keep lugging the around only rarely using them if i&#039;m really out of other ideas in order to get a hard to get      alien;usually MC and drills are enough to finish most uso maps without losses&amp;amp;reloads by end of July &lt;br /&gt;
&amp;lt;li&amp;gt;try using Hydrojet cannon to get a better idea about its usefulness; so far I hardly see a use except for short term lighting; the close range idea with HE kinda works but destroys a lot of equipment.&lt;br /&gt;
&amp;lt;li&amp;gt; TftD reaction training(this is significantly harder to achieve then in Ufo because you no longer have access to the alien inventory and alien without weapons do not not seem to move, so hovering in Mag Armor over a bunch of lobsterman without sonic guns/pistols only works for the few turn where they try to strike your guys with pulsers once they run out they stay put)&lt;br /&gt;
Maybe offer them a sacrifice to attempt clawing down(after the pulsers are gone)&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strange events  ==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; When preparing to assault a crashed USO I found a Tasoth Sq Leader on my equipment screen. However it was gone from the equipment pile when I pressed ok. Should have shoved it in a backpack.&lt;br /&gt;
&amp;lt;li&amp;gt; When moving towards the roof entrance of the fleet supply cruiser via mag armor my aquanaut walked through the uso outer hull into the corridor leading towards the bridge&lt;br /&gt;
&amp;lt;li&amp;gt; cargo ship mission 2nd part when standing on the elevated platform where you usually get sniped from the aquanaut sometimes seems the be able the scale the metallic structure towards the next level. Have not figured out when it is possible yet but it happened several times already. There are other spots where I encountered similar behavior but this is the only one I recall for sure.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aquanaut  screening guide ==&lt;br /&gt;
&lt;br /&gt;
Once one has established a steady income source by raiding the supply cruisers and/or running a gauss craft cannon factory the cash just keeps piling up. If one goes for 8 bases(which is by no means necessary 2-3 can usually see you through quite comfortable) these soon are also build to the max.&lt;br /&gt;
Next is that one can start to be picky with which raw recruits to keep and which to send back/use for bravery training. Their stats are assigned random when ordered. While it is possible to wait for the perfect soldier with all stats at the max possible value he/she is fairly unlikely to show up.&lt;br /&gt;
So we need to identify those which really matter and those which can be easily raised via training.&lt;br /&gt;
At this point of the game(July/August) we probably have a few experienced  MC troopers which pretty much control the battlefield in normal Uso assaults so it does not matter how wimpy or bad at shooting/throwing the new guys are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy&#039;&#039;&#039;, &#039;&#039;&#039;health&#039;&#039;&#039; and &#039;&#039;&#039;strength&#039;&#039;&#039; are secondary skills and are increased en passant while you train the primary stats. So these are the ones which are of &#039;&#039;&#039;least concern&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Time units&#039;&#039;&#039; are also a secondary stat but since their initial value determines the energy recovery rate which is crucial in longer missions &#039;&#039;&#039;a 60 is a must&#039;&#039;&#039; here. Otherwise you won&#039;t get the maximal recovery rate of 20.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MC strength is the second but foremost stat which matters&#039;&#039;&#039;. However it wont be known until a month later. A 80+ makes a decent MC trooper and ensures pretty much an impervious defence against enemy MC attacks. 95+ are recommended if you intend to control highly resistant terror units at the other end of the map. So you can just preselect the raw recruits for the for the other preferred stats and hope for the best - with a MC lab in every base and maybe 2 extra it won&#039;t be long to find the desirable 10-20 guys with high enough strength.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MC skill&#039;&#039;&#039; is the primary stat which can be raised most easily given a high MC strength so &#039;&#039;&#039;least concern&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firing and throwing accuracy are easily trained&#039;&#039;&#039; by either emptying a magazine into a hapless  lobster after you had him throw this gun away or tossing things around. Takes a while but doable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bravery&#039;&#039;&#039; can be trained  but &#039;&#039;&#039;rarely matters&#039;&#039;&#039;. For training cull your rejected recruits after you cleared the map except for one unarmed alien(stunned revived with stimulants, no built in lethal attack). Or use the tentaculat trick.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reactions&#039;&#039;&#039; vary quite a lot. A initial reaction in the &#039;&#039;&#039;50-60 range&#039;&#039;&#039; is desirable because reaction training is rather hard to set up in TftD due to the inventory lockout. Never had a 100 reaction soldier in tftd.&lt;br /&gt;
&lt;br /&gt;
To sum it up for the ideal recruit one would wish for 60 time units and 60 reactions and then hope for 100 MC strength. The rest is training.&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Tauon&amp;diff=32023</id>
		<title>User:Tauon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Tauon&amp;diff=32023"/>
		<updated>2010-11-06T19:20:22Z</updated>

		<summary type="html">&lt;p&gt;Tauon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I finished TfD twice before I played ufo years later. So contrary to the majority I really prefer the second part of the series.&lt;br /&gt;
== Things to do/wish list/questions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;identify the usos/map modules which have routing/or alien placement errors&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;battleship: large terror units become stuck in the left stairs on the ground floor, esp. nasty if its a Xarquid(full TU, covers entrance)&lt;br /&gt;
&amp;lt;li&amp;gt;heavy cruiser: alien tends to get stuck in the right elevator, often on ground level(hard to get without something to crack the inner wall)&lt;br /&gt;
&amp;lt;li&amp;gt;port map: tricences get stuck/placed in the wire fences&lt;br /&gt;
&amp;lt;li&amp;gt;artefact map: hallucinoid can get stuck in a small hollow pyramid - it can move but the exits are to small for it&lt;br /&gt;
&amp;lt;li&amp;gt;colony map: similar to above - stuck in a small compartment with a single door&lt;br /&gt;
&amp;lt;li&amp;gt;(artefact map: infamous hallucinoid at bottom of the lift map, quite hard to motivate to leave this spot sometimes but this can leave)&lt;br /&gt;
&amp;lt;li&amp;gt;unaccessible areas for example the top right corner of the bottom level of the pyramid with the 9 or so columns in the artefact map;&lt;br /&gt;
    top level cargo ship(2nd part) section above the engines - can not move to the far right- the overhead map says the should be a coridor of width 1;&lt;br /&gt;
    sometimes if the uso is parked close to the map border units get problems moving around them.&lt;br /&gt;
&amp;lt;/ul&amp;gt;  &lt;br /&gt;
&amp;lt;li&amp;gt;tftd terrain description analog to ufo &lt;br /&gt;
&amp;lt;li&amp;gt;which tiles burn longer then 1-2 turns?&lt;br /&gt;
&amp;lt;li&amp;gt;optimal disembark order for tftd crafts(which soldier to move where, sniper with Mag armor on top of craft?)&lt;br /&gt;
&amp;lt;li&amp;gt;base development of first base after the initial additions&lt;br /&gt;
&amp;lt;li&amp;gt;base defence layout&lt;br /&gt;
&amp;lt;li&amp;gt;learn when to use pulsers, DPL - keep lugging the around only rarely using them if i&#039;m really out of other ideas in order to get a hard to get      alien;usually MC and drills are enough to finish most uso maps without losses&amp;amp;reloads by end of July &lt;br /&gt;
&amp;lt;li&amp;gt;try using Hydrojet cannon to get a better idea about its usefulness; so far I hardly see a use except for short term lighting; the close range idea with HE kinda works but destroys a lot of equipment.&lt;br /&gt;
&amp;lt;li&amp;gt; TftD reaction training(this is significantly harder to achieve then in Ufo because you no longer have access to the alien inventory and alien without weapons do not not seem to move, so hovering in Mag Armor over a bunch of lobsterman without sonic guns/pistols only works for the few turn where they try to strike your guys with pulsers once they run out they stay put)&lt;br /&gt;
Maybe offer them a sacrifice to attempt clawing down(after the pulsers are gone)&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strange events  ==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; When preparing to assault a crashed USO I found a Tasoth Sq Leader on my equipment screen. However it was gone from the equipment pile when I pressed ok. Should have shoved it in a backpack.&lt;br /&gt;
&amp;lt;li&amp;gt; When moving towards the roof entrance of the fleet supply cruiser via mag armor my aquanaut walked through the uso outer hull into the corridor leading towards the bridge&lt;br /&gt;
&amp;lt;li&amp;gt; cargo ship mission 2nd part when standing on the elevated platform where you usually get sniped from the aquanaut sometimes seems the be able the scale the metallic structure towards the next level. Have not figured out when it is possible yet but it happened several times already. There are other spots where I encountered similar behavior but this is the only one I recall for sure.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Tauon&amp;diff=32022</id>
		<title>User:Tauon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Tauon&amp;diff=32022"/>
		<updated>2010-11-06T19:12:16Z</updated>

		<summary type="html">&lt;p&gt;Tauon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I finished TfD twice before I played ufo years later. So contrary to the majority I really prefer the second part of the series.&lt;br /&gt;
== Things to do/wish list/questions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;identify the usos/map modules which have routing/or alien placement errors&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;battleship: large terror units become stuck in the left stairs on the ground floor, esp. nasty if its a Xarquid(full TU, covers entrance)&lt;br /&gt;
&amp;lt;li&amp;gt;heavy cruiser: alien tends to get stuck in the right elevator, often on ground level(hard to get without something to crack the inner wall)&lt;br /&gt;
&amp;lt;li&amp;gt;port map: tricences get stuck/placed in the wire fences&lt;br /&gt;
&amp;lt;li&amp;gt;artefact map: hallucinoid can get stuck in a small hollow pyramid - it can move but the exits are to small for it&lt;br /&gt;
&amp;lt;li&amp;gt;colony map: similar to above - stuck in a small compartment with a single door&lt;br /&gt;
&amp;lt;li&amp;gt;(artefact map: infamous hallucinoid at bottom of the lift map, quite hard to motivate to leave this spot sometimes but this can leave)&lt;br /&gt;
&amp;lt;li&amp;gt;unaccessible areas for example the top right corner of the bottom level of the pyramid with the 9 or so columns in the artefact map;&lt;br /&gt;
    top level cargo ship(2nd part) section above the engines - can not move to the far right- the overhead map says the should be a coridor of width 1;&lt;br /&gt;
    sometimes if the uso is parked close to the map border units get problems moving around them.&lt;br /&gt;
&amp;lt;/ul&amp;gt;  &lt;br /&gt;
&amp;lt;li&amp;gt;tftd terrain description analog to ufo &lt;br /&gt;
&amp;lt;li&amp;gt;which tiles burn longer then 1-2 turns?&lt;br /&gt;
&amp;lt;li&amp;gt;optimal disembark order for tftd crafts(which soldier to move where, sniper with Mag armor on top of craft?)&lt;br /&gt;
&amp;lt;li&amp;gt;base development of first base after the initial additions&lt;br /&gt;
&amp;lt;li&amp;gt;base defence layout&lt;br /&gt;
&amp;lt;li&amp;gt;learn when to use pulsers, DPL - keep lugging the around only rarely using them if i&#039;m really out of other ideas in order to get a hard to get      alien;usually MC and drills are enough to finish most uso maps without losses&amp;amp;reloads by end of July &lt;br /&gt;
&amp;lt;li&amp;gt;try using Hydrojet cannon to get a better idea about its usefulness; so far I hardly see a use except for short term lighting; the close range idea with HE kinda works but destroys a lot of equipment.&lt;br /&gt;
&amp;lt;li&amp;gt; TftD reaction training(this is significantly harder to achieve then in Ufo because you no longer have access to the alien inventory and alien without weapons do not not seem to move, so hovering in Mag Armor over a bunch of lobsterman without sonic guns/pistols only works for the few turn where they try to strike your guys with pulsers once they run out they stay put)&lt;br /&gt;
Maybe offer them a sacrifice to attempt clawing down(after the pulsers are gone)&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strange events  ==&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; When preparing to assault a crashed USO I found a Tasoth Sq Leader on my equipment screen&lt;br /&gt;
&amp;lt;li&amp;gt; When moving towards the roof entrance of the fleet supply cruiser via mag armor my aquanaut walked through the uso outer hull into the corridor leading towards the bridge&lt;br /&gt;
&amp;lt;li&amp;gt; cargo ship mission 2nd part when standing on the elevated platform where you usually get sniped from the aquanaut sometimes seems the be able the scale the metallic structure towards the next level. Have not figured out when it is possible yet but it happened several times already. There are other spots where I encountered similar behavior but this is the only one I recall for sure.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Spike&amp;diff=32018</id>
		<title>User talk:Spike</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Spike&amp;diff=32018"/>
		<updated>2010-11-06T09:32:00Z</updated>

		<summary type="html">&lt;p&gt;Tauon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Message Board ==&lt;br /&gt;
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----&lt;br /&gt;
&lt;br /&gt;
By any chance, have you taken another look at [[User talk:Bomb Bloke#Rated Accuracy Vs Angle Range |my talk page]] since your return?&lt;br /&gt;
&lt;br /&gt;
Yes yes, I&#039;m lazy and should really be able to interpret the data myself... But I can only really get as far as saying &amp;quot;that&#039;s not a linear distribution&amp;quot; and then my lack of understanding re what all the trig functions are for leaves me stranded. :/&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 09:20, 10 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Sorry what with starting a new job, moving, Easter, I&#039;ve been a bit busy. Did you say you still had the original data? You sent me it in an Access database, is that right? It all seems a long time ago! [[User:Spike|Spike]] 16:28, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I don&#039;t remember sending you the data specifically (I certainly haven&#039;t done so within the last year), but you can find it all linked on my talk page now. - [[User:Bomb Bloke|Bomb Bloke]] 22:31, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Apocalypse Blog QA ==&lt;br /&gt;
&lt;br /&gt;
Uncle NKF to the rescue! &lt;br /&gt;
&lt;br /&gt;
Don&#039;t ever unload troops at the mission site. To select which agents go into a mission, just highlight them before picking the attack or investigate button or click on the vehicle name to select them all. Get into this habit - always. &lt;br /&gt;
&lt;br /&gt;
The reason why will become incredibly apparent if you play long enough to do an alien dimension building. The moment you complete the mission, the alien building will collapse and your ship will take off automatically (as per standard practice). However, the kicker is that you&#039;ll never be able to land at the building site again. This will result in forever stranding any troops that did not get killed by the building crashing down around them. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Alien&#039;s won&#039;t attack a dead body on purpose, though HE explosions caused by nearby combat will certainly destroy them. Watch where you are fighting. Also some enemies tend to pick up anything that&#039;s not bolted down, and may even carelessly wander towards one of the area exit pads. It happens - so be vigilant! &lt;br /&gt;
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----&lt;br /&gt;
&lt;br /&gt;
Dual-Wield does penalise your accuracy, and depending on some weapons, will slow you down considerably. The only reason to dual weild is as you say: to increase volume of fire. If you&#039;re like me and like close range combat (you&#039;ll find a lot of this in some buildings), then you want to get out as much firepower as you can because the enemy will have just as much of an advantage at such a close range as you do (and there&#039;s often more of them than you or they have one-hit big-bang weapons like the Poppers!). Out in the open, single weapons with aimed shots get better results - until you are so accurate that you don&#039;t even feel the penalty. &lt;br /&gt;
&lt;br /&gt;
The game&#039;s super weapons are easy enough to be effective without dual-wielding as they&#039;re ramped up to be the best weapons available. In fact, most people make do with just one devestator or toxigun and cloak combo exclusively. &lt;br /&gt;
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----&lt;br /&gt;
&lt;br /&gt;
Apocalypse uses the volume of &#039;&#039;successful hits&#039;&#039; to determine accuracy improvements. The M4000 just gets lots of hits in, while the laser sniper rifle may hit a few times. By the way, aimed + dual M4000 garners more accuracy for a slightly slower fire rate than full-auto, allowing you to not waste as much ammo. Not as accurate as one M4000 on aimed or as fast as dual M4k&#039;s on full auto.   &lt;br /&gt;
&lt;br /&gt;
Plasma gun ammo is scarce at first, but you do have the option of attacking your enemies like the Cult of Sirius and win some off their fallen brethren. In fact, a lot of items that don&#039;t get released until a week or two in can be won off raiding enemy organizations. Better to get a good start than try to hobble along. I&#039;d recommend &amp;lt;strike&amp;gt;stealing&amp;lt;/strike&amp;gt; borrowing a power sword too. &lt;br /&gt;
&lt;br /&gt;
The Autocannon with AP shells is one of the most powerful non-explosive ranged weapons you can buy. Stronger than the plasma gun and the ammo is easier to obtain. I&#039;d actually recommend only carrying 1 HE and 1 Incendiary clip and carry AP as your primary clips. Beside, you don&#039;t want to do too much property damage with the HE rounds (companies don&#039;t mind the burning corpses of civilians - they could go hostile towards X-Com if you track too much dirt on their carpets). The HE and In clips are for special uses, like blasting brainsuckers off if you&#039;re on your own, or to wipe out hyperworm mobs. Incendiary can be break up tight mobs of enemies, etc. The AC will however be very slow in turn based - so if that&#039;s what you play then it may not suit you very well. &lt;br /&gt;
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----&lt;br /&gt;
&lt;br /&gt;
Psi is a long term investment in Apocalypse. You only earn 3 times your base Psi stats. Hence humans will only ever be useful for low level simple attacks like probes. Hybrids will be your core psi users. Even then they may not be able to do much at the start. They need plenty of uninterrupted practice time in the psi lab before their skills pay off (when I say uninterrupted, I mean: no health loss when the clock ticks over midnight). &lt;br /&gt;
&lt;br /&gt;
Psi may not be immediately useful, but they come into their own once they&#039;ve built up their stats and can easily strip enemy anthropods or human guards of their disrupter shields in a flash while setting all of their carried grenades to explode on impact with the ground and dropping them. &lt;br /&gt;
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The only time I&#039;ve ever got a neutral organization hostile towards me when doing psi practice was when one of my psi troopers mind controlled a gangster then made him jump off the building. When he hit the ground, the gangster was still under my psi trooper&#039;s control. The loss in health was attributed to X-COM, and they started shooting. However, if my psi trooper had broken the psi link before the gangster hit the ground, the gangster would&#039;ve eventually died of critical wounds (or the impact), and the psi trooper would&#039;ve been free to roam about the map as if nothing happened. A morbid way of killing neutrals and not getting blamed for it. &lt;br /&gt;
&lt;br /&gt;
Stun attacks will have the same effect as you&#039;d get with stun gas or a stun grapple (marvelous weapon by the way - bounces of shields but still great for conserving ammo). &lt;br /&gt;
&lt;br /&gt;
Psi attacks require line of sight. Breaking line of sight breaks the link. &lt;br /&gt;
&lt;br /&gt;
Yes, psi attacks expend Psi Energy, a rechargeable resource. In turn based, psi attacks are generally a one time expense. In real-time, you are charged by the attack attempt. If successful, you&#039;ll start paying maintenance costs for as long as you maintain the psi link. You can break the link by going out of line of sight or readying another psi attack. Check the mind bender&#039;s information panel for the psi energy bar. Stun and panic for example require you to maintain the link long enough for stun increase or morale loss to take place. Probe lets you access the enemy information any time you want as long as the probe is in effect. Mind control lets you control the unit for as long as you want, but is also the most expensive in costs and maintenance. To make the best use of it, try not to spend any maintenance costs at all. Pause the game, control the enemy, go to their inventory and wreak as much a havoc as you can (for example: arm grenade. Right click grenade, then &#039;drop&#039; the grenade). Once done, break the MC link and let time run and watch the fireworks. &lt;br /&gt;
&lt;br /&gt;
-[[User:NKF|NKF]] 00:47, 16 October 2008 (CDT)&lt;br /&gt;
&lt;br /&gt;
Dual Wield is useless in Turn Based. And when it comes to the M4000, I play turn based! Switch to autofire, and you only spend 1 TU per shot! Wildly inaccurate? Then sneak in ninja style and shoot everyone at point blank! OWNAGE! Note: Might need grenades for when you round the corner thinking there&#039;s only 1 guy and find there&#039;s half the Cult of Sirius hiding in the room.&lt;br /&gt;
One of my favourite Dual Wields in Apocalypse is Autocannon with HE ammo, autofire,  and Marsec Flying Armor. Only to be used when collateral damage is not an issue. Or in the case of COS raids, collateral damage is preferred!&lt;br /&gt;
Of course, in real life, dual wielding large weapons like that will lead to such a loss in aiming control that you are very likely to shoot yourself in the hands.&lt;br /&gt;
&lt;br /&gt;
== Realistic UFO Economics an Oxymoron? ==&lt;br /&gt;
&lt;br /&gt;
... Trying to form &amp;quot;realistic&amp;quot; economics in UFO defense is just ridiculous. Capturing one intact Medium Scout should realistically give enough cash to outfit an entire platoon of elite soldiers with all the best equipment money can buy. The power source+Elerium should rightfully be worth enough to buy a fleet of Interceptors. Instead, it gives $250k+$250k... not even enough to rent 1 interceptor for 1 month! [[User:Jasonred|Jasonred]] 08:01, 28 February 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
Yeah you&#039;re right about realistic UFO economics. :) But we do try. It&#039;s still good to try to smooth out the more flagrantly illogical aspects, and to try and level out the game balance. Removing Exploits goes a long way to making the economic aspects of the game better. For improving realism, I think one of the best things we came up with - working with Hobbes - is the idea that X-Com has a fixed-price &amp;quot;tarrif&amp;quot; for all the alien loot it hands over to the Council, established in the X-Com Constitution. This explains why there is no &amp;quot;free market&amp;quot; in the prices of alien items, because as you say, the prices of certain items ought to be astronomical. The other &#039;hard problem&#039; in UFO economics is one that you highlighted in a recent post - why aren&#039;t the resources of the whole world harnessed, budgets in the billions etc. This is harder to explain away, you need a mixture of reasons/excuses. Some of the more useful excuses are - need for secrecy keeps the operation small scale (and as you also recently pointed out, the aliens seem to &#039;conspire&#039; to keep the conflict small-scale); Earth governments are playing a &#039;double game&#039; and don&#039;t want to risk offending the aliens by funding X-Com heavily, in case X-Com loses and the aliens punish them for supporting X-Com; Earth governments are not convinced that the Alien threat is real. (Obviously they can easily be convinced the Aliens are real, and are violent, but are they really a &#039;threat&#039; to governments, or can deals be done - in a way this is like the &#039;double game&#039; argument.) [[User:Spike|Spike]] 08:51, 28 February 2009 (CST)&lt;br /&gt;
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&lt;br /&gt;
==Weapon Analysis==&lt;br /&gt;
&lt;br /&gt;
While I&#039;m sure I was wondering about something.  When you do Weapon Analysis for HE, I&#039;m guessing you figure a GZ attack against the Under Armor.  However, do you also factor in that Large units take nearly 4x damage from an HE attack, since they get hit on every square they occupy? [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:40, 1 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
: Indeed I do. I calculate the other 3 squares of GZ+1 effect in some detail, including getting the averages right (which as you know is slightly tricky). One thing I don&#039;t calculate is the effects of any near misses. So the figures I give should be taken as a minimum. In practice, HE effectiveness will be somewhat higher due to the near misses - but by how much? It depends on a lot of factors, some I don&#039;t know and some that are highly variable (terrain density etc). [[User:Spike|Spike]] 03:55, 2 March 2009 (CST)&lt;br /&gt;
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Hi Spike, to quote you from your user page:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;75%&amp;quot; {{StdCenterTable}}&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;One more problem with modelling Near Misses: the benefit of lucky near misses - whatever its value - is inversely proportional to overall accuracy. A perfect shooter gets exactly zero benefit from near misses. Which raises an interesting possibility. Maybe the &amp;quot;near miss benefit&amp;quot; could be estimated using a repeated experiments with a logger and a shooter with Firing Accuracy=0. Any damage done to the target would be due to a lucky near miss. This would be the other limiting case - the opposite of the perfect shooter. Then extrapolate between those two extremes to find a &amp;quot;near miss benefit&amp;quot; for that weapon as some function of {TA, range].&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
You bring up some interesting ideas on near misses. But wouldn&#039;t the benefits of 0% accuracy (leading to unintended splash damage) be negated by the probability of the soldier shooting himself? I would think that would be a major consideration when taking stuff like this into account. I should also mention that a soldier with max firing accuracy (125%) can pinpoint where shots should hit, thus the shooter intentionally doesn&#039;t aim for one target but the center of a group of targets thus creating a &amp;quot;near miss benefit&amp;quot; scenario. What do you think about this? --[[User:Zombie|Zombie]] 12:45, 2 March 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Great points Zombie. On the soldier shooting himself, I was wondering if we could just assume, as a simplication, that &#039;bad misses&#039; (friendly fire casualties, including self-inflicted damage) even out with &#039;good misses&#039; (lucky near misses). That would be much simpler! I have no idea if it&#039;s true though. Certainly if doing this logger exercise, you would want to distinguish damage done to self vs damage done to target. Actually, it&#039;s not really adequate to just &#039;net out&#039; friendly damage vs target damage. After all, we expect weapons to do more damage to the enemy than to ourselves! So you might want to subtract 2, 3, 4... 10 times the friendly damage from the &#039;target&#039; damage when determining the &#039;net benefit&#039; from inaccurate fire. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a good point about the marksman firing at a midpoint, and of course that&#039;s a tactic we probably all try to use from time to time. In fact it&#039;s often frustrating when the game won&#039;t let you target a certain optimum point just because there&#039;s no object or creature there. These situations are slightly easier to model mathematically - though still cumbersome - because with a super-marksman you know exactly where the shell is going to land. The bit I really can&#039;t get my head around in the normal case (average accuracty) is the probability of all the different squares where the round might end up. I know there is some experimentatal data around with error angles but... I guess I&#039;m trying to talk myself into the view that the terrain features are more important than the error angles, therefore it&#039;s not worth doing all the heavy math to figure out the effect of the error angles. :)&lt;br /&gt;
&lt;br /&gt;
For the time being I&#039;m probably just going to add a Note to my weapon rankings tables saying &amp;quot;Does not consider the beneficial or harmful effects of misses, near-misses, etc&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
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[[User:Spike|Spike]] 14:51, 2 March 2009 (CST)&lt;br /&gt;
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:Stuff like this is always fun to ponder and debate I think. It brings up a lot of good ideas/tactics too. I was just thinking about the second part of your reply a little. For the sake of simplification, I think we should just ignore terrain for the time being. Yes, it plays a role (sometimes huge), but it eliminates quite a few variables to arrive at some sort of conclusion. What would you think about a testing scenario where a soldier with 0% FA (standing on flat level ground) fires at a static object (such as a soldier who can&#039;t be hurt)? I&#039;m thinking about using Bomb Bloke&#039;s numerical tileset as the substituted desert terrain and then firing about 100 or so rounds and looking at the overall damage done to the terrain by inspecting the numbers. Then you could see any potential &amp;quot;hot zones&amp;quot; where shots may hit more often for example, or even just concentrate on the normal damage area of the weapon and look for hot zones in there. Might be an interesting trial to run. Your thoughts? --[[User:Zombie|Zombie]] 15:22, 2 March 2009 (CST)&lt;br /&gt;
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I think that sounds great! It would be great to build up a 2D (or even 3D) histogram of where the shots landed. Tweak an autocannon so it has 250 rounds for ease. Work it from a standard range of say 10 or 20. It would also be interesting to see the results at an accuracy of 50%. From data like that you could definitely get some kind of rule of thumb to estimate the good and bad effects of misses. Cool! [[User:Spike|Spike]] 15:39, 2 March 2009 (CST)&lt;br /&gt;
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===Rocket Launcher Firepower Incorrect===&lt;br /&gt;
Hi Spike, on the [[Firepower Tables]] it seems the Rocket Launcher is incorrectly computed. This might have been fixed in the alien specific firepower tables, point blank, etc, I don&#039;t yet know (and I dont have an xls viewer at the moment, either). However, at skirmish range, when the Launcher is 45%, 75% TU for snap and aimed, respectively, and 55% and 115% on accuracy, how can aimed fire have more than twice the firepower of snap? I ran the numbers and both aimed and snap were run at 75% TU usage. Furthermore, damage on aimed, small and large rockets, is exactly 75% of the actual average. The damages should read 46 and 58 for small rockets and 61 and 77 for large. --[[User:Talon81|Talon81]] 04:29, 15 May 2009 (EDT)&lt;br /&gt;
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: You are right and your numbers for the Rockets are correct, thank you! I have corrected the instantaneous values for all single shot weapons (both for skirmish and for point blank/shock). [[User:Spike|Spike]] 08:26, 21 May 2009 (EDT)&lt;br /&gt;
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I bet I know why, talon. It&#039;s cause the Rocket Launcher can only fire once per turn, on snap. And once per turn, on aimed. Tadaa... [[User:Jasonred|Jasonred]] 14:00, 15 May 2009 (EDT)&lt;br /&gt;
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: That cannot be the cause because it takes 45% of TUs to fire snap (therefore can fire twice). Secondly, it SHOULD not be the cause because even if it could only fire once, that is something to apply to the Sustained Rates chart, and not the Instantaneous Rates chart. On the Instantaneous Rates chart, it is figured as if you could use every TU. --[[User:Talon81|Talon81]] 14:17, 16 May 2009 (EDT)&lt;br /&gt;
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:: You *DO* know that the Rocket Launcher has a max ammo of 1, and therefore it CANNOT fire twice in 1 round? ... to fire twice per round requires 149 TU minimum. 67 to fire snap, 15 to reload, 67 to fire again. ... also, corrected your link. Maybe you can view it now. ... I think this belongs to the firepower table discussion page, not here, anyhow. BTW, after careul consideration, I think you are right... depending on definition of Instantaneous Rate. [[User:Jasonred|Jasonred]] 14:51, 20 May 2009 (EDT)&lt;br /&gt;
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::: You guys have figured it out and the Rate of Fire calculation I just put in to the Talk page is wrong, or rather incomplete (I&#039;ll go back and change it). Actually, what I do is I cap the RoF at the ammo capacity of the weapon - I don&#039;t attempt to calculate sustained fire rates &amp;lt;i&amp;gt;including reloading&amp;lt;/i&amp;gt;. But I think Talon81 has a point, to be consistent, for the &amp;quot;instantaneous&amp;quot; rates I should probably ignore that cap. There may be other errors as well, thanks for keeping me on my toes guys. [[User:Spike|Spike]] 15:43, 20 May 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Thanks for the link fix, Jason. Yeah, for some reason I wasn&#039;t thinking about the reloading issue. However, taking that into account would come up with different numbers (obviously) than the ones that were there. While certainly it is not fair to ignore the need to reload (especially on the sustained rates table), it is also not fair to ignore that it can be reloaded (especially on the instantaneous rates table). Long story short, I wanted Spike to know about it and correct me where I was wrong, without alerting everybody that stopped by the firepower page, and now Spike has been gracious enough to answer. --[[User:Talon81|Talon81]] 20:59, 20 May 2009 (EDT)&lt;br /&gt;
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:::::  Yeah sorry for the late reply, work&#039;s been busy lately. [[User:Spike|Spike]] 07:21, 21 May 2009 (EDT)&lt;br /&gt;
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== Large Units and Fire ==&lt;br /&gt;
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If I&#039;d remembered earlier I would&#039;ve piped up about this, but I recall years ago when I set up a savegame for Zombie to test damage done to sectopod quarters, I physically split a sectopod into its various quarters by moving its individual unitpos segment coordinates to different locations around the map. Blasting one quarterpod with incendiary rounds set fire to all the others, even though they weren&#039;t in the same locality. This referring to the unit sticky fire, not the ground fire. Can&#039;t remember if it uses the same &amp;quot;apply this effect to the next four segments&amp;quot; rule that messed up the mind control of large units in TFTD though. -[[User:NKF|NKF]] 02:20, 16 March 2009 (EDT)&lt;br /&gt;
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== Craft weapon balancing ==&lt;br /&gt;
One thing to note is that the chance for the UFO to run away is clearly based on difficulty (based on observations). I&#039;ve tried to hunt down the initial automatically generated small scout mission, and on Superhuman I&#039;ve never managed to get to cannon range before it gets away, and barely (multiple attempts needed) to stingray range (this was alot easier on Beginner). Given this, I doubt the cannon would ever be useful for anything - it just has too short of a range. [[User:Cesium|Cesium]] 19:48, 21 February 2010 (EST)&lt;br /&gt;
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::Definitely agree with this, catching a Small Scout is hard. Interesting to consider using dual Cannon on craft that dont run away. But basically the firepower (or the cost effectiveness) needs to be buffed, given the short range and difficulty in engaging. [[User:Spike|Spike]] 14:23, 22 February 2010 (EST)&lt;br /&gt;
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: Small scouts have the highest probability of all the UFOs to flee (similarly: they are less inclined to flee the bigger they get). Combined with the difficulty level, it&#039;s not impossible but still very hard to get closer to them with the plain vanilla Interceptors. &lt;br /&gt;
&lt;br /&gt;
: Speaking as one amongst the proud and the few that regularly use the Cannon and Stingray, I&#039;ve always found them to be great weapons for shooting Medium and Large Scouts. Anything larger is a bit problematic for a lone interceptor. But by the time those UFOs start to appear (on a regular basis) you should have access to some advanced weapons. &lt;br /&gt;
 &lt;br /&gt;
: I&#039;ve never been overly fond of the popular dual Avalanche combo due to its low ammo count. It&#039;s effective against single targets, but not good against multiple UFOs or if you get various combinations of low damage rolls and misses. I find a mixed approach works better, or you at least need a companion interceptor with short range weapons to finish the job. Then again, it&#039;s not good sign if you need to send two interceptors against minor UFOs all the time. &lt;br /&gt;
&lt;br /&gt;
: By the way, food for thought re: the Laser Cannon vs. Plasma Cannon: Consider what would happen if the Plasma Cannon were to drop its ammo count from 100 to 10 shots. -[[User:NKF|NKF]] 01:28, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Yes, interesting. Make it kind of lower-calibre Fusion Ball Launcher. By the way I am very impressed that you routinely down Small UFOs with the Cannon/Stingray combination on Interceptors. [[User:Spike|Spike]] 14:23, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
:::The cannon/stringray setup has always worked fine. Plus if all goes well and luck is on my side, I can sometimes get away with not having to buy any extra aircraft ammunition by the time my first advanced weapon rolls out. A Scrooge-ism?&lt;br /&gt;
 &lt;br /&gt;
:::A 10 shot Plasma Beam would still be as effective as ever, but only in short bursts. Not a problem for your everyday Sunday UFO that shows up once in a while, but it would lose effectiveness against larger fleets. The laser cannon on the hand could last the duration. This might work well for advanced ships, but the good old interceptor would not fare very well. -[[User:NKF|NKF]] 23:50, 22 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
== Realistic Demand ==&lt;br /&gt;
&lt;br /&gt;
I have some disagreements. In particular, I think you underestimate the value of Laser Weapons.&lt;br /&gt;
* Ammoless laser weapons should change the battlefield significantly:&lt;br /&gt;
** No ammo logistic requirements.&lt;br /&gt;
** Lighter so soldiers can carry other/less stuff.  After all, NATO switched to 5.56 so that soldiers could carry more. Now there&#039;s no limit.&lt;br /&gt;
** IFVs will require much heavier armour (I&#039;m assuming they have somewhat less armour than X-COM HWPs), making the current models unpractical as APC replacement. Probably we&#039;ll get many more HAPCs. It&#039;s quite possible the IFV concept will be abandoned for the generation.&lt;br /&gt;
** Much less noise. Excellent for some special ops (Than again, there&#039;s some noise if we accept X-COM sound effects as canon).&lt;br /&gt;
* The anti-air defences might be even more useful than the craft if X-COM could sell the designs since these don&#039;t require Elerium:&lt;br /&gt;
** Earth must have a suitable power source, but one that cannot be miniaturized easily (for the defences). Perhaps an entire power station is required? Still it&#039;s a great anti-missile platform. Also good to protect some strategic installations against the Avengers X-COM will sell to a country&#039;s enemies!&lt;br /&gt;
** If someone could make a mobile laser-based anti-air platform (judging by existence of the laser tank, this is doable) it would render offensive helicopter obsolete against serious armies (arguably they already are), and make the life of close support aircraft (like the A-10) much harder.&lt;br /&gt;
*** The laser cannon should also work as an anti-missile: Anything powerful enough to (eventually) down an alien craft should be powerful enough to down an enemy missile. There used to be a Pentagon program to mount a laser on a Boeing to do just that.. If they only knew X-COM had the answer. The US must have signed a pact with the aliens before X-COM got the tech.&lt;br /&gt;
** Overall, I suspect the value of air superiority would be reduced since it would be much easier to build the defences than the advanced aircraft. And the advanced craft require Elerium just to fly.&lt;br /&gt;
* Medikits are obviously very useful.&lt;br /&gt;
* I don&#039;t think Power suits will be all that popular - soldiers aren&#039;t valuable compared to likely price (and availability) of suit. Maybe it will be used to protect a politician... Not sure if it&#039;s practical, but it probably is (wearing a power suit not good for photo-ops. Can it be hidden? Also might be too heavy for unfit tics). [[User:Cesium|Cesium]] 17:21, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Thanks for checking in! Re Laser Weapons, I mostly agree with your assessment of their usefulness, but I assume that XCom will not have a &#039;&#039;monopoly&#039;&#039; on these weapons, since they are human-only technology, other major nations can make them and other minor nations can buy them from other major nations. It&#039;s a good point about Laser Defences. Probably laser weapons will be noisier than suppressed firearms since there is usually a &#039;thunderclap&#039; from the evacuated channel. And if you don&#039;t make an evacuated air channel you usually get a less effective laser weapon. Re IFVs, I assume XCom HWPs are little things not much more than a mine clearing robot and I don&#039;t assume their armour levels are more than IFVs. If you take the Rocket Launcher as a Carl Gustav HE (not even a proper antitank weapon), and compare that to HWP armour, the starting HWPs are not that heavily armoured. Good point about the Laser Cannon potential anti missile role. It would depend on range and targeting capability but worth thinking about - anything to explain the popularity (=profitability) of the Laser Cannon. Medikits, again, non hybrid tech so I don&#039;t think they will be the best sellers, but of course they will sell for bread and butter money. The current yields on Medkits and Motion Scanners is probably fine. &lt;br /&gt;
&lt;br /&gt;
For Power Suits I am not saying mass deployments but maybe more than just specialised use, because a unit equipped with them would go through regular infantry like, well, tanks through infantry. It would be like the introduction of tanks in WWI all over again. Infantry would have to be reorganised to be very rich in organic heavy support weapons, and/or a lot of close air support or very well coordinated artillery. The obvious response, like in WWI, is to start forming up your own &amp;quot;heavy infantry&amp;quot; units in company, then battalion, then maybe regimental strength, to use as spearhead or counter-spearhead forces. So you might sell some thousands of power suits where I doubt you would sell much over a few hundred flying suits, if even that. &lt;br /&gt;
&lt;br /&gt;
Whether its easier to build air defences than air superiority aircraft depends on the coverage (range, altitude) of the air defence weapon and how many target locations you need to defend. Not to mention how effective it is. Laser Defence is only 44% more effective than Missile Defence which is existing Tech (Patriot missiles say, best case). If it works like alien attack on an XCom base, and we have to assume that, your laser defence gives you one chance of 60% at 600 damage. This means you have no chance to stop an Avenger or Lightning and only a 60% chance to stop anything else (with one Laser Defence anyway). Also it looks from the game like the range is only sufficient to engage something that&#039;s coming straight in on you, not something in the vicinity. Would an attacker be able to fire Plasma Beams or Fusion Balls from outside the range of the equivalent Base Defence? We don&#039;t know either way I guess. So that&#039;s a &#039;&#039;&#039;lot&#039;&#039;&#039; of Laser Defences you need to buy and build. But whether it would be cheaper to buy hybrid aircraft depends on the price, which we don&#039;t know since it seems the CFN doesn&#039;t allow them to be sold. But in general it&#039;s never worked that way in the history of air power, that it made sense to carpet your country with air defence weapons instead of trying to maintain air superiority through aircraft. I&#039;m not saying it couldn&#039;t happen though. Apart from anything else, even if that approach was &#039;rational&#039;, there&#039;s a huge current vested interest in air superiority and the fighter jocks, who are very influential, would all be demanding the new hybrid aircraft. Who would be arguing for laser defences? Some ground pounding Army guys with no clout. But ultimately it would depend on the cost-effectiveness balance, which we don&#039;t really know without more information. Although a good question would be, from an XCom point of view, if you had X million to spend, would it be better spent by fitting your bases with Laser/Plasma etc Defences, or on buying combat aircraft to tackle the threat? In game I don&#039;t think many people spend their resources on the Base Defences, and I think that&#039;s because the aircraft are not just more versatile and flexible, but possibly more efficient. Take the Plasma example. A Plasma defence costs about the same as 2 Plasma Beams and does an average 630 damage. Impressive, but the 2 Plasma Beams dish out the same damage in 6 volleys. You would want, what, 5 Plasma Defences to reliably defend against a Battleship, and for that you get 10 airborne Plasma Beams, which should comfortably be able to cover multiple bases against Battleship attack, as well as harvesting huge amounts of UFO missions. The Elerium use issue is a fair point, but hence I show Elerium as one of the materials likely to be in highest demands. You want to be the one to tell the USAF they can&#039;t buy Elerium to operate hybrid planes? [[User:Spike|Spike]] 18:06, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Under ordinary circumstances I&#039;d agree with craft being much more important than the defences. But here there&#039;s a very complicating factor: Elerium. I just don&#039;t see all that much free Elerium around, especially since most X-COM commanders don&#039;t ever sell it. Given that, most craft would be normal craft, so that advantages of the cheap defences seems decisive. USAF can squirm as much as they like. They should be thankful X-COM Psi masters don&#039;t take over the chiefs and make them undress in public.&lt;br /&gt;
&lt;br /&gt;
: Come to think of it, I recall in Interceptor some pilots could use Psi to attack other pilots. Could this be useful here too? Probably a big boost (as if that&#039;s needed) to unmanned craft.&lt;br /&gt;
&lt;br /&gt;
: As for defending against Avengers, 3-7 shots from a laser defence would do it (5 is most likely). I forgot about the existing missile defences though. That&#039;s 3-10 shots for a single battery (7 is most likely). Given how expensive Avengers are to operate, they won&#039;t be used against normal targets. They would be very useful in a combined assault against a strategic target. Then again, these are exactly the targets which would get the big defences... [[User:Cesium|Cesium]] 18:24, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: As for Power suits, it&#039;s true they&#039;re useful against other infantry, but it&#039;s not the best use for the Elerium. Probably not mobile enough to be decisive, and I guess artillery and tanks can still kill them. Tanks can (try to) ran them over if nothing else would work (A tank round is probably more powerful than the HWP Cannon, but not sure how effective it is against the Power suit).&lt;br /&gt;
&lt;br /&gt;
: I guess the big difference is that I expect it to be a lot less free Elerium around (especially with X-COM being stingy and the FTL research to come), so it would have to be strategically used for a few decisive weapons. Psi, (maybe) a few Avengers for a big conflict, possibly some sort of enhancement for nukes, etc. [[User:Cesium|Cesium]] 18:33, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I expect the big source for Elerium (to non X-COM groups) would be disassembling the spare Alien Grenades and Heavy Plasma clips X-COM sells. Why couldn&#039;t X-COM disassemble them themselves? If the weapon is inert than it should be possible... Maybe there&#039;s some Elerium quirk we don&#039;t know about. The more likely reason is that Mythos didn&#039;t think about it. [[User:Cesium|Cesium]] 18:47, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I think that&#039;s completely right, it all comes down the assumptions on how scarce Elerium is, and then what priority is placed on the Elerium-operated and Elerium-derived sellable items. What&#039;s missing (which they tried to do in Apocalypse) is a proper supply-demand mechanism which would probably send the price of Elerium soaring, and in turn that might tempt XCom commanders to sell more of it. If Elerium is nearly non existent outside of XCom then operating craft and weapons that require constant Elerium is extremely difficult, leading to low demand. On the other hand, for Elerium-containing items that don&#039;t need additional Elerium, such as Power Suits, it&#039;s up to XCom if they want to sell them I guess. Based on my scheme, the single most important use of Elerium to CFN governments would probably be building Psi-Amps. Outside the secret world of Psionics, I still think they would want some hybrid aircraft, even if fuel scarcity made operations and training almost impossible. I agree with you that, next to using Elerium to operate aircraft, using it for Power Suits and Flying Suits is a huge waste. If Elerium was as scarce for XCom as you suggest it would be for governments, XCom commanders would probably behave the same way. I guess that&#039;s an interesting thought experiment. If you had only 50 Elerium, or 25 Elerium, for the whole game, what would you use it for? You need 12 units to fuel your Avenger for Mars... what else do you build? I always thought the best way to set the &amp;quot;right&amp;quot; price for Elerium would be to somehow get multiple XCom players in the same game, and see what price they would be willing to buy/sell to each other at. [[User:Spike|Spike]] 19:33, 14 March 2010 (EDT)&lt;br /&gt;
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&lt;br /&gt;
== TftD blog comments ==&lt;br /&gt;
&lt;br /&gt;
I guess some of your problems come from spreading too thin too early. Since there is usually some activity close to your starting base you can get away without having the entire globe covered with trans resolvers and getting enough intercepts. And these eat a lot in terms of maintainance.&lt;br /&gt;
I try to keep the initial zrbit around for ion/mag ion armor and sonic displacer production. I build the remaining 4 base in end june-july when a steady cash stream from captured sonic canons rolls in. &lt;br /&gt;
: Yep those extra bases definitely cost me. On the other hand, they could be a great help in that I have a local base close to the alien Colony, so I can do base milking and eventually supply ship milking. This could pay for the extra bases many times over. Good idea about the Zrbite, I&#039;m basically never selling any again in future games. [[User:Spike|Spike]] 21:48, 5 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Regarding the VSmall usos keep  a dual Ajax instead of a Ajax GC craft in your main base - it can easily deal with anything up to cruisers and need be even mediums. On dual sonic oscillator armed craft is usually sufficient to down anything else except dreadnoughts. But two barracudas have only a small chance against those anyway. There is only the refueling time where you can not respond. The extra missions may not be worthwhile financially but are easy sparring missions for your aquanauts - especially those MC troopers. You need every mission ypu can get where you can perform 11 actions to get the maximum skill increment and get them into the usable range asap. 30-40 skill(80+strength) can control aquatoid/gillman soldiers close to craft on occasions. If successful move it next to your MC trooper in order to increase the chance of success. Keep a fast weapon ready for the occasion when you fail. Otherwise take turns until all your MC troops got sufficient training. &lt;br /&gt;
I switch to sonic oscillator only by end May/beginning of June - usually there are enough big targets by then to satisfy my financial and training needs.--[[User:Tauon|Tauon]] 09:32, 6 November 2010 (UTC)&lt;br /&gt;
:Yes that makes sense. The training needs are a good extra reason to maintain a dual Ajax craft. [[User:Spike|Spike]] 21:48, 5 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Regarding the interception of supply runs - there is hope since there is variation in the approach pattern and sometimes they come in low or change their altitude. I&#039;m puzzled however that you can&#039;t grab the uso once it has landed with your triton which is the preferable option anyway(ensures that the IBAs are unharmed unless you blast them during the fight). Is the site that deep? &lt;br /&gt;
However pray for the volcanic terrain and a decent species for these first assaults - otherwise it can be quite a pain.--[[User:Tauon|Tauon]] 09:32, 6 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Tauon&amp;diff=32013</id>
		<title>User:Tauon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Tauon&amp;diff=32013"/>
		<updated>2010-11-04T11:06:43Z</updated>

		<summary type="html">&lt;p&gt;Tauon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I finished TfD twice before I played ufo years later. So contrary to the majority I really prefer the second part of the series.&lt;br /&gt;
== Things to do/wish list/questions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;identify the usos/map modules which have routing/or alien placement errors&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;battleship: large terror units become stuck in the left stairs on the ground floor, esp. nasty if its a Xarquid(full TU, covers entrance)&lt;br /&gt;
&amp;lt;li&amp;gt;heavy cruiser: alien tends to get stuck in the right elevator, often on ground level(hard to get without something to crack the inner wall)&lt;br /&gt;
&amp;lt;li&amp;gt;port map: tricences get stuck/placed in the wire fences&lt;br /&gt;
&amp;lt;li&amp;gt;artefact map: hallucinoid can get stuck in a small hollow pyramid - it can move but the exits are to small for it&lt;br /&gt;
&amp;lt;li&amp;gt;colony map: similar to above - stuck in a small compartment with a single door&lt;br /&gt;
&amp;lt;li&amp;gt;(artefact map: infamous hallucinoid at bottom of the lift map, quite hard to motivate to leave this spot sometimes but this can leave)&lt;br /&gt;
&amp;lt;li&amp;gt;unaccessible areas for example the top right corner of the bottom level of the pyramid with the 9 or so columns in the artefact map;&lt;br /&gt;
    top level cargo ship(2nd part) section above the engines - can not move to the far right- the overhead map says the should be a coridor of width 1;&lt;br /&gt;
    sometimes if the uso is parked close to the map border units get problems moving around them.&lt;br /&gt;
&amp;lt;/ul&amp;gt;  &lt;br /&gt;
&amp;lt;li&amp;gt;tftd terrain description analog to ufo &lt;br /&gt;
&amp;lt;li&amp;gt;which tiles burn longer then 1-2 turns?&lt;br /&gt;
&amp;lt;li&amp;gt;optimal disembark order for tftd crafts(which soldier to move where, sniper with Mag armor on top of craft?)&lt;br /&gt;
&amp;lt;li&amp;gt;base development of first base after the initial additions&lt;br /&gt;
&amp;lt;li&amp;gt;base defence layout&lt;br /&gt;
&amp;lt;li&amp;gt;learn when to use pulsers, DPL - keep lugging the around only rarely using them if i&#039;m really out of other ideas in order to get a hard to get      alien;usually MC and drills are enough to finish most uso maps without losses&amp;amp;reloads by end of July &lt;br /&gt;
&amp;lt;li&amp;gt;try using Hydrojet cannon to get a better idea about its usefulness; so far I hardly see a use except for short term lighting; the close range idea with HE kinda works but destroys a lot of equipment.&lt;br /&gt;
&amp;lt;li&amp;gt; TftD reaction training(this is significantly harder to achieve then in Ufo because you no longer have access to the alien inventory and alien without weapons do not not seem to move, so hovering in Mag Armor over a bunch of lobsterman without sonic guns/pistols only works for the few turn where they try to strike your guys with pulsers once they run out they stay put)&lt;br /&gt;
Maybe offer them a sacrifice to attempt clawing down(after the pulsers are gone)&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Spike&amp;diff=32009</id>
		<title>User talk:Spike</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Spike&amp;diff=32009"/>
		<updated>2010-11-04T00:21:37Z</updated>

		<summary type="html">&lt;p&gt;Tauon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Message Board ==&lt;br /&gt;
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By any chance, have you taken another look at [[User talk:Bomb Bloke#Rated Accuracy Vs Angle Range |my talk page]] since your return?&lt;br /&gt;
&lt;br /&gt;
Yes yes, I&#039;m lazy and should really be able to interpret the data myself... But I can only really get as far as saying &amp;quot;that&#039;s not a linear distribution&amp;quot; and then my lack of understanding re what all the trig functions are for leaves me stranded. :/&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 09:20, 10 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Sorry what with starting a new job, moving, Easter, I&#039;ve been a bit busy. Did you say you still had the original data? You sent me it in an Access database, is that right? It all seems a long time ago! [[User:Spike|Spike]] 16:28, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I don&#039;t remember sending you the data specifically (I certainly haven&#039;t done so within the last year), but you can find it all linked on my talk page now. - [[User:Bomb Bloke|Bomb Bloke]] 22:31, 14 April 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Apocalypse Blog QA ==&lt;br /&gt;
&lt;br /&gt;
Uncle NKF to the rescue! &lt;br /&gt;
&lt;br /&gt;
Don&#039;t ever unload troops at the mission site. To select which agents go into a mission, just highlight them before picking the attack or investigate button or click on the vehicle name to select them all. Get into this habit - always. &lt;br /&gt;
&lt;br /&gt;
The reason why will become incredibly apparent if you play long enough to do an alien dimension building. The moment you complete the mission, the alien building will collapse and your ship will take off automatically (as per standard practice). However, the kicker is that you&#039;ll never be able to land at the building site again. This will result in forever stranding any troops that did not get killed by the building crashing down around them. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Alien&#039;s won&#039;t attack a dead body on purpose, though HE explosions caused by nearby combat will certainly destroy them. Watch where you are fighting. Also some enemies tend to pick up anything that&#039;s not bolted down, and may even carelessly wander towards one of the area exit pads. It happens - so be vigilant! &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
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Dual-Wield does penalise your accuracy, and depending on some weapons, will slow you down considerably. The only reason to dual weild is as you say: to increase volume of fire. If you&#039;re like me and like close range combat (you&#039;ll find a lot of this in some buildings), then you want to get out as much firepower as you can because the enemy will have just as much of an advantage at such a close range as you do (and there&#039;s often more of them than you or they have one-hit big-bang weapons like the Poppers!). Out in the open, single weapons with aimed shots get better results - until you are so accurate that you don&#039;t even feel the penalty. &lt;br /&gt;
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The game&#039;s super weapons are easy enough to be effective without dual-wielding as they&#039;re ramped up to be the best weapons available. In fact, most people make do with just one devestator or toxigun and cloak combo exclusively. &lt;br /&gt;
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----&lt;br /&gt;
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Apocalypse uses the volume of &#039;&#039;successful hits&#039;&#039; to determine accuracy improvements. The M4000 just gets lots of hits in, while the laser sniper rifle may hit a few times. By the way, aimed + dual M4000 garners more accuracy for a slightly slower fire rate than full-auto, allowing you to not waste as much ammo. Not as accurate as one M4000 on aimed or as fast as dual M4k&#039;s on full auto.   &lt;br /&gt;
&lt;br /&gt;
Plasma gun ammo is scarce at first, but you do have the option of attacking your enemies like the Cult of Sirius and win some off their fallen brethren. In fact, a lot of items that don&#039;t get released until a week or two in can be won off raiding enemy organizations. Better to get a good start than try to hobble along. I&#039;d recommend &amp;lt;strike&amp;gt;stealing&amp;lt;/strike&amp;gt; borrowing a power sword too. &lt;br /&gt;
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The Autocannon with AP shells is one of the most powerful non-explosive ranged weapons you can buy. Stronger than the plasma gun and the ammo is easier to obtain. I&#039;d actually recommend only carrying 1 HE and 1 Incendiary clip and carry AP as your primary clips. Beside, you don&#039;t want to do too much property damage with the HE rounds (companies don&#039;t mind the burning corpses of civilians - they could go hostile towards X-Com if you track too much dirt on their carpets). The HE and In clips are for special uses, like blasting brainsuckers off if you&#039;re on your own, or to wipe out hyperworm mobs. Incendiary can be break up tight mobs of enemies, etc. The AC will however be very slow in turn based - so if that&#039;s what you play then it may not suit you very well. &lt;br /&gt;
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----&lt;br /&gt;
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Psi is a long term investment in Apocalypse. You only earn 3 times your base Psi stats. Hence humans will only ever be useful for low level simple attacks like probes. Hybrids will be your core psi users. Even then they may not be able to do much at the start. They need plenty of uninterrupted practice time in the psi lab before their skills pay off (when I say uninterrupted, I mean: no health loss when the clock ticks over midnight). &lt;br /&gt;
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Psi may not be immediately useful, but they come into their own once they&#039;ve built up their stats and can easily strip enemy anthropods or human guards of their disrupter shields in a flash while setting all of their carried grenades to explode on impact with the ground and dropping them. &lt;br /&gt;
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The only time I&#039;ve ever got a neutral organization hostile towards me when doing psi practice was when one of my psi troopers mind controlled a gangster then made him jump off the building. When he hit the ground, the gangster was still under my psi trooper&#039;s control. The loss in health was attributed to X-COM, and they started shooting. However, if my psi trooper had broken the psi link before the gangster hit the ground, the gangster would&#039;ve eventually died of critical wounds (or the impact), and the psi trooper would&#039;ve been free to roam about the map as if nothing happened. A morbid way of killing neutrals and not getting blamed for it. &lt;br /&gt;
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Stun attacks will have the same effect as you&#039;d get with stun gas or a stun grapple (marvelous weapon by the way - bounces of shields but still great for conserving ammo). &lt;br /&gt;
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Psi attacks require line of sight. Breaking line of sight breaks the link. &lt;br /&gt;
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Yes, psi attacks expend Psi Energy, a rechargeable resource. In turn based, psi attacks are generally a one time expense. In real-time, you are charged by the attack attempt. If successful, you&#039;ll start paying maintenance costs for as long as you maintain the psi link. You can break the link by going out of line of sight or readying another psi attack. Check the mind bender&#039;s information panel for the psi energy bar. Stun and panic for example require you to maintain the link long enough for stun increase or morale loss to take place. Probe lets you access the enemy information any time you want as long as the probe is in effect. Mind control lets you control the unit for as long as you want, but is also the most expensive in costs and maintenance. To make the best use of it, try not to spend any maintenance costs at all. Pause the game, control the enemy, go to their inventory and wreak as much a havoc as you can (for example: arm grenade. Right click grenade, then &#039;drop&#039; the grenade). Once done, break the MC link and let time run and watch the fireworks. &lt;br /&gt;
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-[[User:NKF|NKF]] 00:47, 16 October 2008 (CDT)&lt;br /&gt;
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Dual Wield is useless in Turn Based. And when it comes to the M4000, I play turn based! Switch to autofire, and you only spend 1 TU per shot! Wildly inaccurate? Then sneak in ninja style and shoot everyone at point blank! OWNAGE! Note: Might need grenades for when you round the corner thinking there&#039;s only 1 guy and find there&#039;s half the Cult of Sirius hiding in the room.&lt;br /&gt;
One of my favourite Dual Wields in Apocalypse is Autocannon with HE ammo, autofire,  and Marsec Flying Armor. Only to be used when collateral damage is not an issue. Or in the case of COS raids, collateral damage is preferred!&lt;br /&gt;
Of course, in real life, dual wielding large weapons like that will lead to such a loss in aiming control that you are very likely to shoot yourself in the hands.&lt;br /&gt;
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== Realistic UFO Economics an Oxymoron? ==&lt;br /&gt;
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... Trying to form &amp;quot;realistic&amp;quot; economics in UFO defense is just ridiculous. Capturing one intact Medium Scout should realistically give enough cash to outfit an entire platoon of elite soldiers with all the best equipment money can buy. The power source+Elerium should rightfully be worth enough to buy a fleet of Interceptors. Instead, it gives $250k+$250k... not even enough to rent 1 interceptor for 1 month! [[User:Jasonred|Jasonred]] 08:01, 28 February 2009 (CST)&lt;br /&gt;
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Yeah you&#039;re right about realistic UFO economics. :) But we do try. It&#039;s still good to try to smooth out the more flagrantly illogical aspects, and to try and level out the game balance. Removing Exploits goes a long way to making the economic aspects of the game better. For improving realism, I think one of the best things we came up with - working with Hobbes - is the idea that X-Com has a fixed-price &amp;quot;tarrif&amp;quot; for all the alien loot it hands over to the Council, established in the X-Com Constitution. This explains why there is no &amp;quot;free market&amp;quot; in the prices of alien items, because as you say, the prices of certain items ought to be astronomical. The other &#039;hard problem&#039; in UFO economics is one that you highlighted in a recent post - why aren&#039;t the resources of the whole world harnessed, budgets in the billions etc. This is harder to explain away, you need a mixture of reasons/excuses. Some of the more useful excuses are - need for secrecy keeps the operation small scale (and as you also recently pointed out, the aliens seem to &#039;conspire&#039; to keep the conflict small-scale); Earth governments are playing a &#039;double game&#039; and don&#039;t want to risk offending the aliens by funding X-Com heavily, in case X-Com loses and the aliens punish them for supporting X-Com; Earth governments are not convinced that the Alien threat is real. (Obviously they can easily be convinced the Aliens are real, and are violent, but are they really a &#039;threat&#039; to governments, or can deals be done - in a way this is like the &#039;double game&#039; argument.) [[User:Spike|Spike]] 08:51, 28 February 2009 (CST)&lt;br /&gt;
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==Weapon Analysis==&lt;br /&gt;
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While I&#039;m sure I was wondering about something.  When you do Weapon Analysis for HE, I&#039;m guessing you figure a GZ attack against the Under Armor.  However, do you also factor in that Large units take nearly 4x damage from an HE attack, since they get hit on every square they occupy? [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:40, 1 March 2009 (CST)&lt;br /&gt;
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: Indeed I do. I calculate the other 3 squares of GZ+1 effect in some detail, including getting the averages right (which as you know is slightly tricky). One thing I don&#039;t calculate is the effects of any near misses. So the figures I give should be taken as a minimum. In practice, HE effectiveness will be somewhat higher due to the near misses - but by how much? It depends on a lot of factors, some I don&#039;t know and some that are highly variable (terrain density etc). [[User:Spike|Spike]] 03:55, 2 March 2009 (CST)&lt;br /&gt;
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Hi Spike, to quote you from your user page:&lt;br /&gt;
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&amp;lt;table width=&amp;quot;75%&amp;quot; {{StdCenterTable}}&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;One more problem with modelling Near Misses: the benefit of lucky near misses - whatever its value - is inversely proportional to overall accuracy. A perfect shooter gets exactly zero benefit from near misses. Which raises an interesting possibility. Maybe the &amp;quot;near miss benefit&amp;quot; could be estimated using a repeated experiments with a logger and a shooter with Firing Accuracy=0. Any damage done to the target would be due to a lucky near miss. This would be the other limiting case - the opposite of the perfect shooter. Then extrapolate between those two extremes to find a &amp;quot;near miss benefit&amp;quot; for that weapon as some function of {TA, range].&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
You bring up some interesting ideas on near misses. But wouldn&#039;t the benefits of 0% accuracy (leading to unintended splash damage) be negated by the probability of the soldier shooting himself? I would think that would be a major consideration when taking stuff like this into account. I should also mention that a soldier with max firing accuracy (125%) can pinpoint where shots should hit, thus the shooter intentionally doesn&#039;t aim for one target but the center of a group of targets thus creating a &amp;quot;near miss benefit&amp;quot; scenario. What do you think about this? --[[User:Zombie|Zombie]] 12:45, 2 March 2009 (CST)&lt;br /&gt;
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Great points Zombie. On the soldier shooting himself, I was wondering if we could just assume, as a simplication, that &#039;bad misses&#039; (friendly fire casualties, including self-inflicted damage) even out with &#039;good misses&#039; (lucky near misses). That would be much simpler! I have no idea if it&#039;s true though. Certainly if doing this logger exercise, you would want to distinguish damage done to self vs damage done to target. Actually, it&#039;s not really adequate to just &#039;net out&#039; friendly damage vs target damage. After all, we expect weapons to do more damage to the enemy than to ourselves! So you might want to subtract 2, 3, 4... 10 times the friendly damage from the &#039;target&#039; damage when determining the &#039;net benefit&#039; from inaccurate fire. &lt;br /&gt;
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It&#039;s a good point about the marksman firing at a midpoint, and of course that&#039;s a tactic we probably all try to use from time to time. In fact it&#039;s often frustrating when the game won&#039;t let you target a certain optimum point just because there&#039;s no object or creature there. These situations are slightly easier to model mathematically - though still cumbersome - because with a super-marksman you know exactly where the shell is going to land. The bit I really can&#039;t get my head around in the normal case (average accuracty) is the probability of all the different squares where the round might end up. I know there is some experimentatal data around with error angles but... I guess I&#039;m trying to talk myself into the view that the terrain features are more important than the error angles, therefore it&#039;s not worth doing all the heavy math to figure out the effect of the error angles. :)&lt;br /&gt;
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For the time being I&#039;m probably just going to add a Note to my weapon rankings tables saying &amp;quot;Does not consider the beneficial or harmful effects of misses, near-misses, etc&amp;quot;. &lt;br /&gt;
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[[User:Spike|Spike]] 14:51, 2 March 2009 (CST)&lt;br /&gt;
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:Stuff like this is always fun to ponder and debate I think. It brings up a lot of good ideas/tactics too. I was just thinking about the second part of your reply a little. For the sake of simplification, I think we should just ignore terrain for the time being. Yes, it plays a role (sometimes huge), but it eliminates quite a few variables to arrive at some sort of conclusion. What would you think about a testing scenario where a soldier with 0% FA (standing on flat level ground) fires at a static object (such as a soldier who can&#039;t be hurt)? I&#039;m thinking about using Bomb Bloke&#039;s numerical tileset as the substituted desert terrain and then firing about 100 or so rounds and looking at the overall damage done to the terrain by inspecting the numbers. Then you could see any potential &amp;quot;hot zones&amp;quot; where shots may hit more often for example, or even just concentrate on the normal damage area of the weapon and look for hot zones in there. Might be an interesting trial to run. Your thoughts? --[[User:Zombie|Zombie]] 15:22, 2 March 2009 (CST)&lt;br /&gt;
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I think that sounds great! It would be great to build up a 2D (or even 3D) histogram of where the shots landed. Tweak an autocannon so it has 250 rounds for ease. Work it from a standard range of say 10 or 20. It would also be interesting to see the results at an accuracy of 50%. From data like that you could definitely get some kind of rule of thumb to estimate the good and bad effects of misses. Cool! [[User:Spike|Spike]] 15:39, 2 March 2009 (CST)&lt;br /&gt;
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===Rocket Launcher Firepower Incorrect===&lt;br /&gt;
Hi Spike, on the [[Firepower Tables]] it seems the Rocket Launcher is incorrectly computed. This might have been fixed in the alien specific firepower tables, point blank, etc, I don&#039;t yet know (and I dont have an xls viewer at the moment, either). However, at skirmish range, when the Launcher is 45%, 75% TU for snap and aimed, respectively, and 55% and 115% on accuracy, how can aimed fire have more than twice the firepower of snap? I ran the numbers and both aimed and snap were run at 75% TU usage. Furthermore, damage on aimed, small and large rockets, is exactly 75% of the actual average. The damages should read 46 and 58 for small rockets and 61 and 77 for large. --[[User:Talon81|Talon81]] 04:29, 15 May 2009 (EDT)&lt;br /&gt;
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: You are right and your numbers for the Rockets are correct, thank you! I have corrected the instantaneous values for all single shot weapons (both for skirmish and for point blank/shock). [[User:Spike|Spike]] 08:26, 21 May 2009 (EDT)&lt;br /&gt;
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I bet I know why, talon. It&#039;s cause the Rocket Launcher can only fire once per turn, on snap. And once per turn, on aimed. Tadaa... [[User:Jasonred|Jasonred]] 14:00, 15 May 2009 (EDT)&lt;br /&gt;
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: That cannot be the cause because it takes 45% of TUs to fire snap (therefore can fire twice). Secondly, it SHOULD not be the cause because even if it could only fire once, that is something to apply to the Sustained Rates chart, and not the Instantaneous Rates chart. On the Instantaneous Rates chart, it is figured as if you could use every TU. --[[User:Talon81|Talon81]] 14:17, 16 May 2009 (EDT)&lt;br /&gt;
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:: You *DO* know that the Rocket Launcher has a max ammo of 1, and therefore it CANNOT fire twice in 1 round? ... to fire twice per round requires 149 TU minimum. 67 to fire snap, 15 to reload, 67 to fire again. ... also, corrected your link. Maybe you can view it now. ... I think this belongs to the firepower table discussion page, not here, anyhow. BTW, after careul consideration, I think you are right... depending on definition of Instantaneous Rate. [[User:Jasonred|Jasonred]] 14:51, 20 May 2009 (EDT)&lt;br /&gt;
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::: You guys have figured it out and the Rate of Fire calculation I just put in to the Talk page is wrong, or rather incomplete (I&#039;ll go back and change it). Actually, what I do is I cap the RoF at the ammo capacity of the weapon - I don&#039;t attempt to calculate sustained fire rates &amp;lt;i&amp;gt;including reloading&amp;lt;/i&amp;gt;. But I think Talon81 has a point, to be consistent, for the &amp;quot;instantaneous&amp;quot; rates I should probably ignore that cap. There may be other errors as well, thanks for keeping me on my toes guys. [[User:Spike|Spike]] 15:43, 20 May 2009 (EDT)&lt;br /&gt;
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:::: Thanks for the link fix, Jason. Yeah, for some reason I wasn&#039;t thinking about the reloading issue. However, taking that into account would come up with different numbers (obviously) than the ones that were there. While certainly it is not fair to ignore the need to reload (especially on the sustained rates table), it is also not fair to ignore that it can be reloaded (especially on the instantaneous rates table). Long story short, I wanted Spike to know about it and correct me where I was wrong, without alerting everybody that stopped by the firepower page, and now Spike has been gracious enough to answer. --[[User:Talon81|Talon81]] 20:59, 20 May 2009 (EDT)&lt;br /&gt;
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:::::  Yeah sorry for the late reply, work&#039;s been busy lately. [[User:Spike|Spike]] 07:21, 21 May 2009 (EDT)&lt;br /&gt;
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== Large Units and Fire ==&lt;br /&gt;
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If I&#039;d remembered earlier I would&#039;ve piped up about this, but I recall years ago when I set up a savegame for Zombie to test damage done to sectopod quarters, I physically split a sectopod into its various quarters by moving its individual unitpos segment coordinates to different locations around the map. Blasting one quarterpod with incendiary rounds set fire to all the others, even though they weren&#039;t in the same locality. This referring to the unit sticky fire, not the ground fire. Can&#039;t remember if it uses the same &amp;quot;apply this effect to the next four segments&amp;quot; rule that messed up the mind control of large units in TFTD though. -[[User:NKF|NKF]] 02:20, 16 March 2009 (EDT)&lt;br /&gt;
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== Craft weapon balancing ==&lt;br /&gt;
One thing to note is that the chance for the UFO to run away is clearly based on difficulty (based on observations). I&#039;ve tried to hunt down the initial automatically generated small scout mission, and on Superhuman I&#039;ve never managed to get to cannon range before it gets away, and barely (multiple attempts needed) to stingray range (this was alot easier on Beginner). Given this, I doubt the cannon would ever be useful for anything - it just has too short of a range. [[User:Cesium|Cesium]] 19:48, 21 February 2010 (EST)&lt;br /&gt;
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::Definitely agree with this, catching a Small Scout is hard. Interesting to consider using dual Cannon on craft that dont run away. But basically the firepower (or the cost effectiveness) needs to be buffed, given the short range and difficulty in engaging. [[User:Spike|Spike]] 14:23, 22 February 2010 (EST)&lt;br /&gt;
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: Small scouts have the highest probability of all the UFOs to flee (similarly: they are less inclined to flee the bigger they get). Combined with the difficulty level, it&#039;s not impossible but still very hard to get closer to them with the plain vanilla Interceptors. &lt;br /&gt;
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: Speaking as one amongst the proud and the few that regularly use the Cannon and Stingray, I&#039;ve always found them to be great weapons for shooting Medium and Large Scouts. Anything larger is a bit problematic for a lone interceptor. But by the time those UFOs start to appear (on a regular basis) you should have access to some advanced weapons. &lt;br /&gt;
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: I&#039;ve never been overly fond of the popular dual Avalanche combo due to its low ammo count. It&#039;s effective against single targets, but not good against multiple UFOs or if you get various combinations of low damage rolls and misses. I find a mixed approach works better, or you at least need a companion interceptor with short range weapons to finish the job. Then again, it&#039;s not good sign if you need to send two interceptors against minor UFOs all the time. &lt;br /&gt;
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: By the way, food for thought re: the Laser Cannon vs. Plasma Cannon: Consider what would happen if the Plasma Cannon were to drop its ammo count from 100 to 10 shots. -[[User:NKF|NKF]] 01:28, 22 February 2010 (EST)&lt;br /&gt;
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:: Yes, interesting. Make it kind of lower-calibre Fusion Ball Launcher. By the way I am very impressed that you routinely down Small UFOs with the Cannon/Stingray combination on Interceptors. [[User:Spike|Spike]] 14:23, 22 February 2010 (EST)&lt;br /&gt;
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:::The cannon/stringray setup has always worked fine. Plus if all goes well and luck is on my side, I can sometimes get away with not having to buy any extra aircraft ammunition by the time my first advanced weapon rolls out. A Scrooge-ism?&lt;br /&gt;
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:::A 10 shot Plasma Beam would still be as effective as ever, but only in short bursts. Not a problem for your everyday Sunday UFO that shows up once in a while, but it would lose effectiveness against larger fleets. The laser cannon on the hand could last the duration. This might work well for advanced ships, but the good old interceptor would not fare very well. -[[User:NKF|NKF]] 23:50, 22 February 2010 (EST)&lt;br /&gt;
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== Realistic Demand ==&lt;br /&gt;
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I have some disagreements. In particular, I think you underestimate the value of Laser Weapons.&lt;br /&gt;
* Ammoless laser weapons should change the battlefield significantly:&lt;br /&gt;
** No ammo logistic requirements.&lt;br /&gt;
** Lighter so soldiers can carry other/less stuff.  After all, NATO switched to 5.56 so that soldiers could carry more. Now there&#039;s no limit.&lt;br /&gt;
** IFVs will require much heavier armour (I&#039;m assuming they have somewhat less armour than X-COM HWPs), making the current models unpractical as APC replacement. Probably we&#039;ll get many more HAPCs. It&#039;s quite possible the IFV concept will be abandoned for the generation.&lt;br /&gt;
** Much less noise. Excellent for some special ops (Than again, there&#039;s some noise if we accept X-COM sound effects as canon).&lt;br /&gt;
* The anti-air defences might be even more useful than the craft if X-COM could sell the designs since these don&#039;t require Elerium:&lt;br /&gt;
** Earth must have a suitable power source, but one that cannot be miniaturized easily (for the defences). Perhaps an entire power station is required? Still it&#039;s a great anti-missile platform. Also good to protect some strategic installations against the Avengers X-COM will sell to a country&#039;s enemies!&lt;br /&gt;
** If someone could make a mobile laser-based anti-air platform (judging by existence of the laser tank, this is doable) it would render offensive helicopter obsolete against serious armies (arguably they already are), and make the life of close support aircraft (like the A-10) much harder.&lt;br /&gt;
*** The laser cannon should also work as an anti-missile: Anything powerful enough to (eventually) down an alien craft should be powerful enough to down an enemy missile. There used to be a Pentagon program to mount a laser on a Boeing to do just that.. If they only knew X-COM had the answer. The US must have signed a pact with the aliens before X-COM got the tech.&lt;br /&gt;
** Overall, I suspect the value of air superiority would be reduced since it would be much easier to build the defences than the advanced aircraft. And the advanced craft require Elerium just to fly.&lt;br /&gt;
* Medikits are obviously very useful.&lt;br /&gt;
* I don&#039;t think Power suits will be all that popular - soldiers aren&#039;t valuable compared to likely price (and availability) of suit. Maybe it will be used to protect a politician... Not sure if it&#039;s practical, but it probably is (wearing a power suit not good for photo-ops. Can it be hidden? Also might be too heavy for unfit tics). [[User:Cesium|Cesium]] 17:21, 14 March 2010 (EDT)&lt;br /&gt;
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Thanks for checking in! Re Laser Weapons, I mostly agree with your assessment of their usefulness, but I assume that XCom will not have a &#039;&#039;monopoly&#039;&#039; on these weapons, since they are human-only technology, other major nations can make them and other minor nations can buy them from other major nations. It&#039;s a good point about Laser Defences. Probably laser weapons will be noisier than suppressed firearms since there is usually a &#039;thunderclap&#039; from the evacuated channel. And if you don&#039;t make an evacuated air channel you usually get a less effective laser weapon. Re IFVs, I assume XCom HWPs are little things not much more than a mine clearing robot and I don&#039;t assume their armour levels are more than IFVs. If you take the Rocket Launcher as a Carl Gustav HE (not even a proper antitank weapon), and compare that to HWP armour, the starting HWPs are not that heavily armoured. Good point about the Laser Cannon potential anti missile role. It would depend on range and targeting capability but worth thinking about - anything to explain the popularity (=profitability) of the Laser Cannon. Medikits, again, non hybrid tech so I don&#039;t think they will be the best sellers, but of course they will sell for bread and butter money. The current yields on Medkits and Motion Scanners is probably fine. &lt;br /&gt;
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For Power Suits I am not saying mass deployments but maybe more than just specialised use, because a unit equipped with them would go through regular infantry like, well, tanks through infantry. It would be like the introduction of tanks in WWI all over again. Infantry would have to be reorganised to be very rich in organic heavy support weapons, and/or a lot of close air support or very well coordinated artillery. The obvious response, like in WWI, is to start forming up your own &amp;quot;heavy infantry&amp;quot; units in company, then battalion, then maybe regimental strength, to use as spearhead or counter-spearhead forces. So you might sell some thousands of power suits where I doubt you would sell much over a few hundred flying suits, if even that. &lt;br /&gt;
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Whether its easier to build air defences than air superiority aircraft depends on the coverage (range, altitude) of the air defence weapon and how many target locations you need to defend. Not to mention how effective it is. Laser Defence is only 44% more effective than Missile Defence which is existing Tech (Patriot missiles say, best case). If it works like alien attack on an XCom base, and we have to assume that, your laser defence gives you one chance of 60% at 600 damage. This means you have no chance to stop an Avenger or Lightning and only a 60% chance to stop anything else (with one Laser Defence anyway). Also it looks from the game like the range is only sufficient to engage something that&#039;s coming straight in on you, not something in the vicinity. Would an attacker be able to fire Plasma Beams or Fusion Balls from outside the range of the equivalent Base Defence? We don&#039;t know either way I guess. So that&#039;s a &#039;&#039;&#039;lot&#039;&#039;&#039; of Laser Defences you need to buy and build. But whether it would be cheaper to buy hybrid aircraft depends on the price, which we don&#039;t know since it seems the CFN doesn&#039;t allow them to be sold. But in general it&#039;s never worked that way in the history of air power, that it made sense to carpet your country with air defence weapons instead of trying to maintain air superiority through aircraft. I&#039;m not saying it couldn&#039;t happen though. Apart from anything else, even if that approach was &#039;rational&#039;, there&#039;s a huge current vested interest in air superiority and the fighter jocks, who are very influential, would all be demanding the new hybrid aircraft. Who would be arguing for laser defences? Some ground pounding Army guys with no clout. But ultimately it would depend on the cost-effectiveness balance, which we don&#039;t really know without more information. Although a good question would be, from an XCom point of view, if you had X million to spend, would it be better spent by fitting your bases with Laser/Plasma etc Defences, or on buying combat aircraft to tackle the threat? In game I don&#039;t think many people spend their resources on the Base Defences, and I think that&#039;s because the aircraft are not just more versatile and flexible, but possibly more efficient. Take the Plasma example. A Plasma defence costs about the same as 2 Plasma Beams and does an average 630 damage. Impressive, but the 2 Plasma Beams dish out the same damage in 6 volleys. You would want, what, 5 Plasma Defences to reliably defend against a Battleship, and for that you get 10 airborne Plasma Beams, which should comfortably be able to cover multiple bases against Battleship attack, as well as harvesting huge amounts of UFO missions. The Elerium use issue is a fair point, but hence I show Elerium as one of the materials likely to be in highest demands. You want to be the one to tell the USAF they can&#039;t buy Elerium to operate hybrid planes? [[User:Spike|Spike]] 18:06, 14 March 2010 (EDT)&lt;br /&gt;
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: Under ordinary circumstances I&#039;d agree with craft being much more important than the defences. But here there&#039;s a very complicating factor: Elerium. I just don&#039;t see all that much free Elerium around, especially since most X-COM commanders don&#039;t ever sell it. Given that, most craft would be normal craft, so that advantages of the cheap defences seems decisive. USAF can squirm as much as they like. They should be thankful X-COM Psi masters don&#039;t take over the chiefs and make them undress in public.&lt;br /&gt;
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: Come to think of it, I recall in Interceptor some pilots could use Psi to attack other pilots. Could this be useful here too? Probably a big boost (as if that&#039;s needed) to unmanned craft.&lt;br /&gt;
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: As for defending against Avengers, 3-7 shots from a laser defence would do it (5 is most likely). I forgot about the existing missile defences though. That&#039;s 3-10 shots for a single battery (7 is most likely). Given how expensive Avengers are to operate, they won&#039;t be used against normal targets. They would be very useful in a combined assault against a strategic target. Then again, these are exactly the targets which would get the big defences... [[User:Cesium|Cesium]] 18:24, 14 March 2010 (EDT)&lt;br /&gt;
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: As for Power suits, it&#039;s true they&#039;re useful against other infantry, but it&#039;s not the best use for the Elerium. Probably not mobile enough to be decisive, and I guess artillery and tanks can still kill them. Tanks can (try to) ran them over if nothing else would work (A tank round is probably more powerful than the HWP Cannon, but not sure how effective it is against the Power suit).&lt;br /&gt;
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: I guess the big difference is that I expect it to be a lot less free Elerium around (especially with X-COM being stingy and the FTL research to come), so it would have to be strategically used for a few decisive weapons. Psi, (maybe) a few Avengers for a big conflict, possibly some sort of enhancement for nukes, etc. [[User:Cesium|Cesium]] 18:33, 14 March 2010 (EDT)&lt;br /&gt;
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: I expect the big source for Elerium (to non X-COM groups) would be disassembling the spare Alien Grenades and Heavy Plasma clips X-COM sells. Why couldn&#039;t X-COM disassemble them themselves? If the weapon is inert than it should be possible... Maybe there&#039;s some Elerium quirk we don&#039;t know about. The more likely reason is that Mythos didn&#039;t think about it. [[User:Cesium|Cesium]] 18:47, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I think that&#039;s completely right, it all comes down the assumptions on how scarce Elerium is, and then what priority is placed on the Elerium-operated and Elerium-derived sellable items. What&#039;s missing (which they tried to do in Apocalypse) is a proper supply-demand mechanism which would probably send the price of Elerium soaring, and in turn that might tempt XCom commanders to sell more of it. If Elerium is nearly non existent outside of XCom then operating craft and weapons that require constant Elerium is extremely difficult, leading to low demand. On the other hand, for Elerium-containing items that don&#039;t need additional Elerium, such as Power Suits, it&#039;s up to XCom if they want to sell them I guess. Based on my scheme, the single most important use of Elerium to CFN governments would probably be building Psi-Amps. Outside the secret world of Psionics, I still think they would want some hybrid aircraft, even if fuel scarcity made operations and training almost impossible. I agree with you that, next to using Elerium to operate aircraft, using it for Power Suits and Flying Suits is a huge waste. If Elerium was as scarce for XCom as you suggest it would be for governments, XCom commanders would probably behave the same way. I guess that&#039;s an interesting thought experiment. If you had only 50 Elerium, or 25 Elerium, for the whole game, what would you use it for? You need 12 units to fuel your Avenger for Mars... what else do you build? I always thought the best way to set the &amp;quot;right&amp;quot; price for Elerium would be to somehow get multiple XCom players in the same game, and see what price they would be willing to buy/sell to each other at. [[User:Spike|Spike]] 19:33, 14 March 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== TftD blog comments ==&lt;br /&gt;
&lt;br /&gt;
I guess some of your problems come from spreading too thin too early. Since there is usually some activity close to your starting base you can get away without having the entire globe covered with trans resolvers and getting enough intercepts. And these eat a lot in terms of maintainance.&lt;br /&gt;
I try to keep the initial zrbit around for ion/mag ion armor and sonic displacer production. I build the remaining 4 base in end june-july when a steady cash stream from captured sonic canons rolls in. &lt;br /&gt;
&lt;br /&gt;
Regarding the VSmall usos keep  a dual Ajax instead of a Ajax GC craft in your main base - it can easily deal with anything up to cruisers and need be even mediums. On dual sonic oscillator armed craft is usually sufficient to down anything else except dreadnoughts. But two barracudas have only a small chance against those anyway. There is only the refueling time where you can not respond. The extra missions may not be worthwhile financially but are easy sparring missions for your aquanauts - especially those MC troopers. You need every mission ypu can get where you can perform 11 actions to get the maximum skill increment and get them into the usable range asap. 30-40 skill(80+strength) can control aquatoid/gillman soldiers close to craft on occasions. If successful move it next to your MC trooper in order to increase the chance of success. Keep a fast weapon ready for the occasion when you fail. Otherwise take turns until all your MC troops got sufficient training. &lt;br /&gt;
I switch to sonic oscillator only by end May/beginning of June - usually there are enough big targets by then to satisfy my financial needs.&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Tauon&amp;diff=32008</id>
		<title>User:Tauon</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Tauon&amp;diff=32008"/>
		<updated>2010-11-03T23:12:33Z</updated>

		<summary type="html">&lt;p&gt;Tauon: Created page with &amp;quot;I finished TfD twice before I played ufo years later. So contrary to the majority I really prefer the second part of the series. == Things to do/wish list/questions ==  &amp;lt;ul&amp;gt; &amp;lt;li&amp;gt;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I finished TfD twice before I played ufo years later. So contrary to the majority I really prefer the second part of the series.&lt;br /&gt;
== Things to do/wish list/questions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;identify the usos/map modules which have routing/or alien placement errors&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;battleship: large terror units become stuck in the left stairs on the ground floor, esp. nasty if its a Xarquid(full TU, covers entrance)&lt;br /&gt;
&amp;lt;li&amp;gt;heavy cruiser: alien tends to get stuck in the right elevator, often on ground level(hard to get without something to crack the inner wall)&lt;br /&gt;
&amp;lt;li&amp;gt;port map: tricences get stuck/placed in the wire fences&lt;br /&gt;
&amp;lt;li&amp;gt;artefact map: hallucinoid can get stuck in a small hollow pyramid - it can move but the exits are to small for it&lt;br /&gt;
&amp;lt;li&amp;gt;colony map: similar to above - stuck in a small compartment with a single door&lt;br /&gt;
&amp;lt;li&amp;gt;(artefact map: infamous hallucinoid at bottom of the lift map, quite hard to motivate to leave this spot sometimes but this can leave)&lt;br /&gt;
&amp;lt;li&amp;gt;unaccessible areas for example the top right corner of the bottom level of the pyramid with the 9 or so columns in the artefact map;&lt;br /&gt;
    top level cargo ship(2nd part) section above the engines - can not move to the far right- the overhead map says the should be a coridor of width 1;&lt;br /&gt;
    sometimes if the uso is parked close to the map border units get problems moving around them.&lt;br /&gt;
&amp;lt;/ul&amp;gt;  &lt;br /&gt;
&amp;lt;li&amp;gt;tftd terrain description analog to ufo &lt;br /&gt;
&amp;lt;li&amp;gt;which tiles burn longer then 1-2 turns?&lt;br /&gt;
&amp;lt;li&amp;gt;optimal disembark order for tftd crafts(which soldier to move where, sniper with Mag armor on top of craft?)&lt;br /&gt;
&amp;lt;li&amp;gt;base development of first base after the initial additions&lt;br /&gt;
&amp;lt;li&amp;gt;base defence layout&lt;br /&gt;
&amp;lt;li&amp;gt;learn when to use pulsers, DPL - keep lugging the around only rarely using them if i&#039;m really out of other ideas in order to get a hard to get      alien;usually MC and drills are enough to finish most uso maps without losses&amp;amp;reloads by end of July &lt;br /&gt;
&amp;lt;li&amp;gt;try using Hydrojet cannon to get a better idea about its usefulness; so far I hardly see a use except for short term lighting; the close range idea with HE kinda works but destroys a lot of equipment.&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Artefact_Site&amp;diff=31965</id>
		<title>Talk:Artefact Site</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Artefact_Site&amp;diff=31965"/>
		<updated>2010-10-30T22:15:12Z</updated>

		<summary type="html">&lt;p&gt;Tauon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Locked Hallucinoid?==&lt;br /&gt;
Hi everybody, I&#039;m new here - and here&#039;s my new question.&lt;br /&gt;
I have recently completed two Artefact Site missions on Superhuman difficulty. In both of these missions (in second part) there was a Hallucinoid located far outside the map. I was able to find it by using XComUtil (SWP flag).&lt;br /&gt;
&lt;br /&gt;
The question is as follows: can this Hallucinoid present there knowingly (by developers) to ensure that you will manually destroy the Synomium Device instead of just kill all the aliens? Or maybe this is just a bug of the Windows version of the game, or something like alien overflow on higher difficulties?&lt;br /&gt;
&lt;br /&gt;
Thanks.&lt;br /&gt;
&lt;br /&gt;
[[User:Player701|Player701]] 08:05, 29 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
XComUtil sometimes generated X-COM units outside the boundaries of the map (I&#039;m not sure if this has been corrected on the latest version), so it is possible that it is simply an XComUtil generated bug. [[User:Hobbes|Hobbes]] 08:25, 29 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
I know that, but I haven&#039;t used XComUtil before. I have installed it just to find that last alien, so this bug can&#039;t be related to XComUtil. And I have installed it in another game directory, so it couldn&#039;t corrupt my save files. [[User:Player701|Player701]] 10:05, 29 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
If you upload the save file (here for eg: [[Image:Out_of_bounds_Hallucinoid.zip]]), I could take a look at it. I would guess the map ran out of spawn nodes (higher difficulty = more aliens to place on the map). - [[User:Bomb Bloke|Bomb Bloke]] 23:24, 29 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
There are a few maps in TFTD where large units may end up spawned in odd locations, probably due to what Bomb Bloke mentioned. Actually, in one odd example I helped troubleshoot a while back was a Xarquid that was stuck in the cargo hold shaft at the front of the boat in a shipping lane mission. Since it cannot be breached even by alien weapons, it made the first map impossible to complete without aborting. As for the aliens getting stuck in walls in the colonies, I don&#039;t know if that was deliberate or accidental on the part of the mappers. &lt;br /&gt;
&lt;br /&gt;
I had a feeling Zombie had a series of map pack sets that corrected the placement problems, but currently I can only find the ones for the two small subs and the ones for UFO. -[[User:NKF|NKF]] 01:56, 30 June 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Uploaded the save game: [[Image:Out of bounds Hallucinoid.zip]], you can take a look. That&#039;s my fourth Artefact Site mission in this campaign, and the third case of a Hallucinoid outside of the map (There is only one alien remaining, and the SWP flag was applied using XComUtil). [[User:Player701|Player701]] 05:53, 1 July 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Well this is odd.&lt;br /&gt;
&lt;br /&gt;
First off, he&#039;s not outside the map - he&#039;s actually just within it, albeit embedded in some black wall blocks.&lt;br /&gt;
&lt;br /&gt;
Second - and rather more to the point - he&#039;s sitting on spawn node 118 (he hasn&#039;t been able to move off it). The problem is that the map module he&#039;s in  (GRUNGE08) doesn&#039;t have a spawn node there (and yes, I&#039;m checking the Windows release, of which there was one version).&lt;br /&gt;
&lt;br /&gt;
In fact, both nodes 117 and 119 are placed miles away, over an entirely different map module (GRUNGE12, that large 20x20 area in the southern-center of the battlescape). That &#039;&#039;certainly&#039;&#039; shouldn&#039;t be the case - all nodes should be placed on a per-module basis (so if you suddenly jump from one module to another while placing nodes, it shouldn&#039;t be possible to jump back again).&lt;br /&gt;
&lt;br /&gt;
I guess there must be something screwy in the [[ROUTES|GRUNGE12.RMP file]], but I haven&#039;t yet looked to see what it might be.&lt;br /&gt;
&lt;br /&gt;
- [[User:Bomb Bloke|Bomb Bloke]] 08:02, 1 July 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Alien garrison ==&lt;br /&gt;
&lt;br /&gt;
I noted down what I killed when I cleared two sites completely playing on superhuman difficulty. I got:&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1st stage&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;first site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;second site&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;aquatoid&amp;lt;/td&amp;gt; &amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;tasoth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 10&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;tentaculat&amp;lt;/td&amp;gt; &amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;halucinoid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;2nd stage&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;first site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;second site&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;aquatoid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;tasoth&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;tentaculat&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;8&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;halucinoid&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt; 1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
Looking at these numbers I would guess that the total numbers are around 14 for the first and 22-23 for the second. The  composition seems to be very variable. I also recall missions with more then 10 tentaculats for the second stage. The map size of the first stage seems to be variable as well if I recall correctly.&lt;br /&gt;
&lt;br /&gt;
== Loot ==&lt;br /&gt;
&lt;br /&gt;
As already mentioned in the article there is a substantial recovery if both stages are completely(or maybe only the second is sufficient).&lt;br /&gt;
From the debriefing I got:&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;item&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;first site&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;second site&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; magnetic navigation&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; sub construction&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; learning arrays&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; cryogenics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; implanter&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; aqua plastics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;519&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;503&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; reanimation&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt; score&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2132&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2161&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
In addition there are also the corpses of the approx. 37-39 aliens and their weapons. Since the maps are not that large it seems quite beneficial to clear them completely for the additional 500-700 score points(compared to demolishing the device and running) and the recovery money. By the time you reach the device most aliens should be dead anyway. If there are aliens in the walls or of the map as it happens sometimes you might be robbed of the fruits of your labor however - saving the game before landing recommended.&lt;br /&gt;
--[[User:Tauon|Tauon]] 23:15, 30 October 2010 (BST)&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:TFTD_Strategy_Guide&amp;diff=31861</id>
		<title>Talk:TFTD Strategy Guide</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:TFTD_Strategy_Guide&amp;diff=31861"/>
		<updated>2010-10-21T10:58:07Z</updated>

		<summary type="html">&lt;p&gt;Tauon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting Base Location ==&lt;br /&gt;
&lt;br /&gt;
For a base location I would say that the mid Atlantic or Pacific might be better.  Remember you are covering the oceans, not the land masses. [[User:M52nickerson|M52nickerson]] 12:00, 28 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Thanks for the help on this, I&#039;m really not sure what the right approach is. My thinking around the Med was that you want to be as close as possible to as many Zones as you can, because it&#039;s the Zones (countries) who control your funding. The same argument as would be used in picking an Enemy Unknown starting base location. So my objective in picking a location is not so much to maximise the sea area covered, but to maximise the number of Zones protected. I did try a couple of times placing my first base in the mid Atlantic, and not much happened. But maybe that was bad luck. [[User:Spike|Spike]] 16:08, 28 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Scientists or Extra Base? ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve pretty much decided in favour of Scientists, but for the record, here are both sides of the argument:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The quick-start procedure outlined in the article should give you about $1.7M of spare cash, $2.1M if you use an improved starting base layout or don&#039;t care about changing the standard layout. &lt;br /&gt;
&lt;br /&gt;
The main two options for this money are:&lt;br /&gt;
&lt;br /&gt;
*Hire additional scientists. &#039;&#039;Probably&#039;&#039; the best strategy.&lt;br /&gt;
*Build an additional base during the first month (wherever the Graphs show alien activity, or wherever there is Funding to be protected)&lt;br /&gt;
&lt;br /&gt;
Adding a new base early can help you increase your intercept rate, which can give a big advantage to loot and research. It can also help to avoid negative score penalties that can place you in grave difficulty. &lt;br /&gt;
&lt;br /&gt;
Ultimately, scientists win the game, by developing the technologies that will first resist, and then defeat, the alien menace. The faster you can acquire these technologies, the quicker the balance of power moves in your favour, and the more likely you are to survive and succeed. &lt;br /&gt;
&lt;br /&gt;
For that reason, additional scientists is probably the best option.&lt;br /&gt;
&lt;br /&gt;
On balance, it&#039;s probably better to build a second base from the proceeds of mission loot, rather than your starting cash. Apart from anything else, building a base can be done more or less any time of the month without major impact, whereas hiring scientists really should be done at the start of the month.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sub Interception == &lt;br /&gt;
&lt;br /&gt;
There is one difference in the Geoscape that really sets TFTD apart from UFO. I&#039;m always able to happily get away with arming fleets of interceptors with Plasma beams and they were the bulk of my air defenses in UFO, but with the introduction of the otherwise utterly annoying sub &#039;depth&#039; in TFTD, your Barracudas are going to be stumped frequently by enemy subs ducking down to depths that the Barracudas can&#039;t reach. &lt;br /&gt;
&lt;br /&gt;
This makes Mantas and Hammerheads a nice mid-game topic to put emphasis on. Luckily, the sub construction topic is a byproduct of two of the most important technologies anyway, the Transmission Resolver and Mag Ion Armor. Probably be worth mentioning that you should keep a sample of the store item. -[[User:NKF|NKF]] 01:55, 29 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Great point, I will amend the suggestion to reflect that. In general TFTD is just much more challenging, I&#039;m really getting in to it for that reason. [[User:Spike|Spike]] 09:20, 29 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I&#039;ve never found the depth of enemy subs to be much of a problem.  They almost always come up to a &amp;quot;shallow&amp;quot; depth at some point.  If anything the speed of the USO&#039;s is the main reason to build a Manta or Hammerhead.  I still just wait until I can build a couple of Leviathans. [[User:M52nickerson|M52nickerson]] 20:21, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It&#039;s a combination of the speed and depth that doubles the difficulty. If you do eventually catch up with the sub but it just happens to be at a deep depth, your Barracuda may just run out of fuel before the alien sub returns to shallow waters. It&#039;s not so bad if the Barracuda&#039;s home base is just nearby, but on those long cross-continent chases, it really does get frustrating. But I guess it does make the Manta useful, whereas in UFO you could easily skip the Firestorm in favour of using interceptors and Avengers. -[[User:NKF|NKF]] 06:14, 12 October 2010 (EDT) &lt;br /&gt;
&lt;br /&gt;
== Downing Very Small USOs ==&lt;br /&gt;
&lt;br /&gt;
Instead of arming both Barracudas with DUPs in the beginning one might want to keep one armed with dual AJAX since a DUP hit destroys the smallest Subs. This is a real waste of easily earned early income and research material. Against anything up to Heavy Cruisers a single DUP armed Barracuda is sufficient and attacking anything larger is a gamble. Of course this messes up the picket ship strategy...--[[User:Tauon|Tauon]] 18:13, 10 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Yes that&#039;s a good suggestion. It&#039;s worth considering it costs $600K/month to rent that Barracuda just to tackle Very Small USO Survey Ships though. But in the first month or two I think it&#039;s a good idea. As soon as I get a second base, I transfer the 2nd Barracuda there, and from that point on it makes sense to arm with dual DUP I think. Have you tested this with dual Ajax though? From the data tables on this website, I would expect dual Ajax automatically kills a Survey Ship (damage limit 60), since 2 Ajax = 60 to 120 total damage. If you&#039;ve seen Survey Ships survive attack by dual Ajax regularly, that has some implications for how sub combat works. Anyway I&#039;ll have to try that, and also Ajax + Gas Cannon, which would be pretty much guaranteed to crash a Survey Ship rather than destroy it. Thanks! [[User:Spike|Spike]] 19:56, 10 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It worked for me in the majority of tiny uso intercepts. However I recall a case were it was destroyed. I guess one would have to go dual gas canon to be completely on the safe side. The single Ajax fires twice before one gets in gas canon range. However dual Ajax is usable against Cruisers(the craft which one will encounter most) as well and Gas Canon leaves the craft too open for return fire for my taste.--[[User:Tauon|Tauon]] 09:53, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::So just to be clear, you routinely use dual Ajax against Very Small USOs (Survey Ships, containing one alien), and only rarely do they get destroyed? If so that&#039;s very interesting, because it suggests that the processing of whether the USO is crashed or destroyed occurs between the impact of the two torpedoes, even though appear to &#039;the naked eye&#039; to be simultaneous impacts. Either that, or the damage values for Ajax or wrong, or the damage process is misunderstood. On the current understanding, it should be 50%-100% of base damage (60) per Ajax torpedo (average 75% = 45 damage). The threshold for crashing should be 50% of the Survey Ship&#039;s defence strength, 60 x 50% = 30. The threshold for being destroyed should be 100% of the Survey Ship&#039;s defence strength, 60 x 100% = 60. So even if two Ajax both did minimum damage, 2 x 60 x 50% = 60, they would always or very nearly always destroy the Survey Ship. So this is curious. On the other hand if you were using the 1 Ajax + 1 Gas Cannon combo to consistently crash Survey Ships, that&#039;s more understandable. [[User:Spike|Spike]] 11:40, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Yes, I routinely use dual Ajax to deal with the Survey ships(1 alien, 1IBA,1MagNav,8AP). I do use the patch to switch the hulls in battlescape. I just run a small empirical test(new game,superhuman,prepare the Baracudas: 1 dual Ajax, 1Ajax&amp;amp;1GC, build large sonar) to see if I remembered right. Fast forward until I get the very small contact. Save. Intercept with Baracuda 1(dual Ajax). See what happens. Reload. Again. Out of the 10 times I went before I got bored. I downed it 10 times. 6 or 7 times with the first salvo The rest with the second. Then I repeated the cycle with Baracuda 2. I can confirm that usually one 1 Ajax hit is sufficient to down the Survey ship. Due to the inaccuracy one often needs to fire 2 or more. 2 Ajax are fired in aggressive attack mode before the GC gets to play. I managed to destroy the uso 1 time out of the 10 tries(3 Ajax and 1 GC shell fired).--[[User:Tauon|Tauon]] 14:29, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: Well that is very strange. Thanks for doing those tests. At accuracy 70%, you would expect that 49% of dual Ajax salvoes would score 2 hits. For salvoes that hit at least once, in 70% of those salvoes there would be 2 hits. And as noted above, 2 Ajax hits should always destroy the Survey Ship. Yet your empirical data are nothing like that. You see destruction in only 10% of sorties using dual Ajax. This suggests either the listed damage for Ajax is wrong, or the listed damage capacity for Survey Ship is wrong. Or, worse, our understanding of the mechanics is wrong. Largely it&#039;s just assumed they are the same as Enemy Unknown air combat mechanics - maybe they are not. I think it&#039;s time we had a code dig to confirm what the USOPaedia says about USO stats and weapon stats. [[User:Spike|Spike]] 17:24, 11 October 2010 (EDT)&lt;br /&gt;
::::: I couldn&#039;t find a Survey Ship I could catch but I did find a BattleShip that took 20 AJAX fired to bring it down. That matches ok to 20 x 60 x 70% = 840 damage vs 1400 x 50% = 700+ damage to crash a BattleShip. Maybe the damage capacity of the Survey Ship has been increased, to make it easier to crash it? [[User:Spike|Spike]] 18:12, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Well, I run a more extensive test this morning using a different survey ship. There is some funny stuff happening.&lt;br /&gt;
Setup: dosversion 2.1,survey ship -escort battlescape hull swap patch, dye grenade patch;&lt;br /&gt;
Baracuda armed with dual Ajax intercepts survey ship(very small contact, I checked it had only 1 occupant by retrieving it twice);&lt;br /&gt;
number of intercepts:100 &lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;salvo 1&amp;lt;/td&amp;gt;  &amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;downed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;hit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;salvo 2&amp;lt;/td&amp;gt;  &amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;downed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;hit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;salvo 3&amp;lt;/td&amp;gt;  &amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;downed&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;# occurences&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
If I calculate the expectation values for these events using the naive model they do not match up well. Not to mention that it should be impossible to hit the survey ship using dual Ajax without downing it. I would guess that there is some small deviation from the given Ajax damage value possible.&lt;br /&gt;
And the game does not seem to check the second projectile if it got over the downing threshold with the first.&lt;br /&gt;
Btw the 110 damage of the DUP seem to destroy it as expected. Since this value is close to the 100 destruction capacity I wonder if the deviation if it exists can be large enough to allow the rare downing of a survey ship with a single DUP.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Very interesting data. I&#039;ve thought hard about how to fit this data. Superficially, the data above actually looks like only 1 Ajax missile launcher is being used. I don&#039;t think this is true. I think I can make most of the data fit, with a few slightly changed assumptions about craft combat mechanics.&lt;br /&gt;
&lt;br /&gt;
# Salvos of the same missile type share the same &amp;quot;to-hit&amp;quot; roll. Both hit or both miss. This would predict a pattern of 30% miss on Salvo 1, 9% (of total) miss on Salvo 2, 0-1% (of total) miss on Salvo 3. This is a fairly close match for your data, especially if you take the initial 26% miss on Salvo 1 as a starting point and apply the same rules. We can be very sure this is true, because if the to-hit rolls were independent, we would see one or more hits in nearer to 91% of salvos, rather than around 70% of salvos - as was observed empirically in this data.&lt;br /&gt;
# As suspected, combat processing stops immediately whenever a &#039;crashed&#039; or &#039;destroyed&#039; condition occurs. For Ajax vs Survey Ship, this means the 2nd missile hit is irrelevant in 29/30 cases, because the USO is downed or destroyed 29/30 by the 1st missile. This is what makes this data look so similar to firing a single missile rather than dual missiles: the effect of the 2nd missile is masked in 29/30 cases. &lt;br /&gt;
# It&#039;s unclear whether &#039;&#039;damage&#039;&#039; is rolled seperately for each missile hit (gaussian), or if the same roll is used (linear). Because of the &#039;masking&#039; effect, it&#039;s very hard to tell. Either scenario is compatible with the results seen vs larger USOs, because you have enough hits that it averages out before the craft is downed or destroyed. &lt;br /&gt;
&lt;br /&gt;
The above explains the frequency of the typical case, &amp;quot;Ajax crashes Survey Ship&amp;quot;, pretty well. On 70% of salvoes there is a hit (I believe it&#039;s always two hits in fact). The first hit is processed, and the Survey Ship is downed in 28/30 cases (out of 70%, ~= 65.33%), destroyed in 1/30 cases (~= 2.33%), hit but survives in 1/30 cases (~= 2.33%). The second hit is irrelevant in 29/30 cases (96.66%), as the USO is already downed or destroyed. If the first salvo missed entirely (30%), or the USO survived (1 in 30 of the other 70%), additional salvos proceed on the same basis. &lt;br /&gt;
&lt;br /&gt;
So in 1 salvo in 30 the USO is destroyed, and in 1 salvo in 30 the USO is hit but keeps running. These are the outlying cases that are harder to explain. &lt;br /&gt;
&lt;br /&gt;
The masking effect explains why the damage distribution appears linear (1 x d30), rather than gaussian (2 x d30). The damage is never, or almost never, cumulative, because only 1 time in 30 does processing proceed to the 2nd missile hit. &lt;br /&gt;
&lt;br /&gt;
A key question is where the algorithm&#039;s exact boundaries lie. Are the 50% and 100% thresholds, for &amp;quot;crashed&amp;quot; and &amp;quot;destroyed&amp;quot;, compared using &amp;quot;greater than&amp;quot; or &amp;quot;greater than or equal to&amp;quot;? Is integer rounding used, or integer truncation, or no rounding? &lt;br /&gt;
&lt;br /&gt;
There are various ways of explaining the &amp;quot;destroyed&amp;quot; frequency. The observed &amp;quot;destroyed&amp;quot; frequency matches the scenario for a single launcher. This is simply because of the &amp;quot;masking&amp;quot; effect again. So, as noted above, the &amp;quot;destroyed&amp;quot; frequency is basically what would be predicted by a linear damage distribution of 1 missile hit. &lt;br /&gt;
&lt;br /&gt;
The hard thing to explain is the &amp;quot;hit but survived&amp;quot; frequency. This also acts very much as it would for a single missile launcher. The problem is, regardless of whether damage distribution is gaussian (2 independent rolls) or linear (same roll used twice), it doesn&#039;t matter: the craft should always be destroyed by the second hit, since (we believe) the cumulative total can&#039;t be less than 60. &lt;br /&gt;
&lt;br /&gt;
The only explanation I can see for the &amp;quot;hit but survived&amp;quot; frequency of 1 in 30 per salvo is the following&lt;br /&gt;
&lt;br /&gt;
# there is some kind of &amp;quot;critical fail&amp;quot; rule at the low end of the range, something involving integer rounding or truncation, so that the frequency of it occuring is about 1 in (integer range of possible damage); eg 1 in 30 (or maybe 1 in 31) for a weapon with base damage = 60.&lt;br /&gt;
# distribution of damage on both missile hits is linear, i.e. the same roll is used for both hits, so they both suffer the &amp;quot;critical fail&amp;quot; at the same time&lt;br /&gt;
# a &amp;quot;critical fail&amp;quot; reduces the damage to consistently and significantly less than 25% of weapon base damage, most likely to zero&lt;br /&gt;
# alternatively, the &amp;quot;critical fail&amp;quot; or other low-end-integer result causes processing of the second missile hit to be aborted.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t really like the &amp;quot;critical fail&amp;quot; supposition because it creates an extra hypothesis to explain an anomaly. But without &amp;quot;critical fail&amp;quot; and a shared damage roll for both missile hits, I can&#039;t explain why the &amp;quot;hit but survived&amp;quot; rate is linear, and so closely matches the expected rate for a &#039;&#039;single&#039;&#039; missile launcher. &lt;br /&gt;
&lt;br /&gt;
A good test for the &amp;quot;critical fail&amp;quot; hypothesis would be to use a weapon with a more powerful base damage, such as a DUP (110 vs 60). If &amp;quot;critical fail&amp;quot; is correct, there should be a similarly consistent, higher than expected, &amp;quot;hit but survived&amp;quot; rate, possibly 1 in 55 rather than 1 in 30, but not varying noticeably whether you have dual DUP or single DUP. &lt;br /&gt;
&lt;br /&gt;
It would also be interesting to test single AJAX, and see if the &amp;quot;destroyed&amp;quot; and &amp;quot;hit but survived&amp;quot; rates change. For single missile launcher tests you want a Cannon as your second weapon, and use Cautious mode so you hold off outside cannon range. &lt;br /&gt;
&lt;br /&gt;
A large number of tests with dual DUPs (55-110 damage each, 165 salvo average) vs an Escort or Cruiser (300 damage capacity) should be able to determine if the damage function of two weapons is linear or gaussian. Basically, 2nd salvo kills will be much more common if the distribution is linear, much less common if the distribution is gaussian. &lt;br /&gt;
&lt;br /&gt;
The weirdness of the Survey Ship vs Ajax situation comes almost entirely from the fact that the Ajax base damage is exactly matched to the Survey Ship damage capacity, ie. both 60. But it&#039;s precisely because it&#039;s such a special case that it&#039;s able to shine light into the hidden game mechanics. It&#039;s a bit like a stroboscope or a spectrograph. A very useful experiment. [[User:Spike|Spike]] 16:55, 12 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Secondary base ==&lt;br /&gt;
&lt;br /&gt;
I usually make my second base the manufacturing base. &lt;br /&gt;
: Yes I agree that it makes sense to make the 2nd base a manufacturing base.[[User:Spike|Spike]] 12:27, 11 October 2010 (EDT)&lt;br /&gt;
If memory serves me right I usually start with an Sub-Pen(low cost, takes a long time to build), a large sonar(improved detection) and a Store(space where one can store stuff away in case of an attack on the main base) like this.&lt;br /&gt;
 {{TBK|=&lt;br /&gt;
|subpen1|subpen2|water|water|water|water|=&lt;br /&gt;
|subpen3|subpen4|water|water|water|water|=&lt;br /&gt;
|airlock|large_sonar|water|water|water|water|=&lt;br /&gt;
|stores|water|water|water|water|water|=&lt;br /&gt;
|water|water|water|water|water|water|=&lt;br /&gt;
|water|water|water|water|water|water|=}}&lt;br /&gt;
Normally one would add the living quarters south of the store next to be able to garrison the base. However if I recall right  there is a chance for aliens spawning in the living quarters module - which would compromise your main defence line to be. So I usually add 2-3 more stores before I put down the living quarter. I use stores because these build fastest and a good defensive layout is unfortunately slow to develop. However it will take a few month before one has pillaged and sold enough stuff to hire a large bunch of technicians. Not to mention researched the stuff to build. Setting up the 100-150 scientists in the main base needed to research stuff at reasonable pace takes priority. And even on superhuman difficulty the aliens usually don&#039;t bother my second base before I got a garrison by mid to end February. Once the living quarter finishes I add a MC lab or two to help with the screening. Transmission resolver is next in the building queue. So this is the intermediate design.&lt;br /&gt;
{{TBK|=&lt;br /&gt;
|subpen1|subpen2|water|water|water|water|=&lt;br /&gt;
|subpen3|subpen4|water|water|water|water|=&lt;br /&gt;
|airlock|large_sonar|water|water|water|water|=&lt;br /&gt;
|stores|water|water|water|water|water|=&lt;br /&gt;
|stores|water|mclab|water|water|water|=&lt;br /&gt;
|stores|stores|quarters|transmission|water|water|=}}&lt;br /&gt;
Next add one more sub-pen living quarters and workshops as money permits, on one more store and replace the outdated sonar with a MC generator to reduce the number of base defences. The following final layout is not optimized for build time - I leave this as an exercise to the reader.&lt;br /&gt;
{{TBK|=&lt;br /&gt;
|subpen1|subpen2|subpen1|subpen2|water|workshop|=&lt;br /&gt;
|subpen3|subpen4|subpen3|subpen4|water|stores|=&lt;br /&gt;
|airlock|mcgenerator|water|water|quarters|workshop|=&lt;br /&gt;
|stores|water|quarters|workshop|quarters|workshop|=&lt;br /&gt;
|stores|water|mclab|workshop|quarters|workshop|=&lt;br /&gt;
|stores|stores|quarters|transmission|quarters|workshop|=}}&lt;br /&gt;
This layout allows to crank out those new subs fast or make tons of money. There is enough workspace for large projects and plenty of storage for the defence displacers and supplies. Only one should be needed.&lt;br /&gt;
In any further base I build 3 sub-pens and add 3-4 pwt defences, a bombardment shield and more storage(the zrbite keeps piling up) and more mc labs for faster screening.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rushing MC ==&lt;br /&gt;
&lt;br /&gt;
MC is undoubtedly the most powerful tactical advance - so powerful that some consider it cheating - at least if one uses MC chains.A highly skilled MC squad usually eliminates all combat casualties if used properly and allows the safe training of any soldier, maximizes loot(less unwanted destruction) and together with drills/tasers no ammunition is needed to safely kill large numbers of enemies. An it greatly helps during terror missions, night missions(alien scouts) and against lobsterman.&lt;br /&gt;
Once the high MC strength soldiers(80+) have been identified by the lab it usually just takes just 1-2 month with lots of intercepts to max out the the MC skill(as far as combat is concerned). This enables them to control any alien on a whim. Secondary stats are increased as well while training.&lt;br /&gt;
So in order to win easily one would want it as early as possible. Lets see how fast it is possible.&lt;br /&gt;
Usually you will manage to obtain a reader in January. By the start of February the alien containment should store a live terrorist.  This could result in an active lab by end of February. Spend the rest of February researching other stuff. In March research the MC reader. If you have run into tasoth by then you are lucky. If not but you know where a colony is located you are also fine. Just send a bunch of rookies to grab one (bring tasers(or TSL if you got them), flares and something to deal with tentaculats) and get the hell out of it as soon as you got it. If half the rookies die its still a win. Then research the tasoth and disruptor and you are ready to roll in April.&lt;br /&gt;
If one is lacking a live terrorist for unlocking the MC lab - a live tentaculat provided by a base will do(Fire from your dropship at all other alies until one gets close enough to rush &amp;amp; stun it with tasers - pickup and throw/walk it into the dropship). Theoretically there should also be a reader somewhere but I don&#039;t know which aliens usually carries it.--[[User:Tauon|Tauon]] 16:28, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Battlescape tactics discussion ==&lt;br /&gt;
&lt;br /&gt;
Chemical flare vs Incendiary ammunition during night missions:&lt;br /&gt;
In UFO it is really easy to get along with setting half a battlescape on fire for lighting using incendiary ammunition. This has the additional benefit of dealing fire damage to aliens. However in TftD most battles are underwater where the tiles contain hardly any combustible stuff and the lighting is off the turn after firing making this method of lighting rather cumbersome. I usually find it more practical to pack 4-6 chemical flares and reuse them by picking them up and throwing them again. If two are used in alternation one can can cover one direction pretty well.  &lt;br /&gt;
&lt;br /&gt;
Sniper tactics &lt;br /&gt;
I usually support my swipe teams(consisting of a front squad(lightly armed expendable spotters) and a rear team (heavily armed shooters)) by 1-3 snipers which take care of anything which survives the shooter fire. With the advent of magnetic armor I usually set one up on top of the triton until I find a better location(large hill, top of building, tower ...).&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:TFTD_Strategy_Guide&amp;diff=31590</id>
		<title>Talk:TFTD Strategy Guide</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:TFTD_Strategy_Guide&amp;diff=31590"/>
		<updated>2010-10-17T22:47:38Z</updated>

		<summary type="html">&lt;p&gt;Tauon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting Base Location ==&lt;br /&gt;
&lt;br /&gt;
For a base location I would say that the mid Atlantic or Pacific might be better.  Remember you are covering the oceans, not the land masses. [[User:M52nickerson|M52nickerson]] 12:00, 28 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Thanks for the help on this, I&#039;m really not sure what the right approach is. My thinking around the Med was that you want to be as close as possible to as many Zones as you can, because it&#039;s the Zones (countries) who control your funding. The same argument as would be used in picking an Enemy Unknown starting base location. So my objective in picking a location is not so much to maximise the sea area covered, but to maximise the number of Zones protected. I did try a couple of times placing my first base in the mid Atlantic, and not much happened. But maybe that was bad luck. [[User:Spike|Spike]] 16:08, 28 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Scientists or Extra Base? ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve pretty much decided in favour of Scientists, but for the record, here are both sides of the argument:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The quick-start procedure outlined in the article should give you about $1.7M of spare cash, $2.1M if you use an improved starting base layout or don&#039;t care about changing the standard layout. &lt;br /&gt;
&lt;br /&gt;
The main two options for this money are:&lt;br /&gt;
&lt;br /&gt;
*Hire additional scientists. &#039;&#039;Probably&#039;&#039; the best strategy.&lt;br /&gt;
*Build an additional base during the first month (wherever the Graphs show alien activity, or wherever there is Funding to be protected)&lt;br /&gt;
&lt;br /&gt;
Adding a new base early can help you increase your intercept rate, which can give a big advantage to loot and research. It can also help to avoid negative score penalties that can place you in grave difficulty. &lt;br /&gt;
&lt;br /&gt;
Ultimately, scientists win the game, by developing the technologies that will first resist, and then defeat, the alien menace. The faster you can acquire these technologies, the quicker the balance of power moves in your favour, and the more likely you are to survive and succeed. &lt;br /&gt;
&lt;br /&gt;
For that reason, additional scientists is probably the best option.&lt;br /&gt;
&lt;br /&gt;
On balance, it&#039;s probably better to build a second base from the proceeds of mission loot, rather than your starting cash. Apart from anything else, building a base can be done more or less any time of the month without major impact, whereas hiring scientists really should be done at the start of the month.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sub Interception == &lt;br /&gt;
&lt;br /&gt;
There is one difference in the Geoscape that really sets TFTD apart from UFO. I&#039;m always able to happily get away with arming fleets of interceptors with Plasma beams and they were the bulk of my air defenses in UFO, but with the introduction of the otherwise utterly annoying sub &#039;depth&#039; in TFTD, your Barracudas are going to be stumped frequently by enemy subs ducking down to depths that the Barracudas can&#039;t reach. &lt;br /&gt;
&lt;br /&gt;
This makes Mantas and Hammerheads a nice mid-game topic to put emphasis on. Luckily, the sub construction topic is a byproduct of two of the most important technologies anyway, the Transmission Resolver and Mag Ion Armor. Probably be worth mentioning that you should keep a sample of the store item. -[[User:NKF|NKF]] 01:55, 29 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Great point, I will amend the suggestion to reflect that. In general TFTD is just much more challenging, I&#039;m really getting in to it for that reason. [[User:Spike|Spike]] 09:20, 29 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I&#039;ve never found the depth of enemy subs to be much of a problem.  They almost always come up to a &amp;quot;shallow&amp;quot; depth at some point.  If anything the speed of the USO&#039;s is the main reason to build a Manta or Hammerhead.  I still just wait until I can build a couple of Leviathans. [[User:M52nickerson|M52nickerson]] 20:21, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It&#039;s a combination of the speed and depth that doubles the difficulty. If you do eventually catch up with the sub but it just happens to be at a deep depth, your Barracuda may just run out of fuel before the alien sub returns to shallow waters. It&#039;s not so bad if the Barracuda&#039;s home base is just nearby, but on those long cross-continent chases, it really does get frustrating. But I guess it does make the Manta useful, whereas in UFO you could easily skip the Firestorm in favour of using interceptors and Avengers. -[[User:NKF|NKF]] 06:14, 12 October 2010 (EDT) &lt;br /&gt;
&lt;br /&gt;
== Downing Very Small USOs ==&lt;br /&gt;
&lt;br /&gt;
Instead of arming both Barracudas with DUPs in the beginning one might want to keep one armed with dual AJAX since a DUP hit destroys the smallest Subs. This is a real waste of easily earned early income and research material. Against anything up to Heavy Cruisers a single DUP armed Barracuda is sufficient and attacking anything larger is a gamble. Of course this messes up the picket ship strategy...--[[User:Tauon|Tauon]] 18:13, 10 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Yes that&#039;s a good suggestion. It&#039;s worth considering it costs $600K/month to rent that Barracuda just to tackle Very Small USO Survey Ships though. But in the first month or two I think it&#039;s a good idea. As soon as I get a second base, I transfer the 2nd Barracuda there, and from that point on it makes sense to arm with dual DUP I think. Have you tested this with dual Ajax though? From the data tables on this website, I would expect dual Ajax automatically kills a Survey Ship (damage limit 60), since 2 Ajax = 60 to 120 total damage. If you&#039;ve seen Survey Ships survive attack by dual Ajax regularly, that has some implications for how sub combat works. Anyway I&#039;ll have to try that, and also Ajax + Gas Cannon, which would be pretty much guaranteed to crash a Survey Ship rather than destroy it. Thanks! [[User:Spike|Spike]] 19:56, 10 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It worked for me in the majority of tiny uso intercepts. However I recall a case were it was destroyed. I guess one would have to go dual gas canon to be completely on the safe side. The single Ajax fires twice before one gets in gas canon range. However dual Ajax is usable against Cruisers(the craft which one will encounter most) as well and Gas Canon leaves the craft too open for return fire for my taste.--[[User:Tauon|Tauon]] 09:53, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::So just to be clear, you routinely use dual Ajax against Very Small USOs (Survey Ships, containing one alien), and only rarely do they get destroyed? If so that&#039;s very interesting, because it suggests that the processing of whether the USO is crashed or destroyed occurs between the impact of the two torpedoes, even though appear to &#039;the naked eye&#039; to be simultaneous impacts. Either that, or the damage values for Ajax or wrong, or the damage process is misunderstood. On the current understanding, it should be 50%-100% of base damage (60) per Ajax torpedo (average 75% = 45 damage). The threshold for crashing should be 50% of the Survey Ship&#039;s defence strength, 60 x 50% = 30. The threshold for being destroyed should be 100% of the Survey Ship&#039;s defence strength, 60 x 100% = 60. So even if two Ajax both did minimum damage, 2 x 60 x 50% = 60, they would always or very nearly always destroy the Survey Ship. So this is curious. On the other hand if you were using the 1 Ajax + 1 Gas Cannon combo to consistently crash Survey Ships, that&#039;s more understandable. [[User:Spike|Spike]] 11:40, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Yes, I routinely use dual Ajax to deal with the Survey ships(1 alien, 1IBA,1MagNav,8AP). I do use the patch to switch the hulls in battlescape. I just run a small empirical test(new game,superhuman,prepare the Baracudas: 1 dual Ajax, 1Ajax&amp;amp;1GC, build large sonar) to see if I remembered right. Fast forward until I get the very small contact. Save. Intercept with Baracuda 1(dual Ajax). See what happens. Reload. Again. Out of the 10 times I went before I got bored. I downed it 10 times. 6 or 7 times with the first salvo The rest with the second. Then I repeated the cycle with Baracuda 2. I can confirm that usually one 1 Ajax hit is sufficient to down the Survey ship. Due to the inaccuracy one often needs to fire 2 or more. 2 Ajax are fired in aggressive attack mode before the GC gets to play. I managed to destroy the uso 1 time out of the 10 tries(3 Ajax and 1 GC shell fired).--[[User:Tauon|Tauon]] 14:29, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: Well that is very strange. Thanks for doing those tests. At accuracy 70%, you would expect that 49% of dual Ajax salvoes would score 2 hits. For salvoes that hit at least once, in 70% of those salvoes there would be 2 hits. And as noted above, 2 Ajax hits should always destroy the Survey Ship. Yet your empirical data are nothing like that. You see destruction in only 10% of sorties using dual Ajax. This suggests either the listed damage for Ajax is wrong, or the listed damage capacity for Survey Ship is wrong. Or, worse, our understanding of the mechanics is wrong. Largely it&#039;s just assumed they are the same as Enemy Unknown air combat mechanics - maybe they are not. I think it&#039;s time we had a code dig to confirm what the USOPaedia says about USO stats and weapon stats. [[User:Spike|Spike]] 17:24, 11 October 2010 (EDT)&lt;br /&gt;
::::: I couldn&#039;t find a Survey Ship I could catch but I did find a BattleShip that took 20 AJAX fired to bring it down. That matches ok to 20 x 60 x 70% = 840 damage vs 1400 x 50% = 700+ damage to crash a BattleShip. Maybe the damage capacity of the Survey Ship has been increased, to make it easier to crash it? [[User:Spike|Spike]] 18:12, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Well, I run a more extensive test this morning using a different survey ship. There is some funny stuff happening.&lt;br /&gt;
Setup: dosversion 2.1,survey ship -escort battlescape hull swap patch, dye grenade patch;&lt;br /&gt;
Baracuda armed with dual Ajax intercepts survey ship(very small contact, I checked it had only 1 occupant by retrieving it twice);&lt;br /&gt;
number of intercepts:100 &lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;salvo 1&amp;lt;/td&amp;gt;  &amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;downed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;hit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;salvo 2&amp;lt;/td&amp;gt;  &amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;downed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;hit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;salvo 3&amp;lt;/td&amp;gt;  &amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;downed&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;# occurences&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
If I calculate the expectation values for these events using the naive model they do not match up well. Not to mention that it should be impossible to hit the survey ship using dual Ajax without downing it. I would guess that there is some small deviation from the given Ajax damage value possible.&lt;br /&gt;
And the game does not seem to check the second projectile if it got over the downing threshold with the first.&lt;br /&gt;
Btw the 110 damage of the DUP seem to destroy it as expected. Since this value is close to the 100 destruction capacity I wonder if the deviation if it exists can be large enough to allow the rare downing of a survey ship with a single DUP.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Very interesting data. I&#039;ve thought hard about how to fit this data. Superficially, the data above actually looks like only 1 Ajax missile launcher is being used. I don&#039;t think this is true. I think I can make most of the data fit, with a few slightly changed assumptions about craft combat mechanics.&lt;br /&gt;
&lt;br /&gt;
# Salvos of the same missile type share the same &amp;quot;to-hit&amp;quot; roll. Both hit or both miss. This would predict a pattern of 30% miss on Salvo 1, 9% (of total) miss on Salvo 2, 0-1% (of total) miss on Salvo 3. This is a fairly close match for your data, especially if you take the initial 26% miss on Salvo 1 as a starting point and apply the same rules. We can be very sure this is true, because if the to-hit rolls were independent, we would see one or more hits in nearer to 91% of salvos, rather than around 70% of salvos - as was observed empirically in this data.&lt;br /&gt;
# As suspected, combat processing stops immediately whenever a &#039;crashed&#039; or &#039;destroyed&#039; condition occurs. For Ajax vs Survey Ship, this means the 2nd missile hit is irrelevant in 29/30 cases, because the USO is downed or destroyed 29/30 by the 1st missile. This is what makes this data look so similar to firing a single missile rather than dual missiles: the effect of the 2nd missile is masked in 29/30 cases. &lt;br /&gt;
# It&#039;s unclear whether &#039;&#039;damage&#039;&#039; is rolled seperately for each missile hit (gaussian), or if the same roll is used (linear). Because of the &#039;masking&#039; effect, it&#039;s very hard to tell. Either scenario is compatible with the results seen vs larger USOs, because you have enough hits that it averages out before the craft is downed or destroyed. &lt;br /&gt;
&lt;br /&gt;
The above explains the frequency of the typical case, &amp;quot;Ajax crashes Survey Ship&amp;quot;, pretty well. On 70% of salvoes there is a hit (I believe it&#039;s always two hits in fact). The first hit is processed, and the Survey Ship is downed in 28/30 cases (out of 70%, ~= 65.33%), destroyed in 1/30 cases (~= 2.33%), hit but survives in 1/30 cases (~= 2.33%). The second hit is irrelevant in 29/30 cases (96.66%), as the USO is already downed or destroyed. If the first salvo missed entirely (30%), or the USO survived (1 in 30 of the other 70%), additional salvos proceed on the same basis. &lt;br /&gt;
&lt;br /&gt;
So in 1 salvo in 30 the USO is destroyed, and in 1 salvo in 30 the USO is hit but keeps running. These are the outlying cases that are harder to explain. &lt;br /&gt;
&lt;br /&gt;
The masking effect explains why the damage distribution appears linear (1 x d30), rather than gaussian (2 x d30). The damage is never, or almost never, cumulative, because only 1 time in 30 does processing proceed to the 2nd missile hit. &lt;br /&gt;
&lt;br /&gt;
A key question is where the algorithm&#039;s exact boundaries lie. Are the 50% and 100% thresholds, for &amp;quot;crashed&amp;quot; and &amp;quot;destroyed&amp;quot;, compared using &amp;quot;greater than&amp;quot; or &amp;quot;greater than or equal to&amp;quot;? Is integer rounding used, or integer truncation, or no rounding? &lt;br /&gt;
&lt;br /&gt;
There are various ways of explaining the &amp;quot;destroyed&amp;quot; frequency. The observed &amp;quot;destroyed&amp;quot; frequency matches the scenario for a single launcher. This is simply because of the &amp;quot;masking&amp;quot; effect again. So, as noted above, the &amp;quot;destroyed&amp;quot; frequency is basically what would be predicted by a linear damage distribution of 1 missile hit. &lt;br /&gt;
&lt;br /&gt;
The hard thing to explain is the &amp;quot;hit but survived&amp;quot; frequency. This also acts very much as it would for a single missile launcher. The problem is, regardless of whether damage distribution is gaussian (2 independent rolls) or linear (same roll used twice), it doesn&#039;t matter: the craft should always be destroyed by the second hit, since (we believe) the cumulative total can&#039;t be less than 60. &lt;br /&gt;
&lt;br /&gt;
The only explanation I can see for the &amp;quot;hit but survived&amp;quot; frequency of 1 in 30 per salvo is the following&lt;br /&gt;
&lt;br /&gt;
# there is some kind of &amp;quot;critical fail&amp;quot; rule at the low end of the range, something involving integer rounding or truncation, so that the frequency of it occuring is about 1 in (integer range of possible damage); eg 1 in 30 (or maybe 1 in 31) for a weapon with base damage = 60.&lt;br /&gt;
# distribution of damage on both missile hits is linear, i.e. the same roll is used for both hits, so they both suffer the &amp;quot;critical fail&amp;quot; at the same time&lt;br /&gt;
# a &amp;quot;critical fail&amp;quot; reduces the damage to consistently and significantly less than 25% of weapon base damage, most likely to zero&lt;br /&gt;
# alternatively, the &amp;quot;critical fail&amp;quot; or other low-end-integer result causes processing of the second missile hit to be aborted.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t really like the &amp;quot;critical fail&amp;quot; supposition because it creates an extra hypothesis to explain an anomaly. But without &amp;quot;critical fail&amp;quot; and a shared damage roll for both missile hits, I can&#039;t explain why the &amp;quot;hit but survived&amp;quot; rate is linear, and so closely matches the expected rate for a &#039;&#039;single&#039;&#039; missile launcher. &lt;br /&gt;
&lt;br /&gt;
A good test for the &amp;quot;critical fail&amp;quot; hypothesis would be to use a weapon with a more powerful base damage, such as a DUP (110 vs 60). If &amp;quot;critical fail&amp;quot; is correct, there should be a similarly consistent, higher than expected, &amp;quot;hit but survived&amp;quot; rate, possibly 1 in 55 rather than 1 in 30, but not varying noticeably whether you have dual DUP or single DUP. &lt;br /&gt;
&lt;br /&gt;
It would also be interesting to test single AJAX, and see if the &amp;quot;destroyed&amp;quot; and &amp;quot;hit but survived&amp;quot; rates change. For single missile launcher tests you want a Cannon as your second weapon, and use Cautious mode so you hold off outside cannon range. &lt;br /&gt;
&lt;br /&gt;
A large number of tests with dual DUPs (55-110 damage each, 165 salvo average) vs an Escort or Cruiser (300 damage capacity) should be able to determine if the damage function of two weapons is linear or gaussian. Basically, 2nd salvo kills will be much more common if the distribution is linear, much less common if the distribution is gaussian. &lt;br /&gt;
&lt;br /&gt;
The weirdness of the Survey Ship vs Ajax situation comes almost entirely from the fact that the Ajax base damage is exactly matched to the Survey Ship damage capacity, ie. both 60. But it&#039;s precisely because it&#039;s such a special case that it&#039;s able to shine light into the hidden game mechanics. It&#039;s a bit like a stroboscope or a spectrograph. A very useful experiment. [[User:Spike|Spike]] 16:55, 12 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Secondary base ==&lt;br /&gt;
&lt;br /&gt;
I usually make my second base the manufacturing base. &lt;br /&gt;
: Yes I agree that it makes sense to make the 2nd base a manufacturing base.[[User:Spike|Spike]] 12:27, 11 October 2010 (EDT)&lt;br /&gt;
If memory serves me right I usually start with an Sub-Pen(low cost, takes a long time to build), a large sonar(improved detection) and a Store(space where one can store stuff away in case of an attack on the main base) like this.&lt;br /&gt;
 {{TBK|=&lt;br /&gt;
|subpen1|subpen2|water|water|water|water|=&lt;br /&gt;
|subpen3|subpen4|water|water|water|water|=&lt;br /&gt;
|airlock|large_sonar|water|water|water|water|=&lt;br /&gt;
|stores|water|water|water|water|water|=&lt;br /&gt;
|water|water|water|water|water|water|=&lt;br /&gt;
|water|water|water|water|water|water|=}}&lt;br /&gt;
Normally one would add the living quarters south of the store next to be able to garrison the base. However if I recall right  there is a chance for aliens spawning in the living quarters module - which would compromise your main defence line to be. So I usually add 2-3 more stores before I put down the living quarter. I use stores because these build fastest and a good defensive layout is unfortunately slow to develop. However it will take a few month before one has pillaged and sold enough stuff to hire a large bunch of technicians. Not to mention researched the stuff to build. Setting up the 100-150 scientists in the main base needed to research stuff at reasonable pace takes priority. And even on superhuman difficulty the aliens usually don&#039;t bother my second base before I got a garrison by mid to end February. Once the living quarter finishes I add a MC lab or two to help with the screening. Transmission resolver is next in the building queue. So this is the intermediate design.&lt;br /&gt;
{{TBK|=&lt;br /&gt;
|subpen1|subpen2|water|water|water|water|=&lt;br /&gt;
|subpen3|subpen4|water|water|water|water|=&lt;br /&gt;
|airlock|large_sonar|water|water|water|water|=&lt;br /&gt;
|stores|water|water|water|water|water|=&lt;br /&gt;
|stores|water|mclab|water|water|water|=&lt;br /&gt;
|stores|stores|quarters|transmission|water|water|=}}&lt;br /&gt;
Next add one more sub-pen living quarters and workshops as money permits, on one more store and replace the outdated sonar with a MC generator to reduce the number of base defences. The following final layout is not optimized for build time - I leave this as an exercise to the reader.&lt;br /&gt;
{{TBK|=&lt;br /&gt;
|subpen1|subpen2|subpen1|subpen2|water|workshop|=&lt;br /&gt;
|subpen3|subpen4|subpen3|subpen4|water|stores|=&lt;br /&gt;
|airlock|mcgenerator|water|water|quarters|workshop|=&lt;br /&gt;
|stores|water|quarters|workshop|quarters|workshop|=&lt;br /&gt;
|stores|water|mclab|workshop|quarters|workshop|=&lt;br /&gt;
|stores|stores|quarters|transmission|quarters|workshop|=}}&lt;br /&gt;
This layout allows to crank out those new subs fast or make tons of money. There is enough workspace for large projects and plenty of storage for the defence displacers and supplies. Only one should be needed.&lt;br /&gt;
In any further base I build 3 sub-pens and add 3-4 pwt defences, a bombardment shield and more storage(the zrbite keeps piling up) and more mc labs for faster screening.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rushing MC ==&lt;br /&gt;
&lt;br /&gt;
MC is undoubtedly the most powerful tactical advance - so powerful that some consider it cheating - at least if one uses MC chains.A highly skilled MC squad usually eliminates all combat casualties if used properly and allows the safe training of any soldier, maximizes loot(less unwanted destruction) and together with drills/tasers no ammunition is needed to safely kill large numbers of enemies. An it greatly helps during terror missions, night missions(alien scouts) and against lobsterman.&lt;br /&gt;
Once the high MC strength soldiers(80+) have been identified by the lab it usually just takes just 1-2 month with lots of intercepts to max out the the MC skill(as far as combat is concerned). This enables them to control any alien on a whim. Secondary stats are increased as well while training.&lt;br /&gt;
So in order to win easily one would want it as early as possible. Lets see how fast it is possible.&lt;br /&gt;
Usually you will manage to obtain a reader in January. By the start of February the alien containment should store a live terrorist.  This could result in an active lab by end of February. Spend the rest of February researching other stuff. In March research the MC reader. If you have run into tasoth by then you are lucky. If not but you know where a colony is located you are also fine. Just send a bunch of rookies to grab one (bring tasers(or TSL if you got them), flares and something to deal with tentaculats) and get the hell out of it as soon as you got it. If half the rookies die its still a win. Then research the tasoth and disruptor and you are ready to roll in April.&lt;br /&gt;
If one is lacking a live terrorist for unlocking the MC lab - a live tentaculat provided by a base will do(Fire from your dropship at all other alies until one gets close enough to rush &amp;amp; stun it with tasers - pickup and throw/walk it into the dropship). Theoretically there should also be a reader somewhere but I don&#039;t know which aliens usually carries it.--[[User:Tauon|Tauon]] 16:28, 11 October 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Base_Defence_Systems&amp;diff=31584</id>
		<title>Talk:Base Defence Systems</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Base_Defence_Systems&amp;diff=31584"/>
		<updated>2010-10-16T23:32:37Z</updated>

		<summary type="html">&lt;p&gt;Tauon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I added some info about TFTD to the article since it talks about TFTD too. I noticed though that some of the info conflicts with [[Base_Defense (TFTD)]] article. e.g. here it says the item limit has been raised to 110, there it says the limit is still 80. Anyhow, I can verify there&#039;s a sorting algorithm from my experience, but not much further. I wonder if it may end up preferring unresearched guns for example.. [[User:Cesium|Cesium]] 20:02, 30 December 2009 (EST)&lt;br /&gt;
:Hadn&#039;t realized that there was a page for TFTD. I just corrected it to 110 (this number is actually from the Unofficial Strategy Guide but from what I recall it is correct). About the sorting algorithm I can&#039;t confirm it. [[User:Hobbes|Hobbes]] 20:40, 30 December 2009 (EST)&lt;br /&gt;
::I just ordered a lot of Jet Harpoons, Dart Guns and Chemical Flares to a base and let the aliens find it. The equipment available in the load screen was mainly Sonic Rifles and Sonic Cannons. The Darts, Jets and Flares were not available. Something has to account for the quartermaster being sane, and we do know some attention was given to base defense (since the item limit was raised). I guess only way to be sure is for someone to disassemble the executable and examine the code.... [[User:Cesium|Cesium]] 09:35, 31 December 2009 (EST)&lt;br /&gt;
:::Well the quartermaster is mostly sane. However it does not check if you have researched the clip before it packs the shiny new Sonics. So be sure to move them out if you have not or you might end up with lots of guns without ammo. If you want Medikits be sure to reduce the number of spare weapons--[[User:Tauon|Tauon]] 19:32, 16 October 2010 (EDT)&lt;br /&gt;
Not sure the 110 number for TFTD is technically correct. When I try to load more than 80 items on a craft I still get a warning. --[[User:Zombie|Zombie]] 22:31, 30 December 2009 (EST)&lt;br /&gt;
:The limit for weapons being carried in craft is still 80 but for the base defense missions the game allows for 110 items. [[User:Hobbes|Hobbes]] 22:56, 30 December 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:TFTD_Strategy_Guide&amp;diff=31520</id>
		<title>Talk:TFTD Strategy Guide</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:TFTD_Strategy_Guide&amp;diff=31520"/>
		<updated>2010-10-12T12:10:01Z</updated>

		<summary type="html">&lt;p&gt;Tauon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting Base Location ==&lt;br /&gt;
&lt;br /&gt;
For a base location I would say that the mid Atlantic or Pacific might be better.  Remember you are covering the oceans, not the land masses. [[User:M52nickerson|M52nickerson]] 12:00, 28 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Thanks for the help on this, I&#039;m really not sure what the right approach is. My thinking around the Med was that you want to be as close as possible to as many Zones as you can, because it&#039;s the Zones (countries) who control your funding. The same argument as would be used in picking an Enemy Unknown starting base location. So my objective in picking a location is not so much to maximise the sea area covered, but to maximise the number of Zones protected. I did try a couple of times placing my first base in the mid Atlantic, and not much happened. But maybe that was bad luck. [[User:Spike|Spike]] 16:08, 28 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Scientists or Extra Base? ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve pretty much decided in favour of Scientists, but for the record, here are both sides of the argument:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The quick-start procedure outlined in the article should give you about $1.7M of spare cash, $2.1M if you use an improved starting base layout or don&#039;t care about changing the standard layout. &lt;br /&gt;
&lt;br /&gt;
The main two options for this money are:&lt;br /&gt;
&lt;br /&gt;
*Hire additional scientists. &#039;&#039;Probably&#039;&#039; the best strategy.&lt;br /&gt;
*Build an additional base during the first month (wherever the Graphs show alien activity, or wherever there is Funding to be protected)&lt;br /&gt;
&lt;br /&gt;
Adding a new base early can help you increase your intercept rate, which can give a big advantage to loot and research. It can also help to avoid negative score penalties that can place you in grave difficulty. &lt;br /&gt;
&lt;br /&gt;
Ultimately, scientists win the game, by developing the technologies that will first resist, and then defeat, the alien menace. The faster you can acquire these technologies, the quicker the balance of power moves in your favour, and the more likely you are to survive and succeed. &lt;br /&gt;
&lt;br /&gt;
For that reason, additional scientists is probably the best option.&lt;br /&gt;
&lt;br /&gt;
On balance, it&#039;s probably better to build a second base from the proceeds of mission loot, rather than your starting cash. Apart from anything else, building a base can be done more or less any time of the month without major impact, whereas hiring scientists really should be done at the start of the month.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sub Combat == &lt;br /&gt;
&lt;br /&gt;
There is one difference in the Geoscape that really sets TFTD apart from UFO. I&#039;m always able to happily get away with arming fleets of interceptors with Plasma beams and they were the bulk of my air defenses in UFO, but with the introduction of the otherwise utterly annoying sub &#039;depth&#039; in TFTD, your Barracudas are going to be stumped frequently by enemy subs ducking down to depths that the Barracudas can&#039;t reach. &lt;br /&gt;
&lt;br /&gt;
This makes Mantas and Hammerheads a nice mid-game topic to put emphasis on. Luckily, the sub construction topic is a byproduct of two of the most important technologies anyway, the Transmission Resolver and Mag Ion Armor. Probably be worth mentioning that you should keep a sample of the store item. -[[User:NKF|NKF]] 01:55, 29 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Great point, I will amend the suggestion to reflect that. In general TFTD is just much more challenging, I&#039;m really getting in to it for that reason. [[User:Spike|Spike]] 09:20, 29 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I&#039;ve never found the depth of enemy subs to be much of a problem.  They almost always come up to a &amp;quot;shallow&amp;quot; depth at some point.  If anything the speed of the USO&#039;s is the main reason to build a Manta or Hammerhead.  I still just wait until I can build a couple of Leviathans. [[User:M52nickerson|M52nickerson]] 20:21, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It&#039;s a combination of the speed and depth that doubles the difficulty. If you do eventually catch up with the sub but it just happens to be at a deep depth, your Barracuda may just run out of fuel before the alien sub returns to shallow waters. It&#039;s not so bad if the Barracuda&#039;s home base is just nearby, but on those long cross-continent chases, it really does get frustrating. But I guess it does make the Manta useful, whereas in UFO you could easily skip the Firestorm in favour of using interceptors and Avengers. -[[User:NKF|NKF]] 06:14, 12 October 2010 (EDT) &lt;br /&gt;
&lt;br /&gt;
Instead of arming both Barracudas with DUPs in the beginning one might want to keep one armed with dual AJAX since a DUP hit destroys the smallest Subs. This is a real waste of easily earned early income and research material. Against anything up to Heavy Cruisers a single DUP armed Barracuda is sufficient and attacking anything larger is a gamble. Of course this messes up the picket ship strategy...--[[User:Tauon|Tauon]] 18:13, 10 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Yes that&#039;s a good suggestion. It&#039;s worth considering it costs $600K/month to rent that Barracuda just to tackle Very Small USO Survey Ships though. But in the first month or two I think it&#039;s a good idea. As soon as I get a second base, I transfer the 2nd Barracuda there, and from that point on it makes sense to arm with dual DUP I think. Have you tested this with dual Ajax though? From the data tables on this website, I would expect dual Ajax automatically kills a Survey Ship (damage limit 60), since 2 Ajax = 60 to 120 total damage. If you&#039;ve seen Survey Ships survive attack by dual Ajax regularly, that has some implications for how sub combat works. Anyway I&#039;ll have to try that, and also Ajax + Gas Cannon, which would be pretty much guaranteed to crash a Survey Ship rather than destroy it. Thanks! [[User:Spike|Spike]] 19:56, 10 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It worked for me in the majority of tiny uso intercepts. However I recall a case were it was destroyed. I guess one would have to go dual gas canon to be completely on the safe side. The single Ajax fires twice before one gets in gas canon range. However dual Ajax is usable against Cruisers(the craft which one will encounter most) as well and Gas Canon leaves the craft too open for return fire for my taste.--[[User:Tauon|Tauon]] 09:53, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::So just to be clear, you routinely use dual Ajax against Very Small USOs (Survey Ships, containing one alien), and only rarely do they get destroyed? If so that&#039;s very interesting, because it suggests that the processing of whether the USO is crashed or destroyed occurs between the impact of the two torpedoes, even though appear to &#039;the naked eye&#039; to be simultaneous impacts. Either that, or the damage values for Ajax or wrong, or the damage process is misunderstood. On the current understanding, it should be 50%-100% of base damage (60) per Ajax torpedo (average 75% = 45 damage). The threshold for crashing should be 50% of the Survey Ship&#039;s defence strength, 60 x 50% = 30. The threshold for being destroyed should be 100% of the Survey Ship&#039;s defence strength, 60 x 100% = 60. So even if two Ajax both did minimum damage, 2 x 60 x 50% = 60, they would always or very nearly always destroy the Survey Ship. So this is curious. On the other hand if you were using the 1 Ajax + 1 Gas Cannon combo to consistently crash Survey Ships, that&#039;s more understandable. [[User:Spike|Spike]] 11:40, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Yes, I routinely use dual Ajax to deal with the Survey ships(1 alien, 1IBA,1MagNav,8AP). I do use the patch to switch the hulls in battlescape. I just run a small empirical test(new game,superhuman,prepare the Baracudas: 1 dual Ajax, 1Ajax&amp;amp;1GC, build large sonar) to see if I remembered right. Fast forward until I get the very small contact. Save. Intercept with Baracuda 1(dual Ajax). See what happens. Reload. Again. Out of the 10 times I went before I got bored. I downed it 10 times. 6 or 7 times with the first salvo The rest with the second. Then I repeated the cycle with Baracuda 2. I can confirm that usually one 1 Ajax hit is sufficient to down the Survey ship. Due to the inaccuracy one often needs to fire 2 or more. 2 Ajax are fired in aggressive attack mode before the GC gets to play. I managed to destroy the uso 1 time out of the 10 tries(3 Ajax and 1 GC shell fired).--[[User:Tauon|Tauon]] 14:29, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: Well that is very strange. Thanks for doing those tests. At accuracy 70%, you would expect that 49% of dual Ajax salvoes would score 2 hits. For salvoes that hit at least once, in 70% of those salvoes there would be 2 hits. And as noted above, 2 Ajax hits should always destroy the Survey Ship. Yet your empirical data are nothing like that. You see destruction in only 10% of sorties using dual Ajax. This suggests either the listed damage for Ajax is wrong, or the listed damage capacity for Survey Ship is wrong. Or, worse, our understanding of the mechanics is wrong. Largely it&#039;s just assumed they are the same as Enemy Unknown air combat mechanics - maybe they are not. I think it&#039;s time we had a code dig to confirm what the USOPaedia says about USO stats and weapon stats. [[User:Spike|Spike]] 17:24, 11 October 2010 (EDT)&lt;br /&gt;
::::: I couldn&#039;t find a Survey Ship I could catch but I did find a BattleShip that took 20 AJAX fired to bring it down. That matches ok to 20 x 60 x 70% = 840 damage vs 1400 x 50% = 700+ damage to crash a BattleShip. Maybe the damage capacity of the Survey Ship has been increased, to make it easier to crash it? [[User:Spike|Spike]] 18:12, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Well, I run a more extensive test this morning using a different survey ship. There is some funny stuff happening.&lt;br /&gt;
Setup: dosversion 2.1,survey ship -escort battlescape hull swap patch, dye grenade patch;&lt;br /&gt;
Baracuda armed with dual Ajax intercepts survey ship(very small contact, I checked it had only 1 occupant by retrieving it twice);&lt;br /&gt;
number of intercepts:100 &lt;br /&gt;
&amp;lt;table{{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;salvo 1&amp;lt;/td&amp;gt;  &amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;downed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;hit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;salvo 2&amp;lt;/td&amp;gt;  &amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;downed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;hit&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;missed&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;salvo 3&amp;lt;/td&amp;gt;  &amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;-&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;destroyed&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;downed&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;# occurences&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;70&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
If I calculate the expectation values for these events using the naive model they do not match up well. Not to mention that it should be impossible to hit the survey ship using dual Ajax without downing it. I would guess that there is some small deviation from the given Ajax damage value possible.&lt;br /&gt;
And the game does not seem to check the second projectile if it got over the downing threshold with the first.&lt;br /&gt;
Btw the 110 damage of the DUP seem to destroy it as expected. Since this value is close to the 100 destruction capacity I wonder if the deviation if it exists can be large enough to allow the rare downing of a survey ship with a single DUP. &lt;br /&gt;
&lt;br /&gt;
==Secondary base ==&lt;br /&gt;
&lt;br /&gt;
I usually make my second base the manufacturing base. &lt;br /&gt;
: Yes I agree that it makes sense to make the 2nd base a manufacturing base.[[User:Spike|Spike]] 12:27, 11 October 2010 (EDT)&lt;br /&gt;
If memory serves me right I usually start with an Sub-Pen(low cost, takes a long time to build), a large sonar(improved detection) and a Store(space where one can store stuff away in case of an attack on the main base) like this.&lt;br /&gt;
 {{TBK|=&lt;br /&gt;
|subpen1|subpen2|water|water|water|water|=&lt;br /&gt;
|subpen3|subpen4|water|water|water|water|=&lt;br /&gt;
|airlock|large_sonar|water|water|water|water|=&lt;br /&gt;
|stores|water|water|water|water|water|=&lt;br /&gt;
|water|water|water|water|water|water|=&lt;br /&gt;
|water|water|water|water|water|water|=}}&lt;br /&gt;
Normally one would add the living quarters south of the store next to be able to garrison the base. However if I recall right  there is a chance for aliens spawning in the living quarters module - which would compromise your main defence line to be. So I usually add 2-3 more stores before I put down the living quarter. I use stores because these build fastest and a good defensive layout is unfortunately slow to develop. However it will take a few month before one has pillaged and sold enough stuff to hire a large bunch of technicians. Not to mention researched the stuff to build. Setting up the 100-150 scientists in the main base needed to research stuff at reasonable pace takes priority. And even on superhuman difficulty the aliens usually don&#039;t bother my second base before I got a garrison by mid to end February. Once the living quarter finishes I add a MC lab or two to help with the screening. Transmission resolver is next in the building queue. So this is the intermediate design.&lt;br /&gt;
{{TBK|=&lt;br /&gt;
|subpen1|subpen2|water|water|water|water|=&lt;br /&gt;
|subpen3|subpen4|water|water|water|water|=&lt;br /&gt;
|airlock|large_sonar|water|water|water|water|=&lt;br /&gt;
|stores|water|water|water|water|water|=&lt;br /&gt;
|stores|water|mclab|water|water|water|=&lt;br /&gt;
|stores|stores|quarters|transmission|water|water|=}}&lt;br /&gt;
Next add one more sub-pen living quarters and workshops as money permits, on one more store and replace the outdated sonar with a MC generator to reduce the number of base defences. The following final layout is not optimized for build time - I leave this as an exercise to the reader.&lt;br /&gt;
{{TBK|=&lt;br /&gt;
|subpen1|subpen2|subpen1|subpen2|water|workshop|=&lt;br /&gt;
|subpen3|subpen4|subpen3|subpen4|water|stores|=&lt;br /&gt;
|airlock|mcgenerator|water|water|quarters|workshop|=&lt;br /&gt;
|stores|water|quarters|workshop|quarters|workshop|=&lt;br /&gt;
|stores|water|mclab|workshop|quarters|workshop|=&lt;br /&gt;
|stores|stores|quarters|transmission|quarters|workshop|=}}&lt;br /&gt;
This layout allows to crank out those new subs fast or make tons of money. There is enough workspace for large projects and plenty of storage for the defence displacers and supplies. Only one should be needed.&lt;br /&gt;
In any further base I build 3 sub-pens and add 3-4 pwt defences, a bombardment shield and more storage(the zrbite keeps piling up) and more mc labs for faster screening.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rushing MC ==&lt;br /&gt;
&lt;br /&gt;
MC is undoubtedly the most powerful tactical advance - so powerful that some consider it cheating - at least if one uses MC chains.A highly skilled MC squad usually eliminates all combat casualties if used properly and allows the safe training of any soldier, maximizes loot(less unwanted destruction) and together with drills/tasers no ammunition is needed to safely kill large numbers of enemies. An it greatly helps during terror missions, night missions(alien scouts) and against lobsterman.&lt;br /&gt;
Once the high MC strength soldiers(80+) have been identified by the lab it usually just takes just 1-2 month with lots of intercepts to max out the the MC skill(as far as combat is concerned). This enables them to control any alien on a whim. Secondary stats are increased as well while training.&lt;br /&gt;
So in order to win easily one would want it as early as possible. Lets see how fast it is possible.&lt;br /&gt;
Usually you will manage to obtain a reader in January. By the start of February the alien containment should store a live terrorist.  This could result in an active lab by end of February. Spend the rest of February researching other stuff. In March research the MC reader. If you have run into tasoth by then you are lucky. If not but you know where a colony is located you are also fine. Just send a bunch of rookies to grab one (bring tasers(or TSL if you got them), flares and something to deal with tentaculats) and get the hell out of it as soon as you got it. If half the rookies die its still a win. Then research the tasoth and disruptor and you are ready to roll in April.&lt;br /&gt;
If one is lacking a live terrorist for unlocking the MC lab - a live tentaculat provided by a base will do(Fire from your dropship at all other alies until one gets close enough to rush &amp;amp; stun it with tasers - pickup and throw/walk it into the dropship). Theoretically there should also be a reader somewhere but I don&#039;t know which aliens usually carries it.--[[User:Tauon|Tauon]] 16:28, 11 October 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Alien_Colony_Attack_Mission&amp;diff=31515</id>
		<title>Talk:Alien Colony Attack Mission</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Alien_Colony_Attack_Mission&amp;diff=31515"/>
		<updated>2010-10-11T22:58:44Z</updated>

		<summary type="html">&lt;p&gt;Tauon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alien Colony Assault? Evil!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t get hurt, don&#039;t get mind controlled, do take it thorough, do throw flares like hot potatoes, do take 30!!!! Don&#039;t hand-to-hand Tentaculats, do take 14 soldiers (or more). DO NOT go unless you have [[Thermic Lance]] and MC knowledge and Disruptor Pulse Launcher, and do edit this post!&lt;br /&gt;
&lt;br /&gt;
*If you don&#039;t have the Thermic Lance and/or DPLs, take Thermal Tazers. Rush the lift, taking out as many aliens as you can (particularly the lift garrison), and be very, very sneaky in the second part - avoid contact as much as possible, stay out of the Lobstermen&#039;s line of sight, and whack them from behind with the Thermal Tazers if you can. Also, &#039;&#039;&#039;Ion Armour&#039;&#039;&#039;. Bare minimum protection, Ion Armour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Loot and tactics ==&lt;br /&gt;
&lt;br /&gt;
It is possible to hunt down every single Alien in both stages and dismantle the base without destroying the symonium device. The loot is similar to a dismantled Artefact site. &lt;br /&gt;
However this is by no means an easy feat(harder and more annoying then a ship lane mission where you can at least systematically comb the level.). &lt;br /&gt;
The first stage(surface) which always has a similar layout can be considered a warm up. Consider putting one alien unter constant MC while you deal with the rest. Then collect the ammunition to use it during the second stage. Kill the last alien to proceed.&lt;br /&gt;
&lt;br /&gt;
The second stage is the ultimate tactical nightmare. There are 4 levels. Each has a 5x5 (or was it 6x6) basic grid - 2nd stage layout is random. Some modules cover more then one square/cell of the basic grid. The are plenty of interconnections between the levels. So if you form a search line and sweep one level enemies can move in our rear by changing the level using an elevator, stairs or a hole in the ground. Clear level 1 put aquanaut in each cell and then simultaneously move to level 2? Good ideas if there were not these cells/modules which can not be declared clean by one glance because they contain small closets or secondary walls which divide the cell in away that a aquanaut needs a lot of its TU to move from one half to the next and/or secondary walls forming long narrow corridors along the wall - I think you get the picture - perfect tentaculat territory. In my experience these secondary walls limit the usefulness of DPL. It tears down the secondary walls but not everything is rubble if a DPL torpedo hits the center of a room. So even with the large supply pillaged from the first stage one finds oneself hard pressed to shell everything(in order to clean out the obstacles and an tentaculats and soften up the lobsters). This tactic also greatly diminishes you loot. So usually I find my scouts trailing behind my lobster or tentaculat pet going from room to room killing all additional aliens I come across, or switching them for my pet and killing it when its energy runs too low. Meanwhile the MCs huddle together in the staging areas only contributing to the killing with an occasional DPL strike if the situation calls for it. Which it rarely does since it is usually more efficient in terms of TU to take over the offending Alien(s) and have the scout drill it/them later or have them shoot each other.&lt;br /&gt;
Try to reveal the entire base. Any aliens left at that time should be close to panicking which might help to locate them. However expect the entire endeavor to take plenty of time. If anyone has a good plan/system for a systematic sweep I would be most interested in it. &lt;br /&gt;
&lt;br /&gt;
For the 80 starting items I would mainly pack MC disruptors, tazers/drills, medikits, maybe 2 flares. Everything else can be picked up from the alien corpses. I&#039;m not masochistic enough to attempt a base recovery without 10 MC troopers(MCstr 80+,MCsk 80-100+, TU 75+) and everyone else featuring MCstr 70+. But there is a chance to win every battle(single soldier, termal tazer, no offensiv MC use, diving suit, no reload anyone ;) ) --[[User:Tauon|Tauon]] 18:58, 11 October 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:TFTD_Strategy_Guide&amp;diff=31512</id>
		<title>Talk:TFTD Strategy Guide</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:TFTD_Strategy_Guide&amp;diff=31512"/>
		<updated>2010-10-11T20:28:48Z</updated>

		<summary type="html">&lt;p&gt;Tauon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Starting Base Location ==&lt;br /&gt;
&lt;br /&gt;
For a base location I would say that the mid Atlantic or Pacific might be better.  Remember you are covering the oceans, not the land masses. [[User:M52nickerson|M52nickerson]] 12:00, 28 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Thanks for the help on this, I&#039;m really not sure what the right approach is. My thinking around the Med was that you want to be as close as possible to as many Zones as you can, because it&#039;s the Zones (countries) who control your funding. The same argument as would be used in picking an Enemy Unknown starting base location. So my objective in picking a location is not so much to maximise the sea area covered, but to maximise the number of Zones protected. I did try a couple of times placing my first base in the mid Atlantic, and not much happened. But maybe that was bad luck. [[User:Spike|Spike]] 16:08, 28 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Scientists or Extra Base? ==&lt;br /&gt;
&lt;br /&gt;
I&#039;ve pretty much decided in favour of Scientists, but for the record, here are both sides of the argument:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The quick-start procedure outlined in the article should give you about $1.7M of spare cash, $2.1M if you use an improved starting base layout or don&#039;t care about changing the standard layout. &lt;br /&gt;
&lt;br /&gt;
The main two options for this money are:&lt;br /&gt;
&lt;br /&gt;
*Hire additional scientists. &#039;&#039;Probably&#039;&#039; the best strategy.&lt;br /&gt;
*Build an additional base during the first month (wherever the Graphs show alien activity, or wherever there is Funding to be protected)&lt;br /&gt;
&lt;br /&gt;
Adding a new base early can help you increase your intercept rate, which can give a big advantage to loot and research. It can also help to avoid negative score penalties that can place you in grave difficulty. &lt;br /&gt;
&lt;br /&gt;
Ultimately, scientists win the game, by developing the technologies that will first resist, and then defeat, the alien menace. The faster you can acquire these technologies, the quicker the balance of power moves in your favour, and the more likely you are to survive and succeed. &lt;br /&gt;
&lt;br /&gt;
For that reason, additional scientists is probably the best option.&lt;br /&gt;
&lt;br /&gt;
On balance, it&#039;s probably better to build a second base from the proceeds of mission loot, rather than your starting cash. Apart from anything else, building a base can be done more or less any time of the month without major impact, whereas hiring scientists really should be done at the start of the month.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sub Combat == &lt;br /&gt;
&lt;br /&gt;
There is one difference in the Geoscape that really sets TFTD apart from UFO. I&#039;m always able to happily get away with arming fleets of interceptors with Plasma beams and they were the bulk of my air defenses in UFO, but with the introduction of the otherwise utterly annoying sub &#039;depth&#039; in TFTD, your Barracudas are going to be stumped frequently by enemy subs ducking down to depths that the Barracudas can&#039;t reach. &lt;br /&gt;
&lt;br /&gt;
This makes Mantas and Hammerheads a nice mid-game topic to put emphasis on. Luckily, the sub construction topic is a byproduct of two of the most important technologies anyway, the Transmission Resolver and Mag Ion Armor. Probably be worth mentioning that you should keep a sample of the store item. -[[User:NKF|NKF]] 01:55, 29 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Great point, I will amend the suggestion to reflect that. In general TFTD is just much more challenging, I&#039;m really getting in to it for that reason. [[User:Spike|Spike]] 09:20, 29 September 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
Instead of arming both Barracudas with DUPs in the beginning one might want to keep one armed with dual AJAX since a DUP hit destroys the smallest Subs. This is a real waste of easily earned early income and research material. Against anything up to Heavy Cruisers a single DUP armed Barracuda is sufficient and attacking anything larger is a gamble. Of course this messes up the picket ship strategy...--[[User:Tauon|Tauon]] 18:13, 10 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Yes that&#039;s a good suggestion. It&#039;s worth considering it costs $600K/month to rent that Barracuda just to tackle Very Small USO Survey Ships though. But in the first month or two I think it&#039;s a good idea. As soon as I get a second base, I transfer the 2nd Barracuda there, and from that point on it makes sense to arm with dual DUP I think. Have you tested this with dual Ajax though? From the data tables on this website, I would expect dual Ajax automatically kills a Survey Ship (damage limit 60), since 2 Ajax = 60 to 120 total damage. If you&#039;ve seen Survey Ships survive attack by dual Ajax regularly, that has some implications for how sub combat works. Anyway I&#039;ll have to try that, and also Ajax + Gas Cannon, which would be pretty much guaranteed to crash a Survey Ship rather than destroy it. Thanks! [[User:Spike|Spike]] 19:56, 10 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It worked for me in the majority of tiny uso intercepts. However I recall a case were it was destroyed. I guess one would have to go dual gas canon to be completely on the safe side. The single Ajax fires twice before one gets in gas canon range. However dual Ajax is usable against Cruisers(the craft which one will encounter most) as well and Gas Canon leaves the craft too open for return fire for my taste.--[[User:Tauon|Tauon]] 09:53, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::So just to be clear, you routinely use dual Ajax against Very Small USOs (Survey Ships, containing one alien), and only rarely do they get destroyed? If so that&#039;s very interesting, because it suggests that the processing of whether the USO is crashed or destroyed occurs between the impact of the two torpedoes, even though appear to &#039;the naked eye&#039; to be simultaneous impacts. Either that, or the damage values for Ajax or wrong, or the damage process is misunderstood. On the current understanding, it should be 50%-100% of base damage (60) per Ajax torpedo (average 75% = 45 damage). The threshold for crashing should be 50% of the Survey Ship&#039;s defence strength, 60 x 50% = 30. The threshold for being destroyed should be 100% of the Survey Ship&#039;s defence strength, 60 x 100% = 60. So even if two Ajax both did minimum damage, 2 x 60 x 50% = 60, they would always or very nearly always destroy the Survey Ship. So this is curious. On the other hand if you were using the 1 Ajax + 1 Gas Cannon combo to consistently crash Survey Ships, that&#039;s more understandable. [[User:Spike|Spike]] 11:40, 11 October 2010 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Yes, I routinely use dual Ajax to deal with the Survey ships(1 alien, 1IBA,1MagNav,8AP). I do use the patch to switch the hulls in battlescape. I just run a small empirical test(new game,superhuman,prepare the Baracudas: 1 dual Ajax, 1Ajax&amp;amp;1GC, build large sonar) to see if I remembered right. Fast forward until I get the very small contact. Save. Intercept with Baracuda 1(dual Ajax). See what happens. Reload. Again. Out of the 10 times I went before I got bored. I downed it 10 times. 6 or 7 times with the first salvo The rest with the second. Then I repeated the cycle with Baracuda 2. I can confirm that usually one 1 Ajax hit is sufficient to down the Survey ship. Due to the inaccuracy one often needs to fire 2 or more. 2 Ajax are fired in aggressive attack mode before the GC gets to play. I managed to destroy the uso 1 time out of the 10 tries(3 Ajax and 1 GC shell fired).--[[User:Tauon|Tauon]] 14:29, 11 October 2010 (EDT) &lt;br /&gt;
&lt;br /&gt;
==Secondary base ==&lt;br /&gt;
&lt;br /&gt;
I usually make my second base the manufacturing base. &lt;br /&gt;
: Yes I agree that it makes sense to make the 2nd base a manufacturing base.[[User:Spike|Spike]] 12:27, 11 October 2010 (EDT)&lt;br /&gt;
If memory serves me right I usually start with an Sub-Pen(low cost, takes a long time to build), a large sonar(improved detection) and a Store(space where one can store stuff away in case of an attack on the main base) like this.&lt;br /&gt;
 {{TBK|=&lt;br /&gt;
|subpen1|subpen2|water|water|water|water|=&lt;br /&gt;
|subpen3|subpen4|water|water|water|water|=&lt;br /&gt;
|airlock|large_sonar|water|water|water|water|=&lt;br /&gt;
|stores|water|water|water|water|water|=&lt;br /&gt;
|water|water|water|water|water|water|=&lt;br /&gt;
|water|water|water|water|water|water|=}}&lt;br /&gt;
Normally one would add the living quarters south of the store next to be able to garrison the base. However if I recall right  there is a chance for aliens spawning in the living quarters module - which would compromise your main defence line to be. So I usually add 2-3 more stores before I put down the living quarter. I use stores because these build fastest and a good defensive layout is unfortunately slow to develop. However it will take a few month before one has pillaged and sold enough stuff to hire a large bunch of technicians. Not to mention researched the stuff to build. Setting up the 100-150 scientists in the main base needed to research stuff at reasonable pace takes priority. And even on superhuman difficulty the aliens usually don&#039;t bother my second base before I got a garrison by mid to end February. Once the living quarter finishes I add a MC lab or two to help with the screening. Transmission resolver is next in the building queue. So this is the intermediate design.&lt;br /&gt;
{{TBK|=&lt;br /&gt;
|subpen1|subpen2|water|water|water|water|=&lt;br /&gt;
|subpen3|subpen4|water|water|water|water|=&lt;br /&gt;
|airlock|large_sonar|water|water|water|water|=&lt;br /&gt;
|stores|water|water|water|water|water|=&lt;br /&gt;
|stores|water|mclab|water|water|water|=&lt;br /&gt;
|stores|stores|quarters|transmission|water|water|=}}&lt;br /&gt;
Next add one more sub-pen living quarters and workshops as money permits, on one more store and replace the outdated sonar with a MC generator to reduce the number of base defences. The following final layout is not optimized for build time - I leave this as an exercise to the reader.&lt;br /&gt;
{{TBK|=&lt;br /&gt;
|subpen1|subpen2|subpen1|subpen2|water|workshop|=&lt;br /&gt;
|subpen3|subpen4|subpen3|subpen4|water|stores|=&lt;br /&gt;
|airlock|mcgenerator|water|water|quarters|workshop|=&lt;br /&gt;
|stores|water|quarters|workshop|quarters|workshop|=&lt;br /&gt;
|stores|water|mclab|workshop|quarters|workshop|=&lt;br /&gt;
|stores|stores|quarters|transmission|quarters|workshop|=}}&lt;br /&gt;
This layout allows to crank out those new subs fast or make tons of money. There is enough workspace for large projects and plenty of storage for the defence displacers and supplies. Only one should be needed.&lt;br /&gt;
In any further base I build 3 sub-pens and add 3-4 pwt defences, a bombardment shield and more storage(the zrbite keeps piling up) and more mc labs for faster screening.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rushing MC ==&lt;br /&gt;
&lt;br /&gt;
MC is undoubtedly the most powerful tactical advance - so powerful that some consider it cheating - at least if one uses MC chains.A highly skilled MC squad usually eliminates all combat casualties if used properly and allows the safe training of any soldier, maximizes loot(less unwanted destruction) and together with drills/tasers no ammunition is needed to safely kill large numbers of enemies. An it greatly helps during terror missions, night missions(alien scouts) and against lobsterman.&lt;br /&gt;
Once the high MC strength soldiers(80+) have been identified by the lab it usually just takes just 1-2 month with lots of intercepts to max out the the MC skill(as far as combat is concerned). This enables them to control any alien on a whim. Secondary stats are increased as well while training.&lt;br /&gt;
So in order to win easily one would want it as early as possible. Lets see how fast it is possible.&lt;br /&gt;
Usually you will manage to obtain a reader in January. By the start of February the alien containment should store a live terrorist.  This could result in an active lab by end of February. Spend the rest of February researching other stuff. In March research the MC reader. If you have run into tasoth by then you are lucky. If not but you know where a colony is located you are also fine. Just send a bunch of rookies to grab one (bring tasers(or TSL if you got them), flares and something to deal with tentaculats) and get the hell out of it as soon as you got it. If half the rookies die its still a win. Then research the tasoth and disruptor and you are ready to roll in April.&lt;br /&gt;
If one is lacking a live terrorist for unlocking the MC lab - a live tentaculat provided by a base will do(Fire from your dropship at all other alies until one gets close enough to rush &amp;amp; stun it with tasers - pickup and throw/walk it into the dropship). Theoretically there should also be a reader somewhere but I don&#039;t know which aliens usually carries it.--[[User:Tauon|Tauon]] 16:28, 11 October 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Known_Bugs_(TFTD)&amp;diff=31511</id>
		<title>Talk:Known Bugs (TFTD)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Known_Bugs_(TFTD)&amp;diff=31511"/>
		<updated>2010-10-11T19:13:06Z</updated>

		<summary type="html">&lt;p&gt;Tauon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=More Unconscious Bugs=&lt;br /&gt;
&lt;br /&gt;
OK maybe TFTD is just plain buggy. This may be related to the Mind Controlled units MIA bug. What I saw was:&lt;br /&gt;
&lt;br /&gt;
* All human units are killed or stunned, but the game does not end, a Coelecanth keeps working (this is a bug right?). I ran the Coelecanth for at least 4 more turns, with all Aquanauts either dead or stunned.&lt;br /&gt;
* If I saved and restored this game with the Coelecanth, on the first restored turn I had no units. I could not use the Units menu, the Next Unit button, or the Centre on Unit button. Nothing. After letting the aliens move for one turn, I could see my Coelecanth again. &lt;br /&gt;
* If I aborted this mission with the Coelecanth in the ship, as expected it says &amp;quot;Submarine Lost&amp;quot; and the stunned crew - who had been placed aboard the Triton - do not make it back to base. &lt;br /&gt;
* However, one of the stunned crew members does make it back to base. The stunned crew were all psi weak but some were stunned whilst under alien mind control, others were not - they were just panicked. I&#039;m not sure if the crew member who teleported back to base was mind controlled or just (morale) panicked. But I would guess he was panicked, since most of them were mind controlled. &lt;br /&gt;
* When this crew member gets back to base he is shown as being assigned to craft called &amp;quot;Weapon-1&amp;quot; (since the craft he was assigned to no longer exists). Since this craft doesn&#039;t exist, there is no way to unassign him from it. Even if I had a new Triton I doubt I would be able to assign him to it. Shame he wasn&#039;t injured!&lt;br /&gt;
* Like in a similar incident I saw before, the affected Aquanaut was the first in the list and also the most senior rank. So that &#039;&#039;might&#039;&#039; be a factor. &lt;br /&gt;
* In this underwater mission I saw that the Hallucinoid&#039;s melee attack definitely works, and is lethal against unarmoured Aquanauts. The melee attack is ineffective against a Coelecanth (with XComUtil improved tank armour I think). I saw no evidence of its ranged attack working, ever, despite many opportunities. It may be possible that (like the HJ Cannon on land), the Hallucinoid&#039;s ranged attack might be able to reaction-fire underwater. I didn&#039;t do enough to test this, I might try that later. &lt;br /&gt;
[[User:Spike|Spike]] 14:08, 8 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I got this situation:&lt;br /&gt;
Was on a ship attack mission (passenger ship). On the 2nd level, at the lift (big room with crates), one of my soldiers got MC&#039;d while still standing on the lift. He shot a thermal shok bomb and became unconscious (while MC&#039;d). He remained unconscious until I eliminated all aliens, waiting patiently on the lift. Now, the game didn&#039;t notify me about a dead or MIA agent, but he disappeared from my aquanauts list. Dunno what was the cause of this misbehaviour.&lt;br /&gt;
[[User:mingos|mingos]]&lt;br /&gt;
&lt;br /&gt;
: I imagine it&#039;s the bug Zombie reported [[Exploiting_Mind_Control#Zombie.27s_Permanent_Control_of_Aliens_via_Stunning|here]] in reverse - your dude turned into an alien. He didn&#039;t count as MC&#039;d (so no MIA message), and he didn&#039;t count as dead (so no DIA message either). That bug - and the others on the same page - really should be documented on the &amp;quot;master lists&amp;quot;... - [[User:Bomb Bloke|Bomb Bloke]] 02:45, 4 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
So... If I applied stimulant on him, he&#039;d be hostile for one turn and then magically return to my team, I assume. Damn, all this stunned/revived/MC&#039;d/un-MC&#039;d and the mixtures thereof are really weird. Multiple bugs at play... [[User:mingos|mingos]]]&lt;br /&gt;
&lt;br /&gt;
:Seb76&#039;s loader fixes all the mind control / unconscious bugs. These bugs have many different manifestations. [[User:Spike|Spike]] 14:05, 8 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Gill-men reported as Snakemen ==&lt;br /&gt;
&lt;br /&gt;
I get these interesting bugs playing TFTD. A Gill-man corpse is described as a Snakeman corpse. And I get messages saying &amp;quot;Snakeman soldier has panicked&amp;quot;, &amp;quot;Snakeman soldier has gone Berserk&amp;quot;, when the Gillmen have morale failures. Now the game I&#039;m running using XComUtil, and these Gill-men were created by using XComUtil REPlace command, changing them from Aquatoids and Tasoths. So this may be a fluke. Has anyone else ever noticed this? [[User:Spike|Spike]] 17:27, 8 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It&#039;s due to XcomUtil. There isn&#039;t a string containing &amp;quot;Snakeman&amp;quot; (or any variant thereof) in ENGLISH.DAT, ENGLISH2.DAT or even the executable. --[[User:Zombie|Zombie]] 19:45, 8 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Survey Ship v. Escort==&lt;br /&gt;
The Survey Ship and Escort are not interchanged on the battlescape. The sub that comes up matches the UFOpaedia entry and the picture that pops up during interception. [[User:Magic9mushroom|Magic9mushroom]] 04:31, 21 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Not sure what you mean exactly. I would expect that during Interception it would look like an Escort, but when you shoot it down you see a small 1 room craft (Survey Ship) on the Battlescape map but the expected large crew and loadout from an Escort. And vice versa. Is this not what you see? [[User:Spike|Spike]] 16:17, 21 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
No. When you shoot an Escort down the picture (although not the size of the blob) matches the design of what you term a Survey Ship, the 1 room craft. When you shoot down a Survey Ship the picture (though again, not the size of the blob) matches the larger, 3 room craft. Which is also confirmed by the UFOpaedia entries. The UFOpaedia entry for the Survey Ship looks like the larger craft and the UFOpaedia entry for the Escort looks like the smaller craft.&lt;br /&gt;
&lt;br /&gt;
So the sub seen on the battlescape matches the sub picture seen during interception and the sub picture in the UFOpaedia. There&#039;s no switching in the Battlescape relative to the stuff seen in the interception window and UFOpaedia. It may be that the Survey Ship was intended to be the one-room craft (and indeed, this seems logical) but if that&#039;s the case, it&#039;s switched in all three. I checked and double-checked this. [[User:Magic9mushroom|Magic9mushroom]] 05:03, 22 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Ok this is interesting, you may have uncovered a general misunderstanding. It&#039;s been suggested before that maybe it&#039;s just the &#039;&#039;names&#039;&#039; that are switched. &lt;br /&gt;
&lt;br /&gt;
I know you have double checked that you have never run XcomUtil or a map pack? Definitely a virgin install? &lt;br /&gt;
&lt;br /&gt;
Do you still see a large crew on a small craft and a 1 man crew on the larger craft? &lt;br /&gt;
&lt;br /&gt;
That the sonar blob size is wrong does suggest maybe a problem in the .exe rather than the map files.&lt;br /&gt;
&lt;br /&gt;
[[User:Spike|Spike]] 05:47, 22 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I don&#039;t even know how to use Xcomutil and have never downloaded it, so I can guarantee it&#039;s not been run on my Collector&#039;s Edition version.&lt;br /&gt;
&lt;br /&gt;
: I see multiple aliens on the 1-room craft and 1 alien on the 3-room craft.&lt;br /&gt;
&lt;br /&gt;
:I don&#039;t think the names are switched, since IIRC the Survey Ship still appears first and the Escort second in a mission. Besides, it&#039;d have to be names &#039;&#039;and crew&#039;&#039; switched to make sense.&lt;br /&gt;
&lt;br /&gt;
:The sonar blob size isn&#039;t wrong, it coincides with the reported size of the craft. Escorts are reported as Small while Survey Ships are reported as Very Small. The problem, however, is that that reported size doesn&#039;t agree with the actual size of the ships, although it does agree with their loadouts. [[User:Magic9mushroom|Magic9mushroom]] 05:57, 22 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Ok you have been very thorough on this. Let me try to summarise. The battlescape map, UFOpaedia picture and Interception window picture all agree in showing the Survey Ship as the larger of the two. The reported detection size, crew loadouts, spawn points, order of appearance, combat power, &amp;amp; sonar blob size all agree in showing the Escort as the larger. (We haven&#039;t looked at Mission types,  a further clue.)&lt;br /&gt;
&lt;br /&gt;
::: I think the most likely explanation is your earlier suggestion that all 3 &amp;quot;pictures&amp;quot; (map, intercept, UFOPaedia) were switched. Probably the last 2 are configured in the same place in the exe. As Zombie said, a miscommunication between different parts of the development team. Good investigative work! [[User:Spike|Spike]] 12:57, 22 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::You two have convinced me that it is probably unintentional. I don&#039;t think it should be listed under bugs though, as it always happens and doesn&#039;t actually screw up the game or anything. It&#039;s a very odd state of affairs and one that should be listed on the pages for the ships though. I still think the Survey Ship and Escort pages should reflect what actually happens in-game, ie that we should have the bigger floor plans under Survey Ship and the smaller ones under Escort, along with listing the UFOpaedia pics as they&#039;re actually noted in-game. [[User:Magic9mushroom|Magic9mushroom]] 05:00, 23 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
Magic9mushroom, your investigation has improved the understanding of this issue. It should definitely be flagged up on the wiki pages of both craft. And the other picture-swapping case, the supply ship, should also be flagged on the relevant wiki pages. I think both should be considered Bugs, as they are illogical / inconsistent and don&#039;t behave as a player would reasonably expect. It&#039;s not necessary that an issue is unpredictable, nor that it damage game play, to be called a bug. Most listed bugs are always repeatable, and quite a few arguably aid gameplay. So I think we should list these as bugs, add your additional findings, and update the craft wiki pages. I&#039;m not sure if we should swap the pictures and descriptions on the wiki pages back to the unmodified state or not. I&#039;m thinking it over. You&#039;re right that it&#039;s confusing to players who use the unmodified game. [[User:Spike|Spike]] 09:57, 23 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I&#039;ll put my support for the motion that Wiki should present this information as per what players will find in an unmodified game. So if they see pictures of an apple in the Ufopaedia but find an Orange in the Battlescape instead, while the Ufopaedia Orange entry comes up with a Battlescape Apple, then let it be so, but also note that the objects have been unintentionally swapped either in one place or the other. There are plenty more inconsistencies in TFTD anyhow. -[[User:NKF|NKF]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So then, if there are no further objections, I plan to do the following:&lt;br /&gt;
&lt;br /&gt;
- Swap the listed UFOpaedia pics for the Escort and Survey Ship to match the ones found in the in-game UFOpaedia.&lt;br /&gt;
&lt;br /&gt;
- Swap the listed floorplans to agree with what is actually found on the Battlescape&lt;br /&gt;
&lt;br /&gt;
- Add a note to both articles that there&#039;s likely some sort of mixup.&lt;br /&gt;
&lt;br /&gt;
Any objections? [[User:Magic9mushroom|Magic9mushroom]] 19:47, 25 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Generally agreed but you could consider putting both images on each page, listing the unmodified one first, and saying &amp;quot;it looks like THIS but should probably look like THIS&amp;quot;. [[User:Spike|Spike]] 07:45, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;ll link each page to the other of course, so that seems a bit redundant. It&#039;s been over a day by my count so I&#039;ll do the switch. [[User:Magic9mushroom|Magic9mushroom]] 07:54, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
...and done! [[User:Magic9mushroom|Magic9mushroom]] 08:32, 26 August 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== disappearing corpses ==&lt;br /&gt;
I thought this one is quite well known but could not find it on the list(Remove this if I missed it somehow).&lt;br /&gt;
This annoying bug is regularly encountered in settings with large maps containing lots of aliens (ship lane terror missions, XCOM base assault, Alien base assault, Artefact sites). Since the item table gets too full at some point and alien corpses and I think stunned aliens as well are items they are simply disappearing when any more killed/stunned. Too bad if this happens to be your hard earned lobsterman commander...&lt;br /&gt;
The easiest way to reproduce it is to take leviathan load of aquanauts including a squad of strong MC troopers, bring a taser, drills and a medikit and assault an Alien base. At sea level use MC chains to put every alien under molecular control and and march them to your transport. ASAP stun one aquatoid soldier,revive it with the medikit and wall it in. Then cull the rest of the Alien garrison and stuff your  pockets and backpacks with DPLs and ammo, Sonic pulsers, corpses and other weapons and ammo(unload ammo from weapons) until you can carry no more. Once you are done finish the off the last aquatoid and proceed to the second stage. There drop the stuff and play hunt the last alien(in order to get all the loot from the base) and soon you will encounter the bug.--[[User:Tauon|Tauon]] 15:13, 11 October 2010 (EDT)&lt;/div&gt;</summary>
		<author><name>Tauon</name></author>
	</entry>
</feed>