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I typically name my second file "Type @" and then let it be the second from the top save throughout the run through. This is a moving iterator I use as the game progresses as a current point as the saves are removed in a 10 save setup. This will be set at the last point in the game as all the files I will send will be complete successful runs. Theory being it was a surviving X-COM race that was then presented on the Internet here, so you can know that they have succeeded and the game is safe to play. This also means that any implied movement that the files present was in fact a successful(or potentially unsuccessful) mission I played in one try with no reloads (unless hardware/software failure). For example if there is an alien base run that got a captured alien commander : I had the items that are present in the save file at the point in time.
I typically name my second file "Type @" and then let it be the second from the top save throughout the run through. This is a moving iterator I use as the game progresses as a current point as the saves are removed in a 10 save setup. This will be set at the last point in the game as all the files I will send will be complete successful runs. Theory being it was a surviving X-COM race that was then presented on the Internet here, so you can know that they have succeeded and the game is safe to play. This also means that any implied movement that the files present was in fact a successful(or potentially unsuccessful) mission I played in one try with no reloads (unless hardware/software failure). For example if there is an alien base run that got a captured alien commander : I had the items that are present in the save file at the point in time.


== SAVE FILE 3 - 10 : Date ==
== SAVE FILE 3 - 10 : Date and or Description ==


I typically name my other save files with the date in the game at the point it is saved. I did not organize this one well because I was unprepared for the unreasonable rate of success of this build order, and it made me feel the need to tell the world about this incredible run. I will typically add on the Cydonia tag as well as the date to show when the Cydonia mission was set and completed. On the Cydonia Save file I typically leave all the items for scoring or perspective but I will sell everything but Alien Alloys and Elerium 115 to self score the Excess Fund. In this run I did not sell any alien corpses at all the whole game so you can see the number of Aliens encountered per save.
I typically name my other save files with the date and potentially a description in the game at the point it is saved. I did not organize this one well because I was unprepared for the unreasonable rate of success of this build order, and it made me feel the need to tell the world about this incredible run. I will typically add on the Cydonia tag as well as the date to show when the Cydonia mission was set and completed. On the Cydonia Save file I typically leave all the items for scoring or perspective but I will sell everything but Alien Alloys and Elerium 115 to self score the Excess Fund. In this run I did not sell any alien corpses at all the whole game so you can see the number of Aliens encountered per save.




File Name : [[File:June-18-2022_X-com_Win-May28th.zip]]
File Name : [[File:June-18-2022_X-com_Win-May28th.zip]]


== Game Analysis ==
== Game Analysis ==

Revision as of 07:06, 20 June 2022

I am the greatest and best X-COM UFO Defense player of all time and I intend to show the proof.


ALL OF US Love this game, but what has really changed since 1994.....

Firstly there is proof of actual non-inertial craft in US Airspace in 2004 off the coast of California. And yet the rest of the tryst between us and the real users of the X-COM game remain unclear. This requires an un-reasonable use of personal time and expertise to prove without any doubt that we are in unclear territory.


I am an old school player from the early days of X-COM and having used this amazing website I have furthered my understanding and theory of this game. There is reason to realize that the terms in this game may be selected with use to clarify an argument which is ongoing. From here on I will allow you interest but not disapproval of my theory of science and technique. If you are not a sure person just doubt this theory of mass, and remove the mention of realty. I am going to further the understanding of the mythos of this game but I want you as the reader to remember this:

All these things I am considering here are my own thoughts on "X-COM UFO Defense" a product of entertainment & human technology but not truth. Do not expect my perspective on this to follow the type path you may remain on in reality.




These are my pre-cursors that I will use in this explanation of my ultimate X-COM UFO Defense strategy:




Reticulan Continuum - (read Sectoid via Reticulan) The theory of a long term reality-bending war-riding race that diversifies genetically through conversion of people via warfare and disintegration of cultures. In effect the Reticulian Continuum creates more types by conquering worlds like what is seen in X-COM UFO Defense. This is a well known but undefined topic I use loosely in my explanation of the theories I present.




(Elerium) 115 - The theory that Elerium 115 is a densely located and proton-packed, heavy and stable element that can be used in resonance or repair of gravity waves. Useful in formation of standing waves to generate static structures or matter-waves relating to movement within formative masses composed of fluid gravity-mass movement via space-environment as a set standard.


Some Potential Theory Uses for Elerium 115: Powerful Force Fields, Foundry, Advanced Armour, Plasma Weaponry, (My own make believe theory about plasma fires) Static Removal Simulation via Plasma Fire Uncertainty.




Static-Removal Simulation Theory - The idea that there is a simulated possibility that a theoretical near-maximum exists in terms of computational correctness, specifically in terms of forecasting simulated outputs. My proposed solution suggests this near-maximum relies on and exists in a lance or plasma or moving proportion of plasma in a state of near mass-efficient conversion into energy and/or potential mass-capable mass. (The Static-Removal Simulation Theory exists in virtual setting this.)

The theory relies on the conceptually large rank of possible range-capable reactions in terms of plasma conversion via mist or mixing of various unknown elements and mixture heat in a largest theoretical maximum via Elerium 115. Due to time expansion as a relative constant, this would rely on the correctness of the simulated value of said "Plasma Fire" relationship to under-utilize the over-optimized lack of physical agreements in-virtu....

Laser War - Game Dynamic and Build Order Flavor

Laser War - Early Game

=====================================================================================================

This is the best theory of the game as of 2022 that I have ever considered or encountered, and having made a maiden run which I completed X-COM UFO Defense and defeated the Cydonia Mission on May 29th with 98 Million USD excess fund prior to the mission.

I am using various game bugs from X-COM UFO Defense (1994) base version with no Mods.


1st - Use of the Workshop feature that allows the user to get workshop production without start-up cost ( both USD cost and materials ) IF the user has the cost and workshop space prior to production, and instead of incrementing either counter on the workshop screen ( engineers or units to build ) exits to the sub-menu. User then returns to the item to be produced and sets the unit value up to 1 and adds engineers to build it. You will get the first increment unit for free but can continue from there if you want more at cost.

This is a increment bug on a UI element not a break or an exploit which was shipped to production 3 or more times (1994).


2nd - Light Fighters: This is the use of a bug that seems to be that if the user has an air unit that is rearmed and refueled, it can be transferred to another location with another hanger and it will be set 0% fuel for the rest of the game -- until it is told to return to base for repair or rearm.

I call this Light Fighters because it could be done conceptually with (...lots of legwork...) that the fighters could constantly cover the light side of the planet Earth in X-COM UFO Defense as time went on and wash over intercepting at will and potentially covering for sight on bases in maximized movement patterns at cost of user clicks and no refuels.

This is a simple technical reality that will occur in every game which is an exploit which was shipped to production 3 or more times (1994).


3rd - Minor bug that will sell engineers if they are over 250 but it is a loss as a player to use it and it was accidental.



There might be more minor ones that do not seem important but this is all I can remember at this point in time.


There is only one way to play the game of X-COM UFO Defense, and I will give to you the raw save files!!!


It is called Laser War, now let me walk you through it. Luckily there is such ease of use that it is drag and drop just like in 1994. After this I decided to take many more snapshots of the game but this one only has 10 saves as is normal for a typical X-COM UFO Defense file tree.



SAVE FILE 1 : Type 1

I typically name my first file "Type 1" and then let it be the top save for the rest of the run through. This allows you to see what the game is in effect without a lot of trouble (I love spreadsheets like it's 1994). This file is set for the first set of moves on January 1st. The concept is that you can only make so many moves because of 3 things (not including user errors) 1 - Living space, 2 - Money, 3 - General Stores. This is true for every set of saves I will present.

SAVE FILE 2 : Type @

I typically name my second file "Type @" and then let it be the second from the top save throughout the run through. This is a moving iterator I use as the game progresses as a current point as the saves are removed in a 10 save setup. This will be set at the last point in the game as all the files I will send will be complete successful runs. Theory being it was a surviving X-COM race that was then presented on the Internet here, so you can know that they have succeeded and the game is safe to play. This also means that any implied movement that the files present was in fact a successful(or potentially unsuccessful) mission I played in one try with no reloads (unless hardware/software failure). For example if there is an alien base run that got a captured alien commander : I had the items that are present in the save file at the point in time.

SAVE FILE 3 - 10 : Date and or Description

I typically name my other save files with the date and potentially a description in the game at the point it is saved. I did not organize this one well because I was unprepared for the unreasonable rate of success of this build order, and it made me feel the need to tell the world about this incredible run. I will typically add on the Cydonia tag as well as the date to show when the Cydonia mission was set and completed. On the Cydonia Save file I typically leave all the items for scoring or perspective but I will sell everything but Alien Alloys and Elerium 115 to self score the Excess Fund. In this run I did not sell any alien corpses at all the whole game so you can see the number of Aliens encountered per save.


File Name : File:June-18-2022 X-com Win-May28th.zip

Game Analysis


-- Base Theory --


I have a very thought through and re-rationalized view of how to place the majority but not all of the bases in X-COM UFO Defense and I will be specific as to why I do this and how come this matters for the run.