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Alien Buildings And Combat Tactics: Difference between revisions

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The aliens have ten strange structures which seem to be of an organic design. They are all invunerable to damage.
The aliens have ten strange structures which seem to be of an organic design. They are all invunerable to damage.


A building's mission objective can only be completed once since it will self-destruct at successful completion.
A building's mission objective can be completed only once since it will self-destruct at successful completion.


The only way to destroy the organic structures is by ground assault with a large and heavily armed X-Com strike team. Attacking the fungus growths with craft weapons does not achieve anything.<br>
The only way to destroy the organic structures is by ground assault with a large and heavily armed X-Com strike team. Attacking the fungus growths with craft weapons does not achieve anything.<br>
Each oversized fungus must be researched to understand its purpose and importance ...and when troops have landed at each growth, a brief is prepared outlining the mission objective so that each building can be disabled.<br>
Each oversized fungus must be researched to understand its purpose and importance. To start the building assault once landed at a building, select "Investigate Building" or "Raid Building". Both buttons do the same thing.<br>
A brief is prepared outlining the mission objective so that each building can be disabled.<br>
Once an objective has been completed a message: "Building has been disabled" appears. The mission completes if no more hostiles are present. X-Com troops can hunt down the last remaining aliens or escape via available blue-exit-tiles to force an end. There is no rush to escape! The alien building remains structurally sound once it is disabled.<br>
Once an objective has been completed a message: "Building has been disabled" appears. The mission completes if no more hostiles are present. X-Com troops can hunt down the last remaining aliens or escape via available blue-exit-tiles to force an end. There is no rush to escape! The alien building remains structurally sound once it is disabled.<br>
When returning to the alien 'cityscape', the building automatically starts to collapse. Do not launch your craft immediately since they may be damaged from the still self-destructing building. Return to Mega-Primus at your leisure!
When returning to the alien 'cityscape', the building automatically starts to collapse. Do not launch your craft immediately since they may be damaged from the still self-destructing building. Return to Mega-Primus at your leisure!
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9. [[Megapod Chamber]]<br>
9. [[Megapod Chamber]]<br>
10. [[Dimension Gate Generator]]<br>
10. [[Dimension Gate Generator]]<br>
'''Do not''' move agents from a landed craft into the building. Keep them within the craft when you start the mission.


==Internal Features==
===Internal Features===
Alien plants which have a reaction to destruction and are not mission objectives. Other biological growths do not have any battlescape effect. Area-of-effect is typically a radius of two except the large barrel with Stun Gas effect having a radius of nine. Not all are pictured: explosive acorn (pedestal and overhanging), rotten egg, pink pods, ...
'''Exotic Plants'''<br>
Alien plants listed which have a reaction to destruction and are not mission objectives. Other biological growths do not have any battlescape effect. Area-of-effect is typically a radius of two except the large yellow-bright barrel with Stun Gas effect having a radius of nine. Not all are pictured: Acorns (pedestal and overhanging), Rotten Egg, Pink Pods.
<br clear=all>  
<br clear=all>  
[[Image:AlnBld00-Plants-All-(Apocalypse).png]]
[[Image:AlnBld00-Plants-All-(Apocalypse).png]]
<br clear=all>
Image to scale.
<br clear=all>
<br clear=all>
'''Orange Re-Inforcement Pads'''
<br>
 
'''Re-Inforcement Pads'''<br>
 
These square-shaped devices found within every alien building are used to spawn-in more aliens.<br>
 
Every alien building will have multiple orange spawn pads usually clustered with smoke and explosive plants. A common brown rock-type structural overhead scaffold is typical and easily indentified. Destruction of the spawn pad is possible with strong explosives. Each pad will destroy the immediate area with a small (3x3) explosion for each quarter of the complete pad. ie: each individual pad will have four explosions before disappearing.<br>
 
<br clear=all>
[[Image:AlnBld00-ReInforce-Pads-(Apocalypse).png]]
<br clear=all>
Note: The small picture shown in overhead view is the same for both colour types. Some pads may appear mismatched. This is a visual artifact and does not affect the pad's operation.


===Alien Re-Inforcements===
Aliens present within other structures are able to travel via their 'people tube' network. Any building which comes under attack by an X-Com ground force will prompt the alien horde into sending '''unlimited''' assistance to the beseiged building via the re-inforcement pads.<br>
'''Alien Appearances''': '''Anthropod, Spitter, Skeletoid, Popper''' lifeforms may spawn into the building. Every other type will not appear from the orange pads.<br>
'''Timer''': The spawn-timer is global for the current battlescape. If multiple pad-structures are present (typically three), the game will choose randomly which set to use. If a single pad-structure contains multiple pads which are orientated in a square fashion, the spawn-active pad will be the northernmost one (isometric view).




===Alien Squad Re-Inforcements===
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Aliens present within their structures are able to travel via their 'people tube' network. Any building which comes under attack by an X-Com ground force will prompt the alien horde into sending [[Orange_Pad_Re-inforcement_Spawns|unlimited assistance]] to the beseiged building via the orange square-shaped devices found within every alien building battlescape.
todo: chart: overview of all aliens spawn+qty of each building (as mentioned here [[To_Do_List_(Apocalypse)|to do list]]
 
==Combat Tactics==
==Combat Tactics==
dump: cutting ramps near orange pads to funnel spawns into a kill zone, integrate orange-pad temp page to here somewhere
* Alien corpses, not weapons, may clog the pad if they were killed immediately after appearing (spawn-camping) and will halt further spawns. Avoid killing aliens until they have had a chance to exit the device and move away if 'farming' for equipment.
 
* If bulk quantities of alien corpses are present, the newest corpse will be removed from the battlescape and will not be recovered whereas weapons and devices will not be removed if too many are present(eg: over 500 items on the ground). The game engine will become unstable. eg: a unit given a destination to move to may not have the destination-icon apear if the game screen includes the map cell with massive quantities of items. This is an indicator that the game is struggling and may crash soon. Complete the mission with your farmed items to prevent loss.
text dump from "Tactics" page. -one place not three!
* Once too many corpses are present on the battlescape and automatic corpse reduction has started, the orange pads will not clog up. Agents can then be placed adjacent the pad and shoot-dead any new spawns immediately.
* Orange pads and the bolbus plant next to it are explosive. If any items are within a two-cell distance of the detonating orange pad, they will all be destroyed and any dropped explosives may affect item piles further via chain-reaction explosions. This will destroy your farmed equipment!


=Alien Dimension: Buildings=
==Equipment Farming==
The Alien Dimension is a dangerous place for X-Com craft. For craft combat: [[Dimension_UFO_Combat_(Apocalypse)|Don't Get <s>Hurt</s> Shot Down]].<br>
[[Tactical_Combat_Missions_(Apocalypse)#Raid|Raiding]] an alien building for agent equipment is possible if escape from the battlescape is chosen instead of completing the mission objective. Agents should fill their inventorys with <s>stolen</s> equipment since offloading items is only possible by returning to Mega-Primus.
The structures/buildings in the aliens's homeworld: [[Alien_Dimension_(Apocalypse)|Alien Dimension]] will become accessible to X-Com once the research has been completed. The buildings and 'people tube' in the alien's homeworld are biological in construct (growth?) and are invunerable to damage.<br>
* A line-up of troop-transports raiding one-after-another method is suitable to maximise booty and to have all agents gain combat experience and attribute increases.
The oddly shaped structures each have a purpose which, discovered via research, will allow a craft with troops to land and infiltrate ''their'' buildings.<br>
* Spawning aliens are easily ambushed (caution when dying on the pad) since they appear one at a time and in <u>unlimited</u> quantity.
'''Do not''' move agents from a landed craft into the building.<br>
* Using non-explosive weaponry (eg: Toxigun only) will prevent explosions from destroying dropped equipment. Picking up needed armaments and dropping them somewhere <s>high up in a man-made tunnel</s> safe will preserve your loot however, rouge aliens may throw an explosive into your stash if they find it.
A large X-Com force is preferable (+16 agents) armed with the best. To start the building assault once landed at a building, select "Investigate Building" or "Raid Building". Both buttons do the same thing.<br>
* The alien building can be raided endlessly!<br>
To complete your objectives, all of the targets outlined in the Briefing must be destroyed. The message bar will display "Building has been disabled". To finish, evacuate the condemned building via the exit tiles or kill off all remaining aliens.<br>
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The "orange pad" terrain feature found in most buildings is an alien device for re-inforcements to arrive at regular intervals. The orange pad device is robust and can only be destroyed by [[Vortex Mine]]s (or accidently by the Queenspawn). To halt such re-inforcements, all orange pads present at one device must be destroyed to disable it.<br>
Each alien building will [[Dimension_UFO_Combat_(Apocalypse)#Infiltrate|collapse]] at successful completion of the battlescape mission.

Revision as of 10:13, 21 September 2022

Overgrown fungus buildings... but no fun once inside!

Alien Dimension Buildings

The aliens have ten strange structures which seem to be of an organic design. They are all invunerable to damage.

A building's mission objective can be completed only once since it will self-destruct at successful completion.

The only way to destroy the organic structures is by ground assault with a large and heavily armed X-Com strike team. Attacking the fungus growths with craft weapons does not achieve anything.
Each oversized fungus must be researched to understand its purpose and importance. To start the building assault once landed at a building, select "Investigate Building" or "Raid Building". Both buttons do the same thing.
A brief is prepared outlining the mission objective so that each building can be disabled.
Once an objective has been completed a message: "Building has been disabled" appears. The mission completes if no more hostiles are present. X-Com troops can hunt down the last remaining aliens or escape via available blue-exit-tiles to force an end. There is no rush to escape! The alien building remains structurally sound once it is disabled.
When returning to the alien 'cityscape', the building automatically starts to collapse. Do not launch your craft immediately since they may be damaged from the still self-destructing building. Return to Mega-Primus at your leisure!

The Sequence

One building chamber can only be attacked at any time. Once one growth is destroyed, a new research topic becomes available back in Mega-Primus.
1. Sleeping Chamber
2. Food Chamber
3. Alien Farm
4. Maintenance Factory
5. Incubator Chamber
6. Control Chamber
7. Spawning Chamber
8. Organic Factory
9. Megapod Chamber
10. Dimension Gate Generator
Do not move agents from a landed craft into the building. Keep them within the craft when you start the mission.

Internal Features

Exotic Plants
Alien plants listed which have a reaction to destruction and are not mission objectives. Other biological growths do not have any battlescape effect. Area-of-effect is typically a radius of two except the large yellow-bright barrel with Stun Gas effect having a radius of nine. Not all are pictured: Acorns (pedestal and overhanging), Rotten Egg, Pink Pods.


Re-Inforcement Pads
These square-shaped devices found within every alien building are used to spawn-in more aliens.
Every alien building will have multiple orange spawn pads usually clustered with smoke and explosive plants. A common brown rock-type structural overhead scaffold is typical and easily indentified. Destruction of the spawn pad is possible with strong explosives. Each pad will destroy the immediate area with a small (3x3) explosion for each quarter of the complete pad. ie: each individual pad will have four explosions before disappearing.


Note: The small picture shown in overhead view is the same for both colour types. Some pads may appear mismatched. This is a visual artifact and does not affect the pad's operation.

Alien Re-Inforcements

Aliens present within other structures are able to travel via their 'people tube' network. Any building which comes under attack by an X-Com ground force will prompt the alien horde into sending unlimited assistance to the beseiged building via the re-inforcement pads.
Alien Appearances: Anthropod, Spitter, Skeletoid, Popper lifeforms may spawn into the building. Every other type will not appear from the orange pads.
Timer: The spawn-timer is global for the current battlescape. If multiple pad-structures are present (typically three), the game will choose randomly which set to use. If a single pad-structure contains multiple pads which are orientated in a square fashion, the spawn-active pad will be the northernmost one (isometric view).


wip start

Combat Tactics

  • Alien corpses, not weapons, may clog the pad if they were killed immediately after appearing (spawn-camping) and will halt further spawns. Avoid killing aliens until they have had a chance to exit the device and move away if 'farming' for equipment.
  • If bulk quantities of alien corpses are present, the newest corpse will be removed from the battlescape and will not be recovered whereas weapons and devices will not be removed if too many are present(eg: over 500 items on the ground). The game engine will become unstable. eg: a unit given a destination to move to may not have the destination-icon apear if the game screen includes the map cell with massive quantities of items. This is an indicator that the game is struggling and may crash soon. Complete the mission with your farmed items to prevent loss.
  • Once too many corpses are present on the battlescape and automatic corpse reduction has started, the orange pads will not clog up. Agents can then be placed adjacent the pad and shoot-dead any new spawns immediately.
  • Orange pads and the bolbus plant next to it are explosive. If any items are within a two-cell distance of the detonating orange pad, they will all be destroyed and any dropped explosives may affect item piles further via chain-reaction explosions. This will destroy your farmed equipment!

Equipment Farming

Raiding an alien building for agent equipment is possible if escape from the battlescape is chosen instead of completing the mission objective. Agents should fill their inventorys with stolen equipment since offloading items is only possible by returning to Mega-Primus.

  • A line-up of troop-transports raiding one-after-another method is suitable to maximise booty and to have all agents gain combat experience and attribute increases.
  • Spawning aliens are easily ambushed (caution when dying on the pad) since they appear one at a time and in unlimited quantity.
  • Using non-explosive weaponry (eg: Toxigun only) will prevent explosions from destroying dropped equipment. Picking up needed armaments and dropping them somewhere high up in a man-made tunnel safe will preserve your loot however, rouge aliens may throw an explosive into your stash if they find it.
  • The alien building can be raided endlessly!

wip end