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* <strike>Understanding the energy recovery formula for UFO/TFTD is currently high on my list.</strike>  
* <strike>Understanding the energy recovery formula for UFO/TFTD is currently high on my list.</strike>  
* An article on radars to explain everything you need to know about them.


=Them Articles=
=Them Articles=


Or rather, short paragraphs that will eventually lead to a larger article that may very well get a page of its own.  
Or rather, short paragraphs that will eventually lead to a larger article that may very well get a page of its own.  
= Radars =
Radars - and Terror From The Deep's radar parallel, sonar - can be utilise in any of your bases. They are used for primarily for detecting enemy ships and then tracking them.
Each base comes with three different radar abilities. Short, Long and Hyperwave detection.
There are three different radars a base can have. A small radar, a large radar and the hyperwave decoder.
==Multiple Radars?==
Stub: To include: yes and no answers and why should you use multiple radars, with  an explanation on why you should never use the base information screen to estimate radar scanning ability.
==Phantom Radar==
===What is a Phantom Radar?===
A base with a phantom radar, as I've coined it, is a base that is able to continue detecting ships without actually physically owning the radar.
This is achieved by removing your existing radars. The game will retain the base's radar ability until another radar, of any type, is built. Basically, you're retaining the ghost of your previous radar, or radars.
The modules themselves do not retain the physically ability to detect ships. It's The base itself has the ability, however the game only assigns (and recalculates, if there are existing radars) the strength of the scanning ability at the moment a new radar module is built.
If you want to test this yourself, start a new game and remove the default radar and let time run.
===Phantom Radar Life Span===
The life span of the phantom radar lasts until the next radar is built at that base. You will lose the phantom radar completely. To avoid this, build all the radars that you want before dismantling them, or make sure the new radar is an upgrade of the old radar.
===Advantages===
The advantage of removing the facility will be that you can downsize your base just that bit more, making it much easier to defend.
This can be a disadvantage if your entire strategy hinges around the lower level layout of the module.
===Q: Is it cheating?===
Depends on how you look at it. You did pay for the scanning abilities in the first place - and the cost of a hyperwave module is not cheap!
On the other hand, you no longer have to pay for the maintenance of the module. That's about as far as the cheating goes. I'd say it's cheating if you're having money trouble. If you're raking in more cash than you ever need to spend, it doesn't matter if you physically own the module or otherwise.
===Q: Do I really have to do this?===
No, but it's good to know. And it stops you from being startled if your base continues to pick up enemy ships after removing the radars. Actually, it's the whole purpose of this article.


=X-COM Apocalypse: Starters Guide=  
=X-COM Apocalypse: Starters Guide=  

Revision as of 06:53, 30 September 2005

NKF:Talk

Welcome to NKF Talk. NKF once asked the question "What is NKF Talk?" - he didn't have a clue, so he decided to make it up as he went along. NKF Talk is now NKF's personal but ultimately temporary soapbox for ... well anything NKF jolly well wants, but it will be for X-COM-related articles in this wiki, that's for sure.

Note that there's an 'add to discussion' button at the top of the screen in the guise of a + symbol. Don't use it. For actual discussion, NKF recommends using any of the X-Com themed forums on StrategyCore and XcomUFO - where he frequents. There should be a wiki discussion somewhere on the X-Com forums, or just use the board's private messaging system if you're a member of the forum.

NKF is referring to himself in the third person for no apparent reason - although is rumoured to be absolutely bonkers, which explains a lot.

P.S: NKF is not NFK. NFK is some weirdo that keeps stealing NKF's thunder. Also NKF doesn't have any hidden psychological meaning, and are merely initials.

The NKF-Centric Notes of Doom

  • The first of the articles I'd like to see started is an "X-Com Apocalypse Starter's Guide", as I've been concentrating far too much on UFO and TFTD, might as well get started on the third game. I've written a lot about the subject on several different Apocalypse forums - it's high time to gather everything into one place. Where to begin? Time will answer that question. Hopefully not too much time.
  • Understanding the energy recovery formula for UFO/TFTD is currently high on my list.
  • An article on radars to explain everything you need to know about them.

Them Articles

Or rather, short paragraphs that will eventually lead to a larger article that may very well get a page of its own.

Radars

Radars - and Terror From The Deep's radar parallel, sonar - can be utilise in any of your bases. They are used for primarily for detecting enemy ships and then tracking them.

Each base comes with three different radar abilities. Short, Long and Hyperwave detection.

There are three different radars a base can have. A small radar, a large radar and the hyperwave decoder.

Multiple Radars?

Stub: To include: yes and no answers and why should you use multiple radars, with an explanation on why you should never use the base information screen to estimate radar scanning ability.

Phantom Radar

What is a Phantom Radar?

A base with a phantom radar, as I've coined it, is a base that is able to continue detecting ships without actually physically owning the radar.

This is achieved by removing your existing radars. The game will retain the base's radar ability until another radar, of any type, is built. Basically, you're retaining the ghost of your previous radar, or radars.

The modules themselves do not retain the physically ability to detect ships. It's The base itself has the ability, however the game only assigns (and recalculates, if there are existing radars) the strength of the scanning ability at the moment a new radar module is built.

If you want to test this yourself, start a new game and remove the default radar and let time run.

Phantom Radar Life Span

The life span of the phantom radar lasts until the next radar is built at that base. You will lose the phantom radar completely. To avoid this, build all the radars that you want before dismantling them, or make sure the new radar is an upgrade of the old radar.

Advantages

The advantage of removing the facility will be that you can downsize your base just that bit more, making it much easier to defend.

This can be a disadvantage if your entire strategy hinges around the lower level layout of the module.

Q: Is it cheating?

Depends on how you look at it. You did pay for the scanning abilities in the first place - and the cost of a hyperwave module is not cheap!

On the other hand, you no longer have to pay for the maintenance of the module. That's about as far as the cheating goes. I'd say it's cheating if you're having money trouble. If you're raking in more cash than you ever need to spend, it doesn't matter if you physically own the module or otherwise.

Q: Do I really have to do this?

No, but it's good to know. And it stops you from being startled if your base continues to pick up enemy ships after removing the radars. Actually, it's the whole purpose of this article.


X-COM Apocalypse: Starters Guide

An article by NKF

Preface

Starting an X-COM Apocalypse game can sometimes be daunting for first time players, even if they are veterans of the first two X-COM games. So, where do we begin? Well, before we begin, I want to say what this guide is not.

It is not a complete start to end walkthrough. It is only a guide to get players up and running in a new game. It is not meant to be a replacement for the game manual. While this guide may list a few keyboard and mouse commands, players are assumed to know most of the essential interface commands. And even if you don't, well, I'm not going to stop you.

Baby Steps: Starting the game

Starting a new campaign is generally a simple task of picking the right difficulty level and jumping right into the action. Fair enough.

Choosing a Difficulty Level

If you have absolutely no qualms in actually starting the game, skip ahead to the next chapter, or read on.

The main reason to deliberate on what difficulty level to play is often an easy one to answer. You just want to have an easier time, or you want a challenge. In Apocalypse, the difficulty level is more than just a simple stat increase for your enemies. Here are some things to consider:

  • Score Progression: The main reason is to decide on a difficulty level is to determine how toned down your opposition will be. On easier levels, the sheer size of the alien forces you'll encounter will be much smaller, and their stats will be weaker. However, this also means that your score progression will be slower. On the other hand, on harder levels, you get points faster because of the much large alien forces. Score controls the release of alien technology.
  • The Map : Difficulty will ultimately influence the type of map you are to play on. On easier levels Mega Primus is a small scenic city that is easy enough to manage, but as the difficulty is ramped up, the city turns into a sprawling Megapolis.
  • Base Sites: The more difficult the level, the more base site locations you'll have open to you. On the easiest level, you can only build up to 6 bases, while the hardest level gives you 8 possible locations. Unfortunately, not all bases locations are equally distributed around the city. This makes it difficult to have a dedicated refuelling or rearming depot for your patrol ships in various city sectors.

Your first base

You cannot officially choose your starting base or the layout of the pre-built base modules because base selection and initial module layout is random.

Luckily, you can meddle with fate somewhat by doing a base scrum. Restart the game on the difficulty level of your choice over and over until you get the base configuration that best suits your needs.

Note: Don't spend too much time doing this if you don't get the results that are desired. While you can eventually get any one of the base sites in the city, the chance of actually getting most of them beyond the set of the first four or so common base sites is very slim indeed. Getting the perfect base site that you want along with the module configuration, and personnel will be very difficult to get. You cannot get everything. Pick one that is acceptable and have fun. If you're not having fun, then what's the point? If you just can't decide, go with the next base and stick with it.


Real Estate

Bases are differentiated by corridor layout and the topside building that the base is hidden under. The top-side portion of the base will also determine how many launch tubes your base will have. The number of launch tubes are not particularly important, but we'll come to that later.

There are only two types of buildings that X-Com bases can be built in. Slums or warehouses.

A slum block can be huge, massive even on some maps. But they are very weak and any small section that is damaged can collapse other sections in a domino effect. In short, slums are very fragile. A section of slums can easily fall to even the lightest of mis-fired rockets, and if there are any other slum buildings that are connected, they too will fall. On the other hand, slum blocks often feature large building areas.

Warehouses are smaller, but they are tougher and can withstand more damage than a slum block. They are also more aesthetically pleasing to the eyes. Unfortunately, not many warehouses have massive building areas.

Corridors

The beauty of the various corridor layouts lies not just in how much expansion potential is available, but in how the layout can be utilised in base defence. Each one is better suited for one purpose than another.

Small layouts are the best for defence as you can force attackers into chokepoints. However they lack the space to allow for constructing a multi-purpose base that has a little of everything - forcing them into specialised roles. This isn't necessarily a bad thing. The main headache is deciding which facilities to decentralise and move to a new base.

Bases with large wide open layouts offer the opposite. With more space you get more room to build facilities, but your six teams of soldiers and technical staff will be spread all over the base. If the base has a repair bay, your defence modules will have to spread thin to cover both the repair bay and the grav-lift. As the game can only operate so many defence turrets at any given time, attackers will be able to break through the defence guns a lot easier and possibly infiltrate the base.

Grav-lift locations can also make or break your primary base as they are fixed. Take their locations into consideration as well when choosing a layout.

Weigh up your options and go for the base that you think would work best.


Getting into the thick of things

So you've bought your base, and you're happy with it. Good. You've taken the plunge and are now able to actually start playing the game. Hurrah!

Since Apocalypse is so open ended, I cannot possibly tell you what you must do next and where to go from there. This you must decide on your own.

Initial Housekeeping

This section and the following are just stubs for the time being.

Your First Mission

Your First Air Skirmish - or Not

Your Day Job: Bug Extermination

Infiltration

How to Investigate