Jump to content

User talk:ProspectOfIgnorance

From UFOpaedia

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.


8 Bases Total


Starting Base : Thule AFB

This stands for "Thule Air Force Base"

Thule around the world. "Thule around the world"


Thule is the pivotal and in my experience the best place to be, and to start, in X-COM UFO Defense.

There are 3 major advantages:


1: The arctic Tileset is the easiest to use in the early game due to brightness and the natural use of 1 part paths(paths in ice that must be connected but have broken away pieces of land and ice) that limit random movement into and out of the landed or crashes.


2: Thule's tactical movement advantage is apparent due to it's presence nearer to the top of the globe making for in effect greater cornering for interceptors that leave from this location vs ranging. It is a tactical advantage but I am not an advanced map user that understands as to why.

Forget why this is and "Thule around the world".

Just do that.


3: Thule is especially advantaged by nearness to scattered landmasses and also various slopes that encourage landed UFOs (For some reason?) and also all of the locations in the nearby area are in arctic tiles. This is good because this means the Alien Opponent will not have a good time hiding a building base on your nearby topological zone.


For reference the Alien computer opponent has different rules in effect than the player, and to build an additional base it needs to move nearby with 2-4 Flying and then landed UFOs which you will see if they are nearby in your sensor range, thus respond or detect the new nearby Alien Base (there can be numerous on the map at one time but may need to be constructed).


The downside of a sneaky base on an unscouted part of a continent you occupy with your first base, due to failure or other factors that the Alien opponent may optimize unevenly. is evident of location like:


In central Peru or in Western North America, or in Numerous places in disconnected Africa Bases or in south east Asia or Islands near continents.


The Structure of this base is built off of the Base model that is presented at the first part of the game and is not altered by deconstruction so as not to relay on a disadvantage in game.

TYPE 1:

Building Purchases:


General Stores ( Building for 10 days) x 2 Cost Each : $150,000

Living Quarters ( Building for 16 days) x 2 Cost Each : $400,000

Alien Containment ( Building for 18 days) x 1 Cost Each : $400,000

Workshop (Building for 32 days) x 1 Cost Each : $800,000


Material Purchases:


Tank/Rocket Launcher ( Transfer in 96 Hours) x 1 Cost Each : $480,000

HWP Rockets ( Transfer in 48 Hours) x 22 Cost Each : $3,000

Soldiers ( Transfer in 72 Hours) x 4 Cost Each : $40,000

Scientist ( Transfer in 72 Hours) x 18 Cost Each : $60,000

Stun Rod ( Transfer in 24 Hours) x 3 Cost Each : $1,260

Electro-Flare ( Transfer in 24 Hours) x 27 Cost Each : $60

Auto-Cannon ( Transfer in 24 Hours) x 4 Cost Each : $13,500

AC-HE ( Transfer in 24 Hours) x 8 Cost Each : $700

Proximity Grenade ( Transfer in 24 Hours) x 8 Cost Each : $500



SKYRANGER-1 : 8 Soldiers

Items:

Pistol x 3 | Pistol Clip x 5

Rifle x 8 | Rifle Clip x 20

Heavy Cannon x 2 | HC-AP x 8 | HC-HE x 1

Auto-Cannon x 1 | AC-AP x 6

Rocket Launcher x 1 | Small Rocket x 4

Grenade x 13

Smoke Grenade x 5



INTERCEPTOR-1

Weapon 1: STINGRAY

Weapon 2: STINGRAY



INTERCEPTOR-2

Weapon 1: STINGRAY

Weapon 2: AVALANCHE


Stores:

Stingray Missile x 25 | Space Used : 10

Avalanche Missile x 10 | Space Used : 15




Research:

10 Scientists | Motion Scanner | Unknown




Engineering:

10 Engineers | no work



 Analysis - The game requires at the first point in the session that you optimize space for your initial incursion response team to locate the first point of contact. There are largely 2 schools of thought but they require you to meet in the middle. The two schools of thought are this - Bio or Mech -- this means that you think or an infantry or a supported armored unit and infantry combination. The technique of using solely armored vehicles is necessarily disadvantaged in the terms of X-COM's use of solely infantry access locations. The possible Options are thus : 2 Tanks | 6 Soldiers , 1 Tank | 10 Soldiers , 14 Soldiers due to the SKYRANGER's maximums. This Build uses 1 Tank | 10 Soldiers but as the tech advances and the user gains money it is set up to use 2 Tanks | 6 Soldiers as a permanent mid-game structure prior to researching AVENGER. The Items that the user is missing to make this transition possible (other than money) is primarily the Laser Rifle. But in leu of the Laser Rifle, the teams of 2 Tanks | 6 Soldiers can use Auto-Cannons with AC-HE ammunition primarily. The other item I use is Motion Scanner, this item allows me to distinguish a termed "Squad-Leader" that will take AC-I and a motion scanner in night encounters for vision. You may need to use AC-AP for use inside the UFOs if the user chooses not to handle Rifles for entry. Once the player completes the required tech for both Tank/Laser Cannon and Laser Rifles you can rely on the 2 Tank | 6 Soldiers configuration for Terror Missions (using the Laser War Premise) and for actual craft encounters as they tech to the point of researching Alien Grenades and Personal Armour.

Everything else in the starting inventory that was dismounted or not selected from the initial setup was sold for store space.

See ** UFOs represented as an Interior Battleground **

See ** Number of Tanks vs Infantry in SKYRANGER and AVENGER **

Theory of Use - Thule AFB

The theory of the use of Thule AFB in this, my iteration of the "Laser War" premise in X-COM UFO Defense is key upon the prior point above concerning the need for a 2 Tanks | 6 Soldiers loadout in the early midgame moving into potential making capture missions a priority or ideally forcing an engagement in alien base assaults.


The need thus revolves around the idea that the cost of armor is high (Read Heavy Weapons Platforms - i.e. Tank/Rocket Launcher as seen above) and because of this the cost of Laser Weapons as a profit source for your X-COM company is essential as a first step.


The reason I provide in terms of need for this premise to be the first correct statement, is that it reduces you potential of losses and allows for easier use of lower rank soldiers in useful combination with statistically static armored units -- in particular the Tank/Laser Cannon, in my position the best and most useful unit or weapon in X-COM UFO Defense. This is further the case due to the fact that Tank/Laser Cannon are profitable at cost of above 140% cost of use per engineer. The use of the workshop feature of excess, is best for the high start up cost of the Tank/Laser Cannon and will net you $594,000 for holding the start up cost of $500,000 at point of proof.



These funds are reducible into Engineers at $50,000 , Workshops at $800,000 and Living Quarters at $400,000 to reach theory maximum of 250 Engineers , 6 Living Quarters, and 6 Workshops capable of producing 1 Tank/Laser Cannon every 4 hours exactly.




Because of this initial need for Laser Weapons as a directive, you want to build the most technically heavy version of the research projects you have available. I choose Motion Scanner here because it has utility throughout the entire game and is a profit producing good that you can use while you are researching up to laser weapons. I do not need to go for Medi-Kit as a profit making technology early before producing Laser Pistols and Laser Rifles on the path to the first Tank/Laser Cannon, and therein using this technology to stabilize on the Theory Maximum which implies a lack of usable space on the floor of the initial base, thus forcing expansion or lack of use.

Base 2 : Wright-PatAFB


Base 3 : Monument NM


Base 4 : Pretoria


Base 5 : Pine Gap SB


Base 6 : Stuttgart AFB


Base 7 : Mumbai AFB


Base 8 : Korea