Danial Posted March 5, 2005 Share Posted March 5, 2005 I once posted (somewhere) a picture of the bottom-floor isometric of the default base. Everyone was asking if I could include the top floor... so I have. Here they are: Original: https://ufopaedia.xcomufo.com/pics/base.gif Top Floor: https://ufopaedia.xcomufo.com/pics/base1.gif Bottom Floor: https://ufopaedia.xcomufo.com/pics/base0.gif (Edit: +400kb? Please link to big pictures! - BB) Link to comment Share on other sites More sharing options...
Zombie Posted March 5, 2005 Share Posted March 5, 2005 Very nice, Danial. Very nice indeed! (You know me with pretty pictures)! Recently, I was playing a base defense mission with the default setup and noticed something interesting. Look at a the Hangar in the lower left-hand corner.It's only connected by the Small Radar System. If you only build modules connected to the upper right of the Hangar, a hangar door will separate your facilities.That comes in handy if you want to sneak up on the aliens, without being noticed. If you build facilities to the upper left of the Hangar, there is always an open corridoor leading inside.Might be a good idea to only build facilities in the upper right, as it aids somewhat in base defense. Link to comment Share on other sites More sharing options...
Stun Grenade Posted March 5, 2005 Share Posted March 5, 2005 (Edit: +400kb? Please link to big pictures! - BB) he has for 2 yes the base is nice indeed, but what do u mean by default? you don't start with that base do u? Link to comment Share on other sites More sharing options...
FullAuto Posted March 5, 2005 Share Posted March 5, 2005 yes the base is nice indeed, but what do u mean by default? you don't start with that base do u? Yes. Link to comment Share on other sites More sharing options...
Danial Posted March 5, 2005 Author Share Posted March 5, 2005 yes the base is nice indeed, but what do u mean by default? you don't start with that base do u?Yes, that is the base you start with! Peachy, ain't it? Link to comment Share on other sites More sharing options...
NKF Posted March 5, 2005 Share Posted March 5, 2005 Yes you do. You always see it up close in the game so it's not immediately apparent. (of course, you'd obviously have built extra stuff onto it as well) It's good to build in the upper left in general. All modules placed along the right and lower edges are plagued with the base disjoint bug. - NKF Link to comment Share on other sites More sharing options...
Bomb Bloke Posted March 5, 2005 Share Posted March 5, 2005 I've never had the fabled 'base-disjoint' bug. The worst I got was when I installed XcomUtil, and it mangled all my maps. Another thing XcomUtil does is that it re-writes your default base layout if you let it. Does that clear up any confusion, SG? Link to comment Share on other sites More sharing options...
Stun Grenade Posted March 6, 2005 Share Posted March 6, 2005 Another thing XcomUtil does is that it re-writes your default base layout if you let it. Does that clear up any confusion, SG?<{POST_SNAPBACK}> sure does. ive done it once aswell Link to comment Share on other sites More sharing options...
Danial Posted March 6, 2005 Author Share Posted March 6, 2005 I've never had the fabled 'base-disjoint' bug. The worst I got was when I installed XcomUtil, and it mangled all my maps.I've never had that problem before either. I've never run XcomUtil either! Link to comment Share on other sites More sharing options...
Bomb Bloke Posted March 6, 2005 Share Posted March 6, 2005 XcomUtil splits your CE game file in two, which is handy for my purposes. That's the only modification I allow it to make to my game. Link to comment Share on other sites More sharing options...
Fox Posted March 7, 2005 Share Posted March 7, 2005 Does the base disjoint bug happen in PSX? Link to comment Share on other sites More sharing options...
Zombie Posted March 7, 2005 Share Posted March 7, 2005 As per say, it should not. However, recently I was playing some base defense missions and some structures near the right side of the map were separated by a wall. It's lucky that the aliens don't normally spawn anywhere besides the Access Lift and Hangars, because otherwise I wouldn't have finished the mission if an alien spawned within one of those "land locked" structures. I was able to punch through those walls with a Blaster Bomb to see if any aliens were inside, but luckily no. So be very weary of structures near the right or bottom of your base. If your only Living Quarters is located at one of those edges, part of your squad could be separated from the fighting troops. As a rule of thumb, never, ever, ever build all your Living Quarters and General Stores near those edges, as you will need Blasters to poke your way back into the "main" base. Link to comment Share on other sites More sharing options...
Stun Grenade Posted March 27, 2005 Share Posted March 27, 2005 bombing your own base.... aliens are psi'ng i tells' you! Link to comment Share on other sites More sharing options...
NKF Posted March 27, 2005 Share Posted March 27, 2005 For reference regarding the base disjoint bug: https://www.geocities.com/nkfarma/reference/bdb.html (All my old links to it weren't working for some odd reason or other. Now moved it to a new directory) So if you really must test for this bug, build modules only along the right or lower edge of the base and get attacked. XComutil attempts to work around this problem by automatically knocking the walls out. All base modules start off with solid walls. The game just removes then when creating the base map. Apparently, it seems to have an off-by-one error that prevents it from knocking the walls out for the map blocks on the edges. Hangars are by far the safest modules to build along the edges. - NKF Link to comment Share on other sites More sharing options...
Slaughter Posted March 27, 2005 Share Posted March 27, 2005 Nice! This is the sort of stuff I want added to the site at some point. Link to comment Share on other sites More sharing options...
Stun Grenade Posted March 28, 2005 Share Posted March 28, 2005 your wish is granted then Slaughter Link to comment Share on other sites More sharing options...
Slaughter Posted March 28, 2005 Share Posted March 28, 2005 Good . We'll ask our members to help contribute with content to the site soon, so anything is welcome. Link to comment Share on other sites More sharing options...
pcx Posted May 29, 2005 Share Posted May 29, 2005 hey danial, how do get the whole map view ? I've seen pics by NKF (on his homepage) and some other ppl with image files of the whole battlescape.I suppose there's some trick of software to do it, since it'll be really tedious to capture overlapping screenshots and join them together. thanks. Link to comment Share on other sites More sharing options...
NKF Posted May 30, 2005 Share Posted May 30, 2005 And tedious it was! Yes folks, I did my uber screenshot of a 4x4 module mountain map screenshot by screenshot! But that was back in the old days. Now you can view map with some map viewers. I can't remember any off the top of my head, but I think Daishiva's map viewer can do this - and actually, Bomb Bloke, didn't you have something along those line as well? - NKF Link to comment Share on other sites More sharing options...
pcx Posted June 2, 2005 Share Posted June 2, 2005 And tedious it was! Yes folks, I did my uber screenshot of a 4x4 module mountain map screenshot by screenshot! But that was back in the old days. Now you can view map with some map viewers. I can't remember any off the top of my head, but I think Daishiva's map viewer can do this - and actually, Bomb Bloke, didn't you have something along those line as well? - NKF<{POST_SNAPBACK}> Daishiva's map viewer is used for viewing internal maps only, I dun think it can view the save game maps.As for Bomb Bloke's , I got it working after lotsa of problems, but I dun see any documentation(is there even documentation?) on getting a screenshot (since it's fullscreen java). I'll go try prntscrn key later. Thanks. Link to comment Share on other sites More sharing options...
Danial Posted June 5, 2005 Author Share Posted June 5, 2005 hey danial, how do get the whole map view ?I used Daishiva's MapView program and stitched the images together in Photoshop. It was a little tedious, but the end justifies the means Link to comment Share on other sites More sharing options...
pcx Posted June 7, 2005 Share Posted June 7, 2005 holy cow danial. u mean u used the screenshots of each individual base module in daishiva's mapview and then stiched THOSE modules together ??? Totally tedious x 1000. Link to comment Share on other sites More sharing options...
Danial Posted June 11, 2005 Author Share Posted June 11, 2005 holy cow danial. u mean u used the screenshots of each individual base module in daishiva's mapview and then stiched THOSE modules together ???Sure did! Link to comment Share on other sites More sharing options...
Blehm 98 Posted June 18, 2005 Share Posted June 18, 2005 hey, so does the bottom left corner of the base always get seperated or is it just usually seperated Link to comment Share on other sites More sharing options...
NKF Posted June 18, 2005 Share Posted June 18, 2005 You mean the base disjoint bug? Only if the module that goes in that corner has north and west facing passages. Hangars won't be affected in that corner, but the north east and south west passages can still be blocked off. See ye olde diagrame for base disjointedness: https://www.geocities.com/nkfarma/reference/bdb.html It's true for UFO, but I'm not entirely sure how well it works with TFTD. Note: if you've run XComutil's xcusetup, then it'll have done a bit of surgery to get around this problem - unless you kept a backup of the map files. - NKF Link to comment Share on other sites More sharing options...
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