aliens

Author Topic: Tritanium matrix research issue  (Read 2613 times)

Offline CaptainVietnam

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Tritanium matrix research issue
« on: December 13, 2022, 05:22:57 am »
currently using version 2.7

as of 2.6 Making Tritanium requires researching Tritanium Matrix.

before this update I was able to make it after researching alien engineering and power systems

Is there a mission that gives it Tritanium Matrix or is my research bugged since I can't seem to be able to research it and make alloys. all alloy research is done I have a lab etc. I also have the welder and multi tool still nothing. I have so much research equipment that requires alloys to make but not a way to make them lol.



edit sorry about weird picture size i"m playing on 1440p monitor

« Last Edit: December 13, 2022, 05:53:13 am by CaptainVietnam »

Offline Juku121

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Re: Tritanium matrix research issue
« Reply #1 on: December 13, 2022, 06:16:19 am »
I did provide an answer (of sorts).

Maybe there's an earlier mission as well, but since this thing is tied to a couple of specific tiles, there's no easy way to search for it.

I imagine you're supposed to make do with looted alloys now. Hybrid embassies and alien bases give quite a bit.

Offline Xylon666Darkstar

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Re: Tritanium matrix research issue
« Reply #2 on: December 13, 2022, 09:47:17 am »
Spoiler:
Alien Colonies(established via Infiltration.  Not Alien Bases)
MiB Bases
Lunar Orbital Base Mission

Offline CaptainVietnam

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Re: Tritanium matrix research issue
« Reply #3 on: December 14, 2022, 11:44:47 am »
The balance of it seems out of whack. can't make Tritanium ammo so I'm forced to stack black ops snipers for damage. by the time I get Tritanium foundry I wont need Tritanium ammo since I will have upgraded from ballistics.

I could have sworn I had Tritanium foundry matrix done before without a MIB base and pre invasion (might just be in my head and a earlier version of the mod?) Are we certain it's the only spawn for a matrix?

I'm probably just going to roll back to a previous update or mod the research back to the way it was. Being gated from alloy for a long time has become a chore to keep playing for me. seeing all the armor, weapons, crafts researched for months and not being able to craft them has left me a bit salty lol.




Offline Juku121

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Re: Tritanium matrix research issue
« Reply #4 on: December 14, 2022, 12:53:48 pm »
The balance is new and probably will get some adjustment. I imagine you're supposed to rely more on looted alloys rather than manufactured ones.

The Tritanium Matrix is new from 2.6, and before that we only needed the Foundry, and before that only the tech to have been researched. So you're probably thinking of some older version.

I'm not 100% sure these three missions are the only spawns, since there are a million map blocks and scouring them for Matrix-tiles would be a gross misuse of time. Unless Solarius wants to confirm or someone comes up with another mission, that's it.


You can always give yourself one Matrix to research and avoid giving up all the other changes from 2.6 and 2.7.
« Last Edit: December 14, 2022, 09:00:40 pm by Juku121 »

Offline Chuckebaby

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Re: Tritanium matrix research issue
« Reply #5 on: December 14, 2022, 01:01:56 pm »
What Juku said. I honestly have a surplus of Tritanium/Alloys. I have so much I'm not even sure what to do with it.
I tried burning it, selling it but eventually just gave it away  ;D

But seriously. I have had like 6 colony's and 3 bases not to mention the large craft supply ships.

For me it's the elusive storm trooper armor.

Offline Xylon666Darkstar

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Re: Tritanium matrix research issue
« Reply #6 on: December 15, 2022, 06:25:34 am »
Yeah, having alien bases to farm Supply Ships was already pretty abusive even before Tritanium Foundry if you plan it right and score survive to that level of gameplay tbh.

Offline Juku121

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Re: Tritanium matrix research issue
« Reply #7 on: December 15, 2022, 08:55:32 am »
Solarius is going to stuff the supply ships full of turrets now, isn't he? :)

I suppose having the alien bases pull the same defensive intercepts as the Hybrid Embassies but with some of the meaner small UFOs might make it a little less convenient.

Offline Solarius Scorch

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Re: Tritanium matrix research issue
« Reply #8 on: December 15, 2022, 11:11:54 am »
Solarius is going to stuff the supply ships full of turrets now, isn't he? :)

Nah, the current amount is enough. :)

I suppose having the alien bases pull the same defensive intercepts as the Hybrid Embassies but with some of the meaner small UFOs might make it a little less convenient.

I didn't want to be that mean, but perhaps it's the smart thing to do. I think active enemy bases make Geoscape gameplay a bit spicier and more interesting.

Offline SBBurzmali

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Re: Tritanium matrix research issue
« Reply #9 on: December 15, 2022, 02:35:51 pm »
I suppose having the alien bases pull the same defensive intercepts as the Hybrid Embassies but with some of the meaner small UFOs might make it a little less convenient.
Those intercepts are already loads of free stats, that'd be an easy way to rapidly build up replacement troops.

Offline Juku121

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Re: Tritanium matrix research issue
« Reply #10 on: December 15, 2022, 03:33:52 pm »
Really? Currently, it's 7 interceptors once per week, which will net you ~7*4*0.1 ~= 30 Bravery, ~28*0.25 ~= 7 accuracy and ~28*0.3 ~= 8 reactions per month (per embassy, per interceptor - which might have more than one pilot). Unless you're drowning in embassies and/or trying to get the last few stat points, gyms and missions will give you as much if not more, for all active agents, not just a few pilots. Bravery is the only notable gain here.

Note that a lot of agent advancement is locked behind transformations and commendations, neither of which is easy nor quick to build up, so pure stat training has its limits.


If the interceptors were actually dangerous, like Fighters, Sentries, Contact Ships, Observers or Strikers, that'd mean downtime for your interceptors and more difficulty in actually reaching the supply ships without a solid escort. Hybrid aircars are pretty anemic in comparison to even the Sentry Ships.

Also, remember that taking on all these interceptors is an Elerium loss if you're flying advanced craft, and quite risky if not.

One might have to tweak the UFOs, their launch frequency, etc, of course. If the goal is to have an interesting air game, that'd have to happen anyway.
« Last Edit: December 15, 2022, 05:56:58 pm by Juku121 »

Offline SBBurzmali

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Re: Tritanium matrix research issue
« Reply #11 on: December 16, 2022, 07:00:33 pm »
Really? Currently, it's 7 interceptors once per week, which will net you ~7*4*0.1 ~= 30 Bravery, ~28*0.25 ~= 7 accuracy and ~28*0.3 ~= 8 reactions per month (per embassy, per interceptor - which might have more than one pilot). Unless you're drowning in embassies and/or trying to get the last few stat points, gyms and missions will give you as much if not more, for all active agents, not just a few pilots. Bravery is the only notable gain here.
Unless I am mistaken, training via interception can get you all the way up to you cap firing accuracy, not just the training max. So all the way up to 90 instead of training's 65. You also get the tick if you score at least one hit, even if another interceptor scores the kill, so you can have 12 or 16 pilot get a skill improvement chance off each attacker if you are willing to loiter a handful of modestly equipped Avengers nearby. I also suspect there is something off about how openXcom handles the check to see if pilots gain skills, I haven't been able to track it down in the code, but based on some of the skill gains I've seen in XPiratez, it seems like there are situations where you are able to get more chances at the improvement, maybe due to engagement / re-engagement or having multiple interceptors score a simultaneous kill, I'm not sure.

Offline Juku121

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Re: Tritanium matrix research issue
« Reply #12 on: December 16, 2022, 08:57:07 pm »
You're right, interception is considered a 'live mission' wrt stat caps. Though that only applies to firing accuracy and not reactions (where the caps are identical) nor bravery (which is admittedly the one stat that can be trained pretty nicely with interceptions).

You also want other stats besides these three, though, and Combat Pilot Training + Gun Kata can cover for 20 of the 25 points needed above the training cap.

You're also at the mercy of the RNG. In testing it took me two full Embassies to get my first +1 to FA, and another to get the second +1. :(

And you definitely don't want to waste the Elerium four loitering Avengers need for this trick.