aliens

Author Topic: [DONE] [Suggestion] Shoot down ufo to stop alien mission  (Read 11417 times)

Offline Meridian

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Re: [DONE] [Suggestion] Shoot down ufo to stop alien mission
« Reply #15 on: July 29, 2018, 12:48:49 pm »
Done.

You can now define a "interruptPercentage" on alien mission waves (by default 0) that define how likely the mission becomes inactive.

Notes... read CAREFULLY:
- already spawned UFOs will not be removed
- new UFOs won't spawn
- game checks every 30 minutes if a mission can be removed completely (when all flying, landed and crashed UFOs disappear)
- retaliation base attack battleship doesn't have a wave defined in the ruleset! ... for purpose of this feature, it takes its wave definition from the last mission wave in the ruleset instead
- alien bases are created when a UFO from the last wave is spawned... so if you want to prevent alien bases spawning in alien base and infiltration missions, you should add one more dummy wave to the mission definition, so that you have enough time to shoot down UFOs
- interruption check is done when UFO crashes (both land and water), or when it's destroyed (both in dogfight and during base defense by base facilities)

EDIT, see also: https://openxcom.org/forum/index.php/topic,6461.0.html

Example:

Code: [Select]
alienMissions:
  - type: STR_ALIEN_RETALIATION
    objective: 4
    spawnUfo: STR_BATTLESHIP # Spawned for the final retaliation run
    waves:
      - ufo: STR_SMALL_SCOUT
        interruptPercentage: 5        # 5% chance to finish mission when shot down
        count: 1
        trajectory: P8
        timer: 3000
      - ufo: STR_MEDIUM_SCOUT
        interruptPercentage: 10       # 2x 10% chance to finish mission
        count: 2
        trajectory: P8
        timer: 3000
      - ufo: STR_LARGE_SCOUT
        interruptPercentage: 10       # 3x 10% chance to finish mission
        count: 3
        trajectory: P8
        timer: 3000
      - ufo: STR_BATTLESHIP
        interruptPercentage: 80       # 2x 80% chance to finish mission
        count: 2
        trajectory: P8
        timer: 3000
« Last Edit: August 20, 2018, 06:08:02 pm by Meridian »

Offline Ethereal

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Re: [DONE] [Suggestion] Shoot down ufo to stop alien mission
« Reply #16 on: July 29, 2018, 01:23:06 pm »
That's great! However several times I encountered a situation when creating a database of aliens is beneficial to the player who is in urgent need of Ellerium 115. With new settings... Oh, don't overdo it! Thank you very much! Dreams come true!

Offline Nord

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Re: [DONE] [Suggestion] Shoot down ufo to stop alien mission
« Reply #17 on: July 29, 2018, 02:35:43 pm »
Great indeed, you are just a wonder, Meridian!

Offline krautbernd

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Re: [DONE] [Suggestion] Shoot down ufo to stop alien mission
« Reply #18 on: August 05, 2018, 05:25:59 pm »
Nice addition :D

Does this impact alien supply missions in any way?


Offline Meridian

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Re: [DONE] [Suggestion] Shoot down ufo to stop alien mission
« Reply #19 on: August 05, 2018, 06:43:07 pm »
Nice addition :D

Does this impact alien supply missions in any way?

Vanilla alien supply missions only have 1 ufo... so there's nothing to interrupt.

Offline zee_ra

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Re: [DONE] [Suggestion] Shoot down ufo to stop alien mission
« Reply #20 on: August 28, 2022, 08:15:28 am »
Done.

You can now define a "interruptPercentage" on alien mission waves (by default 0) that define how likely the mission becomes inactive.

Notes... read CAREFULLY:
- already spawned UFOs will not be removed
- new UFOs won't spawn
- game checks every 30 minutes if a mission can be removed completely (when all flying, landed and crashed UFOs disappear)
- retaliation base attack battleship doesn't have a wave defined in the ruleset! ... for purpose of this feature, it takes its wave definition from the last mission wave in the ruleset instead
- alien bases are created when a UFO from the last wave is spawned... so if you want to prevent alien bases spawning in alien base and infiltration missions, you should add one more dummy wave to the mission definition, so that you have enough time to shoot down UFOs
- interruption check is done when UFO crashes (both land and water), or when it's destroyed (both in dogfight and during base defense by base facilities)

EDIT, see also: https://openxcom.org/forum/index.php/topic,6461.0.html

Example:

Code: [Select]
alienMissions:
  - type: STR_ALIEN_RETALIATION
    objective: 4
    spawnUfo: STR_BATTLESHIP # Spawned for the final retaliation run
    waves:
      - ufo: STR_SMALL_SCOUT
        interruptPercentage: 5        # 5% chance to finish mission when shot down
        count: 1
        trajectory: P8
        timer: 3000
      - ufo: STR_MEDIUM_SCOUT
        interruptPercentage: 10       # 2x 10% chance to finish mission
        count: 2
        trajectory: P8
        timer: 3000
      - ufo: STR_LARGE_SCOUT
        interruptPercentage: 10       # 3x 10% chance to finish mission
        count: 3
        trajectory: P8
        timer: 3000
      - ufo: STR_BATTLESHIP
        interruptPercentage: 80       # 2x 80% chance to finish mission
        count: 2
        trajectory: P8
        timer: 3000

I wonder, whether a similar option exists for the elimination of alien bases?  Particularly, those spawned as a part of an infiltration mission.

In X-Com Files, I see no interruptPercentage option in the waves definition under the infiltration section.  I wonder, if it would merely suffice to add these definitions to make the infiltration mission interruptible.  Also, would it be possible to make the mission interruptible by specifying the percentages on the battleships only?  What is the best way to on the one hand ensure that the mission is guaranteed to set-back, if battleships are eliminated, while also guaranteeing that it won't be completed by the alien side?

Offline krautbernd

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Re: [DONE] [Suggestion] Shoot down ufo to stop alien mission
« Reply #21 on: August 28, 2022, 02:06:38 pm »
I wonder, whether a similar option exists for the elimination of alien bases?  Particularly, those spawned as a part of an infiltration mission.
You can not "interrupt" an alien base. Alien bases don't have waves.

In X-Com Files, I see no interruptPercentage option in the waves definition under the infiltration section.
Why would you, given that they are not meant to be interruptible? The default is waves not being interruptible and defaults are usually not added to definitons.

I wonder, if it would merely suffice to add these definitions to make the infiltration mission interruptible.
One way for you to check would be to simply try it out. Also, why would you think that a mechanic meant to interrupt alien missions would not, in fact, interrupt an alien mission?

Also, would it be possible to make the mission interruptible by specifying the percentages on the battleships only?
...why would you think otherwise? Again, why don't you simply try it out and see if it works?


What is the best way to on the one hand ensure that the mission is guaranteed to set-back, if battleships are eliminated, while also guaranteeing that it won't be completed by the alien side?
How is "guarenteed to set-back" different from "will not be completed by the alien side"? Are you asking how to disable infiltration missions alltogether?

Offline zee_ra

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Re: [DONE] [Suggestion] Shoot down ufo to stop alien mission
« Reply #22 on: September 06, 2022, 01:06:48 pm »
You can not "interrupt" an alien base. Alien bases don't have waves.
Why would you, given that they are not meant to be interruptible? The default is waves not being interruptible and defaults are usually not added to definitons.
One way for you to check would be to simply try it out. Also, why would you think that a mechanic meant to interrupt alien missions would not, in fact, interrupt an alien mission?
...why would you think otherwise? Again, why don't you simply try it out and see if it works?

How is "guarenteed to set-back" different from "will not be completed by the alien side"? Are you asking how to disable infiltration missions alltogether?

I have done some more play-testing, and the current configuration is quite adequate strategically.  By the time a final mission to Mars is possible, only 2 or 3 countries would defect, if every alien vessel on infiltration mission is intercepted.  The loot sold from all salvage missions in the month is already more than enough to pay for expenses.

I wonder if the statement that interception of vessels on infiltration missions slows down those missions for aliens is true.  If so, how it is reflected in the encoded mission parameters?

Ideally, I would like to have the capacity to have the Tasoth Factory missions more repeatable.  They do provide a very nice loot monthly, along with free Zrbite and Aq Plastics.