OpenXcom Forum
Contributions => Playthroughs => Topic started by: Amiga on March 19, 2018, 01:34:31 pm
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I know when our base is detected aliens send Battleship constantly when we destroy it using fusion deffence. It's happening because game will think that the mission is not yet over and it will prepare another battleship to attack the base. So if we let attack our base...and wipe all aliens is it mean they will stop sending Battleships?
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Yes, letting them land clears the flag that says to send more battleships.
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Yes, letting them land clears the flag that says to send more battleships.
Great to know that after 24 yrs haha
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Although if your fusion defense can take them out so easy, might be best to let them keep coming until you're sure you can take out a battleship, then send your soldiers after it before it arrives. That should clear the flag too.
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Although if your fusion defense can take them out so easy, might be best to let them keep coming until you're sure you can take out a battleship, then send your soldiers after it before it arrives. That should clear the flag too.
I didn't knew that too...
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Although if your fusion defense can take them out so easy, might be best to let them keep coming until you're sure you can take out a battleship, then send your soldiers after it before it arrives. That should clear the flag too.
What exactly do you mean by "send your soldiers after it before it arrives"?
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What exactly do you mean by "send your soldiers after it before it arrives"?
I think he meant crash site...
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Meridian, I meant send and interceptor to drop the battleship, then take the crash site. I may be wrong, but I believe doing that also clears the base assault flag and they stop coming for a while.
Of course even if it doesn't, it can still be a good way to keep getting more weapons, power sources, and elerium with a ship that's guaranteed to come your way every few days.
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It doesn't clear the flag.
The only way in vanilla to clear the flag is to let them in (or edit the save file :P).
PS: in OXCE+, there is a second way... to configure/mod a global percentage variable "chanceToStopRetaliation" that says how likely they are to consider your defenses as unbreakable and abandon their efforts to break in
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It doesn't clear the flag.
The only way in vanilla to clear the flag is to let them in (or edit the save file :P).
PS: in OXCE+, there is a second way... to configure/mod a global percentage variable "chanceToStopRetaliation" that says how likely they are to consider your defenses as unbreakable and abandon their efforts to break in
There's another way on the original/vanilla to clear the flag: dismantle your base and remove it from play ::)
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Touché
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It doesn't clear the flag.
The only way in vanilla to clear the flag is to let them in (or edit the save file :P).
PS: in OXCE+, there is a second way... to configure/mod a global percentage variable "chanceToStopRetaliation" that says how likely they are to consider your defenses as unbreakable and abandon their efforts to break in
where to set this variable??
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it's a global variable, similar to those in difficulty.rul or vars.rul
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it's a global variable, similar to those in difficulty.rul or vars.rul
So, if I set chanceToStopRetaliation: 50, does it mean that after each failed attack there's a 50% chance of a secondary one?
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So, if I set chanceToStopRetaliation: 50, does it mean that after each failed attack there's a 50% chance of a secondary one?
Yes. If you set it to 75%, there is a 25% chance of a second attack. If you set it to 60%, there is a 40% chance of a second attack and a 16% chance of a third attack.
where to set this variable??
You can put it anywhere, just put it by itself rather than in a section. If you are using the standard file names for your rulesets, it would belong in vars.rul.
Here's what's in my latest mod's vars.rul:
costEngineer: 25000
costScientist: 30000
initialFunding: 7500
chanceToStopRetaliation: 75
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Great. Thanks for avswers guys..