OpenXcom Forum
OpenXcom Forks => OpenXcom Extended (OXCE) => OXCE Suggestions DONE => Topic started by: Nord on July 28, 2018, 04:37:31 pm
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As i understand, global parameter "chanceToStopRetaliation" can stop alien retaliation mission in the middle by shooting down proper ufo's.
How about parameter, which would affect EACH mission?
Maybe just like so, in "vars" rules,
Or maybe (it is better, but i think also more complicate) in mission description.
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As i understand, global parameter "chanceToStopRetaliation" can stop alien retaliation mission in the middle by shooting down proper ufo's.
No, this parameter doesn't have anything with shooting down UFOs; and cannot stop retaliation in the middle.
This parameter is used to end the "endless retaliation battleships" when the UFO is destroyed by base defense facilities (e.g. by plasma defenses).
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Got it.
But then my first thought become a suggestion. Or is it too complicate?
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Got it.
But then my first thought become a suggestion. Or is it too complicate?
It's possible... but it may look very strange if you have multiple UFOs of the same mission on the globe.
You would shoot down one of them... RNG says "stop"... and suddenly the other UFOs make bloop and disappear into thin air :)
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Got it.
But then my first thought become a suggestion. Or is it too complicate?
I join the proposal.
And at the same time raise the issue of preventing Infiltration and the return of countries that have stopped funding back, by destroying the alien base built as a result of Infiltration.
You would shoot down one of them... RNG says "stop"... and suddenly the other UFOs make bloop and disappear into thin air
When you destroy the last on the globe-mission interruption.
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What if the "stop" meant that all other UFOs that were on the globe and part of the mission redirected to their final waypoint of the path where they'd normally disappear? This of course couldn't apply on UFOs that represent the mission as complete - the retaliation battleship would still keep going to your base and the last wave of infiltration/base building would stay as they already completed their objective.
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I join the proposal.
And at the same time raise the issue of preventing Infiltration and the return of countries that have stopped funding back, by destroying the alien base built as a result of Infiltration.
I thought you would... anything to make the game easier :P
What if the "stop" meant that all other UFOs that were on the globe and part of the mission redirected to their final waypoint of the path where they'd normally disappear? This of course couldn't apply on UFOs that represent the mission as complete - the retaliation battleship would still keep going to your base and the last wave of infiltration/base building would stay as they already completed their objective.
I guess I could just flag the mission as interrupted... leave all existing UFOs do their thing... and when a next UFO would be spawned, not allow it... and also somehow periodically check if I can remove the whole mission already, i.e. all UFOs despawned already (maybe once a month or something like that).
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I thought you would... anything to make the game easier :P
For that I two-level base, in my modification, and did. Five times think to go there a weak intake of new recruits or not. And, Yes, I am annoyed that the very fact of The generation of infiltration mission leads to irreversible consequences - the loss of the funding state forever. At the same time, the player can not avoid it by any means except cheating in the save file. It would be much more correct to give a chance to the player to recoup - destroyed base of newcomers - received the ally back. And if there is nothing to destroy the base - develop and swing further.
I guess I could just flag the mission as interrupted... leave all existing UFOs do their thing... and when a next UFO would be spawned, not allow it... and also somehow periodically check if I can remove the whole mission already, i.e. all UFOs despawned already (maybe once a month or something like that).
Can't make it any easier? When the x-COM base is found, the aliens attack it 5-10 times and on that, the current mission is completed, the aliens lose the coordinates of the base and look for it again, but only in the next missions. Just enter a limit on the number of ships completing the mission and deal with the end.
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Can't make it any easier? When the x-COM base is found, the aliens attack it 5-10 times and on that, the current mission is completed, the aliens lose the coordinates of the base and look for it again, but only in the next missions. Just enter a limit on the number of ships completing the mission and deal with the end.
That's what the setting from the first post does.
The "chanceToStopRetaliation" variable.
Set it to 20% to stop after 5 battleships in average, or 10% for 10 battleships in average... after that they forget about the base and have to start again.
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That's what the setting from the first post does.
The "chanceToStopRetaliation" variable.
Set it to 20% to stop after 5 battleships in average, or 10% for 10 battleships in average... after that they forget about the base and have to start again.
And what to do when all the battleships are destroyed not defensive facilities of the base, in their absence, and interceptors?
This parameter is used to end the "endless retaliation battleships" when the UFO is destroyed by base defense facilities (e.g. by plasma defenses).
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The retaliation ends when:
1. you let them into your base and win (or even lose) the mission
2. when base defenses destroy the attacking battleship and RNG on "chanceToStopRetaliation" says stop
Shooting down the battleships with your interceptors is normally impossible, since they are quicker than your interceptors and just attack your base anyway.
Also, even if you make your interceptors much quicker... isn't it easier to just let them in and end the mission that way?
If all of the above for some reason is not enough for you... you will be able to stop them by shooting them down with interceptors after Nord's suggestion is implemented.
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Shooting down the battleships with your interceptors is normally impossible, since they are quicker than your interceptors and just attack your base anyway.
In the original Avenger faster than any UFO and perfectly intercepts battleships. Not infrequently he had become a major base defense. In the modifications-there is no understanding who is faster, whom and what to intercept and what exactly UFO should attack the base.
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In the original Avenger faster than any UFO and perfectly intercepts battleships. Not infrequently he had become a major base defense. In the modifications-there is no understanding who is faster, whom and what to intercept and what exactly UFO should attack the base.
YES... but WHY would you do that? Just let them into the base, win the mission and they will STOP retaliating... it's MUCH easier than shooting them down with Avengers...
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YES... but WHY would you do that? Just let them into the base, win the mission and they will STOP retaliating... it's MUCH easier than shooting them down with Avengers...
Not always. It happens that there is either no armor for soldiers or weapons, or the soldiers themselves to the new base did not have time to start, or all the soldiers at the base flew on a mission in another transport. And in General, I do not like to let the enemy on their bases. Since the time of Red Alert, the habit has been preserved.
P.S. By the way long dreamed that after the attack on the base, half of the blocks would be broken and required to restore half the time of construction. Just to let the enemy to its base would be the most dangerous and unprofitable under any circumstances.
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I guess I could just flag the mission as interrupted... leave all existing UFOs do their thing... and when a next UFO would be spawned, not allow it... and also somehow periodically check if I can remove the whole mission already, i.e. all UFOs despawned already (maybe once a month or something like that).
I think it is an ideal way. "Interrupted" missions can wait until the end of a month with easy.
It will be great, thanks.
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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:
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
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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!
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Great indeed, you are just a wonder, Meridian!
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Nice addition :D
Does this impact alien supply missions in any way?
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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.
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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:
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?
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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?
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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.