In vanilla game there is hard-coded feature
If alien had bases and player did not detected any of them,
than at the beginning of each month there is small chance (20%)
that it will be discovered.
I'm working on some improvement for TWOTS mod for TFTD ..
To find a base you have to do some research and build special subs and find by them a base ...
And hardcoded random feature is quite pain.
Either in vanilla game the players would have much greater joy when will discover alien bases by themselves.
[I tried download and compile mod but failed to handle all dependencies, however I managed to find how to add desired changes ]
However i suppose following modifications in OXCE should do the job:
Engine/mod.h
int _crewEmergencyEvacuationSurvivalChance, _pilotsEmergencyEvacuationSurvivalChance;
bool _showUfoPreviewInBaseDefense;
bool _firstAlienBaseDiscover;// INS LINE 260
/// Should UFO preview be shown in base defense UI?
bool showUfoPreviewInBaseDefense() const { return _showUfoPreviewInBaseDefense; }
/// Should Agents try to Discover first Alien base each month (20 % chance) ? // INS LINE 944
bool firstAlienBaseDiscover() const { return _firstAlienBaseDiscover; } // INS LINE 945
Engine/mod.cpp
_showUfoPreviewInBaseDefense(false),
_firstAlienBaseDiscover(true), // INS line at 440
_soldiersPerRank({-1, -1, 5, 11, 23, 30}),
reader.tryRead("showUfoPreviewInBaseDefense", _showUfoPreviewInBaseDefense);
reader.tryRead("firstAlienBaseDiscover", _firstAlienBaseDiscover); // INS LINE 3260
reader.tryRead("soldiersPerSergeant", _soldiersPerRank[RANK_SERGEANT]);
Geoscape/GeoscapeState.cpp
// Handle Xcom Operatives discovering bases
if (!_game->getSavedGame()->getAlienBases()->empty() && _game->getMod()->firstAlienBaseDiscover() && RNG::percent(20)) // UPD line 2902