Author Topic: Alien Tech Level  (Read 4088 times)

Offline kaiser_bill

  • Squaddie
  • *
  • Posts: 7
    • View Profile
Alien Tech Level
« on: July 04, 2013, 11:22:48 pm »
Sorry, another question.

I note the following table at the end of the ruleset document:

alienItemLevels:
  - [0, 0, 0, 0, 0, 0, 0, 1, 1, 2]
  - [0, 0, 0, 0, 0, 1, 1, 1, 2, 2]
  - [0, 0, 0, 1, 1, 1, 1, 2, 2, 2]
  - [0, 0, 1, 1, 1, 1, 2, 2, 2, 2]
  - [0, 0, 1, 1, 1, 2, 2, 2, 2, 2]
  - [0, 1, 1, 1, 2, 2, 2, 2, 2, 2]
  - [1, 1, 1, 2, 2, 2, 2, 2, 2, 2]
  - [1, 1, 1, 2, 2, 2, 2, 2, 2, 2]
  - [1, 1, 2, 2, 2, 2, 2, 2, 2, 2]
  - [2, 2, 2, 2, 2, 2, 2, 2, 2, 2]

I am assuming this links into the alien equipment loadouts specified under the UFO crew loadout section.  But, how exactly does the table work?  I assume the numbers in the arrays refer to the tech level for any given alien (or the whole crew?), specifying which item set the alien is equipped with.  But what do the axes refer to?

As a follow on, is it possible to add in further tech levels (i.e., if some of the cells were set to "3" would that create a fourth tech-level that could be assigned to alien craft?)?

Thanks, Will.

Offline Warboy1982

  • Administrator
  • Commander
  • *****
  • Posts: 2333
  • Developer
    • View Profile
Re: Alien Tech Level
« Reply #1 on: July 05, 2013, 07:28:31 am »
it applies to the whole crew.

each number on the horizontal axis represents a 10% chance for that item level being chosen for the mission.
the vertical axis represents time, each line representing months since january 1999.

this list is completely dynamic, in that you can add as many months as you'd like, and yes, you can set the cells to 3 if you want, but you MUST specify a fourth loadout for EVERY mission type, or you'll run into problems.

Offline kaiser_bill

  • Squaddie
  • *
  • Posts: 7
    • View Profile
Re: Alien Tech Level
« Reply #2 on: July 05, 2013, 10:30:32 am »
That was my guess.  Thanks for clarifying.