Author Topic: Different mission goals  (Read 767 times)

Offline TheCurse

  • Colonel
  • ****
  • Posts: 316
    • View Profile
Different mission goals
« on: August 18, 2019, 09:20:56 pm »
I think it´d be nice for a change to have different mission goals, in terms of not just killing/stunning everybody.
The asylum mission is a really good example for that.
Not sure what the engine is capable of, but it seems "blow something up" is definately possible as goal.
Alternatives would be "steal something" as in "take from A and put down at B". Could be a person too...
Or as a modifier, if x happens (e.g. you get spotted in an enemy turn or something else) heavy amounts of reinforcements spawn.
Of course the possibility of just killing everyone still is valid, so thats probably what most people still would do.

any thoughts on that?

Offline krautbernd

  • Commander
  • *****
  • Posts: 604
    • View Profile
Re: Different mission goals
« Reply #1 on: August 18, 2019, 10:52:27 pm »
As far as I can tell, implementing something like "take  A to B" etc. is beyond the scope of the mod. If you have suggestions for additional win conditions, triggers and so on you should probably post them in the OXCE subforum.

Offline TheCurse

  • Colonel
  • ****
  • Posts: 316
    • View Profile
Re: Different mission goals
« Reply #2 on: August 19, 2019, 12:42:45 am »
so there´s no possibility to check for e.g. items on ground the same way the asylum mission checks for its aim?
is it actually a win condition since it just doesn't end there?
would it be possible to alter/add stuff based on such triggers?

Offline krautbernd

  • Commander
  • *****
  • Posts: 604
    • View Profile
Re: Different mission goals
« Reply #3 on: August 19, 2019, 09:30:28 am »
so there´s no possibility to check for e.g. items on ground the same way the asylum mission checks for its aim?
is it actually a win condition since it just doesn't end there?
would it be possible to alter/add stuff based on such triggers?
What do you mean by "based on such triggers"? No such triggers exist, so no, right now there's no way to alter or add 'stuff' based on them.

The asylum mission (or the TFTD artifact site for example, or alien bases etc.) checks for destroyed tiles. The only other possible trigger is the turn limit and you automatically win missions by killing all aliens. You can look up entries related to mission objectives in the ruleset reference.

Again, if you want additional triggers they need to be implemented in the codebase.
« Last Edit: August 19, 2019, 09:38:40 am by krautbernd »

Offline TheCurse

  • Colonel
  • ****
  • Posts: 316
    • View Profile
Re: Different mission goals
« Reply #4 on: August 19, 2019, 07:29:43 pm »
I understand now, thank you.
Hm ye there are really not that many possibilities...
Though some detroy missions (Generators, bases, servers and whatnot else) should be possible with that somehow.
Would it be possible to have special dmg type for tiles? That´d open the possibility of using mines (with radius 1 and a dmg type that doesn't affect regular stuff) to implement some kind of triggers...

Offline JustTheDude

  • Colonel
  • ****
  • Posts: 254
    • View Profile
Re: Different mission goals
« Reply #5 on: August 19, 2019, 07:53:51 pm »
Too much hussle for gains that are inferior to simply killing everything. We already have sort of "different mission goals". The player sets them.

In some missions like cult outpost it is capturing head honcho, you don't have to do anything else, if he spawns just next to your craft, you can stun him, grab his body, take it back and abort mission. Here you go, you won the mission, "case" might not be closed, but you gained something, a "material" to research, to progress on tech tree.

"Steal Something"? Whole point of Cult HQ is to get that specific thing (red card, gold statue) and after getting it, Agents can just fly away and X-Com can call this mission a success.

Apparently what you want was always implemented, even in vanilla X-Com, you just have to look outside the box.

Offline TheCurse

  • Colonel
  • ****
  • Posts: 316
    • View Profile
Re: Different mission goals
« Reply #6 on: August 19, 2019, 08:55:58 pm »
I see. If you put it like that its already there, yes.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • ***
  • Posts: 9654
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Different mission goals
« Reply #7 on: August 25, 2019, 04:14:26 pm »
Right now we can have the following mission objectives:
1. Kill or incapacitate all enemies. (This always works.)
2. Destroy an object on the map.
3. Survive for X turns.
You can also have an additional time limit to achieve objectives 1 or 2.

If I missed something, please let me know.

Offline ohartenstein23

  • Commander
  • *****
  • Posts: 1836
  • Flamethrowers fry cyberdisk circuits
    • View Profile
Re: Different mission goals
« Reply #8 on: August 25, 2019, 04:26:10 pm »
You can use #2 plus scripts to mess with a grenade's fuse timing to create more complex missions like capture a certain target or survive a random number of turns.