Author Topic: Might be a potential problem with retaliation.  (Read 1576 times)

wcho035

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Might be a potential problem with retaliation.
« on: December 03, 2019, 02:59:10 pm »
I have been busy adding new line to the missionscript ruls. Then something occurred to me. I have not yet fully tested it but I suspect it happen.

I have 4 different set of retaliation in my mod. Human, UFO aliens, TFTD Aliens and APOC aliens.

How the heck can I make sure the ufos belong to one group, AKA humans, would not appeared in the retaliation belong to UFO aliens and etc.   

For example, in my human faction, they have migs and other human craft.

UFo Aliens have Small medium and large scouts.

I don't want the ufos from humans mixed up with ufo aliens.

Is this possible? Here are my coding.

For humans missionscript.
  - type: researchRetaliation
    missionWeights:
      0:
        STR_FACTION_RETALIATION: 100
    researchTriggers:
      STR_THE_MARTIAN_SOLUTION: true
    startDelay: 150
    targetBaseOdds: 100
    useTable: false
    label: 1
  - type: beginnerRetaliationFACTION
    missionWeights:
      0:
        STR_FACTION_RETALIATION: 100
    firstMonth: 0
    targetBaseOdds: 100
    useTable: false
    conditionals: [-1]
    label: 2
    startDelay: 150
  - type: experiencedRetaliationFACTION
    minDifficulty: 1
    missionWeights:
      0:
        STR_FACTION_RETALIATION: 100
    firstMonth: 0
    targetBaseOdds: 100
    useTable: false
    conditionals: [-1, -2]
    label: 3
    startDelay: 150
  - type: veteranRetaliationFACTION
    minDifficulty: 2
    missionWeights:
      0:
        STR_FACTION_RETALIATION: 100
    firstMonth: 0
    targetBaseOdds: 100
    useTable: false
    conditionals: [-1, -2, -3]
    label: 4
    startDelay: 150
  - type: geniusRetaliationFACTION
    minDifficulty: 3
    missionWeights:
      0:
        STR_FACTION_RETALIATION: 100
    firstMonth: 0
    targetBaseOdds: 100
    useTable: false
    conditionals: [-1, -2, -3, -4]
    label: 5
    startDelay: 150
  - type: superhumanRetaliationFACTION
    minDifficulty: 4
    missionWeights:
      0:
        STR_FACTION_RETALIATION: 100
    firstMonth: 0
    targetBaseOdds: 100
    useTable: false
    conditionals: [-1, -2, -3, -4, -5]
    startDelay: 150

For ufo aliens are same as what is found in mod's standard file.

Offline ohartenstein23

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Re: Might be a potential problem with retaliation.
« Reply #1 on: December 03, 2019, 03:43:39 pm »
You're going to have to use more than one alienMission to specify different types of UFOs. You can also set which type of retaliation mission each alien race uses when you shoot down their UFOs by the retaliationMission tag in alienRaces.

wcho035

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Re: Might be a potential problem with retaliation.
« Reply #2 on: December 04, 2019, 05:58:43 am »
Thanks ohartenstein23, I will test this tonight.