Difference between revisions of "User:Stratege"

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(Added alien ship IDs)
(added bunch of info)
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Alien Research
 
Alien Research
  
Monthly +2 * Defectors
+
Monthly (+2 * Defectors) Research
XCOM Base Raided? +20 (FillUFOPool function)
+
XCOM Base Raided successfully +20 Research
  
LogUFORecord:
 
eReuslt == 0 -> not detected
 
eResult == 1 -> detected+ignored
 
eResult == 2 -> detected+engaged
 
eResult == 3 -> crash
 
eUFO != 9
 
eResult <= 2 (whatever that means): //guessing it means success
 
->Successful Flight with no damage_ +1
 
->Successful Flight with >50 hp left: randomly +0 or +1
 
eResult <= 2 || eResult == 5: //assuming 5 means escaped
 
Objective == 0 (whatever that means, landing?)
 
eUFO == 4 //Scout
 
-> +4 Research
 
eUFO == 11 //Raider
 
-> +7 Research
 
eUFO == 7 //Transport
 
-> +10 Research
 
eUFO >= 13 (so 13 or 14) //Terror Ship and Assault Carrier
 
-> +15 Research
 
  
Other Notes:
+
Undetected/Ignored/engaged && not terror ship:
 +
no damage taken: +1 Research
 +
damage taken but >50 hp left: randomly +0 or +1 Research
  
damaging UFOs reduces panic generated and costs the aliens resources
+
Accusing the wrong country to harbor Exalt: +50 (oO)
 +
 
 +
On Undetected/Ignored/engaged but it survived/landing assaulted but failed:
 +
 
 +
Scout Recon +4 Research
 +
Raider Recon +11 Research
 +
Transport Recon +10 Research
 +
Terror ship Recon +15 Research
 +
Assault Carrier Recon +15 Research
 +
 
 +
Scout Harvest +12 Resources
 +
Raider Harvest +18 Resources
 +
Harvester Harvest +25 Resources
 +
Transport Harvest +38 Resources
 +
 
 +
 
 +
 
 +
 
 +
 
 +
Crash/Assaulted Landing Successfully - +1 Threat level (additional +1 for Large / Very Large / Overseer except Abductor, bug?)
 +
 
 +
Alien Ship Resource Costs (to repair damage, 5% damage -> 5% resource cost.)
 +
 
 +
Scout - 5
 +
Destroyer - 15
 +
Abductor - 25
 +
Transport - 30
 +
Battleship - 45
 +
Overseer - 35
 +
Fighter - 6
 +
Raider - 10
 +
Harvester - 20
 +
Terror Ship - 30
 +
Assault Carrier - 40
 +
 
 +
damaging UFOs reduces panic generated and costs the aliens resources (resource cost linearly as noted above)
  
Accusing the wrong country to harbor Exalt: +50 (oO)
 
  
  
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Battleship - 8
 
Battleship - 8
 
Assault Carrier - 14
 
Assault Carrier - 14
 +
 +
 +
 +
 +
 +
 +
Alien Objective:
 +
enum EAlienObjective
 +
{
 +
    eObjective_Recon, //0
 +
    eObjective_Scout, //1
 +
    eObjective_Harvest, //2
 +
    eObjective_Flyby, //3
 +
    eObjective_Hunt, //4
 +
    eObjective_Abduct, //5
 +
    eObjective_Terrorize, //6
 +
    eObjective_Infiltrate, //7
 +
    eObjective_Infiltrate, //8
 +
    eObjective_Infiltrate, //9
 +
    eObjective_Infiltrate, //10
 +
    eObjective_MAX
 +
};
 +
 +
Ufo Results for LogUFORecord:
 +
enum EUFOMissionResult
 +
{
 +
    eUMR_Undetected, //0 not detected
 +
    eUMR_Detected, //1 detected+ignored
 +
    eUMR_Intercepted, //2 detected+engaged (survived)
 +
    eUMR_ShotDown, //3 crash
 +
    eUMR_Assaulted, //4 landing (xcom won)
 +
    eUMR_Assaulted, //5 landing (aliens won)
 +
    eUMR_MAX
 +
};
 +
 +
 +
mission types:
 +
2 - Abduction
 +
3 - UFO Raid
 +
4 - landing
 +
7 - presumably XCOM base raid?
 +
8 - alien base
 +
9 - Terror
 +
10 - Alien Temple Ship
 +
11 - Council Mission
 +
13 - ?

Revision as of 19:05, 7 February 2015

Alien Research

Monthly (+2 * Defectors) Research XCOM Base Raided successfully +20 Research


Undetected/Ignored/engaged && not terror ship:

no damage taken: +1 Research
damage taken but >50 hp left: randomly +0 or +1 Research

Accusing the wrong country to harbor Exalt: +50 (oO)

On Undetected/Ignored/engaged but it survived/landing assaulted but failed:

Scout Recon +4 Research Raider Recon +11 Research Transport Recon +10 Research Terror ship Recon +15 Research Assault Carrier Recon +15 Research

Scout Harvest +12 Resources Raider Harvest +18 Resources Harvester Harvest +25 Resources Transport Harvest +38 Resources



Crash/Assaulted Landing Successfully - +1 Threat level (additional +1 for Large / Very Large / Overseer except Abductor, bug?)

Alien Ship Resource Costs (to repair damage, 5% damage -> 5% resource cost.)

Scout - 5 Destroyer - 15 Abductor - 25 Transport - 30 Battleship - 45 Overseer - 35 Fighter - 6 Raider - 10 Harvester - 20 Terror Ship - 30 Assault Carrier - 40

damaging UFOs reduces panic generated and costs the aliens resources (resource cost linearly as noted above)



UFOs:

Small: Scout - 4 Fighter - 10

Medium: Destroyer - 5 Raider - 11 Overseer - 9

Large: Abductor - 6 Harvester - 12 Transport - 7 Terror Ship - 13

Very Large: Battleship - 8 Assault Carrier - 14




Alien Objective: enum EAlienObjective {

   eObjective_Recon, //0
   eObjective_Scout, //1
   eObjective_Harvest, //2
   eObjective_Flyby, //3
   eObjective_Hunt, //4
   eObjective_Abduct, //5
   eObjective_Terrorize, //6
   eObjective_Infiltrate, //7
   eObjective_Infiltrate, //8
   eObjective_Infiltrate, //9
   eObjective_Infiltrate, //10
   eObjective_MAX

};

Ufo Results for LogUFORecord: enum EUFOMissionResult {

   eUMR_Undetected, //0 not detected
   eUMR_Detected, //1 detected+ignored
   eUMR_Intercepted, //2 detected+engaged (survived)
   eUMR_ShotDown, //3 crash
   eUMR_Assaulted, //4 landing (xcom won)
   eUMR_Assaulted, //5 landing (aliens won)
   eUMR_MAX

};


mission types:

2 - Abduction
3 - UFO Raid
4 - landing
7 - presumably XCOM base raid?
8 - alien base
9 - Terror
10 - Alien Temple Ship
11 - Council Mission
13 - ?