podbelski Posted November 28, 2014 Share Posted November 28, 2014 it's 5/5 in dyn.ufos, what means 5% chance per check and 5 days detection delay. The latter seem to correlate with the game, but I'm unsure about 5%... for instance, setting 1st value to 0 changes nothing (while I expect the base should not be detected). Also, setting the 2nd value to 0 should result in immediate base detection (at least while the 1st value is 100), but it does not... can you test these cases on occassion? atm, I'm totally uncertain if I like current behaviour or not, and if not then what values I like to see instead. Quote Link to comment Share on other sites More sharing options...
kabill Posted November 28, 2014 Author Share Posted November 28, 2014 it's 5/5 in dyn.ufos, what means 5% chance per check and 5 days detection delay. The latter seem to correlate with the game, but I'm unsure about 5%... for instance, setting 1st value to 0 changes nothing (while I expect the base should not be detected). Also, setting the 2nd value to 0 should result in immediate base detection (at least while the 1st value is 100), but it does not... can you test these cases on occassion? atm, I'm totally uncertain if I like current behaviour or not, and if not then what values I like to see instead. Could possibly do a test later but as I say, I'm fairly certain I've had it work (maybe I imagined it though). Quote Link to comment Share on other sites More sharing options...
Man of Doge Posted November 28, 2014 Share Posted November 28, 2014 ... just realized that my assumption of additional UFO spawn per every human base was incorrect. Not sure where I saw this. XNT Gameconfig.xml file--chances are that's where you saw that. Quote Link to comment Share on other sites More sharing options...
podbelski Posted November 28, 2014 Share Posted November 28, 2014 yes, TY Quote Link to comment Share on other sites More sharing options...
podbelski Posted November 28, 2014 Share Posted November 28, 2014 what files set the contents of the UFO that are retrieved and sold in the end of GC? Quote Link to comment Share on other sites More sharing options...
drages Posted November 28, 2014 Share Posted November 28, 2014 what files set the contents of the UFO that are retrieved and sold in the end of GC? i got the same question.. can be hardcoded.. its not the place but do you know where the sprite files of the 2 sitting ppl on compuper at the geosphere map..left and right parts of the info screen.. i want to fire that guys Quote Link to comment Share on other sites More sharing options...
Man of Doge Posted November 28, 2014 Share Posted November 28, 2014 its not the place but do you know where the sprite files of the 2 sitting ppl on compuper at the geosphere map..left and right parts of the info screen.. i want to fire that guys It's in "assets\uitextures\gsframe". You're welcome! Quote Link to comment Share on other sites More sharing options...
drages Posted November 28, 2014 Share Posted November 28, 2014 It's in "assets\uitextures\gsframe".You're welcome! omg they were looking so tiny, i passed it at my searchs.. thx man!!! Quote Link to comment Share on other sites More sharing options...
podbelski Posted December 3, 2014 Share Posted December 3, 2014 kabill, have you ever touched the alienWavePeriodMultiplier parameter? I've made a few tests and it does not work... so the period between waves remain static (though with a random variation) Quote Link to comment Share on other sites More sharing options...
kabill Posted December 3, 2014 Author Share Posted December 3, 2014 I can't remember whether I've changed it before but, even if I did, I never checked to make sure it was working properly so can't help confirm this. Quote Link to comment Share on other sites More sharing options...
podbelski Posted December 3, 2014 Share Posted December 3, 2014 ... I'd like to completely turn off alien base insta-detection by planes, do you know is it possible? Quote Link to comment Share on other sites More sharing options...
kabill Posted December 3, 2014 Author Share Posted December 3, 2014 Only thing I can think of is reducing the radar range of aircraft to 0. However, this will remove their ability to detect UFOs as well. Quote Link to comment Share on other sites More sharing options...
podbelski Posted December 3, 2014 Share Posted December 3, 2014 ah now I see, it's not hardcoded, it's just the base is modeled as a stationary UFO, that's the cause... Quote Link to comment Share on other sites More sharing options...
llunak Posted December 3, 2014 Share Posted December 3, 2014 Right, it'd need code change to make the chance configurable or somesuch. Quote Link to comment Share on other sites More sharing options...
podbelski Posted December 3, 2014 Share Posted December 3, 2014 giving the plane a chance to detect the base has drawbacks: - it contributes to bad habits, i.e. player will constantly feel the urge to patrol the planet; less chance = more patrol - if the chance is 100% it completely undermines auto-detect settings, i.e. no need to wait for days if you can quickly send a plane - looks rather unrealistic: how an interceptor can detect a hidden underground base? so my vision is it better to disable plane-detection completely, if it eventually comes to coding. PS do I understand correctly: detection auto-check is performed once every few days, which amount is set in alienBaseDiscoveryCycle? Quote Link to comment Share on other sites More sharing options...
drages Posted December 3, 2014 Share Posted December 3, 2014 They bases are not so hidden maybe.. why do they need to hide their bases.. Quote Link to comment Share on other sites More sharing options...
podbelski Posted December 3, 2014 Share Posted December 3, 2014 (edited) b/c they don't want a nuke on their heads maybe? )) anyway if you assume bases are not hidden and are easy-to-detect then set auto-check values to 100/0 or smth like that Edited December 3, 2014 by podbelski Quote Link to comment Share on other sites More sharing options...
drages Posted December 3, 2014 Share Posted December 3, 2014 Then why don't we nuke them after detection? Thé world nukes a city for 15 terrorist alien.. Quote Link to comment Share on other sites More sharing options...
podbelski Posted December 3, 2014 Share Posted December 3, 2014 b/c they know it won't be interesting for a player, he wants a tough fight at the base re nuking the terrorized city - I'm against it, and will change the fail message text in my ongoing mod Quote Link to comment Share on other sites More sharing options...
drages Posted December 3, 2014 Share Posted December 3, 2014 Naa.. i will make a nuke high explosive.. if u fail to win, before u escape u will activate it.. Quote Link to comment Share on other sites More sharing options...
podbelski Posted December 3, 2014 Share Posted December 3, 2014 will u have the option to not activate it? Quote Link to comment Share on other sites More sharing options...
drages Posted December 3, 2014 Share Posted December 3, 2014 will u have the option to not activate it? its something fantastic idea.. just a huge c4.. but probably it will crash the game or kill all your soldiers too.. maybe i do it not so powerfull one but like XNT c4.. it was like a nukre anyway.. pff i am bored.. not so many activity at forum and no need to talk about this kind of thing at this topic.. Quote Link to comment Share on other sites More sharing options...
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