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Alien Activity

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chris.staddon:
I've been playing 5 months (2.5 Dev) and have yet to see anything other than scouts, fighters and never more than 2 harvesters. I actually let the aliens get a strong enough foothold to launch an attack on my base, hoping maybe that way I'd finally see a Corrupter or a battleship. But no. They invaded with... another harvester. (good choice of craft... NOT)

Yet when I go into the data files, there's other craft out there. So... can anyone explain how the alien activity logic works? If "alien activity" has to be above 300 for something to happen, what is the 300? Days? Months? And presumably there's a way to tweak the gameplay slightly, so corrupters appear earlier... what would I have to change to bring on a proper invasion?

H-Hour:
The timing of the campaign is currently undergoing significant revision. At the moment 1 day = 1 alien interest on normal difficulty. So if you are playing on normal, 300 alien interest means 300 days.

Jon_dArc:
For the purposes of your current game, debug_showinterest and debug_interestset are the console commands that would be useful. I regularly use debug_interestset to accelerate things when the aliens are taking their sweet time.

~J

chris.staddon:
Thanks for that; I'm having a blonde day though. How does one go about debugging? Or are the "alien activity" parameters in one of the files in 0ufos.pk3?

Nokim:

--- Quote from: chris.staddon on August 26, 2012, 03:59:38 pm ---Thanks for that; I'm having a blonde day though. How does one go about debugging? Or are the "alien activity" parameters in one of the files in 0ufos.pk3?

--- End quote ---
Just try mentioned commands above in console (Shift-~).

And you should consider playing on higher difficulty. In general difficulty level just makes alien interest rise quicker and employees' salaries higher. So all interesting parts you'll see sooner without any commands in console.

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