UFO:Alien Invasion

General => Tactics => Topic started by: Chris_the_Gamer on October 31, 2011, 01:43:39 pm

Title: Alienbase?
Post by: Chris_the_Gamer on October 31, 2011, 01:43:39 pm
I do not know just what I need to do more. I've researched so far all, have 6 base and in each one stationed starchaser + stingray. I start off every supply ship, but nothing is happening except further terror attacks and ufos. What next? I need to explore more? I think I must find the alien base but how??

Oh yes, someone has heard of what the final 2.4 version?
Title: Re: Alienbase?
Post by: Mattn on October 31, 2011, 08:21:35 pm
which version are you playing right now?
Title: Re: Alienbase?
Post by: Chris_the_Gamer on November 01, 2011, 10:42:35 am
Oh, I forgot. I'm playing version 2.3.1.!
Title: Re: Alienbase?
Post by: Chris_the_Gamer on November 02, 2011, 07:58:49 am
There are now 1 1 / 2 years ago since I've finished the final research project. There are often on UFOs, mostly hunters and scouts barely supply ships. But I find absolutely no alien base, made ​​no reference should be the one on earth except the ones in the study of the supply ship came out. How do I find now the Alien Base? Do I have to shoot a certain number of UFOs or something?
Title: Re: Alienbase?
Post by: Chris_the_Gamer on November 04, 2011, 03:37:44 pm
Okay, if no answer my question, I can probably wait until version 2.4 and then try it again.
Title: Re: Alienbase?
Post by: noob on November 07, 2011, 01:14:01 am
having same problem :)
maybe its some kinda of time limit?
for example wait end of year after all research project completed or what is setted in src?

2.4-dev last

looked code.. i guess it's this:

Code: [Select]
/**
 * @brief Start XVI spreading in campaign.
 * @note This is called when 'a new twist' technology is discovered.
 */

void CP_StartXVISpreading_f (void)
{
int i, numAlienBases;
const campaign_t *campaign = ccs.curCampaign;

/** @todo ccs.XVIShowMap should not be enabled at the same time than
* CP_IsXVIResearched(): ccs.XVIShowMap means that PHALANX has a map of
* XVI, whereas CP_IsXVIResearched() means that aliens started
* spreading XVI */
ccs.XVIShowMap = qtrue;

/* Spawn a few alien bases depending on difficulty level */
if (campaign->difficulty > 0)
numAlienBases = 3;
else if (campaign->difficulty < 0)
numAlienBases = 1;
else
numAlienBases = 2;

for (i = 0; i < numAlienBases; i++)
CP_CreateNewMission(INTERESTCATEGORY_BUILDING, qfalse);
}

but i dont see any functions which call this stuff..

chris, i think we can try this:
Code: [Select]
static const cmdList_t game_commands[] = {
{"cp_start_xvi_spreading", CP_StartXVISpreading_f, "Start XVI spreading"},
Title: Re: Alienbase?
Post by: Crashdown on November 07, 2011, 04:36:56 pm
Chris, I have something you may want to try. Worked well for me.

To do this you will need to be able to build a pair of SAM sites.
First step, watch carefully over time and you will notice a place or two that UFO's keep appearing and disappearing on radar. That is because they are landing and taking off from a base I believe
Note carefully the exact spot this seems to be happening and build your two SAM sites on either side of the spot. Pretty soon you will be attending UFO crashes there so often your guys will be scoring on their frequent flier miles ;D and will invariably stumble on their base.

Try and do this to a site near as possible to your base, always attend the crash (no auto resolve) and be aware that fighter support might be handy to have close at hand.

Let me know how it goes.
Title: Re: Alienbase?
Post by: noob on November 10, 2011, 02:39:07 am
Code: [Select]
debug_listalienbase
debug_alienbasevisible
but game need to be builded in debug mode
i guess maybe this should go to faq or somewhere on wiki
also be sure you reseached all techtree and last stuff like:

Quote
PBW Rifle
The Alien Body
Live Alien
The Enemy On Earth
XVI Census
A New Twist
The Alien Mind
Odd Behaviour
Alien Communication
The Universal Serum
Title: Re: Alienbase?
Post by: geever on November 10, 2011, 12:22:19 pm
Don't CHEAT, please! ;)

-geever
Title: Re: Alienbase?
Post by: Duque Atreides on November 10, 2011, 02:23:57 pm
I think that found the alien base must be from interrogation of the aliens. May be capturing an officer, just like x-com. If our soldiers have ranks, why not the aliens? something simple; troop, low-rank officer-high rank officer, and maybe commander.
Title: Re: Alienbase?
Post by: Nutter on November 10, 2011, 03:04:10 pm
...why not the aliens?

Because they're all under a telepathic hive mind ignorant of the concept of individuals other than itself.
Or something like that. You figure that one out once you get a full containment unit.
Title: Re: Alienbase?
Post by: Duque Atreides on November 10, 2011, 06:20:28 pm
Yeah, that´s true.

Well, then, we only wait for the infestation to locate the alien base, right?
Title: Re: Alienbase?
Post by: Duque Atreides on November 10, 2011, 09:09:43 pm
PBW Rifle
The Alien Body
Live Alien
The Enemy On Earth
XVI Census
A New Twist

The Alien Mind
Odd Behaviour
Alien Communication
The Universal Serum

This list is available at 2.3.1 version? i can´t research the black signaled.
Title: Re: Alienbase?
Post by: Nutter on November 10, 2011, 10:18:32 pm
They're supposed to pop up after a while or something.
Try going for a year. As painful as that may sound.
Title: Re: Alienbase?
Post by: noob on November 10, 2011, 11:46:26 pm
I think that found the alien base must be from interrogation of the aliens. May be capturing an officer, just like x-com. If our soldiers have ranks, why not the aliens? something simple; troop, low-rank officer-high rank officer, and maybe commander.
nope it's not, you need 10 live aliens only for Odd Behaviour research and 3 for Alien mind.
actually this alienbase problem based on probability of it's detection
there is not actually 'trigger' in code to detect it, its depends on multiple parameters:

first y need to have it to be built, it depends on alien interest value which increase in time exponentionally by specific formula, when you will see first supply ships than one base definitely created, after that starts to work periodic check on base detections from  CP_CampaignRun function which calls static void CP_CampaignFunctionPeriodicCall, so if by simple language its dynamic check depends on actually stealth value which updates by probability during some period of time, not specificly setted date... more xvi infection less probability for nations (divided by 2) to detect alien base, more supply ships and longer aircraft stays in base area or base in radar range(multiplier 0.4) higher chance to detect it, the most effective way for detecting base is to 'see' by aircraft supply ship landing, it decreases stealth value by 5.0, actually i think problem is in too big decreasing factor for player aircrafts and maybe too high original value, also possible this value for alien bases not saved propetly in savegames...

Code: [Select]
alienBase_t* AB_BuildBase (const vec2_t pos)
{
alienBase_t base;
const float initialStealthValue = 50.0f; /**< How hard PHALANX will find the base */

OBJZERO(base);
Vector2Copy(pos, base.pos);
base.stealth = initialStealthValue;
base.idx = ccs.campaignStats.alienBasesBuilt++;

return (alienBase_t*)(LIST_Add(&ccs.alienBases, (const byte *)&base, sizeof(base)))->data;
}

static void AB_UpdateStealthForOneBase (const aircraft_t const *aircraft, alienBase_t *base)
{
float distance;
float probability = 0.0001f; /**< base probability, will be modified below */
const float radarratio = 0.4f; /**< stealth decreases faster if base is inside radarratio times radar range */
const float decreasingFactor = 5.0f; /**< factor applied when outside @c radarratio times radar range */

/* base is already discovered */
if (base->stealth < 0)
return;

/* aircraft can't find base if it's too far */
distance = GetDistanceOnGlobe(aircraft->pos, base->pos);
if (distance > aircraft->radar.range)
return;

/* the bigger the base, the higher the probability to find it */
probability *= base->supply;

/* decrease probability if the base is far from aircraft */
if (distance > aircraft->radar.range * radarratio)
probability /= decreasingFactor;

/* probability must depend on DETECTION_INTERVAL (in case we change the value) */
probability *= DETECTION_INTERVAL;

base->stealth -= probability;

/* base discovered ? */
if (base->stealth < 0) {
base->stealth = -10.0f; /* just to avoid rounding errors */
CP_SpawnAlienBaseMission(base);
}
}

/**
 * @brief Update stealth value of every base for every aircraft.
 * @note Called every @c DETECTION_INTERVAL
 * @sa CP_CampaignRun
 * @sa UFO_UpdateAlienInterestForOneBase
 */
void AB_UpdateStealthForAllBase (void)
{
base_t *base = NULL;
while ((base = B_GetNext(base)) != NULL) {
aircraft_t *aircraft;
AIR_ForeachFromBase(aircraft, base) {
alienBase_t* alienBase;

/* Only aircraft on geoscape can detect alien bases */
if (!AIR_IsAircraftOnGeoscape(aircraft))
continue;

AB_Foreach(alienBase)
AB_UpdateStealthForOneBase(aircraft, alienBase);
}
}
}

void AB_BaseSearchedByNations (void)
{
const int daysPerWeek = 7; /**< delay (in days) between base stealth update */
float probability = 1.0f; /**< base probability, will be modified below */
const float xviLevel = 20.0f; /**< xviInfection value of nation that will divide probability to
* find alien base by 2*/
alienBase_t* base;

/* Stealth is updated only once a week */
if (ccs.date.day % daysPerWeek)
return;

AB_Foreach(base) {
const nation_t *nation = MAP_GetNation(base->pos);

/* If nation is a lot infected, it won't help in finding base (government infected) */
if (nation) {
const nationInfo_t *stats = NAT_GetCurrentMonthInfo(nation);
if (stats->xviInfection)
probability /= 1.0f + stats->xviInfection / xviLevel;
}

/* the bigger the base, the higher the probability to find it */
probability *= base->supply;

base->stealth -= probability;
}
}

if (!RS_MarkStoryLineEventResearched(ALIENBASE_DISCOVERED_TECH))
Com_DPrintf(DEBUG_CLIENT, ALIENBASE_DISCOVERED_TECH" is not marked as researched\n");
else
Cmd_ExecuteString("addeventmail alien_base_discovered");
}

Quote
This list is available at 2.3.1 version? i can´t research the black signaled.
mm if to look date of translations on wiki i think it should be, also based on part of codes i looked think this depends from increasing of alien interest, try to speed up global time and ignore alien ships for 5-6 monthes, me personally waited for 99% of researches till aug 16 2085 until first destroyer ships appeared, for you it can be different.. jan-may 2085 or something like.

Quote
Don't CHEAT, please!

-geever
i'm trying  :)

-noob
Title: Re: Alienbase?
Post by: Duque Atreides on November 11, 2011, 02:19:51 am
mm if to look date of translations on wiki i think it should be, also based on part of codes i looked think this depends from increasing of alien interest, try to speed up global time and ignore alien ships for 5-6 monthes, me personally waited for 99% of researches till aug 16 2085 until first destroyer ships appeared, for you it can be different.. jan-may 2085 or something like.


Wooooo but... that is a game over for sure. I do it for only one month, and i lose the game.

So, i will play to that moment.
Title: Re: Alienbase?
Post by: noob on November 11, 2011, 03:00:26 am
Quote
mm if to look date of translations on wiki i think it should be, also based on part of codes i looked think this depends from increasing of alien interest, try to speed up global time and ignore alien ships for 5-6 monthes, me personally waited for 99% of researches till aug 16 2085 until first destroyer ships appeared, for you it can be different.. jan-may 2085 or something like.


Wooooo but... that is a game over for sure. I do it for only one month, and i lose the game.

So, i will play to that moment.
ye it's still hardcore even on standart difficulty for normal players.. because game actually done for former x-com fans..
y can for example to shoot all ufos during one month and sell lots of stuff to have money and good relationships with nations to 'survive' more than one month also y will need at least 6-7 bases with all 'SAM Sites' to reduce probability of decreasing nations hapiness.
Title: Re: Alienbase?
Post by: Rowanas on November 16, 2011, 11:51:45 am
To 'survive' more than one month you will need at least 6-7 bases with all 'SAM Sites' to reduce probability of decreasing nations' happiness.

No. No you really don't.