UFO:Alien Invasion

Development => Coding => Topic started by: stevenjackson on May 15, 2008, 06:52:36 am

Title: Question about campaign structure
Post by: stevenjackson on May 15, 2008, 06:52:36 am
Hi All

I'm currently playing around with the code in trunk, trying to get an idea of how things work.

I noticed that in the Tabelbala mission that comes up in 2.2 doesn't happen in the trunk code.

Which made me wonder how the campaign works in the trunk codebase.

I noticed that in base/ufos/campaign.ufo for 2.2 there is a bunch of stages before all the dificulty levels including the tabelbala mission.
But in trunk the campaign.ufo only has the dificulty levels.  So i was wondering how the campaign was set up in trunk and were the static missions like Tabelbala are defined?

When i just play out the trunk game it takes quite a while for the first alien to turn up whereas in 2.2 you get the two static missions fairly early.

Steve
Title: Re: Question about campaign structure
Post by: ponkan on May 15, 2008, 08:11:53 am
See http://ufoai.ninex.info/wiki/index.php/Gameplay_Proposals/Campaign (http://ufoai.ninex.info/wiki/index.php/Gameplay_Proposals/Campaign) for more details, but essentially the new campaign system in 2.3 is less deterministic than in the previous version. There is a pool of factors that affect the missions that can be spawned, among them the player's actions. You still have a limited number of mission (or event) types, but the specifics can and do differ.
Title: Re: Question about campaign structure
Post by: stevenjackson on May 17, 2008, 08:13:08 am

Ahh, thanks for the info.

I'll check it out.

Steve
Title: Re: Question about campaign structure
Post by: Mattn on May 19, 2008, 03:54:50 pm
you should try to catch Kracken if you have special questions about the new campaign system
Title: Re: Question about campaign structure
Post by: BTAxis on May 19, 2008, 04:14:27 pm
Or me, if it's about the theory, since I wrote it.