One bum's code digging notes
Posted: Wed Feb 08, 2017 12:06 am
I decided to start code diving to learn more about the game, and I'll just list some interesting notes I came across from looking at the 1.1 ini files
1. contrary to many people stating that "vigilance only goes down with time," vigilance can go down if advent wins a retaliation/raid. The takeaway here is if you give up a region, advent cares about it less.
VIGILANCE_DECREASE_ON_ADVENT_RAID_WIN=2
VIGILANCE_DECREASE_ON_ADVENT_RETAL_WIN=4
(vigilance goes down 1 per week, that is the "over time" effect)
2. alien facilities can actually transfer their red doom pips to the fortress in the middle of the ocean each time they create a new pip. Recall that doom pips in the ocean fortress can only be reduced a limited number of times (through the objectives), which implies you should do alien facility leads as soon as you get them before they can be transferred to the ocean fortress, contrary to vanilla where you would save them until the last second. This percentage is frighteningly high on legend (30%).
;chance to transfer a point of doom from regional facility to Alien HQ -- triggers when local doom timer triggers
;each chance to transfer is rolled independently (e.g. 3 10% chances is slightly less than 30%)
CHANCE_PER_LOCAL_DOOM_TRANSFER_TO_ALIEN_HQ[0]=10.0
CHANCE_PER_LOCAL_DOOM_TRANSFER_TO_ALIEN_HQ[1]=20.0
CHANCE_PER_LOCAL_DOOM_TRANSFER_TO_ALIEN_HQ[2]=25.0
CHANCE_PER_LOCAL_DOOM_TRANSFER_TO_ALIEN_HQ[3]=30.0
3. there's a minimum amount of rebels on jobs before it's possible for them to do a retaliation, thus this is the true benefit of "hiding"
; Rebel raid mission config
RAID_MISSION_MIN_REBELS=3
RAID_MISSION_MAX_REBELS=6
MIN_REBELS_TO_TRIGGER_INTEL_RAID=6 ; Number of rebels on intel job to make this mission trigger
MIN_REBELS_TO_TRIGGER_SUPPLY_RAID=6 ; Number of rebels on supply job to make this mission trigger
MIN_REBELS_TO_TRIGGER_RECRUIT_RAID=6 ; Number of rebels on recruit job to make this mission trigger
The above are mini retals; strangely, the minimum is lower for regular retaliations (which are harder)
ATTEMPT_COUNTERINSURGENCY_MIN_REBELS = 5 ; Population of Haven (so missions aren't bare of civvies to rescue)
ATTEMPT_COUNTERINSURGENCY_MIN_WORKING_REBELS = 5 ; Population of Haven assigned jobs (allows hiding job to avoid retals)
So it should be impossible to get any retaliation missions in a given region if you only have 4 working rebels there, and you can go up to 5 of a given type of job without triggering the mini-retal specific raid. But if you do have 5 working rebels on a particular job (or spread across different jobs), you can get the normal retaliation even though you won't trigger the specific mini-retal raid.
4. here are some specifics (not all) on how faceless detection goes; as you can see it's actually the "basic rank" of the soldier that helps the most; officer ranks help a bit but each officer rank is worth roughly half or less as much as a "basic rank" of the soldier. Psionics class ranks are worth the most in terms of detecting faceless (at max, psi produces close to double intel income towards faceless than a non-psi class)
[LW_Overhaul.X2LWActivityDetectionCalc_Rendezvous]
; this is the amount of "Intel Income" toward detecting the Rendezvous activity a soldier generates
; regular rebels do not generate any income toward the Rendezvous activity
+LIAISON_MISSION_INCOME_PER_RANK[0]=0f
+LIAISON_MISSION_INCOME_PER_RANK[1]=5f
+LIAISON_MISSION_INCOME_PER_RANK[2]=10f
+LIAISON_MISSION_INCOME_PER_RANK[3]=15f
+LIAISON_MISSION_INCOME_PER_RANK[4]=20f
+LIAISON_MISSION_INCOME_PER_RANK[5]=22.5f
+LIAISON_MISSION_INCOME_PER_RANK[6]=25f
+LIAISON_MISSION_INCOME_PER_RANK[7]=26f
+LIAISON_MISSION_INCOME_PER_RANK[8]=27f
+LIAISON_MISSION_INCOME_PER_RANK_PSI[0]=0f
+LIAISON_MISSION_INCOME_PER_RANK_PSI[1]=6f
+LIAISON_MISSION_INCOME_PER_RANK_PSI[2]=12f
+LIAISON_MISSION_INCOME_PER_RANK_PSI[3]=20f
+LIAISON_MISSION_INCOME_PER_RANK_PSI[4]=25f
+LIAISON_MISSION_INCOME_PER_RANK_PSI[5]=30f
+LIAISON_MISSION_INCOME_PER_RANK_PSI[6]=35f
+LIAISON_MISSION_INCOME_PER_RANK_PSI[7]=40f
+LIAISON_MISSION_INCOME_PER_RANK_PSI[8]=45f
+LIAISON_MISSION_INCOME_BONUS_PER_RANK_OFFICER[0]=0f
+LIAISON_MISSION_INCOME_BONUS_PER_RANK_OFFICER[1]=2.5f
+LIAISON_MISSION_INCOME_BONUS_PER_RANK_OFFICER[2]=5f
+LIAISON_MISSION_INCOME_BONUS_PER_RANK_OFFICER[3]=7.5f
+LIAISON_MISSION_INCOME_BONUS_PER_RANK_OFFICER[4]=10f
+LIAISON_MISSION_INCOME_BONUS_PER_RANK_OFFICER[5]=12f
+LIAISON_MISSION_INCOME_BONUS_PER_RANK_OFFICER[6]=14f
+LIAISON_MISSION_INCOME_BONUS_PER_RANK_OFFICER[7]=15f
5. The "yellow/green alert" reflex actions are somewhat capped; for each successful reaction that happens in a pod, the chance for the next guy to have a reflex action goes down (i.e. it should be literally impossible for all 8 in the pod to get a reflex action)
; The amount the chance to take an action will drop after each success in a pod. The count is reset
; for each pod that activates within a single turn.
REFLEX_ACTION_CHANCE_REDUCTION=0.05
6. Some interesting notes on the "doom reinforcements" how many turns until they activate for avatar objective missions:
; This is the turn count after squad reveal AND strategic objective fulfillment on missions with unlimited ("continuous") reinfs when ADVENT starts dropping 8-strong pods to force the player to skedaddle.
; Disabled by -1 or a positive reinforcement cap.
+TURN_COUNT_FOR_CAVALRY_AFTER_VICTORY[0]=-1
+TURN_COUNT_FOR_CAVALRY_AFTER_VICTORY[1]=12
+TURN_COUNT_FOR_CAVALRY_AFTER_VICTORY[2]=10
+TURN_COUNT_FOR_CAVALRY_AFTER_VICTORY[3]=8
; This is the turn count after squad reveal on missions with unlimited ("continuous") reinfs when ADVENT starts dropping 8-strong pods to force the player to skedaddle.
+TURN_COUNT_TO_CAVALRY_ALL_CASES[0]=-1
+TURN_COUNT_TO_CAVALRY_ALL_CASES[1]=28
+TURN_COUNT_TO_CAVALRY_ALL_CASES[2]=24
+TURN_COUNT_TO_CAVALRY_ALL_CASES[3]=20
7. A little bit of insight into how rebels on intel give you missions
[ProtectRegionEarly X2LWAlienActivityTemplate]
iPriority = 3
RequiredRebelMissionIncome=110.0 ;This is a cumulative total from rebels on the Intel job that must be met before discovery chances are rolled against
DiscoveryPctChancePerDayPerHundredMissionIncome=40 ; Higher means easier to detect
AlertLevelModifier=0
MissionTree[0] = ( MissionFamilies[0]="Recover_LW", \\
MissionFamilies[1]="Hack_LW", \\
Duration_Hours=216, \\
DurationRand_Hours=24, \\
EvacModifier=1 \\
)
From another file, each rebel on intel has an income of 5 mission income per day. So you have to accumulate a certain number of mission income first, then every 6 hours you get a roll based on % per 100 mission income to detect a certain mission. The % is lower for higher up missions in the lib chain or like supply raids. At the end of the day more rebels on intel generate you missions more reliably. There is a cooldown for each mission type (you can't have 2 troop ambushes two days in a row in one given region).
8. a little bit more insight into havens
[LW_Overhaul.LWRebelJobIncomeModifier_Liberated]
LIBERATED_BONUS=0.2f
[Resupply LWRebelJobTemplate]
IncomePerRebel=1.0f
IncomePenaltyPerFaceless=1.5f
[Recruit LWRebelJobTemplate]
IncomePerRebel=3
IncomePenaltyPerFaceless=5
[Intel LWRebelJobTemplate]
IncomePerRebel=5f
IncomePenaltyPerFaceless=2.5f
ResourceIncomeAmount=1
Apparently faceless do more than eff up your income, they also screw with your intel and recruiting capabilities as well.
Note that I'm just casually code diving and don't claim to be good at it, nor am I seriously taking requests to look into certain mechanics. It's just something I might do here and there if it interests me.
1. contrary to many people stating that "vigilance only goes down with time," vigilance can go down if advent wins a retaliation/raid. The takeaway here is if you give up a region, advent cares about it less.
VIGILANCE_DECREASE_ON_ADVENT_RAID_WIN=2
VIGILANCE_DECREASE_ON_ADVENT_RETAL_WIN=4
(vigilance goes down 1 per week, that is the "over time" effect)
2. alien facilities can actually transfer their red doom pips to the fortress in the middle of the ocean each time they create a new pip. Recall that doom pips in the ocean fortress can only be reduced a limited number of times (through the objectives), which implies you should do alien facility leads as soon as you get them before they can be transferred to the ocean fortress, contrary to vanilla where you would save them until the last second. This percentage is frighteningly high on legend (30%).
;chance to transfer a point of doom from regional facility to Alien HQ -- triggers when local doom timer triggers
;each chance to transfer is rolled independently (e.g. 3 10% chances is slightly less than 30%)
CHANCE_PER_LOCAL_DOOM_TRANSFER_TO_ALIEN_HQ[0]=10.0
CHANCE_PER_LOCAL_DOOM_TRANSFER_TO_ALIEN_HQ[1]=20.0
CHANCE_PER_LOCAL_DOOM_TRANSFER_TO_ALIEN_HQ[2]=25.0
CHANCE_PER_LOCAL_DOOM_TRANSFER_TO_ALIEN_HQ[3]=30.0
3. there's a minimum amount of rebels on jobs before it's possible for them to do a retaliation, thus this is the true benefit of "hiding"
; Rebel raid mission config
RAID_MISSION_MIN_REBELS=3
RAID_MISSION_MAX_REBELS=6
MIN_REBELS_TO_TRIGGER_INTEL_RAID=6 ; Number of rebels on intel job to make this mission trigger
MIN_REBELS_TO_TRIGGER_SUPPLY_RAID=6 ; Number of rebels on supply job to make this mission trigger
MIN_REBELS_TO_TRIGGER_RECRUIT_RAID=6 ; Number of rebels on recruit job to make this mission trigger
The above are mini retals; strangely, the minimum is lower for regular retaliations (which are harder)
ATTEMPT_COUNTERINSURGENCY_MIN_REBELS = 5 ; Population of Haven (so missions aren't bare of civvies to rescue)
ATTEMPT_COUNTERINSURGENCY_MIN_WORKING_REBELS = 5 ; Population of Haven assigned jobs (allows hiding job to avoid retals)
So it should be impossible to get any retaliation missions in a given region if you only have 4 working rebels there, and you can go up to 5 of a given type of job without triggering the mini-retal specific raid. But if you do have 5 working rebels on a particular job (or spread across different jobs), you can get the normal retaliation even though you won't trigger the specific mini-retal raid.
4. here are some specifics (not all) on how faceless detection goes; as you can see it's actually the "basic rank" of the soldier that helps the most; officer ranks help a bit but each officer rank is worth roughly half or less as much as a "basic rank" of the soldier. Psionics class ranks are worth the most in terms of detecting faceless (at max, psi produces close to double intel income towards faceless than a non-psi class)
[LW_Overhaul.X2LWActivityDetectionCalc_Rendezvous]
; this is the amount of "Intel Income" toward detecting the Rendezvous activity a soldier generates
; regular rebels do not generate any income toward the Rendezvous activity
+LIAISON_MISSION_INCOME_PER_RANK[0]=0f
+LIAISON_MISSION_INCOME_PER_RANK[1]=5f
+LIAISON_MISSION_INCOME_PER_RANK[2]=10f
+LIAISON_MISSION_INCOME_PER_RANK[3]=15f
+LIAISON_MISSION_INCOME_PER_RANK[4]=20f
+LIAISON_MISSION_INCOME_PER_RANK[5]=22.5f
+LIAISON_MISSION_INCOME_PER_RANK[6]=25f
+LIAISON_MISSION_INCOME_PER_RANK[7]=26f
+LIAISON_MISSION_INCOME_PER_RANK[8]=27f
+LIAISON_MISSION_INCOME_PER_RANK_PSI[0]=0f
+LIAISON_MISSION_INCOME_PER_RANK_PSI[1]=6f
+LIAISON_MISSION_INCOME_PER_RANK_PSI[2]=12f
+LIAISON_MISSION_INCOME_PER_RANK_PSI[3]=20f
+LIAISON_MISSION_INCOME_PER_RANK_PSI[4]=25f
+LIAISON_MISSION_INCOME_PER_RANK_PSI[5]=30f
+LIAISON_MISSION_INCOME_PER_RANK_PSI[6]=35f
+LIAISON_MISSION_INCOME_PER_RANK_PSI[7]=40f
+LIAISON_MISSION_INCOME_PER_RANK_PSI[8]=45f
+LIAISON_MISSION_INCOME_BONUS_PER_RANK_OFFICER[0]=0f
+LIAISON_MISSION_INCOME_BONUS_PER_RANK_OFFICER[1]=2.5f
+LIAISON_MISSION_INCOME_BONUS_PER_RANK_OFFICER[2]=5f
+LIAISON_MISSION_INCOME_BONUS_PER_RANK_OFFICER[3]=7.5f
+LIAISON_MISSION_INCOME_BONUS_PER_RANK_OFFICER[4]=10f
+LIAISON_MISSION_INCOME_BONUS_PER_RANK_OFFICER[5]=12f
+LIAISON_MISSION_INCOME_BONUS_PER_RANK_OFFICER[6]=14f
+LIAISON_MISSION_INCOME_BONUS_PER_RANK_OFFICER[7]=15f
5. The "yellow/green alert" reflex actions are somewhat capped; for each successful reaction that happens in a pod, the chance for the next guy to have a reflex action goes down (i.e. it should be literally impossible for all 8 in the pod to get a reflex action)
; The amount the chance to take an action will drop after each success in a pod. The count is reset
; for each pod that activates within a single turn.
REFLEX_ACTION_CHANCE_REDUCTION=0.05
6. Some interesting notes on the "doom reinforcements" how many turns until they activate for avatar objective missions:
; This is the turn count after squad reveal AND strategic objective fulfillment on missions with unlimited ("continuous") reinfs when ADVENT starts dropping 8-strong pods to force the player to skedaddle.
; Disabled by -1 or a positive reinforcement cap.
+TURN_COUNT_FOR_CAVALRY_AFTER_VICTORY[0]=-1
+TURN_COUNT_FOR_CAVALRY_AFTER_VICTORY[1]=12
+TURN_COUNT_FOR_CAVALRY_AFTER_VICTORY[2]=10
+TURN_COUNT_FOR_CAVALRY_AFTER_VICTORY[3]=8
; This is the turn count after squad reveal on missions with unlimited ("continuous") reinfs when ADVENT starts dropping 8-strong pods to force the player to skedaddle.
+TURN_COUNT_TO_CAVALRY_ALL_CASES[0]=-1
+TURN_COUNT_TO_CAVALRY_ALL_CASES[1]=28
+TURN_COUNT_TO_CAVALRY_ALL_CASES[2]=24
+TURN_COUNT_TO_CAVALRY_ALL_CASES[3]=20
7. A little bit of insight into how rebels on intel give you missions
[ProtectRegionEarly X2LWAlienActivityTemplate]
iPriority = 3
RequiredRebelMissionIncome=110.0 ;This is a cumulative total from rebels on the Intel job that must be met before discovery chances are rolled against
DiscoveryPctChancePerDayPerHundredMissionIncome=40 ; Higher means easier to detect
AlertLevelModifier=0
MissionTree[0] = ( MissionFamilies[0]="Recover_LW", \\
MissionFamilies[1]="Hack_LW", \\
Duration_Hours=216, \\
DurationRand_Hours=24, \\
EvacModifier=1 \\
)
From another file, each rebel on intel has an income of 5 mission income per day. So you have to accumulate a certain number of mission income first, then every 6 hours you get a roll based on % per 100 mission income to detect a certain mission. The % is lower for higher up missions in the lib chain or like supply raids. At the end of the day more rebels on intel generate you missions more reliably. There is a cooldown for each mission type (you can't have 2 troop ambushes two days in a row in one given region).
8. a little bit more insight into havens
[LW_Overhaul.LWRebelJobIncomeModifier_Liberated]
LIBERATED_BONUS=0.2f
[Resupply LWRebelJobTemplate]
IncomePerRebel=1.0f
IncomePenaltyPerFaceless=1.5f
[Recruit LWRebelJobTemplate]
IncomePerRebel=3
IncomePenaltyPerFaceless=5
[Intel LWRebelJobTemplate]
IncomePerRebel=5f
IncomePenaltyPerFaceless=2.5f
ResourceIncomeAmount=1
Apparently faceless do more than eff up your income, they also screw with your intel and recruiting capabilities as well.
Note that I'm just casually code diving and don't claim to be good at it, nor am I seriously taking requests to look into certain mechanics. It's just something I might do here and there if it interests me.