User:Stratege
Alien Research
Monthly (+2 * Defectors) Research
XCOM Base Raided successfully +20 Research
Undetected/Ignored/engaged && not terror ship:
no damage taken: +1 Research damage taken but >50 hp left: randomly +0 or +1 Research
Accusing the wrong country to harbor Exalt: +50 (oO)
On Undetected/Ignored/engaged but it survived/landing assaulted but failed:
Scout Recon +4 Research Raider Recon +11 Research Transport Recon +10 Research Terror ship Recon +15 Research Assault Carrier Recon +15 Research
Scout Harvest +12 Resources Raider Harvest +18 Resources Harvester Harvest +25 Resources Transport Harvest +38 Resources
Crash/Assaulted Landing Successfully - +1 Threat level (additional +1 for Large / Very Large / Overseer except Abductor, bug?)
Alien Ship Resource Costs (to repair damage, 5% damage -> 5% resource cost.)
Scout - 5 Destroyer - 15 Abductor - 25 Transport - 30 Battleship - 45 Overseer - 35 Fighter - 6 Raider - 10 Harvester - 20 Terror Ship - 30 Assault Carrier - 40
damaging UFOs reduces panic generated and costs the aliens resources (resource cost linearly as noted above)
UFO IDs
Small:
Scout - 4
Fighter - 10
Medium:
Destroyer - 5
Raider - 11
Overseer - 9
Large:
Abductor - 6
Harvester - 12
Transport - 7
Terror Ship - 13
Very Large:
Battleship - 8
Assault Carrier - 14
Enums and the like
Alien Objective: enum EAlienObjective {
eObjective_Recon, //0 eObjective_Scout, //1 eObjective_Harvest, //2 eObjective_Flyby, //3 eObjective_Hunt, //4 eObjective_Abduct, //5 eObjective_Terrorize, //6 eObjective_Infiltrate, //7 eObjective_Infiltrate, //8 eObjective_Infiltrate, //9 eObjective_Infiltrate, //10 eObjective_MAX
};
Ufo Results for LogUFORecord: enum EUFOMissionResult {
eUMR_Undetected, //0 not detected eUMR_Detected, //1 detected+ignored eUMR_Intercepted, //2 detected+engaged (survived) eUMR_ShotDown, //3 crash eUMR_Assaulted, //4 landing (xcom won) eUMR_Assaulted, //5 landing (aliens won) eUMR_MAX
};
XGTacticalGameCoreData.EAbility
enum EAbility {
eAbility_NONE, //0 eAbility_Move, //1 eAbility_Fly, //2 eAbility_FlyUp, //3 eAbility_FlyDown, //4 eAbility_Launch, //5 eAbility_Grapple, //6 eAbility_ShotStandard, //7 eAbility_RapidFire, //8 eAbility_ShotStun, //9 eAbility_ShotDroneHack, //10 eAbility_ShotOverload, //11 eAbility_ShotFlush, //12 eAbility_ShotSuppress, //13 eAbility_ShotDamageCover, //14 eAbility_FlashBang, //15 eAbility_FragGrenade, //16 eAbility_SmokeGrenade, //17 eAbility_AlienGrenade, //18 eAbility_RocketLauncher, //19 eAbility_Aim, //20 eAbility_Intimidate, //21 eAbility_Overwatch, //22 eAbility_Torch, //23 eAbility_Plague, //24 eAbility_Stabilize, //25 eAbility_Revive, //26 eAbility_TakeCover, //27 eAbility_Ghost, //28 eAbility_MedikitHeal, //29 eAbility_RepairSHIV, //30 eAbility_CombatStim, //31 eAbility_EquipWeapon, //32 eAbility_Reload, //33 eAbility_MindMerge, //34 eAbility_PsiLance, //35 eAbility_PsiBoltII, //36 eAbility_PsiBomb, //37 eAbility_GreaterMindMerge, //38 eAbility_PsiControl, //39 eAbility_PsiPanic, //40 eAbility_WarCry, //41 eAbility_Berserk, //42 eAbility_ReanimateAlly, //43 eAbility_ReanimateEnemy, //44 eAbility_PsiDrain, //45 eAbility_PsiBless, //46 eAbility_DoubleTap, //47 eAbility_PrecisionShot, //48 eAbility_DisablingShot, //49 eAbility_SquadSight, //50 eAbility_TooCloseForComfort, //51 eAbility_ShredderRocket, //52 eAbility_ShotMayhem, //53 eAbility_RunAndGun, //54 eAbility_BullRush, //55 eAbility_BattleScanner, //56 eAbility_Mindfray, //57 eAbility_Rift, //58 eAbility_TelekineticField, //59 eAbility_MindControl, //60 eAbility_PsiInspiration, //61 eAbility_CloseCyberdisc, //62 eAbility_DeathBlossom, //63 eAbility_CannonFire, //64 eAbility_ClusterBomb, //65 eAbility_DestroyTerrain, //66 eAbility_PsiInspired, //67 eAbility_Repair, //68 eAbility_HeatWave, //69 eAbility_CivilianCover, //70 eAbility_Bloodlust, //71 eAbility_BloodCall, //72 eAbility_MimeticSkin, //73 eAbility_AdrenalNeurosympathy, //74 eAbility_MimicBeacon, //75 eAbility_GasGrenade, //76 eAbility_GhostGrenade, //77 eAbility_GhostGrenadeStealth, //78 eAbility_NeedleGrenade, //79 eAbility_MEC_Flamethrower, //80 eAbility_MEC_KineticStrike, //81 eAbility_MEC_ProximityMine, //82 eAbility_JetbootModule, //83 eAbility_MEC_Barrage, //84 eAbility_MEC_OneForAll, //85 eAbility_MEC_GrenadeLauncher, //86 eAbility_MEC_RestorativeMist, //87 eAbility_MEC_ElectroPulse, //88 eAbility_MEC_RestorativeMistHealing, //89 eAbility_Strangle, //90 eAbility_Stealth, //91 eAbility_ActivateStealthMP, //92 eAbility_DeactivateStealthMP, //93 eAbility_PsiReflect, //94 eAbility_FlashBangDaze_DEPRECATED, //95 eAbility_MAX //96
};
XGTacticalGameCoreData.EAbilityProperty enum EAbilityProperty {
eProp_None, //0 eProp_FireWeapon, //1 eProp_Psionic, //2 eProp_ConstantFire, //3 eProp_OnProjectileImpact, //4 eProp_LeaveCover, //5 eProp_Delayed, //6 eProp_CostMove, //7 eProp_CostNone, //8 eProp_DeadEye, //9 eProp_NoLineOfSight, //10 eProp_CustomRange, //11 eProp_FreeAim, //12 eProp_TraceWorld, //13 eProp_Overheat, //14 eProp_Killswitch, //15 eProp_WeaponsSwitch, //16 eProp_AbortWithShot, //17 eProp_AbortWithWound, //18 eProp_AbortWithAction, //19 eProp_AbortWithMove, //20 eProp_AbortOnDeath, //21 eProp_PreventMove, //22 eProp_Dispel, //23 eProp_RequiresCover, //24 eProp_TargetCritical, //25 eProp_TargetNonRobotic, //26 eProp_TargetRobotic, //27 eProp_NoStack, //28 eProp_IgnoreMoveLimits, //29 eProp_NoHit, //30 eProp_ExplodeImmediate, //31 eProp_CustomExplode, //32 eProp_PsiRoll, //33 eProp_EnvironmentRoll, //34 eProp_InvulnerableWorld, //35 eProp_Reuse, //36 eProp_Stun, //37 eProp_RequiresUnflanked, //38 eProp_CantReact, //39 eProp_EnemiesCantReact, //40 eProp_TargetCantReact, //41 eProp_MultiShot_Targets, //42 eProp_NoSwitchWeapons, //43 eProp_Closed, //44 eProp_Cooldown, //45 eProp_ScatterTarget, //46 eProp_CanFireTwice, //47 eProp_IsAvailableIgnoresMangledTarget, //48 eProp_PageFault, //49 eProp_SPOnly, //50 eProp_MPOnly, //51 eProp_ConditionalAbortWithWound, //52 eProp_MAX //53
};
mission types:
2 - Abduction 3 - UFO Raid 4 - landing 7 - presumably XCOM base raid? 8 - alien base 9 - Terror 10 - Alien Temple Ship 11 - Council Mission 13 - ?