Difference between revisions of "MISSIONS.DAT"

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  6 alien race of mission
 
  6 alien race of mission
  
The races are:
+
The race number can be looked up in [[ENGLISH.DAT]] / [[ENGLISH.DAT (TFTD)|(TFTD)]], entries 466-476:
0     Sectoid
+
  EU TFTD
1     Snakeman
+
  0 Sectoid Aquatoid
2     Ethereal (need to check)
+
  1 Snakeman Gill Man
3     Muton (need to check)
+
  2 Ethereal Lobster Man
4     Floater
+
  3 Muton Tasoth
 +
  4 Floater Calcinite
 +
  5 Celatid Deep One
 +
  6 Silacoid Bio-Drone
 +
  7 Chryssalid Tentaculat
 +
  8 Reaper Triscene
 +
  9 Sectopod Hallucinoid
 +
10 Cyberdisc Xarquid
  
 
==Timetable of a mission==
 
==Timetable of a mission==
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===Note on the timing===
 
===Note on the timing===
  
The randomization makes it difficult to generalize ufo appearances, but there seem to be some categories:
+
Battlescape missions do not affect the scheduling of future UFOs.
 +
 
 +
UFO appearances are established with a base time period to which a random amount of time derived from the base time is added. The effect is that a UFO arrival will be scheduled 50-150% of the base time. When the mission is created, the first UFO in the mission is spawned when the timer reaches zero. Then the mission entry details are set for the next the next UFO in line and the timer begins counting down again. 
  
immediate 1h 0.5-2.5h
+
Shooting down a UFO will immediately add 24~224 hours (1~9 days) to the timer for the next UFO in that mission.
hard 2.5h 2.5h 2.5h
 
a day 1d 20h-30h
 
some days 3d 2d-5d
 
a week 1w 5.5d-8.5d
 
two weeks 2w 10d-18d
 
longer 1m e.g.46 days
 
  
 
A time followed by * denotes an exact non-randomized time of arrival.
 
A time followed by * denotes an exact non-randomized time of arrival.
 
Also, shooting down a UFO will immediately increase the time before the next UFO scheduled in the same act/zone.  The duration types of these delays have not been properly verified.  A casual overview suggests that when a retaliation act is not scheduled in response to the shootdown, the additional delay is of the same order as the original scheduling delay.
 
 
If a retaliation act is scheduled in response to the shootdown, the additional delay can be of a higher order than the original scheduling delay.
 
 
Battlescape missions do not affect the scheduling of future UFOs.
 
 
[<i>Zaimoni</i>: need to revise the following to work on ufo-c/sub-ufo-c pairs where relevant.  Remove this comment when completely revised]
 
  
 
===Research===
 
===Research===
 
A undisturbed research mission on beginner level would look like this:
 
  
 
  ufo-c time-c ufo-type  
 
  ufo-c time-c ufo-type  
  0/0 150h&plusmn;75h s.Scout  <i>(start of game Research mission is 2.5h*.  This is for later ones)</i>
+
  0/0   ?h s.Scout  <i>(start of game Research mission is 2.5h*.  This is for later ones)</i>
  1/0 130h&plusmn;65h m.Scout
+
  1/0 150h m.Scout
  2/0 150h&plusmn;75h l.Scout
+
  2/0 130h l.Scout
  2/1 150h&plusmn;75h l.Scout
+
  2/1 150h l.Scout
  
 
===Harvest===
 
===Harvest===
 
  ufo-c time-c ufo-type
 
  ufo-c time-c ufo-type
  0/0 3d s.Scout
+
  0/0   ?h s.Scout  
  1/0 3d m.Scout
+
  1/0 130h s.Scout
  2/0 1w s.Scout
+
  2/0 130h m.Scout
  3/0 3d l.Scout
+
  3/0 100h l.Scout
  4/0 3d l.Scout
+
  4/0 130h l.Scout
  5/0 1w Harvester
+
  5/0 150h Harvester
  6/0 3d Harvester
+
  6/0   50h Harvester
  7/0 1d Battleship
+
  7/0 12.5h Battleship
 
 
<i>Zaimoni: Prior extrapolation is incorrect.  Unlike other hard-verified series which cluster all UFOs of the same class in the same ufo-c, this seems to be marching up sequentially.</i>
 
  
 
===Abduction===
 
===Abduction===
 
  ufo-c time-c ufo-type
 
  ufo-c time-c ufo-type
  0/0 1w s.Scout
+
  0/0   ?h s.Scout
  1/0 1w m.Scout
+
  1/0 250h m.Scout
  2/0 2w l.Scout
+
  2/0 300h l.Scout
  3/0 3d Abductor
+
  3/0 150h Abductor
  4/0 3d Abductor
+
  4/0 150h Abductor
  4/1 0.5h* Abductor
+
  4/1   1h Abductor
  
 
===Infiltration===
 
===Infiltration===
 
  ufo-c time-c ufo-type
 
  ufo-c time-c ufo-type
  0/0 2w s.Scout
+
  0/0   ?h s.Scout
  1/0 2w m.Scout
+
  1/0 275h m.Scout
  2/0 2w m.Scout
+
  2/0 250h m.Scout
  3/0 2w l.Scout
+
  3/0 230h l.Scout
  4/0 3d l.Scout
+
  4/0 150h l.Scout
  5/0 1h Terrorship
+
  5/0   1h Terrorship
  6/0 1h Supply
+
  6/0   1h Supply
  7/0 1h Battleship
+
  7/0   1h Battleship
  7/1 1h Battleship
+
  7/1   1h Battleship
 
 
after this, the mission does not end, but starts again
 
with ufo 0 again.
 
  
 
===Base===
 
===Base===
 
  ufo-c time-c ufo-type
 
  ufo-c time-c ufo-type
  0/0 1w s.Scout
+
  0/0   ?h s.Scout
  1/0 1w m.Scout
+
  1/0 225h m.Scout
  2/0 1w l.Scout
+
  2/0 250h l.Scout
  3/0 1.5h* Supply  <i>(but shooting it down is worth ~1w of delay anyway)</i>
+
  3/0   1h Supply   
  3/1 1.5h* Supply  <i>(untested: is shooting this down worth ~1w of delay anyway?)</i>
+
  3/1   1h Supply   
  4/0 0.5h* Battleship
+
  4/0   1h Battleship
 
 
Legacy annotation:
 
If you shoot down the supplys the battleship will not come for several weeks and a retaliation mission is started. (<i>Zaimoni: to test this, one of the first three UFOs has to be shot down in the 30-minute window after 3/1 arrives, before the Battleship arrives, to generate enough delay.  No special code for just shooting down the 3/0 Supply.</i>)
 
  
 
===Terror===
 
===Terror===
  ufo-c time-c ufo-type
+
  ufo-c time-c ufo-type
  0 2.5h* m.Scout
+
  0 2.5h*   m.Scout
  1 1w l.Scout
+
  1 250h l.Scout
  2 1w Terrorship
+
  2 160h Terrorship
  3 1w Terrorship
+
  3 200h Terrorship
  
Landing sites of Terrorships are terror missions, not ground assault missions.  Your radars don't want to track a Terrorship after it drops off its cargo.  Shooting down Terrorships is highly recommended.
+
Landing sites of Terrorships are terror missions, not ground assault missions.  Your radars don't want to track a Terrorship after it drops off its cargo.   
  
 
sub-ufo-c is empirically always 0 for Terror acts.
 
sub-ufo-c is empirically always 0 for Terror acts.
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===Retaliation===
 
===Retaliation===
 
  ufo-c time-c ufo-type
 
  ufo-c time-c ufo-type
  0/0 50h*    s.Scout
+
  0/0 50h     s.Scout
  1/0 ?      m.Scout
+
  1/0 50h    m.Scout
  1/1 32h* m.Scout (<i>add 146.5h* if 1/0 shot down at first turning point</i>)
+
  1/1 50h* m.Scout (<i>add 146.5h* if 1/0 shot down at first turning point</i>)
  2/0 52h*    l.Scout (<i>add 3d if 1/1 shot down at first turning point</i>)
+
  2/0 50h*    l.Scout (<i>add 3d if 1/1 shot down at first turning point</i>)
  2/1 ? l.Scout
+
  2/1 50h l.Scout
  2/2 3d l.Scout (<i>Not always...finally confirmed it could happen, no idea what factors control this one's existence.</i>)
+
  2/2 50h l.Scout (<i>Not always...finally confirmed it could happen, no idea what factors control this one's existence.</i>)
  3/0 2d      Battleship
+
  3/0 50h    Battleship
  3/1 2d Battleship
+
  3/1 50h Battleship
 
 
<i>Zaimoni: Don't have exhaustive information on how these get initiated, yet.  Hyperwave detection doesn't rewrite mission types on the fly, so I have no idea why I'm <b>never</b> seeing these scheduled other than after a successful shootdown (alien base mission not verified either way yet).  NKF has seen these as very first mission...perhaps this is a version difference?  0/0 time-c is for retaliation acts scheduled in response to shooting down UFOs.
 
 
 
Unlike the others, many of these times are not measuring random at all.  There may be variance between games, or other factors, but certainly no random variation for a given UFO when a sharp time is recorded.
 
 
 
Shooting down a UFO <b>immediately</b> after it slows down "post-entry" [within the same half-hour block] schedules these unreliably.  (At least, this is about the only time I see it.  Empirical probability...somewhere around/under 10%, don't have a large enough sample to be more precise.)  The time that can elapse while still triggering this is not fully known, and may depend on prior BattleScape results and/or various aspects of the scoring system.)</i>
 
  
==Using the information==
+
This mission only relates to the aliens attempting to find an unknown XCOM base in a zone.  Once the location of a base is known to the aliens, a special routine in the daily activities section generates the battleship that will attack the base.
  
You might find that may small scouts appear at 2:30 on the first of a month. This is due to a often found count of 5 with the first ufo on a new terror mission for the month.
+
A retaliation mission is possibly generated after a successful interception. The zone the mission is set will be either the location of the interception or the zone of the base from which the interceptor was launched.  The random chance of a mission being generated and the chance of which zone is selected is affected by the difficulty level of the game.
  
To make use of this knowledge might be difficult. But say, if you see a supply ship at a location without an alien base at the end of the third week of a month, it might be on a base mission. Then you should expect a second supply ship and a battleship somewhere close. If it is on infiltration you might see two battleships. If you see a first harvester/abductor, watch out for a second within three days. With a hyperwave decoder you might have more use from the mission sketches.
+
After a certain point in research or after about 9 months of game time, retaliation missions are automatically generated for each zone that contains an XCOM base at the beginning of each game month.
  
 
==See Also==
 
==See Also==
Line 144: Line 123:
 
* [[Game Files]]
 
* [[Game Files]]
 
[[Category:Game Files]]
 
[[Category:Game Files]]
 +
[[Category:Enemy Unknown/UFO Defense]]

Latest revision as of 06:52, 31 August 2019

contains counters and race info on the ongoing acts. At the start of the game (beginner level) research in your home zone and terror in a random zone is initiated. After that each new month you will get two new missions, one of which is a terror mission (beginner level).

Structure of a mission entry

Each mission has 4 words. With 7 acts on 12 zones these are 672 bytes. E.g. infiltration(3) in Europe(4) would have the offset 3*8+4*(7*8)=0xF8.

offset	meaning
0	ufo-counter on the ufos within the mission (FFFF, the mission is not active)
2	sub-ufo-counter used for some missions
4	time-counter, 30 minutes to next ufo
6	alien race of mission

The race number can be looked up in ENGLISH.DAT / (TFTD), entries 466-476:

 	EU		TFTD
 0	Sectoid		Aquatoid
 1	Snakeman	Gill Man
 2	Ethereal	Lobster Man
 3	Muton		Tasoth
 4	Floater		Calcinite
 5	Celatid		Deep One
 6	Silacoid	Bio-Drone
 7	Chryssalid	Tentaculat
 8	Reaper		Triscene
 9	Sectopod	Hallucinoid
10	Cyberdisc	Xarquid

Timetable of a mission

When a mission starts, the ufo-counter is set to 0 and the time-counter to some act-depending time. The time-count is reduced every 30 minutes. When 0, an ufo will appear, the ufo-counter (or the sub-counter on some mission) will be increased and a new random time-counter for the new ufo will be set.

Note on the timing

Battlescape missions do not affect the scheduling of future UFOs.

UFO appearances are established with a base time period to which a random amount of time derived from the base time is added. The effect is that a UFO arrival will be scheduled 50-150% of the base time. When the mission is created, the first UFO in the mission is spawned when the timer reaches zero. Then the mission entry details are set for the next the next UFO in line and the timer begins counting down again.

Shooting down a UFO will immediately add 24~224 hours (1~9 days) to the timer for the next UFO in that mission.

A time followed by * denotes an exact non-randomized time of arrival.

Research

ufo-c	time-c	ufo-type 
0/0	  ?h	s.Scout  (start of game Research mission is 2.5h*.  This is for later ones)
1/0	150h	m.Scout
2/0	130h	l.Scout
2/1	150h	l.Scout

Harvest

ufo-c	time-c	ufo-type
0/0	   ?h	s.Scout   
1/0	 130h	s.Scout
2/0	 130h	m.Scout
3/0	 100h	l.Scout
4/0	 130h	l.Scout
5/0	 150h	Harvester
6/0	  50h	Harvester
7/0	12.5h	Battleship

Abduction

ufo-c	time-c	ufo-type
0/0	  ?h	s.Scout
1/0	250h	m.Scout
2/0	300h	l.Scout
3/0	150h	Abductor
4/0	150h	Abductor
4/1	  1h	Abductor

Infiltration

ufo-c	time-c	ufo-type
0/0	  ?h	s.Scout
1/0	275h	m.Scout
2/0	250h	m.Scout
3/0	230h	l.Scout
4/0	150h	l.Scout
5/0	  1h	Terrorship
6/0  	  1h	Supply
7/0	  1h	Battleship
7/1  	  1h	Battleship

Base

ufo-c	time-c	ufo-type
0/0	  ?h	s.Scout
1/0	225h	m.Scout
2/0	250h	l.Scout
3/0	  1h	Supply   
3/1	  1h	Supply   
4/0	  1h	Battleship

Terror

ufo-c	time-c	 ufo-type
0	2.5h*    m.Scout
1	250h	 l.Scout
2	160h	 Terrorship
3	200h	 Terrorship

Landing sites of Terrorships are terror missions, not ground assault missions. Your radars don't want to track a Terrorship after it drops off its cargo.

sub-ufo-c is empirically always 0 for Terror acts.

Retaliation

ufo-c	time-c	ufo-type
0/0	50h     s.Scout
1/0	50h     m.Scout
1/1	50h*	m.Scout (add 146.5h* if 1/0 shot down at first turning point)
2/0	50h*    l.Scout (add 3d if 1/1 shot down at first turning point)
2/1	50h	l.Scout
2/2	50h	l.Scout (Not always...finally confirmed it could happen, no idea what factors control this one's existence.)
3/0	50h     Battleship
3/1	50h	Battleship

This mission only relates to the aliens attempting to find an unknown XCOM base in a zone. Once the location of a base is known to the aliens, a special routine in the daily activities section generates the battleship that will attack the base.

A retaliation mission is possibly generated after a successful interception. The zone the mission is set will be either the location of the interception or the zone of the base from which the interceptor was launched. The random chance of a mission being generated and the chance of which zone is selected is affected by the difficulty level of the game.

After a certain point in research or after about 9 months of game time, retaliation missions are automatically generated for each zone that contains an XCOM base at the beginning of each game month.

See Also