Difference between revisions of "Talk:Agents (Apocalypse)"

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::Confirmed - I've just had an android with 1% improvement in a real-time mission revert to 0% after returning to cityscape. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 23:14, 23 July 2020 (UTC)
 
::Confirmed - I've just had an android with 1% improvement in a real-time mission revert to 0% after returning to cityscape. [[User:Darkpast|Darkpast]] ([[User talk:Darkpast|talk]]) 23:14, 23 July 2020 (UTC)
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== How the game generates new dudes for hire and removes dudes you didn't hire ==
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Skin36 and I finally nutted this one out. There's a routine that gets called every new day, which does this:
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1) Tally up how many unhired people there are of each type (agent, biochemist, quantum physicist, engineer) in the hiring screen (call this #unhired).
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2) For each type, generate a random number between 0 and (#unhired/3 + 1), and remove that many unhired people, starting at the top (i.e. people near the bottom of the list are safe).
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3) Generate new people of each type: 0-3 human agents, 0-3 biochemists, 0-3 quantum physicists, 0-3 engineers (all independent random spread). There's a check to see if this would go over 100 total agents or 50 total of a given type of tech personnel (including the guys in the hireable pool and the guys at all bases); if it would, they're not generated.
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4) Check whether relations with Mutant Alliance are nonnegative; if so, generate 0-1 hybrids (unless this would go over 100 total agents).
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5) Check whether relations with SELF are nonnegative; if so, generate 0-1 androids (unless this would go over 100 total agents).
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[[User:Magic9mushroom|Magic9mushroom]] ([[User talk:Magic9mushroom|talk]]) 11:52, 27 July 2020 (UTC)

Latest revision as of 11:52, 27 July 2020

Figured I'd throw this out here as an interesting thing: Androids appear to have infinite Stamina (at least in Real-Time Tactical Combat). I've not thoroughly checked this out yet, but I have looked at it a few times and never noticed their stamina to be anything less than max. Usefull to let your Androids sprint to the far UFO door and still be able to sprint BACK if he runs into a Popper or something.

~~Sunflash; Jan 2, '10; 9:47PM CT
This is not unique to androids. I'm not sure what the exact limits are, but in general a high strength combined with "low" loading results in most if not all actions having zero stamina cost.
Androids just invariably have high strength. -- Zaimoni, 19:31 Jan 3 2010 CST
Oh, really? So in theory you could load down an Android to the point where he'd show a loss of stamina? I'm at work for awhile yet so I can't test that just yet. --Sunflash
Well, looks like I'd just never managed to actually get my Androids loaded down enough. Awoup. D: Sunflash 22:34, 5 January 2010 (EST)

Edited the Ranks section to reflect the Agent Ranks page

Just updated to include others' and my own findings regarding rank progression, which were discussed in the Agent Ranks (Apocalypse) discussion page. - KingGale 14:14, 13 October 2011 (EDT)

Human and Gravball League Relations

It's not related to the last edit, but it came to mind as I was skimming over the page. Has there been any evidence that humans and the Gravball League (or any other company) are directly related? -NKF 00:48, 14 October 2011 (EDT)

It's empirical at best unless you know of any way to check the game code. I tried it just now and for 20 days the average number of Agents available with Gravball League allied was 2.4. With them hostile the average number of Agents available for hire was 1.9. Not extremely significant. Also, these numbers vary from game to game depending on how many personnel slots you have available, I believe. I had only 5 slots when I checked, so the numbers are a bit low. KingGale 15:15, 14 October 2011 (EDT)
It also doesn't help that changes to the recruit list is randomly determined each day, as you can reload the same week over and over again and the results will be different as to who appears and who vanishes off the list. -NKF 16:53, 14 October 2011 (EDT)
Five slots is enough to test. The normal available range per day is 0-3 humans, 0-1 hybrids, 0-1 androids (theoretical average/day 2.5). Gravball league hostile figures look more like 0-2 humans per day. -Zaimoni 23:47 Oct. 15 2011 (CDT)

It's hard to say without a lot more tests. For now, I thought I'd do a bit of a rewrite. I might remove the mention of the Gravball league for the time being until we have better evidence on it. -NKF 06:53, 16 October 2011 (EDT)

Android improvement and recruitment

I had an android listed as having achieved "1% improvement". I forgot to take a screenshot before he died, though. I'm trying to get another one, but without success so far. Oh, and another thing - S.E.L.F. is unfriendly (not hostile) in my current game and I can't get androids. So non-hostile relations isn't enough. They probably need to be either neutral or actually positive. Darkpast (talk) 08:01, 23 July 2020 (UTC)

Yeah, it needs to be >= 0. That's been known for a while, but some chunks of the wiki are very outdated.
And I've seen the same "1% improvement" come up on long-time android units, but I'm not certain whether it's actual stat improvement and, if so, how it happens - the code I've seen for battle experience requires gender =/= android and obviously you can't assign them to training. Magic9mushroom (talk) 10:17, 23 July 2020 (UTC)
Ok, I'll report when I manage to get another "improved" android. In the meantime, a stab in the dark - perhaps it has something to do with the game converting TUs to Speed? Namely, the "improved" android I had wasn't all that experienced - I've had others with far more kills who are still at 0%. Darkpast (talk) 10:26, 23 July 2020 (UTC)
That gets the 1% if it rounds up by 2 or 3; good thing I spotted that it comes up as improvement when we were testing that. :P
This would explain any androids showing up at 1% in real-time combat. It wouldn't explain any on the Cityscape or in turn-based, but I don't remember where I saw my guy. Magic9mushroom (talk) 12:33, 23 July 2020 (UTC)
Confirmed - I've just had an android with 1% improvement in a real-time mission revert to 0% after returning to cityscape. Darkpast (talk) 23:14, 23 July 2020 (UTC)

How the game generates new dudes for hire and removes dudes you didn't hire

Skin36 and I finally nutted this one out. There's a routine that gets called every new day, which does this:

1) Tally up how many unhired people there are of each type (agent, biochemist, quantum physicist, engineer) in the hiring screen (call this #unhired).

2) For each type, generate a random number between 0 and (#unhired/3 + 1), and remove that many unhired people, starting at the top (i.e. people near the bottom of the list are safe).

3) Generate new people of each type: 0-3 human agents, 0-3 biochemists, 0-3 quantum physicists, 0-3 engineers (all independent random spread). There's a check to see if this would go over 100 total agents or 50 total of a given type of tech personnel (including the guys in the hireable pool and the guys at all bases); if it would, they're not generated.

4) Check whether relations with Mutant Alliance are nonnegative; if so, generate 0-1 hybrids (unless this would go over 100 total agents).

5) Check whether relations with SELF are nonnegative; if so, generate 0-1 androids (unless this would go over 100 total agents).

Magic9mushroom (talk) 11:52, 27 July 2020 (UTC)