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Alien Research
== Alien Research ==


Monthly +2 * Defectors
Monthly (+2 * Defectors) Research<br>
XCOM Base Raided? +20 (FillUFOPool function)
XCOM Base Raided successfully +20 Research


LogUFORecord:
eReuslt == 0 -> not detected
eResult == 1 -> detected+ignored
eResult == 2 -> detected+engaged
eResult == 3 -> crash
eUFO != 9
eResult <= 2 (whatever that means): //guessing it means success
->Successful Flight with no damage_ +1
->Successful Flight with >50 hp left: randomly +0 or +1
eResult <= 2 || eResult == 5: //assuming 5 means escaped
Objective == 0 (whatever that means, landing?)
eUFO == 4 //Scout
-> +4 Research
eUFO == 11 //Raider
-> +7 Research
eUFO == 7 //Transport
-> +10 Research
eUFO >= 13 (so 13 or 14) //Terror Ship and Assault Carrier
-> +15 Research


Other Notes:
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
 


damaging UFOs reduces panic generated and costs the aliens resources


Accusing the wrong country to harbor Exalt: +50 (oO)
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)


UFOs:
== UFO IDs ==


Small:
Small:<br>
Scout - 4
Scout - 4<br>
Fighter - 10
Fighter - 10


Medium:
Medium:<br>
Destroyer - 5  
Destroyer - 5<br>
Raider - 11
Raider - 11<br>
Overseer - 9
Overseer - 9


Large:
Large:<br>
Abductor - 6
Abductor - 6<br>
Harvester - 12
Harvester - 12<br>
Transport - 7
Transport - 7<br>
Terror Ship - 13  
Terror Ship - 13  


Very Large:
Very Large:<br>
Battleship - 8
Battleship - 8<br>
Assault Carrier - 14
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 - ?

Latest revision as of 22:32, 1 March 2015

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 - ?