Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Reinforcement script Uses #23

Open
LeflairKunstler opened this issue May 12, 2021 · 2 comments
Open

Reinforcement script Uses #23

LeflairKunstler opened this issue May 12, 2021 · 2 comments

Comments

@LeflairKunstler
Copy link
Collaborator

LeflairKunstler commented May 12, 2021

Looking at the ruleset reference and the Necron script for reinforcements I realized its possible to script in reinforcements that arrive from the edges of the map, and at a certain distance from Player forces (all else failing, spawning in next to a friendly chaos unit).
This can be set to a turn timer with % chance of happening each turn.
Gameplay Use: To counter gamey "take 40 turns and overwatch crawl across the map" tactics in situations where speed is important.
To be fair to the player, the mission briefing or codex entry could include a warning?

This kind of script can be added to some mission types, like Cultist activity or Ork, Traitor Guard convoys/outposts getting reinforcements 15+ turns after you show up and start blowing things up.

It can fire Once or several times.

Example script (ruleset reference has more indepth explanations)
AlienDeployments.rul
- type: CultistReinforcements
briefing:
palette: 4
textOffset: -32
title: STR_CULTIST_REINFORCEMENTS_TITLE #write up these look at necrons,
desc: STR_CULTIST_REINFORCEMENTS_DESC #write up these look at necrons More Cultist forces are congregating on our position
background: BACK172.SCR #change
cutscene: ""
showCraft: false
showTarget: false
minTurn: 15 #when the script starts running
maxTurn: 19
executionOdds: 50 #50% chance of happening each turn)
maxRuns: 1 #spawns once, -1 = infinite spawns
useSpawnNodes: false #Use spawn nodes on the map, or just use the map edges
minDistanceFromXcomUnits: 16 #min tile distance from Player units
maxDistanceFromBorders: 3 #max distance from borders
spawnNodeRanks: [4] # leader/commander nodes
mapBlockFilterType: 0 # all blocks, just go by node placement
data:
- alienRank: 5 #SOLDIER rank of enemies
lowQty: 2
highQty: 2
dQty: 1
itemSets: [[], [], []]
- alienRank: 4
lowQty: 0
highQty: 0
dQty: 1
itemSets: [[], [], []]
- alienRank: 3
lowQty: 0
highQty: 0
dQty: 1
itemSets: [[], [], []]
- alienRank: 6
lowQty: 0
highQty: 0
dQty: 1
itemSets: [[], [], []]
- alienRank: 7
lowQty: 0
highQty: 0
dQty: 1
itemSets: [[], [], []]

@LeflairKunstler LeflairKunstler changed the title Reinforcement script Reinforcement script Uses May 12, 2021
@BeatAroundTheBuscher
Copy link
Owner

Depends on the missions. It makes sense to add this mechanic to new missions. Also there needs to be some feel what a "normal turn number" is and what the possible consequences are. Searching for the last enemy shouldn't become a do or die situation.

@LeflairKunstler
Copy link
Collaborator Author

Low escalation of reinforcements every 5-10 turns. Mostly for 20+ turn numbers (special missions can have tighter turn table).

Most small missions can be completed under 20 turns. Something like a fortress slow crawl takes longer, but then reinforcements by nearby Orks/Traitor Guard makes sense too.

BeatAroundTheBuscher pushed a commit that referenced this issue Jun 4, 2024
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants