Jump to content

Multi Part Missions


BladeFireLight

Recommended Posts

I have decoded the values around the Multi part missions used in TFTD. when I do UFO i will post the results here

 

--------------------------------------------------------------------

all the files refered to here are in referance to the pre mission data in the missdat directory.

 

In Mission.dat

Offset 0x14 = Mission type. this effects the combat win, abort and next map requirements. It also effect the end of combat and between combat text enterys used in the english.dat

 

In Geodata.dat

Offset 0x0A = Terrain type. (this referance is only needed for the shiping route terror missions only. I dont intend to go into how to actualy change map layous in this post)

Offset 0x54 = Number os ships in combat. 02 means both xcom landing craft and UFO are present, 01 is xcom only and, 00 is no craft on map. Some settins of the Mission.dat 0x14 will cause tactical to crash based on this setting I will not this below.

 

 

When Geoscape passes control to tactical it writes the mission.dat file to tell tactical how to handle wining control. When Tactical exits it writes scoring information to mission.dat, then Geoscape looks both at the score, the abort flag and the Mission type. one multi part mission types it will create a new battle map and populate it, then set the Mission Type flag to the next setting.

 

 

The posible values for Mission.dat's 0x14 byte are.

00 = Used for USO assault and recovery mission, Port and Island Terror attacks.

       The geodata Terrain setting effects the text messages displayed.
       If it is Island or Port it will display the Terror text.

01 = This is a hold over from UFO and does not function as a multi part mission
       The Light level is loward to twilight nomater the time of combat.
       The geodata.dat's 0x54 can only be 00 or 01 (or tactical crashes)
       _This value should not be used_

02 = This also is a remnent of UFO. I belive the Cydonia mission.
       Aborting the mission will caus the Game Lost vidow and you lose
       Wining will not delete the USO from geoscape if this mission was a Assault or recovery
       _This value should also not be used_

03 = Alien Base Level 1
       Light level is set to Twilight.
       Number of Ships must be 00 or 01
       Map should have 'target' tiles for a non kill win.
       A Win will start a second combat with the Alien Base Level 1 (0B)

04 = T'Leth Level 1
       No ships are display no mater what the settings
       A win starts T'Leth Level 2 (05) 
       A Loss or Abort Ends the game with a loss

05 = T'Leth Level 2
       No Ships are displayed no mater what the settings.
       A win Starts T'Leth Level 3 (06)
       A Loss or Abort Ends the game with a loss

06 = T'Leth Level 3
       No Saving alowed
       No Ships are displayed no matter what the settings.
       A Win Ends the game with a Win
       A loss or Abort Ends the gamw with a loss

07 = Artifact Level 1
       Number os Ships MUST be 00
       A win starts Artifact Level 2 (08)
       An abort will delete the target of the combat. 
       The Map should have a 'target' tile for non kill wins

08 = Artifact Level 2
       The Map MUST have a "Destroy Objective" Tile some where in the map.
       and also a 'start' tile for a non kill win (with distroyed Objective)

09 = Ship Level 1
       Number of ships must be 00 or 01
       a Win starts Ship Level 2, the If the Terrain set in geodata is set to 0B Then the Cargo ship is used othewise it will default to Cruse Liner

0A = Ship Level 2
       Acts like a normal combat, execpt an abort will delete the combats target in geoscape
       The Terrain used is based on the one used for Ship Level 2

0B = Alien Base Level 2
       The Map MUST have a "Destroy Objective" Tile some where in the map.
       and also a 'start' tile for a non kill win (with distroyed Objective)

 

This information can be used to add aditional levels to combat. Provided you have a way to change the map that Geoscape creates. (the xcomutil's random/propted maps work)

 

It would be posible to remove the alien ship from a combat and say the USO was in the area but it's location was not sure... then at the end of clearing the first stage. Either by killing all aliens or a custom tile set with a 'target' tile to get to.

then have another map created with the USO.

 

-Blade FireLight

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
  • Create New...