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Subject: App Internal Rules ***SPOILERS*** rss

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Bruce
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Some people have mentioned here that they like the uncertainty that comes with not fully understanding the rules of the game. These people should read no further.

Others have indicated they would like to understand the rules in more detail. I am one of those, among other advantages it allows people to more easily modify the rules, trying replacing the events with cards, and perhaps even creating a new app with different game types.

To this end I have reverse engineered the app.

Changelog
1.2.0:
- Add Evolution support
- A mission must now be completed before final mission is revealed
- Completed missions now add to budget
1.0.3: First version checked

Plan
The plan is randomly chosen unless playing tutorial, which is always Occupation. The plan changes start panic level, budget, crisis, enemies, final mission reveal, pause time, where UFOs go and how many events are scrambled, see below for details.

Alien Types
3 aliens are always picked at random, elites are included with their base types (muton elite, sectoid commander)

Available types:
tutorial: Muton, Sectoid, Floater
Easy: Muton, Sectoid, Floater, Outsider, Thinman, Chryssalid, Drone*, Seeker*
Normal: Muton, Sectoid, Floater, Outsider, Thinman, Chryssalid, Drone*, Cyber Disc, Sectopod, Seeker*, Mechtoid*
Hard: Muton, Sectoid, Outsider, Chryssalid, Cyber Disc, Sectopod, Ethereal, Seeker*, Mechtoid*
Expert: Muton, Chryssalid, Cyber Disc, Sectopod, Ethereal, Seeker*, Mechtoid*

*Evolution only.

There is an "Alien Type Difficulty Modifier" with Onslaught getting an increase, but it doesn't do anything. Bug or dropped feature?

Continent Setup
Domination
3 random continents at 0 panic, 1 at 2, 2 at 3.
The continent with 2 panic is the starting continent.

Infiltration
2 random continents at 0 panic, 3 at 1, 1 at 3.
The continent with 3 panic is the starting continent.

Misdirection
1 random continents at 0 panic, 2 at 1, 1 at 2, 2 at 4
The continent with 2 panic is the starting continent.

Occupation
Tutorial
Always South America & Europe at 0 Panic, Africa and Australia at 1, North America and Asia at 2
Always Africa as HQ
Non-Tutorial
1 random continents at 0 panic, 3 at 1, 1 at 2, 1 at 3
A random continent with 2 panic is the starting continent.

Onslaught
1 random continents at 1 panic, 2 at 2, 3 at 3
A random continent with 3 panic is the starting continent.

Annihilation
3 random continents at 1 panic, 2 at 2, 1 at 3
The continent with 3 panic is the starting continent.

Suppression
1 random continents at 0 panic, 2 at 1, 1 at 2, 2 at 3
The continent with 2 panic is the starting continent.

Enemies in the base
Standard: 1-3 each round
Misdirection: 1-3, but with 1 3 times more likely than 2 or 3
Onslaught: 1-3, but with 3 3 times more likely than 1 or 2

Crises
Standard: 1-5
Infiltration: 2-6
Misdirection: 2-6
Occupation: 1-5, but with 1 3 times more likely
Suppression: 2-6

Exalt
Standard: 2-4 each round
Misdirection: 2-4, but with 3 3 times more likely than 2 or 4
Occupation: 2-4, but with 2 3 times more likely than 3 or 4
Suppression: 2-4, but with 4 3 times more likely than 2 or 3

Budget
Standard: 12-14, +1 for each completed mission, -1 for each continent not in yellow, limited to -3 for continents.
Occupation: As above, then subtract a further 1-3 (random)
Annihilation/i]: As above, then subtract a further 1

Final Mission
Standard: On round 7, less one for each completed mission. Will not reveal if no missions completed.
[i]Onslaught
: On round 6, less one for each completed mission. Will not reveal if no missions completed.
Annihilation: On round 8, less one for each completed mission. Will not reveal if no missions completed.

Pause Time
Standard:
Easy: Unlimited
Normal: 20s
Hard: 15s
Expert: 5s
Domination: 5s less than above

UFOs
From Orbit:
Continent assignment is the same as new UFOs, but cannot be assigned to orbit. A maximum of 4 will come down (all if there are less than 4)

UFO Placement:
Standard:
Only continents not in panic
Otherwise random between continents and orbit.
There is code to distribute the UFOs evenly, however it doesn't appear to work. Bug or dropped feature?

Domination:
15% chance of orbit
For the first 6 rounds one of the continents will be targeted (all 6 will be covered). If the targetted continent is not in panic each UFO has an 80% chance it will be in this continent. Otherwise randomly to any non-panic continent (including target continent).

Misdirection:
25% orbit, all other non-panicked continents equal chance.

Occupation:
1-3 random continents 'excluded' at setup (1 - easy, 2 - Normal, 3 - Hard/Expert)
15% Orbit, otherwise 80% chance not excluded continents, then random (not orbit) among remaining continents.

Number of UFOs:
5-7, plus one for each round after 4 (max 3), plus one for each completed mission.
* 80% for easy
* 100% for normal
* 110% for hard
* 120% for expert
Rounded to nearest whole number

3-4 waves
Divided evenly. Remainders go in Group1, then one in Group2, then Group3.[/BGCOLOR]

Timing:
A: Put everything into one of four groups:

Group 1:
Mission Selection
1 UFO event
1/3 of enemy in base events (round up)
Research event
1/3 of crisis events (round up)
1/3 of Exalt events (round up) (Evolution only)

Group 2:
Deploy squad (mission)
1/3 of enemy in base events (round closest)
1/3 of crisis events (round closest)
Research event
1-2 UFO events (2 if there are 4 waves)
Emergency Funding
1/3 of Exalt events (round closest) (Evolution only)

Group 3:
1/3 of enemy in base events (round down)
1/3 of crisis events (round down)
Research event
1 UFO event
1/3 of Exalt events (round down) (Evolution only)

Group 4:
Defend Base
Deploy Sats
Deploy Interceptors

Scrambling:
Infiltration: 1 random even from group 4 moves to group 2

For each other event in group 4
(UFOS in orbit -2)/6 chance to move to group 1
then
(UFOS in orbit)/6 chance to move to group 2
Any remaining move to Group 3

Each group (1-3) is then shuffled internally.
Then the groups are placed in order (group 1 first)
Then if any of the following are together the first one is moved forward to create a gap (or later if it can't move forward):
Enemy in Base
Crisis
UFO

If squad deploy is before mission select, swap them (don't think this should ever happen)

UFOs from orbit go first, then tech and budget

Forecasts:
There is a 75% change of each UFO being forecast - 9% for each UFO in orbit from last round (max 5).
Misdirection: UFOs falling under 9% per ufo in orbit are still forecast, but in a random continent/orbit
Forecasts are available 2-6 events before the UFOs will appear (grouped per wave)

Time allowed for events:

Standard:
Budget: 10s
Mission: 25s
Crises: 15s
Defend Base: 20s
Deploy Interceptors: 20s
Deploy Sats: 15s
Deploy Squad (normal): 20s
Deploy Squad (final mission): 25s
Emergency Funding: 25s
End of Timed Phase: Easy: No limit Others: Remaining pause time or 3 seconds if less than this left
Enemy in Base: 7.5s
New Tech: 10s
Research: 15s
Final Mission Reveal: 10s
UFOs: 5s + 2.5s per UFO
Exalt: 15s

Modifiers (don't affect End of timed phase allocation, budget or new technology)
Tutorial 150%
Easy 120%
Normal 100%
Hard 90%
Expert 80%

1 Player: 130%
2 Players: 120%
3 Players: 110%
4 Players: 100%

If an enemy event runs out of time, the pause time will count down and all remaining events will have their time halved. This happens every time, so after running out of time twice you will have 1/4 the amount of time for remaining events.

If a non-enemy event is completed before time has expired, half the remaining time is added to pause time, capped at 2s (no benefit for enemy events).
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Bruce
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As a foot note, I came across test code, debug code, demo code, but nothing that looked like cut user features or things reserved for expansions.
 
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Chris J Davis
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How did you access the code?
 
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Simon Kamber
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jgortner wrote:
Gosh is it really true that only pause and available time changes with difficulty?

I would have assumed more things would get more difficult. Like enemy types, UFO spawn numbers, etc.


Did we read the same OP? Enemy types and UFO spawn numbers are mentioned specifically as factors that are affected by difficulty.
 
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Justin Gortner
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Yup I read it again.

And then deleted my post. But not before you ninja-quoted me!
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Moe45673
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Fantastic. Thank you so much.
 
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Bruce
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bleached_lizard wrote:
How did you access the code?


It isn't the original source, I decompiled the byte code.

Android apps are packaged as 'apk' files, which is just a zip you can unzip. You can extract apks from installed apps using a tool or there are tools to download them directly from google play.

The Android byte code is 'dex', but this is no use as it is just the unity engine code, what we want is the code written for this specific game. There is a C# byte code resource file (assets\bin\Data\Managed\Assembly-CSharp.dll) for this which you can decompile (I used ILSpy (http://ilspy.net/)).

I don't want to post the decompiled code incase FFG get upset, but anyone else can follow these same steps. The C# bytecode keeps all class and function names, but you lose internal variable names and comments. Also the specifics of the operations are rearranged due to compiler trickery, thought the result of the code is the same.
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Bruce
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Something I just noticed: Expert and Hard are almost the same except for timing.

Sectoids and Outsiders won't come up on Expert, so there is greater odds that the setup will have harder enemies, but this isn't huge.

Hard has 110% UFOs and Expert has 120%, however as the standard range is 5-7, this becomes 6-8 for both. Only once you reach the 5th round does it differ.

Quote:
Round 0-4
Hard: 6/7/8
Expert: 6/7/8

Round 5
Hard: 7/8/9
Expert: 7/8/10

Round 6
Hard: 8/9/10
Expert: 8/10/11

Round 7+
Hard: 9/10/11
Expert: 10/11/12


So the same for the first 4 rounds, 1/3rd more in round 5, 2/3rds more in round 6, then 1 more for any additional rounds.
 
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3 Minute Boardgames
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Nice work.

Good luck anyone who wants to make a substitute to using the app in the form of cards. The app does a heck of a lot of work behind the scenes.
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commuter zombie
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Thanks for posting. There's a lot more randomness in 'the plan' than I thought there would be. I'd guessed that some plans were focused on winning via panic, others via base destruction but that must just have been how the numbers fell out on our particular games.
 
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Bruce
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Version 1.1.2 is out, and there are no changes to the game rules, everything written above still applies.
 
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Bruce
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1.1.3 is out, no rule changes.
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Robert Stewart
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BruceLGL wrote:
Continent Setup
[...]
Infiltration
2 random continents at 0 panic, 3 at 2, 1 at 3.
The continent with 3 panic is the starting continent.


Typo: the 3 are at panic 1, not panic 2.
 
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Bruce
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rmsgrey wrote:
BruceLGL wrote:
Continent Setup
[...]
Infiltration
2 random continents at 0 panic, 3 at 2, 1 at 3.
The continent with 3 panic is the starting continent.


Typo: the 3 are at panic 1, not panic 2.

Fixed, thanks
 
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Robert Stewart
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BruceLGL wrote:
rmsgrey wrote:
BruceLGL wrote:
Continent Setup
[...]
Infiltration
2 random continents at 0 panic, 3 at 2, 1 at 3.
The continent with 3 panic is the starting continent.


Typo: the 3 are at panic 1, not panic 2.

Fixed, thanks


Ummm...

Quote:
Infiltration
2 random continents at 1 panic, 3 at 2, 1 at 3.


Should be:
2 random continents at 0 panic, 3 at 1, 1 at 3.

Number of continents at each position on the track are 2,3,0,1,0
 
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Bruce
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Sorry, my bad.

Confirmed from the code:

expr_0C[0] = 2;
expr_0C[1] = 3;
expr_0C[3] = 1;
 
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Jeremy Beaver
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Thanks for the look inside the app, going to assist me mightily in my guide writing.

Question, however, for clarification:

Quote:
Enemies in the base
Standard: 1-3 each round
Misdirection: 1-3, but with 1 3 times more likely than 2 or 3
Onslaught: 1-3, but with 3 3 times more likely than 1 or 2


Is this like "3x more likely"?

It's a bit confusing with the number 1 preceding the number 3.

 
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Moe45673
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I think it means

Standard: Roll a 3 sided die

Misdirection: Roll a 5-sided die that has 1 on three sides

Onslaught: Roll a 5 sided die that has 3 on three sides
 
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Bruce
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Moe45673 wrote:
I think it means

Standard: Roll a 3 sided die

Misdirection: Roll a 5-sided die that has 1 on three sides

Onslaught: Roll a 5 sided die that has 3 on three sides


This is correct, sorry for the unclear language.
 
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Joonas
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BruceLGL wrote:

If an event is completed before time has expired, half the remaining time is added to pause time, capped at 2s and not for alien in base events.

Nor for UFO events or, quite surprisingly, for Crises. Not with the current versions of the app anyway (Windows desktop or Android).
 
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Bruce
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zune wrote:
BruceLGL wrote:

If an event is completed before time has expired, half the remaining time is added to pause time, capped at 2s and not for alien in base events.

Nor for UFO events or, quite surprisingly, for Crises. Not with the current versions of the app anyway (Windows desktop or Android).


I am obviously missing something here is the code:

if (this._activeMessage != null && remainingMessageTime > 0f && this._pauseTimeTotal >= 0f && !(this._activeMessage is MessageAlienBase))
{
float num = Mathf.Clamp(remainingMessageTime / 2f, 0f, 2f);
this._pauseTimeTotal += num;
this.PauseTimeAwarded(num);
this.PauseTimeChanged(this.PauseTime);
}
this.ProgressToNextMessage();


I will look into this more when I get a chance.

Edit: I misunderstood, 'MessageAlienBase' is the superclass for all alien action events, I will check if I have made this mistake elsewhere and update the details.
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Robert Stewart
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Yeah, that makes sense - a base class for all red actions - presumably there's either also a MessageXcomBase for the blue actions, or a MessageBase that defaults to blue.
 
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Bruce
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Hi all,

Just a note that I had noticed that I was getting more UFOs than I expected and I found that I had make a mistake and missed an important point. Each completed mission adds 1 UFO (before difficulty modifier) to the UFO pool for every subsequent round. This is a huge penalty, due to the relationship to the round counter for final mission reveal, I wonder if this and the round count UFO increase are meant to be capped together, but instead they can each add 3 UFOs, for ((5-7) + 6) * mod if you rush the missions and reach round 7.

Given this it actually becomes quite hard to justify attempting the missions at all, particluarly on harder difficulties (1.2 UFOs per round is huge).
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Robert Stewart
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BruceLGL wrote:
Hi all,

Just a note that I had noticed that I was getting more UFOs than I expected and I found that I had make a mistake and missed an important point. Each completed mission adds 1 UFO (before difficulty modifier) to the UFO pool for every subsequent round. This is a huge penalty, due to the relationship to the round counter for final mission reveal, I wonder if this and the round count UFO increase are meant to be capped together, but instead they can each add 3 UFOs, for ((5-7) + 6) * mod if you rush the missions and reach round 7.

Given this it actually becomes quite hard to justify attempting the missions at all, particluarly on harder difficulties (1.2 UFOs per round is huge).


It makes the missions less valuable, certainly, but saving 1 round is also huge - if you can play the Final Mission on Round 4, yes, that's 6+ extra UFOs over 3 rounds, for a potential 10+ extra panic if your air defences are stretched, but that's instead of facing all the UFOs for rounds 5-7 and letting you take 1.5 damage to the base per round rather than 0.86 damage per round. Even ignoring the actual mission rewards (1-2 salvage, 2 panic reduction, and some other benefit), the savings from not facing three more rounds of escalation more than outweigh the extra UFOs.

What this does mean is that it's less worth completing the last regular Mission if it's not going to move the Final Mission up - without the added UFOs, it's just a trade-off between (possibly non-existent - UFO Flight and Revive can each make Mission rolls completely safe) risk to your Soldiers and the printed rewards for completion; with them, it's an extra 1+ UFOs per round for as many rounds as the Final Mission takes you...

If you have the Final Mission available on Round 4, and the game is still going in Round 7, then you probably should lose - that's less than one Task completed per Round...
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Bruce
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rmsgrey wrote:
BruceLGL wrote:
Hi all,

Just a note that I had noticed that I was getting more UFOs than I expected and I found that I had make a mistake and missed an important point. Each completed mission adds 1 UFO (before difficulty modifier) to the UFO pool for every subsequent round. This is a huge penalty, due to the relationship to the round counter for final mission reveal, I wonder if this and the round count UFO increase are meant to be capped together, but instead they can each add 3 UFOs, for ((5-7) + 6) * mod if you rush the missions and reach round 7.

Given this it actually becomes quite hard to justify attempting the missions at all, particluarly on harder difficulties (1.2 UFOs per round is huge).


It makes the missions less valuable, certainly, but saving 1 round is also huge - if you can play the Final Mission on Round 4, yes, that's 6+ extra UFOs over 3 rounds, for a potential 10+ extra panic if your air defences are stretched, but that's instead of facing all the UFOs for rounds 5-7 and letting you take 1.5 damage to the base per round rather than 0.86 damage per round. Even ignoring the actual mission rewards (1-2 salvage, 2 panic reduction, and some other benefit), the savings from not facing three more rounds of escalation more than outweigh the extra UFOs.

What this does mean is that it's less worth completing the last regular Mission if it's not going to move the Final Mission up - without the added UFOs, it's just a trade-off between (possibly non-existent - UFO Flight and Revive can each make Mission rolls completely safe) risk to your Soldiers and the printed rewards for completion; with them, it's an extra 1+ UFOs per round for as many rounds as the Final Mission takes you...

If you have the Final Mission available on Round 4, and the game is still going in Round 7, then you probably should lose - that's less than one Task completed per Round...


I decided to elaborate in the strategy thread here:
https://boardgamegeek.com/article/21389967

Perhaps the main thing that you miss is that tech is not free - not only does it have to be reseached but anything you want for the mission can't be used for base defence - even if you end up not needing it. Also UFO Flight are revive are examples of tech I would never get - always better to do damage instead.
 
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