pasmon79 Posted April 5, 2020 Share Posted April 5, 2020 I have encountered following in many files. Status.Enemy.ChallengeLevel (30 & 40)How is it determined? Link to comment Share on other sites More sharing options...
qmjs Posted April 5, 2020 Share Posted April 5, 2020 (edited) It is simply a variable, a counter, for how dangerous the area near the base has become. It is used for things like which advice is given (such as we need to build more outposts), the maximum allowed infestations, whether certain fatecards are allowed, and some events. A lower value is safer, higher represents a more dangerous situation, and it increases over time on a given level. It is mainly set by events in enclaves.xml, such as <RTSStat_Set DurationCancellable="" OutputAmount="40" OutputDuration="" OutputId="Status.Enemy.ChallengeLevel" PauseWhenOffline="" /> and then referenced in other files, such as <Check InputAmount="40" InputFlags="" InputId="Status.Enemy.ChallengeLevel" /> Look them up as partials, ie. instead of Status.Enemy.ChallengeLevel, search for ChallengeLevel, and you will find them in globalconstants.xml usually. Edited April 5, 2020 by qmjs Link to comment Share on other sites More sharing options...
pasmon79 Posted April 5, 2020 Author Share Posted April 5, 2020 I was interested in their usage w.r.t some fate-cards. The challenge level is set by RecentMission_Neighbour(Away) that is called in away missions. Does the challenge level ever drop to values lower than 30? Link to comment Share on other sites More sharing options...
qmjs Posted April 5, 2020 Share Posted April 5, 2020 In Breakdown, it starts at 10, and has values 10,20,30,40,50. It starts at 0 in story mode. In story mode it also steps up from enclaves to 10, 20, 30, 40. Link to comment Share on other sites More sharing options...
pasmon79 Posted April 6, 2020 Author Share Posted April 6, 2020 I discovered that it is set to "0" in breakdown(rtsdata.xml). There is."Manual.DangerLevel" that is defined in "scenes.xml" that can have (10-20). Is it related to "Status.DangeLevel" in any way? Link to comment Share on other sites More sharing options...
qmjs Posted April 6, 2020 Share Posted April 6, 2020 (edited) Just because they look alike doesn't mean that they are related. Game.Player.DangerLevel is one value. <Group Name="Game"><Subgroup Name="Player"><Value Default="0" Name="DangerLevel">DangerLevel is an enclave value. <EnclaveValues><Value Default="0" Name="DangerLevel">DangerLevel is also a scene value. <Group Name="Scene"><Subgroup Name="DangerLevel"> <Value>Manual.DangerLevel</Value> will always be 0 as the variable is not defined. The scenes in which it is referred to do not ever actually play. There are many that are unused in the game. The ChallengeLevel in rtsdata is the default 0 for a variable definition. It is never used at that value in Breakdown. Edited April 6, 2020 by qmjs Link to comment Share on other sites More sharing options...
pasmon79 Posted April 6, 2020 Author Share Posted April 6, 2020 The game assign "ChallengeLevel" during gameplay once in each instance of home-enclave as given below. <RTSStat_Set DurationCancellable="" OutputAmount="40" OutputDuration="" OutputId="Status.Enemy.ChallengeLevel" PauseWhenOffline="" />Why does it need to do each time after the transition in enclave? Does the value in ChallengeLevel drops to zero at some instance? Link to comment Share on other sites More sharing options...
qmjs Posted April 6, 2020 Share Posted April 6, 2020 (edited) Did you look at the action name that it occurs in? That is a clue to why some values are set multiple times. It is essentially making sure that the variables have a valid value at each stage. Edited April 6, 2020 by qmjs Link to comment Share on other sites More sharing options...
pasmon79 Posted April 6, 2020 Author Share Posted April 6, 2020 (edited) Okay i got it. There are some ActionID defined in both "rtsevents, mission and enclaves" like "AwayMission" and some are defined in one place only like for setting "Challenge Level" and possibly linked with some compiled file. Can we create an ActionID of our own while creating a new mission? Edited April 6, 2020 by pasmon79 Link to comment Share on other sites More sharing options...
qmjs Posted April 6, 2020 Share Posted April 6, 2020 ActionID is just a name. As long as it is unique within the active section, it can be anything. They are named what they are so the programmers can locate them when working with multiple files, which is why they are named according to what they do. Link to comment Share on other sites More sharing options...
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