// code ensures there are at least 3 missions between repetitions // of any mission in a given stage set, or at least 2 mission // if the total number of missions is 3, etc. // so 'number n', where n <= 4 ensures not repetitions // and 'quota n', where n <= 4, ensures no repetitions if all missions are won stage intro { set first { seq intro // y d h delay "0 0 10" // time in comments is given as elapsed game time frame "0 3 0" // mission starts between 0d 10h and 1d 10h expire "0 6 0" // expires not sooner than 2d 10h // and not later than 5d 10h missions "farm" number 1 // no quota --- give scared newbies some slack... } set terror_only { needed first delay "0 5 12" // set starts not sooner than 5d 22h // and not later than 10d 22h frame "0 9 0" // 1st mission starts not sooner than 8d 22h // and not later than 16d 22h expire "0 8 0" // average expire time is 4d // minimum interval between missions is 3d // so you have 2 or less on geoscape any time missions "africa_excavation transport mine mart italy estate" number 11 // don't torment the player with the same missions quota 5 } set soldier_terror { needed terror_only delay "0 10 7" frame "0 15 0" // big missions, but less traffic expire "0 45 0" // three at geoscape, but lots of time to do them missions "bunker japan dam spedition stadium industrial" number 4 // no mission will get repeated quota 4 } // from this place on, due to not enough missions in RC5, // and only 19 scientists total, I increase all "frame" settings set ultimate_terror // stage2 equipment start here { needed soldier_terror delay "0 15 7" // frame "0 6 0" // change of pace --- quick ones frame "0 27 0" expire "0 5 0" missions "oriental city subway gasstation tower village" quota 5 // torment the player until he's done nextstage ufos_are_coming } set stop { needed ultimate_terror delay "0 20 0" endstage intro } } stage ufos_are_coming { set first_coming // set names have to be unique for game saving { seq ufos_are_coming delay "0 2 7" // frame "0 12 0" frame "0 20 0" expire "0 5 0" commands "addufo;" missions "mine_crash" quota 1 } set crashed_and_landed // stage3 equipment start here { needed first_coming delay "0 0 1" // frame "0 10 0" frame "0 23 0" expire "0 8 0" missions "construction farm2 office harbor pdi bridge" quota 5 commands "addufo;" nextstage invasion } set stop_coming { needed crashed_and_landed delay "0 11 0" endstage ufos_are_coming } } stage invasion { set first_invasion // stage4 equipment start here { seq invasion delay "0 5 1" // frame "0 10 0" frame "0 30 0" expire "0 7 0" missions "africa terrain baseattack lake falconcrash qatar" quota 6 nextstage alienbase } set stop_invasion { needed first_invasion delay "0 11 0" endstage invasion } } stage alienbase { set first_alienbase { seq alienbase delay "0 11 0" // aliencolony mission here commands "mn_push endgame;" // until aliencolony is done } set stop_alienbase { needed first_alienbase delay "0 12 0" endstage alienbase // commands "mn_push endgame;" } } campaign veryhard { name "_Very Hard Campaign" text "_txt_veryhard_campaign" team human soldiers 6 scientists 2 workers 1 medics 0 difficulty 4 researched rslist_human equipment campaign_player market campaign_market credits 4200000 map map_earth visible true date "2084 0 1902" firststage intro } campaign hard { name "_Hard Campaign" text "_txt_hard_campaign" team human soldiers 7 scientists 3 workers 2 medics 1 difficulty 2 character_data { TEAM_PHALANX EMPL_SOLDIER skill 65 80 TEAM_PHALANX EMPL_SOLDIER ability 65 80 TEAM_ALIEN EMPL_SOLDIER skill 90 100 TEAM_ALIEN EMPL_SOLDIER ability 90 100 } salary { soldier_base 4000 } researched rslist_human equipment campaign_player market campaign_market credits 4200000 map map_earth visible true date "2084 0 1902" firststage intro } campaign main { name "_Standard Campaign" text "_txt_standard_campaign" team human soldiers 9 scientists 6 workers 14 medics 2 difficulty 0 character_data { TEAM_PHALANX EMPL_SOLDIER skill 75 100 TEAM_PHALANX EMPL_SOLDIER ability 15 80 TEAM_ALIEN EMPL_SOLDIER skill 70 100 TEAM_ALIEN EMPL_SOLDIER ability 70 100 } salary { soldier_rankbonus 500; worker_base 3000; worker_rankbonus 500; scientist_base 3000; scientist_rankbonus 500; medic_base 3000; medic_rankbonus 500; robot_base 7500; robot_rankbonus 1500; aircraft_factor 1; aircraft_divisor 25; base_upkeep 20000; admin_initial 1000; admin_soldier 75; admin_worker 75; admin_scientist 75; admin_medic 75; admin_robot 150; debt_interest 0.005; } researched rslist_human // ugvs 2 equipment campaign_player market campaign_market credits 4500000 map map_earth visible true date "2084 0 1902" firststage intro } campaign easy { name "_Easy Campaign" text "_txt_easy_campaign" team human soldiers 25 scientists 16 workers 10 medics 10 difficulty -2 character_data { TEAM_PHALANX EMPL_SOLDIER skill 75 100 TEAM_PHALANX EMPL_SOLDIER ability 55 100 TEAM_ALIEN EMPL_SOLDIER skill 50 80 TEAM_ALIEN EMPL_SOLDIER ability 50 80 } salary { soldier_base 3000 } researched rslist_human equipment campaign_player market campaign_market credits 4500000 map map_earth visible true date "2084 0 1902" firststage intro } campaign veryeasy { name "_Very Easy Campaign" text "_txt_veryeasy_campaign" team human soldiers 35 scientists 26 workers 20 medics 20 difficulty -4 character_data { TEAM_PHALANX EMPL_SOLDIER skill 85 100 TEAM_PHALANX EMPL_SOLDIER ability 75 100 TEAM_ALIEN EMPL_SOLDIER skill 50 70 TEAM_ALIEN EMPL_SOLDIER ability 50 70 } salary { soldier_rankbonus 1500; worker_base 1000; worker_rankbonus 1500; scientist_base 1000; scientist_rankbonus 1500; medic_base 1000; medic_rankbonus 1500; robot_base 3500; robot_rankbonus 2500; base_upkeep 15000; admin_initial 800; admin_soldier 50; admin_worker 50; admin_scientist 50; admin_medic 50; admin_robot 50; } researched rslist_human equipment campaign_player market campaign_market credits 6000000 map map_earth visible true date "2084 0 1902" firststage intro } campaign aliencampaign { name "_Play the aliens" text "_txt_alien_campaign" team alien soldiers 15 scientists 12 workers 9 medics 4 difficulty -4 researched rslist_alien equipment campaign_player_aliens market campaign_market_aliens credits 6000000 map map_earth visible true date "2084 0 1902" firststage intro } campaign test { name "_Testing and Tweaking Campaign --- Please Ignore" text "_txt_standard_campaign" team human soldiers 11 scientists 11 workers 11 medics 11 difficulty 0 researched rslist_human equipment testing_and_tweaking market testing_and_tweaking credits 100000000 map map_earth visible false date "2084 0 7" firststage ufos_are_coming }