// Alien weapons, currently: // plaspistol // plaspistol_ammo // plasrifle // plasrifle_ammo // plasblaster // plasblaster_ammo // pbeampistol // pbeampistol_ammo // pbeamcannon // pbeamcannon_ammo // pbeamrifle // pbeamrifle_ammo // kerrblade // plasblade // plasmagrenade // // The equipment approximately represent what an 40-alien team // will have on battlescape. This is also the loot you get // from auto-mission with 40 aliens. If there are n < 40 aliens, // you get only n/40 of each item number, rounded down // (the rounding down is the auto-mission penalty). // // Alien weapon assignment procedure, more or less (see q_shared.c): // For each alien, pick the following: // 1. the most expensive primary weapon W with probability #W/40 // where #W is the number of W weapons listed in equipment // 1a. if still no primary weapon, // the second most expensive primary weapon X with probability #X/40 // etc. for all primary weapons (the order is essential); // keep the total <= 40 or the theoretical loot will // be much higher than the actual loot // 2. similary, sidearms (secondary weapons with reload) based on price, // so in case of current weapons this is: // pbeampistol with probability #pbeampistol/40 // 2a. if still no sidearm, // plaspistol with probability #plaspistol/40; // add some bonus to probability for those aliens // that don't have primary weapons, yet, // and some malus to those that already have, // with decent probability of akimbo, too; // moreover alien with particle beam primary weapon // will start picking sidarm with plaspistol, not pbeampistol; // keep the total <= 40, likewise // 3. get the following number of ammo for each weapon separately: // (#ammo/#weapon) slightly randomly increased // with probability depending on the fractional part, // where #ammo and #weapon are the numbers of that particular // ammo and weapon in the equipment definition; // #ammo/#weapon should be greater than 1 // 4. for each misc item (plasmagrenade) // and secondary weapon without reload (kerrblade or plasblade) get // (#item/40) slightly randomly increased // with probability depending on the fractional part // for each alien (as long as it fits in the backpack); // the order is from the most expensive to the least expensive; // add some bonus to probability for those aliens // that don't have primary weapons nor sidearms, yet, // and some malus to those that already have // There is no problem if the number of assigned things // is bigger than the total in equipment --- on average it is OK. // For example, take 40-alien team, then 1 plasrifle // makes it possible, though very unlikely, that each alien // will get a rifle. Take a 30-alien team with 40 plasrifles, // this guarantees that each alien will get a primary weapon; // with 60 plasrifle_ammo, they will also get, on average, 1.5 ammo per alien. // but with 2-alien team, 39 plasrifle gives only high probability // that there will be at least 1 plasrifle in the team, no certainty. // Each individual type of misc items and blades is assigned separately, // so, e.g., 40 alienincgrenade and 40 plasmagrenade // gives two grenades per alien, on average, // while 40 plaspistol and 40 pbeampistol gives only 1 sidearm // (so 20 plaspistol and 20 pbeampistol is a better idea in practice). equipment stage1_workers { plaspistol 25 plaspistol_ammo 29 plasrifle 1 plasrifle_ammo 1 kerrblade 50 light_alien 1 } equipment stage1_workers_explosive { plaspistol 12 plaspistol_ammo 16 plasblaster 14 plasblaster_ammo 20 kerrblade 10 plasmagrenade 10 light_alien 3 medium_alien 1 } equipment stage1_soldiers { plaspistol 25 plaspistol_ammo 55 plasrifle 30 plasrifle_ammo 45 plasblaster 7 plasblaster_ammo 7 kerrblade 35 plasblade 1 light_alien 13 } equipment stage2_workers { plaspistol 30 plaspistol_ammo 35 plasrifle 2 plasrifle_ammo 3 kerrblade 30 plasblade 1 light_alien 1 medium_alien 7 } equipment stage2_soldiers_melee { plaspistol 1 plaspistol_ammo 1 plasrifle 1 plasrifle_ammo 1 pbeampistol 1 pbeampistol_ammo 1 pbeamrifle 1 pbeamrifle_ammo 1 kerrblade 15 plasblade 150 plasmagrenade 1 light_alien 7 medium_alien 10 // heavy_alien 1 } equipment stage2_soldiers { plaspistol 35 plaspistol_ammo 75 plasrifle 30 plasrifle_ammo 45 plasblaster 10 plasblaster_ammo 15 pbeampistol 1 pbeampistol_ammo 1 kerrblade 35 plasblade 10 plasmagrenade 1 light_alien 25 medium_alien 3 } equipment stage3_workers { plaspistol 2 plaspistol_ammo 3 plasrifle 2 plasrifle_ammo 2 pbeampistol 20 pbeampistol_ammo 25 kerrblade 3 plasblade 20 plasmagrenade 20 light_alien 1 medium_alien 15 // heavy_alien 1 } equipment stage3_workers_explosive { plaspistol 1 plaspistol_ammo 1 plasblaster 3 plasblaster_ammo 4 pbeampistol 2 pbeampistol_ammo 3 pbeamcannon 3 pbeamcannon_ammo 4 kerrblade 10 plasblade 1 plasmagrenade 150 medium_alien 20 // heavy_alien 1 } equipment stage3_soldiers { plaspistol 15 plaspistol_ammo 25 plasrifle 15 plasrifle_ammo 25 plasblaster 15 plasblaster_ammo 35 pbeampistol 20 pbeampistol_ammo 45 pbeamrifle 2 pbeamrifle_ammo 3 kerrblade 10 plasblade 50 plasmagrenade 35 light_alien 15 medium_alien 20 // heavy_alien 2 } equipment stage4_workers { plaspistol 10 plaspistol_ammo 15 plasrifle 1 plasrifle_ammo 1 plasblaster 3 plasblaster_ammo 6 pbeampistol 35 pbeampistol_ammo 75 pbeamcannon 10 pbeamcannon_ammo 15 kerrblade 2 plasblade 25 plasmagrenade 35 light_alien 1 medium_alien 25 // 10 // heavy_alien 15 } equipment stage4_soldiers_plasma { plaspistol 35 plaspistol_ammo 100 plasrifle 10 plasrifle_ammo 25 plasblaster 30 plasblaster_ammo 85 kerrblade 3 plasblade 100 plasmagrenade 100 light_alien 1 medium_alien 38 // 5 // heavy_alien 34 } equipment stage4_soldiers { plaspistol 15 plaspistol_ammo 40 plasrifle 1 plasrifle_ammo 3 plasblaster 2 plasblaster_ammo 5 pbeampistol 25 pbeampistol_ammo 65 pbeamcannon 15 pbeamcannon_ammo 40 pbeamrifle 15 pbeamrifle_ammo 40 kerrblade 10 // bulky, will rarely get into the backpack plasblade 70 plasmagrenade 70 light_alien 1 medium_alien 38 // 10 // heavy_alien 29 } // human equipment equipment human_phalanx_initial { assault 14 assault_ammo 45 sniper 19 sniper_ammo 60 pistol 25 pistol_ammo 75 smg 21 smg_ammo 75 shotgun2 10 // shotgun2_ammo 40 shotgun2_slug_ammo 40 // shotgun_mirco 27 // shotgun_micro_ammo 90 flamer 10 flamer_ammo 35 rpg 8 rpg_ammo 32 grenl 8 grenl_ammo 32 fraggrenade 70 knife 23 light 17 medikit 20 smokegrenade 20 } equipment human_farmers // some will be weaponless { pistol 2 pistol_ammo 2 shotgun 5 shotgun_ammo 6 fraggrenade 1 knife 2 } equipment human_gang { assault 1 assault_ammo 1 pistol 3 pistol_ammo 4 shotgun 1 shotgun_ammo 1 smg 10 smg_ammo 45 rpg 1 rpg_ammo 1 fraggrenade 1 smokegrenade 1 stungrenade 1 knife 20 } equipment human_police // some may be weaponless { pistol 10 pistol_ammo 25 shotgun 5 shotgun_ammo 7 sniper 1 sniper_ammo 1 fraggrenade 2 smokegrenade 2 stungrenade 2 light 7 } equipment human_antiterrorist { assault 5 assault_ammo 12 sniper 15 sniper_ammo 35 rpg 1 rpg_ammo 3 pistol 2 pistol_ammo 3 smg 15 smg_ammo 50 shotgun 5 shotgun_ammo 12 fraggrenade 25 smokegrenade 20 knife 40 light 35 } equipment human_army { assault 25 assault_ammo 35 sniper 1 sniper_ammo 2 pistol 15 pistol_ammo 25 flamer 2 flamer_ammo 3 rpg 3 rpg_ammo 7 fraggrenade 55 smokegrenade 20 knife 40 light 15 }