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I observed that the RuleSet significantly affects UFO node fulfillment in my tests. When a UFO has 10 available nodes (Spawn set to 1), the type declared in the RuleSet (e.g., Soldiers or Engineers) determines the outcome. There’s confusion regarding the purpose of the “Spawn” attribute when its value exceeds 1. In standard Large Scouts, no nodes have a Spawn attribute set to 0, which aligns with some UFOs I analyzed. I propose creating more nodes with the No Spawn attribute to enhance alien movement. Additionally, I seek access to standard and custom files for compatibility.
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1 • Not a question, just a remark • I noticed, after have made some tests, thatRuleSetmay have a big impact on UFO fullfilment • For example, supposed UFO has 10 availablenodes (i.e. Spawn set to 1) • Whatever type you set for any of nodes, if youdeclare in ruleset : • 10 Soldiers, 0%outside • all willbesoldiers • 10 Engineers, 0%outside • all willbeengineers • 10 Soldiers, 0%outside first • 10 Engineers, 0% outsidethen • all willbesoldiers • 10 Engineers, 0%outside first • 10 Soldiers, 0% outsidethen • all willbeengineers
2 I did not understandwhatis use of « Spawn » attribute value if differentfrom 0 or 1 (2:Spawn, 3:Spawn, …, 10:Spawn) Do you have anyidea ?
3 In standard Large Scout, no nodewith « Spawn » attribute set to 0-NoSpawn It issame for someUFOsyoucreated RegardingRuleSet, in case of setting up number of aliens to 21 or more, with %outside set to 0, all nodeswillbefilled in, and alienwill not move
3 Proposition createmore nodeswithattributeSpawn set to 0:No Spawn Examplebeside (certainly not somany, justsome to allowaliens to move, and, if possible, hidethemselves) I made a test (XCOM units set to supermen with 250 of movement and so on, aliens set to wear no weapons, …) and thisseems to workwell
4 • Couldyouprovide me : • All standard files (routes, terrain, …) so I am sure to work on a same version as you • Your custom files if updated • A list of 3 UFOS youwouldlike I begin to deal with