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1. Not a question, just a remark I noticed , after have made some tests, that RuleSet may have a big impact on UFO fullfilment For example , supposed UFO has 10 available nodes (i.e. Spawn set to 1)
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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