I have come back with some more details, I've been playing since version .6 or so after seeing a video on reddit on your mod. I'd download the update, paste xcom assets, run X-Files mod, and copy over the saves and the options config from the last version-- keeping track of advanced options and opening at a certain aspect size and what all.
At version .7 the research to reveal all agents PSI strength before PSI Lab training had changed. Looking at the research tree I discovered Alpha Werecat and the Black Moon mission. Just changing a Monsters Hunt mission into Black Moon kept crashing as a Region variable was too large (even -1 or 1) and even Blood Moon edits; I then changed strategy and kept a save minutes before midnight of the next month. And then I manually copied missions such as Underwater City, Golden Diplomatic Envoy, and a few more terror and alien base missions into the main save to continue from.
Looking at the new AlienMissions in the save file I found that they displayed a uniqueID, and having copied from the "same month" several times the uniqueID duplicated among a few of them. So I manually edited them sequentially.
- type: STR_ALIEN_BASE
region: STR_CENTRAL_ASIA
race: STR_CHTONITE
nextWave: 1
nextUfoCounter: 0
spawnCountdown: 11550
liveUfos: 4294967292
uniqueID: 348
missionSiteZone: -1
- type: STR_ALIEN_BASE
region: STR_SOUTHERN_AFRICA
race: STR_MUTON
nextWave: 1
nextUfoCounter: 0
spawnCountdown: 3660
liveUfos: 0
uniqueID: 349
missionSiteZone: 8
I thought it strange though that the Mission ID was so behind what the Diary was saying. i.e.
- id: 423
markerName: STR_UFO_
markerId: 102
time:
second: 10
minute: 38
hour: 13
weekday: 2
day: 25
month: 10
year: 1999
region: STR_ARCTIC
country: STR_UNKNOWN
type: STR_UFO_CRASH_RECOVERY
ufo: STR_SENTRY_SHIP
success: true
score: 154
rating: STR_MS_RATING_150
alienRace: STR_CHTONITE
daylight: 8
injuryList:
43: 0
45: 0
46: 0
47: 0
51: 0
52: 0
53: 0
55: 0
56: 0
58: 0
59: 0
60: 0
lootValue: -500
- id: 424
markerName: STR_UFO_
markerId: 101
time:
second: 55
minute: 42
hour: 17
weekday: 2
day: 25
month: 10
year: 1999
region: STR_NORTH_AMERICA
country: STR_USA
type: STR_UFO_CRASH_RECOVERY
ufo: STR_MEDIUM_SCOUT
success: true
score: 275
rating: STR_MS_RATING_150
alienRace: STR_CHTONITE
daylight: 0
injuryList:
72: 0
74: 0
82: 0
83: 0
86: 0
88: 0
98: 0
100: 0
115: 0
120: 0
143: 0
149: 0
lootValue: -500
I don't how this affects behavior changing the alien race after reloading, but I figure since ufos:
- lon: 2.6293354408316367
lat: 0.10111441823046506
dest:
lon: 2.5736578834906032
lat: -0.022610059357954515
type: STR_WAYPOINT
id: 0
speedLon: -0
speedLat: -0
speedRadian: 0
speed: 0
type: STR_TERROR_SHIP
id: 104
crashId: 59
damage: 664
shield: 0
shieldRechargeHandle: 0
altitude: STR_GROUND
direction: STR_NONE_UC
status: 2
detected: true
hyperDetected: true
secondsRemaining: 104400
inBattlescape: true
mission: 335
trajectory: P0
trajectoryPoint: 1
fireCountdown: 18
escapeCountdown: 6137
doesn't record the alien race but issues ID about itself (and I have to stress I'm speculating and theorizing) mission that when reloading it looks for what it should be on what is available in the save and that a UFO thread may have issued the same ID. So when playing it correctly (detect, attack UFO, engage mission) registers which race was just crashed. (The glitch switching to Chtonite Base even on a Snakeman Terror UFO)
So for now I'll use the Save Scum option to keep single UFOs to quickly engage without worrying about too many Chtonites and then delete most of them before next month so the game will properly reset/spawn the UFO missions.
Manipulating the save file like that is the limits on my programming knowledge so I hope I have given enough information to replicate this unintended behavior. Thanks for crafting this excellent mod for a great game we all love.