Goal:
- Flock of 4 UFOs heading together to X-Com base.
- 2 UFOs should be hunter killer of type INCURSOR, escorting the generating UFO.
- 1 UFO should be hunter killer of type ASSAULT_SHIP, escorting the generating UFO.
- 1 UFO should be the one generating the Base Defense.
- Once Base Defense is over, generating UFO should fly away with the others (not disappear that is) (is it even possible?).
My current ruleset is as follows.
No matter how much I fiddle, I can't get the intended result.
The effect of current ruleset is: 4 ASSAULT_SHIP UFOs, each generating a Base Defense (so 4 Base Defense in a row), see screenshot.
(timer is set to 10 because I wanted to understand what was happening; since UFOs are supposed to fly together, final Timer is going to be 1 or 0).
- type: STR_ALIEN_RETALIATION
points: 0
objective: 4
spawnUfo: STR_UFO_ASSAULT_SHIP # Spawned for the final retaliation run
operationType: 6 # take off and land in the same alien base that spawned the mission
raceWeights: *raceWeightsAlienDrop
# In the case of a shootdown, race comes from the UFO that triggered the mission.
skipScoutingPhase: true
#multiUfoRetaliation: true # test unknown effect
#multiUfoRetaliationExtra: true # test unknown effect
targetBaseOdds: 100
waves:
#- ufo: STR_UFO_BOMBER
# count: 2
# trajectory: A1_EXIT_ZONE2
# timer: 10
# hunterKillerPercentage: 100
- ufo: STR_UFO_INCURSOR
count: 2
trajectory: A1_EXIT_ZONE2
timer: 1
hunterKillerPercentage: 100
escort: true
- ufo: STR_UFO_ASSAULT_SHIP
count: 1
trajectory: A1_EXIT_ZONE2
timer: 10
hunterKillerPercentage: 100
escort: true
- ufo: STR_UFO_ASSAULT_SHIP
count: 1
trajectory: A1_EXIT_ZONE2
timer: 10
hunterKillerPercentage: 100
escort: true
Thanks