(OXCE V7.8 - Increased Alien Randomization TFTD V0.3 mod)I have encountered something unexpected involving the 'Retaliation / Floating Base Attack' missions.
Crafts that should spawn with the a placeholder race of "High Threat" are instead being crewed by "Low Threat" race.
In that battlescape it spawned as a Lobster which confirms it really was the "High Threat" and the wrong race had been assigned.
All UFOs & Mission types should match with the 'threat level' placeholder race matching either the normal, advanced or elite UFO. I've temporarily placed an 'A' after the name for all advanced Sub Type / Mission and an 'E' for the elites to make debugging easier using a Transmission Resolver.
My guess was that the UFO was inheriting the race of the base that was launching it so I added the following code to all
alienDeployments: entries:
genMissionRaceFromAlienBase: false # true (default) = take race from base (vanilla behavior); false = take from mission 'raceWeights' if not empty (if empty take from base)
huntMissionRaceFromAlienBase: false
And that did clear up a similar problem with other UFOs but unfortunately the retaliation UFOs continued to be crewed by the wrong race.
I have the elite retaliation missions in
alienMissions: setup to only have the "High Threat" race in its
raceWeights: so I'm not sure how it is assigning any race outside of that list.
alienMissions:
# [=] Alien Retaliation [=] <Elite>
- type: STR_ALIEN_RETALIATION_ELITE
refNode: *STR_ALIEN_RETALIATION
raceWeights:
0:
STR_IAR_HIGH_THREAT: 100
waves:
- ufo: STR_SURVEY_SHIP_ELITE
count: 1
trajectory: P8
timer: 3000
- ufo: STR_ESCORT_ELITE
count: 2
trajectory: P8
timer: 3000
- ufo: STR_CRUISER_ELITE
count: 3
trajectory: P8
timer: 3000
- ufo: STR_DREADNOUGHT_ELITE
count: 2
trajectory: P8
timer: 3000
Are 'Alien Retaliation / Floating Base Attack' missions configured differently than the rest since they can be spawned as a result to X-Com's activity?
There hadn't been any alien craft shot down when I was debugging so I was not expecting to see retaliation missions yet and I don't think enough time had passed to trip any of the difficulty retaliation mission scripts. It is possible that using Debug mode turned on the researchRetaliation mission script due to granting all research, but that entry should also have spawned an elite ship with the matching placeholder 'High Threat' race.
I'm stepping through the code to see if I've accidently misconfigured one the retaliation missions but so far everything seems to have the right race assigned. Does
huntMissionRaceFromAlienBase: &
genMissionRaceFromAlienBase: not effect retaliation missions?
For convenience an
updated version of the mod and a
save file with the Alien Sub-30 from the screenshot is attached to this post.