aliens

Author Topic: [SOLVED] Is it possible to have UFOs not belonging to any AlienMission?  (Read 149 times)

Offline Aldorn

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Hello,

I've an issue with Alien Missions.

I defined specifically for any Alien Mission the raceweight so that:
- only sectoids appear on months 0-5
- only sectoids and floaters appear on months 6-11
- only sectoids, floaters and snakemen appear on months 12-17
- etc.

The problem is I have mutons appearing on Appril (month 3)

I paid attention to override every raceWeight from the standard xcom1 ruleset (meaning 0, 1, 3, 6, 9)

The only exception is STR_ALIEN_SUPPLY, where no raceweight needs to be defined

Example:
Code: [Select]
alienMissions:
  - type: STR_ALIEN_RESEARCH #UPDATED
    points: 0
    raceWeights:
      0:
        STR_SECTOID: 100
      1:
        STR_SECTOID: 100
      3:
        STR_SECTOID: 100
      6:
        STR_SECTOID: 65
        STR_FLOATER: 35
      9:
        STR_SECTOID: 65
        STR_FLOATER: 35
      12:
        STR_SECTOID: 50
        STR_FLOATER: 25
        STR_SNAKEMAN: 25
      18:
        STR_SECTOID: 30
        STR_FLOATER: 30
        STR_SNAKEMAN: 30
        STR_MUTON: 10

Is it possible that Ufos are generated outside the Alien Missions definition?


EDIT: I should have checked first the reference ruleset. Let me verify if I can solve this on my own.

raceWeights
List of alien races to carry out this mission, and their weights (i.e. not percentages) of how likely they will be selected for this mission, listed by "number of months after game beginning".
Note: If multiple rulesets define the same mission raceWeights, then they'll be merged, not replaced (so if you're making a new race mod, you only need to specify their weights). Weights for new races will be added to the list, while weights for existing races will replace old ones. The only way to "remove" old races is to explicitly set them to 0.
« Last Edit: April 01, 2025, 02:09:15 pm by Aldorn »

Offline Meridian

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Is it possible to have UFOs not belonging to any AlienMissions?

no

Offline Aldorn

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Ok, thank you

Probably the solution is to fully specify weights

In case someone else would be interested by the answer, in the given case, this means
Spoiler:
alienMissions:
  - type: STR_ALIEN_RESEARCH #UPDATED
    points: 0
    raceWeights:
      0:
        STR_SECTOID: 100
        STR_FLOATER: 0
        STR_SNAKEMAN: 0
        STR_MUTON: 0
        STR_ANTHROPOD: 0
        STR_GAZER: 0
        STR_WASPITE: 0
        STR_ETHEREAL: 0
      1:
        STR_SECTOID: 100
        STR_FLOATER: 0
        STR_SNAKEMAN: 0
        STR_MUTON: 0
        STR_ANTHROPOD: 0
        STR_GAZER: 0
        STR_WASPITE: 0
        STR_ETHEREAL: 0
      3:
        STR_SECTOID: 100
        STR_FLOATER: 0
        STR_SNAKEMAN: 0
        STR_MUTON: 0
        STR_ANTHROPOD: 0
        STR_GAZER: 0
        STR_WASPITE: 0
        STR_ETHEREAL: 0
      6:
        STR_SECTOID: 65
        STR_FLOATER: 35
        STR_SNAKEMAN: 0
        STR_MUTON: 0
        STR_ANTHROPOD: 0
        STR_GAZER: 0
        STR_WASPITE: 0
        STR_ETHEREAL: 0
      9:
        STR_SECTOID: 65
        STR_FLOATER: 35
        STR_SNAKEMAN: 0
        STR_MUTON: 0
        STR_ANTHROPOD: 0
        STR_GAZER: 0
        STR_WASPITE: 0
        STR_ETHEREAL: 0
      12:
        STR_SECTOID: 50
        STR_FLOATER: 25
        STR_SNAKEMAN: 25
        STR_MUTON: 0
        STR_ANTHROPOD: 0
        STR_GAZER: 0
        STR_WASPITE: 0
        STR_ETHEREAL: 0
      18:
        STR_SECTOID: 30
        STR_FLOATER: 30
        STR_SNAKEMAN: 30
        STR_MUTON: 10
        STR_ANTHROPOD: 0
        STR_GAZER: 0
        STR_WASPITE: 0
        STR_ETHEREAL: 0
This correction + replacing muton with sectoid in savegame should fix it

Let me close this topic (I will reopen it in case the issue is back)


Offline psavola

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I think your mod was pulling in default values from standard/xcom1/alienMissions.rul and you replaced only the weights you specified but the rest were left to their "inherited" values. How you fix this (set everything to zero manually or delete the default alien missions first and define them from scratch) depends on what's best for the mod.