Nope, can't get the new special missions (MiB terror and MiB base) to work as I intended: with the ufo spawning directly on the ground, and staying there for either 12 hours (MiB terror) or 20 years (MiB base).
Playing the campaign I don't get any “fixed” ufos, until the game suddenly closes up (my guess is that this happens as the firts of these special mission is generated, but I really don't know).
Both missions work in Quick Battle, so there shouldn't be any problem with the battlescape part itself. Although the MiB terror doesn't use the URBAN terrain as listed in the “alienDeployments:” section, instead it still usese the geoscape terrain (it is normal for this to happen though).
To make the ufo spawns grounded and stay down, I created new ufo trajectories with groundtimer set to 36000 (= 10 hours, for MiB terror) and 630720000 (= 20 years, for MiB base) and with a single waypoint [1, 0, 0].
These trajectories are, I think, the culprit for the crashing campaign. Are perhaps the standard initial [5, 4, 100] and final [5, 0, 100] waypoints, mandatory for some reason (serving as entering and exiting “door” for the ufo)? The game doesn't seems to crash anymore with those added in, but no ufo stays on the ground more than 1 hour.. is there perhaps a hardcoded "move-to-next-waypoint" timer, that forcibly cuts the groundtimer when it's time for the ufo to move on?
Also: what are the “globe zones” in the waypoints, I mean: what stands for "0" or "5"?
Down there I've attached the ruleset as it is right now.
If anyone could give me some hints. Maybe what I'm trying to do is just impossible.