Random facts a.k.a. feature description:----------------
- UFOs can spawn as hunter-killers (HKs), if so configured, see ruleset below
- mission wave ruleset overrides ufo ruleset
- HKs re-evaluate best target every 10 minutes (criteria: transport/fighter, can/cannot land, number of soldiers and pilots, damage already taken)
- when HK starts hunting, it reveals itself, even outside of radar range (this is a temporary decision for testing/balancing, can be reevaluated)
- player is informed when a HK starts hunting any craft, by a popup
- game draws radar circle around HKs
- game draws a line (flight path) to HK's target
- UFOs stop hunting craft that get outside of their radar range (checked every 10 minutes)
- UFOs stop hunting craft that have landed in any xcom base
- UFOs stop hunting craft that were destroyed (in dogfight, during mission or during base defense)
- UFOs that stop hunting, resumes their original destination
- only 1 UFO can attack xcom craft at a time (others are following)
- if UFO attacks craft and craft attacks UFO as well... game treats it as "UFO attacked craft"
- many buttons are disabled in dogfight when HK attacks, attack mode is set to aggressive
- xcom CANNOT retreat from the fight initiated by a UFO
- UFO can abort hunting if it sustains too much damage (more than 33% damage to UFO and less than 50% to xcom => retreat), if it's fast enough
(please note that UFOs crash at 50% damage, so 33% total damage is technically 66% effective damage)
- if you don't use any of these features, the game should work exactly as before, no side effects
Disclaimer:----------------
This is a very experimental feature... very hard to implement and even harder to test.
Expect crashes, endless loops and all that jazz... when it happens,
please report it!
ufos:
- type: STR_SMALL_SCOUT
radarRange: 1000 # generous radar range, so that it can actually find a prey
power: 100 # big gun
range: 50 # decent weapon range
reload: 10 # dakka
#
hunterKillerPercentage: 100 # always created as HK, default is 0
huntMode: 0 # 0 (default) prefer interceptors, 1 = prefer transports, 2 = random (generated at spawn)
alienMissions:
- type: STR_ALIEN_RESEARCH
waves:
- ufo: STR_SMALL_SCOUT
hunterKillerPercentage: -1 # default is -1, means use value defined at UFO level
huntMode: -1 # default is -1, means use value defined at UFO level
- ufo: STR_MEDIUM_SCOUT
hunterKillerPercentage: 50 # 50% to become a HK at spawn
huntMode: 1 # transport killer
- ufo: STR_LARGE_SCOUT
hunterKillerPercentage: 100 # always a HK
huntMode: 0 # shoot down those xcom fighters
PS: I am also working on generating HKs by alien bases...
Download: https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.10a-88c2903-2018-02-03-win32.7z