One last big feature set, after this I plan only small tweaks and bugfixes... unless someone will have a brilliant new idea.Feature 1: Allowed alien missions to spawn multiple UFOs at onceUntil now, alien mission could spawn only 1 UFO every 30 minutes, regardless if the timer was set to zero and regardless if multiple UFOs were defined in the same wave.
Now, if timer is zero, next UFO(s) will spawn immediately.
Please note there is still a mandatory initial delay of 30 minutes between alien mission creation and first UFO generation.
This limit will NOT apply to "base hunt missions", see feature 4 at the bottom... but it does apply to all other missions.
Feature 2: Allowed alien bases to spawn mission sitesThe mission would spawn even before this change, but it would not be able to finish its objective, i.e. create a terror/mission site... instead the UFO would just land.
Now the UFO gets correctly converted into a terror/mission site.
Feature 3: Allowed alien bases to stop generating supply/gen missions after reaching a limitSupply missions (resp. "genMissions") can now stop after a limit is reached.
alienDeployments:
- type: STR_ALIEN_BASE_ASSAULT
genMission:
STR_ALIEN_SUPPLY: 100
genMissionFreq: 6
genMissionLimit: 4 # new attribute, allows specifying how many genMissions can be spawned in total by one base, default 1000
Feature 4: Alien bases can now scan for xcom craft and generate hunt missionsBesides supply missions (resp. "genMissions"), the base can also create "hunt missions".
The base can now have following parameters, defined on alienDeployment:
- radar range
- radar chance
- hunt mission distribution, based on months passed and with weights
- hunt mission maximum frequency
Scan is done every 10 minutes.
If an xcom craft is detected, hunt mission is generated.
Another mission can be generated only after a delay specified by max frequency (e.g. 5 hours).
UFOs start/spawn at the base location.
Exception are supply missions and last UFO of the retaliation mission, which start at their usual locations, not at the base location.
You can see base radar range on the globe, if the base was discovered already.
I recommend setting base radar range to 80-90% of the HK radar range... otherwise HKs would stop hunting immediately,
because they follow normal hunting logic... i.e. stop hunting if there is nothing in their radar range.
alienDeployments:
- type: STR_ALIEN_BASE_ASSAULT
genMission: # this is still supported, both supply/gen missions and hunt missions can be generated independently
STR_ALIEN_SUPPLY: 100
genMissionFreq: 6 # this is still supported
genMissionLimit: 4 # new attribute, allows specifying how many genMissions can be spawned in total by one base, default 1000
#
baseDetectionRange: 600 # base radar range, in nautical miles
baseDetectionChance: 50 # base radar chance (once every 10 minutes), in percent
huntMissionMaxFrequency: 300 # generate hunt mission max every 300 minutes (= 5 hours)
huntMissionWeights: # which hunt mission to generate, based on months passed and weights
0:
STR_ALIEN_RESEARCH: 100
STR_ALIEN_HARVEST: 0
STR_ALIEN_ABDUCTION: 0
1:
STR_ALIEN_RESEARCH: 60
STR_ALIEN_HARVEST: 30
STR_ALIEN_ABDUCTION: 10
3:
STR_ALIEN_RESEARCH: 40
STR_ALIEN_HARVEST: 30
STR_ALIEN_ABDUCTION: 30
5:
STR_ALIEN_RESEARCH: 20
STR_ALIEN_HARVEST: 30
STR_ALIEN_ABDUCTION: 50
7:
STR_ALIEN_RESEARCH: 5
STR_ALIEN_HARVEST: 20
STR_ALIEN_ABDUCTION: 75
Download: https://lxnt.wtf/oxem/builds//ExtendedPlus/Extended+-3.10a-776a6df-2018-02-23-win32.7z