wghost81 Posted January 19, 2014 Author Share Posted January 19, 2014 Edited articles. I can't seem to make proper code section (with line breaks) in http://wiki.tesnexus.com/index.php/Spawn_Points_-_XCOM:EU_2012 FindObjectEntry Name to find: TheWorld.PersistentLevel.XComSpawnPoint_Alien_40 Found Export Object: 0x000001D6 (470): XComSpawnPoint_Alien'TheWorld.PersistentLevel.XComSpawnPoint_Alien_40' TypeRef: 0xFFFFFFB0 -> XComSpawnPoint_Alien ParentClassRef: 0x00000000 -> OwnerRef: 0x0000000C -> PersistentLevel NameIdx: 0x000001EC (Index) 0x00000029 (Numeric) -> XComSpawnPoint_Alien_40 ArchetypeRef: 0x00000000 -> ObjectFlagsH: 0x00000000 ObjectFlagsL: 0x02070001 0x00000001: Transactional 0x00010000: LoadForClient 0x00020000: LoadForServer 0x00040000: LoadForEdit 0x02000000: HasStack SerialSize: 0x000000B3 (179) SerialOffset: 0x00059B94 ExportFlags: 0x00000000 NetObjectCount: 0 GUID: 00000000000000000000000000000000 Unknown1: 0x00000000 Attempting deserialization: UObject: PrevObjRef = 0xFFFFFFB0 -> XComSpawnPoint_Alien UDefaultPropertiesList: UDefaultProperty: NameIdx: 0x000000D1 (Index) 0x00000000 (Numeric) -> Location TypeIdx: 0x000001A8 (Index) 0x00000000 (Numeric) -> StructProperty PropertySize: 0x0000000C ArrayIdx: 0x00000000 InnerNameIdx: 0x000001D0 (Index) 0x00000000 (Numeric) -> Vector Vector (X, Y, Z) = (0x441BFFFD, 0x4536FFFF, 0x4203FFF8) = (624, 2928, 33) UDefaultProperty: NameIdx: 0x00000156 (Index) 0x00000000 (Numeric) -> Rotation TypeIdx: 0x000001A8 (Index) 0x00000000 (Numeric) -> StructProperty PropertySize: 0x0000000C ArrayIdx: 0x00000000 InnerNameIdx: 0x00000157 (Index) 0x00000000 (Numeric) -> Rotator Rotator (Pitch, Yaw, Roll) = (0x00000000, 0xFFFFC000, 0x00000000) = (0, 4294950912, 0) UDefaultProperty: NameIdx: 0x00000018 (Index) 0x00000000 (Numeric) -> bDirtyComponents TypeIdx: 0x0000002B (Index) 0x00000000 (Numeric) -> BoolProperty PropertySize: 0x00000000 ArrayIdx: 0x00000000 Boolean value: 0x00 = false UDefaultProperty: NameIdx: 0x000001AA (Index) 0x00000000 (Numeric) -> Tag TypeIdx: 0x000000F8 (Index) 0x00000000 (Numeric) -> NameProperty PropertySize: 0x00000008 ArrayIdx: 0x00000000 Name: 0x000001EB (Index) 0x00000000 (Numeric) = XComSpawnPoint UDefaultProperty: NameIdx: 0x000000FD (Index) 0x00000000 (Numeric) -> None Stream relative position: 0x000000B3 (179) UObjectUnknown: Object unknown, can't deserialize! Link to comment Share on other sites More sharing options...
wghost81 Posted January 19, 2014 Author Share Posted January 19, 2014 My bad: Council Missions do not use WaveSystem, it was introduced for EW. They use triggers instead. Link to comment Share on other sites More sharing options...
dubiousintent Posted January 19, 2014 Share Posted January 19, 2014 (edited) Edited articles. I can't seem to make proper code section (with line breaks) in http://wiki.tesnexus.com/index.php/Spawn_Points_-_XCOM:EU_2012Fixed it. Inserting code into a wiki page gets tricky, especially when long lines are involved. The major question is: "Do you want word/border wrapping or not?" The 'code' tags do NOT wrap long lines or automatically adjust to the size of your browser window. The trick to preserving your line breaks is that each line within the code block has to begin with a space so it is treated as 'indentation'. If you want word wrapping, a "word wrap box" is described in the 'Help:Editing' article, both with and without indentation. With either type of box, you can force a line break by adding a '< br >' code (without the spaces) at the end of a line. Otherwise, adjacent lines in a word wrap box get concatenated. -Dubious- Edited January 19, 2014 by dubiousintent Link to comment Share on other sites More sharing options...
wghost81 Posted January 20, 2014 Author Share Posted January 20, 2014 Thanks, dubiousintent! Link to comment Share on other sites More sharing options...
wghost81 Posted January 23, 2014 Author Share Posted January 23, 2014 I started to document EXALT missions reinforcements, so I could change them. May as well post it here for Hobbes77 to use. Those are my technical notes, but there is all the info about pods and waves. Cover Extraction missions: Maps (streams): --------------- DLC2_1_Portent_CovExt.upk URB_CommercialAlley_CovExt.upk URB_ConvienienceStore_CovExt.upk URB_HighwayConstruction_CovExt.upk URB_LiquorStore_CovExt.upk URB_MilitaryAmmo_CovExt.upk URB_PierA_Terror_CovExt.upk URB_ResearchOutpost_CovExt.upk URB_StreetOverpass_CovExt.upk URB_Trainyard_CovExt.upk Pods: ----- 2 pods on each map Radars: ------- 4 radar arrays, 2 get activated randomly Wave system: ------------ drop-in method uses overwatch, walk-in doesn't use overwatch does hacking a passive array spawns reinforcements? I don't remember... DLC2_1_Portent_CovExt, 5 sets: ------------------------------ On covert operative approaching evac zone set[0]: 3 waves wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 4 possible spawn points wave[1]: turn 2, 2 groups group[0]: 1 unit, drop-in, 3 possible spawn points group[1]: 1 unit, drop-in, 3 possible spawn points wave[2]: turn 4, 2 groups group[0]: 1 unit, drop-in, 3 possible spawn points group[1]: 1 unit, drop-in, 3 possible spawn points Array 1 reinforcements: set[1]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 3 possible spawn points Array 2 reinforcements: set[2]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 3 possible spawn points Array 3 reinforcements: set[3]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 3 possible spawn points Array 4 reinforcements: set[4]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 3 possible spawn points URB_CommercialAlley_CovExt, 5 sets: ----------------------------------- On covert operative approaching evac zone set[0]: 2 waves wave[0]: turn 0, 2 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points (has Hunter == false) wave[1]: turn 2, 2 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points (has Hunter == false) Array 1 reinforcements: set[1]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points Array 2 reinforcements: set[2]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 6 possible spawn points Array 3 reinforcements: set[3]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points Array 4 reinforcements: set[4]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points URB_ConvienienceStore_CovExt, 5 sets: ------------------------------------- On covert operative approaching evac zone set[0]: 2 waves: wave[0]: turn 0, 2 groups group[0]: 1 unit, walk-in, 5 possible spawn points group[1]: 1 unit, drop-in, 5 possible spawn points (has Hunter == false) wave[1]: turn 2, 2 groups group[0]: 1 unit, walk-in, 5 possible spawn points group[1]: 1 unit, drop-in, 5 possible spawn points (has Hunter == false) Array 1 reinforcements: set[1]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points Array 2 reinforcements: set[2]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 6 possible spawn points Array 3 reinforcements: set[3]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points Array 4 reinforcements: set[4]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points URB_HighwayConstruction_CovExt, 5 sets: --------------------------------------- On covert operative approaching evac zone set[0]: 2 waves: wave[0]: turn 0, 2 groups group[0]: 1 unit, drop-in, 6 possible spawn points group[1]: 1 unit, drop-in, 6 possible spawn points wave[1]: turn 2, 2 groups group[0]: 1 unit, drop-in, 6 possible spawn points group[1]: 1 unit, drop-in, 6 possible spawn points Array 1 reinforcements: set[1]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points Array 2 reinforcements: set[2]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points Array 3 reinforcements: set[3]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points Array 4 reinforcements: set[4]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points URB_LiquorStore_CovExt, 5 sets: ------------------------------- On covert operative approaching evac zone set[0]: 2 waves: wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 2 possible spawn points wave[1]: turn 2, 1 group group[0]: 2 units, walk-in, 2 possible spawn points Array 1 reinforcements: set[1]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 5 possible spawn points (2 origination points) Array 2 reinforcements: set[2]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 5 possible spawn points Array 3 reinforcements: set[3]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 5 possible spawn points (2 origination points) Array 4 reinforcements: set[4]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points URB_MilitaryAmmo_CovExt, 5 sets: -------------------------------- On covert operative approaching evac zone set[0]: 2 waves: wave[0]: turn 0, 2 groups group[0]: 2 units, drop-in, 3 possible spawn points group[1]: 1 unit, drop-in, 3 possible spawn points wave[1]: turn 2, 1 group group[0]: 2 units, drop-in, 3 possible spawn points Array 1 reinforcements: set[1]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 3 possible spawn points Array 2 reinforcements: set[2]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 3 possible spawn points Array 3 reinforcements: set[3]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 3 possible spawn points Array 4 reinforcements: set[4]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 3 possible spawn points URB_PierA_Terror_CovExt, 5 sets: -------------------------------- On covert operative approaching evac zone set[0]: 1 wave: wave[0]: turn 0, 2 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points Array 1 reinforcements: set[1]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 6 possible spawn points Array 2 reinforcements: set[2]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 6 possible spawn points Array 3 reinforcements: set[3]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 6 possible spawn points Array 4 reinforcements: set[4]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 6 possible spawn points URB_ResearchOutpost_CovExt, 5 sets: ----------------------------------- On covert operative approaching evac zone set[0]: 2 waves: wave[0]: turn 0, 1 group group[0]: 3 units, drop-in, 3 possible spawn points wave[1]: turn 1, 1 group group[0]: 3 units, drop-in, 4 possible spawn points Array 1 reinforcements: set[1]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 3 possible spawn points Array 2 reinforcements: set[2]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 3 possible spawn points Array 3 reinforcements: set[3]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 3 possible spawn points Array 4 reinforcements: set[4]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 3 possible spawn points URB_StreetOverpass_CovExt, 5 sets: ---------------------------------- On covert operative approaching evac zone set[0]: 1 wave: wave[0]: turn 0, 2 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points Array 1 reinforcements: set[1]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points Array 2 reinforcements: set[2]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 5 possible spawn points Array 3 reinforcements: set[3]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 6 possible spawn points Array 4 reinforcements: set[4]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points URB_Trainyard_CovExt, 5 sets: ----------------------------- On covert operative approaching evac zone set[0]: 2 waves: wave[0]: turn 0, 2 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, drop-in, 5 possible spawn points wave[1]: turn 1, 2 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, drop-in, 5 possible spawn points Array 1 reinforcements: set[1]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points Array 2 reinforcements: set[2]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points Array 3 reinforcements: set[3]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 6 possible spawn points Array 4 reinforcements: set[4]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 6 possible spawn points Link to comment Share on other sites More sharing options...
Hobbes77 Posted January 23, 2014 Share Posted January 23, 2014 Thank you very much. :) A couple of issues that appear on my head from looking at the system:1) You can't hack inactive arrays, and from my memory you get a maximum of 16 EXALT units on Covert Extractions, so it seems only active arrays will spawn more EXALT units. So, 6 starting EXALT units + 4 from hacking Arrays + 6 more from approaching the evac points seems right.2) However, I recall (from my current Impossible game) that I only faced 12 EXALT units on the 1st Covert Extraction so there should be something else determining the number of reinforcements to the current month. Link to comment Share on other sites More sharing options...
wghost81 Posted January 23, 2014 Author Share Posted January 23, 2014 (edited) Map files are not easy to analyze, as they have very unfriendly object names. :sad: Developers probably set the whole system up by dragging the mouse, selecting an area and assigning an event to this area. So most of the events and variables have auto-assigned numeric names, which tell nothing and require a deeper investigation. Anyway, I do remember having 12 EXALT units during my tests on Liquor Store map. Last reinforcement is triggered by StartWaveSpawner event and stopped by StopWaveSpawner event. From my experience, first event fires when covert operative approaches evac zone. Second might fire when you get closer, I don't know. Or may be it is controlled by difficulty/time. It is hard to tell, as it is hard to find all the connected events/variables. Edited January 23, 2014 by wghost81 Link to comment Share on other sites More sharing options...
wghost81 Posted January 23, 2014 Author Share Posted January 23, 2014 StopWaveSpawner seems to be triggered by "Win-The-Mission" event. :smile: With full information at hands I've paid another visit to Liquor Store... for testing purposes, of course. :smile: That's what I discovered. 1. Array reinforcements are triggered by covert operative proximity, not hacking itself. 2. Passive arrays don't trigger anything, they do nothing at all and totally useless. 3. Last set of reinforcements is triggered by covert operative proximity to evac zone. 4. Last set usually has 2 waves with second one spawning 2 turns after first one. And since maps are small and reinforcements are usually killed by overwatch fire, covert operative reaches evac zone long before second wave is activated. So this time I actually had 14 EXALT units on my first mission in Liquor Store. As now I can't seem to do much about stationary pods, I'm planning two things with reinforcements: 1. More units (no less than three per group). 2. Less time between last waves (one turn, to be exact). I can also change default value of bUseOverwatch to true to make all reinforcements spawn with OW. Link to comment Share on other sites More sharing options...
wghost81 Posted January 28, 2014 Author Share Posted January 28, 2014 I've completed summarizing the wave system info. Here is is: EXALT info ----------- Covert Extraction ----------------- Maps (streams): --------------- DLC2_1_Portent_CovExt.upk URB_CommercialAlley_CovExt.upk URB_ConvienienceStore_CovExt.upk URB_HighwayConstruction_CovExt.upk URB_LiquorStore_CovExt.upk URB_MilitaryAmmo_CovExt.upk URB_PierA_Terror_CovExt.upk URB_ResearchOutpost_CovExt.upk URB_StreetOverpass_CovExt.upk URB_Trainyard_CovExt.upk Pods: ----- 2 pods on each map Radars: ------- 4 radar arrays, 2 get activated randomly Wave system: ------------ ~10 units total drop-in method uses overwatch, walk-in doesn't use overwatch DLC2_1_Portent_CovExt, 5 sets: ------------------------------ On covert operative approaching evac zone set[0]: 3 waves wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 4 possible spawn points wave[1]: turn 2, 2 groups group[0]: 1 unit, drop-in, 3 possible spawn points group[1]: 1 unit, drop-in, 3 possible spawn points wave[2]: turn 4, 2 groups group[0]: 1 unit, drop-in, 3 possible spawn points group[1]: 1 unit, drop-in, 3 possible spawn points Array 1 reinforcements: set[1]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 3 possible spawn points Array 2 reinforcements: set[2]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 3 possible spawn points Array 3 reinforcements: set[3]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 3 possible spawn points Array 4 reinforcements: set[4]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 3 possible spawn points URB_CommercialAlley_CovExt, 5 sets: ----------------------------------- On covert operative approaching evac zone set[0]: 2 waves wave[0]: turn 0, 2 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points (has Hunter == false) wave[1]: turn 2, 2 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points (has Hunter == false) Array 1 reinforcements: set[1]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points Array 2 reinforcements: set[2]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 6 possible spawn points Array 3 reinforcements: set[3]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points Array 4 reinforcements: set[4]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points URB_ConvienienceStore_CovExt, 5 sets: ------------------------------------- On covert operative approaching evac zone set[0]: 2 waves: wave[0]: turn 0, 2 groups group[0]: 1 unit, walk-in, 5 possible spawn points group[1]: 1 unit, drop-in, 5 possible spawn points (has Hunter == false) wave[1]: turn 2, 2 groups group[0]: 1 unit, walk-in, 5 possible spawn points group[1]: 1 unit, drop-in, 5 possible spawn points (has Hunter == false) Array 1 reinforcements: set[1]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points Array 2 reinforcements: set[2]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 6 possible spawn points Array 3 reinforcements: set[3]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points Array 4 reinforcements: set[4]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points URB_HighwayConstruction_CovExt, 5 sets: --------------------------------------- On covert operative approaching evac zone set[0]: 2 waves: wave[0]: turn 0, 2 groups group[0]: 1 unit, drop-in, 6 possible spawn points group[1]: 1 unit, drop-in, 6 possible spawn points wave[1]: turn 2, 2 groups group[0]: 1 unit, drop-in, 6 possible spawn points group[1]: 1 unit, drop-in, 6 possible spawn points Array 1 reinforcements: set[1]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points Array 2 reinforcements: set[2]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points Array 3 reinforcements: set[3]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points Array 4 reinforcements: set[4]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points URB_LiquorStore_CovExt, 5 sets: ------------------------------- On covert operative approaching evac zone set[0]: 2 waves: wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 2 possible spawn points wave[1]: turn 2, 1 group group[0]: 2 units, walk-in, 2 possible spawn points Array 1 reinforcements: set[1]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 5 possible spawn points (2 origination points) Array 2 reinforcements: set[2]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 5 possible spawn points Array 3 reinforcements: set[3]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 5 possible spawn points (2 origination points) Array 4 reinforcements: set[4]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points URB_MilitaryAmmo_CovExt, 5 sets: -------------------------------- On covert operative approaching evac zone set[0]: 2 waves: wave[0]: turn 0, 2 groups group[0]: 2 units, drop-in, 3 possible spawn points group[1]: 1 unit, drop-in, 3 possible spawn points wave[1]: turn 2, 1 group group[0]: 2 units, drop-in, 3 possible spawn points Array 1 reinforcements: set[1]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 3 possible spawn points Array 2 reinforcements: set[2]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 3 possible spawn points Array 3 reinforcements: set[3]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 3 possible spawn points Array 4 reinforcements: set[4]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 3 possible spawn points URB_PierA_Terror_CovExt, 5 sets: -------------------------------- On covert operative approaching evac zone set[0]: 1 wave: wave[0]: turn 0, 2 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points Array 1 reinforcements: set[1]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 6 possible spawn points Array 2 reinforcements: set[2]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 6 possible spawn points Array 3 reinforcements: set[3]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 6 possible spawn points Array 4 reinforcements: set[4]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 6 possible spawn points URB_ResearchOutpost_CovExt, 5 sets: ----------------------------------- On covert operative approaching evac zone set[0]: 2 waves: wave[0]: turn 0, 1 group group[0]: 3 units, drop-in, 3 possible spawn points wave[1]: turn 1, 1 group group[0]: 3 units, drop-in, 4 possible spawn points Array 1 reinforcements: set[1]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 3 possible spawn points Array 2 reinforcements: set[2]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 3 possible spawn points Array 3 reinforcements: set[3]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 3 possible spawn points Array 4 reinforcements: set[4]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 3 possible spawn points URB_StreetOverpass_CovExt, 5 sets: ---------------------------------- On covert operative approaching evac zone set[0]: 1 wave: wave[0]: turn 0, 2 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points Array 1 reinforcements: set[1]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points Array 2 reinforcements: set[2]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 5 possible spawn points Array 3 reinforcements: set[3]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 6 possible spawn points Array 4 reinforcements: set[4]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points URB_Trainyard_CovExt, 5 sets: ----------------------------- On covert operative approaching evac zone set[0]: 2 waves: wave[0]: turn 0, 2 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, drop-in, 5 possible spawn points wave[1]: turn 1, 2 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, drop-in, 5 possible spawn points Array 1 reinforcements: set[1]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points Array 2 reinforcements: set[2]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, walk-in, 6 possible spawn points Array 3 reinforcements: set[3]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 6 possible spawn points Array 4 reinforcements: set[4]: 1 wave wave[0]: turn 0, 1 group group[0]: 2 units, drop-in, 6 possible spawn points Capture and hold ---------------- Maps (streams): --------------- URB_Boulevard_CNH.upk URB_CommercialRestaurant_CNH.upk URB_Demolition_CNH.upk URB_GasStation_CNH.upk URB_HighwayConstruction_CNH.upk URB_IndustrialOffice_CNH.upk URB_OfficePaper_CNH.upk URB_PoliceStation_CNH.upk URB_RooftopsConst_CNH.upk URB_TruckStop_CNH.upk Pods: ----- 2 pods on each map Capture points: --------------- 2 capture points Radars: ------- 4 radar arrays Wave system: ------------ ~16 units total drop-in method uses overwatch, walk-in doesn't use overwatch Hunter = false URB_Boulevard_CNH, 2 sets: -------------------------- Enabled from the start, disabled with TransmitterCaptured set[0]: 3 waves: wave[0]: turn 3, 1 group group[0]: 2 units, walk-in, 6 possible spawn points wave[1]: turn 5, 2 groups group[0]: 2 units, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 3 possible spawn points wave[2]: turn 7, 3 groups group[0]: 2 units, walk-in, 4 possible spawn points group[1]: 2 units, walk-in, 6 possible spawn points group[2]: 1 unit, drop-in, 1 possible spawn point Enabled with TransmitterCaptured, disabled with DataRelayCaptured set[1]: 2 waves wave[0]: turn 0, 2 groups group[0]: 2 units, walk-in, 5 possible spawn points group[1]: 1 unit, walk-in, 3 possible spawn points wave[1]: turn 2, 3 groups group[0]: 1 unit, walk-in, 4 possible spawn points group[1]: 1 unit, walk-in, 3 possible spawn points group[2]: 1 unit, drop-in, 1 possible spawn point URB_CommercialRestaurant_CNH, 2 sets: ------------------------------------- Enabled from the start, disabled with TransmitterCaptured set[0]: 3 waves: wave[0]: turn 2, 2 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points wave[1]: turn 4, 3 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points group[2]: 1 unit, drop-in, 6 possible spawn points wave[2]: turn 6, 3 groups group[0]: 2 units, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points group[2]: 2 units, drop-in, 6 possible spawn points Enabled with TransmitterCaptured, disabled with DataRelayCaptured set[1]: 2 waves wave[0]: turn 0, 3 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points group[2]: 1 unit, drop-in, 6 possible spawn points wave[1]: turn 2, 3 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points group[2]: 1 unit, drop-in, 6 possible spawn points URB_Demolition_CNH, 2 sets: --------------------------- Enabled from the start, disabled with TransmitterCaptured set[0]: 3 waves: wave[0]: turn 2, 2 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points wave[1]: turn 4, 3 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points group[2]: 1 unit, drop-in, 4 possible spawn points wave[2]: turn 6, 3 groups group[0]: 2 units, walk-in, 6 possible spawn points group[1]: 2 units, walk-in, 6 possible spawn points group[2]: 1 unit, drop-in, 4 possible spawn points Enabled with TransmitterCaptured, disabled with DataRelayCaptured set[1]: 2 waves wave[0]: turn 0, 3 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points group[2]: 1 unit, drop-in, 6 possible spawn points wave[1]: turn 2, 3 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points group[2]: 1 unit, drop-in, 6 possible spawn points URB_GasStation_CNH, 2 sets: --------------------------- Enabled from the start, disabled with TransmitterCaptured set[0]: 3 waves: wave[0]: turn 3, 2 groups group[0]: 1 unit, walk-in, 3 possible spawn points, overwatch group[1]: 1 unit, walk-in, 3 possible spawn points, overwatch wave[1]: turn 5, 3 groups group[0]: 1 unit, drop-in, 2 possible spawn points group[1]: 1 unit, walk-in, 3 possible spawn points, overwatch group[2]: 1 unit, drop-in, 2 possible spawn points wave[2]: turn 7, 4 groups group[0]: 1 unit, walk-in, 2 possible spawn points, overwatch group[1]: 2 units, walk-in, 2 possible spawn points, overwatch group[2]: 1 unit, drop-in, 2 possible spawn points group[3]: 1 unit, drop-in, 3 possible spawn points Enabled with TransmitterCaptured, disabled with DataRelayCaptured set[1]: 2 waves wave[0]: turn 0, 3 groups group[0]: 1 unit, walk-in, 3 possible spawn points, overwatch group[1]: 1 unit, walk-in, 3 possible spawn points, overwatch group[2]: 1 unit, drop-in, 2 possible spawn points wave[1]: turn 2, 3 groups group[0]: 1 unit, walk-in, 3 possible spawn points, overwatch group[1]: 1 unit, drop-in, 2 possible spawn points group[2]: 2 units, walk-in, 3 possible spawn points, overwatch URB_HighwayConstruction_CNH, 2 sets: ------------------------------------ Enabled from the start, disabled with TransmitterCaptured set[0]: 3 waves: wave[0]: turn 3, 2 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points wave[1]: turn 5, 3 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points group[2]: 1 unit, drop-in, 6 possible spawn points wave[2]: turn 7, 3 groups group[0]: 2 units, walk-in, 6 possible spawn points group[1]: 2 units, walk-in, 6 possible spawn points group[2]: 1 unit, drop-in, 6 possible spawn points Enabled with TransmitterCaptured, disabled with DataRelayCaptured set[1]: 2 waves wave[0]: turn 0, 3 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points group[2]: 1 unit, drop-in, 6 possible spawn points wave[1]: turn 2, 3 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points group[2]: 1 unit, drop-in, 6 possible spawn points URB_IndustrialOffice_CNH, 2 sets: --------------------------------- Enabled from the start, disabled with TransmitterCaptured set[0]: 3 waves: wave[0]: turn 2, 2 groups group[0]: 1 unit, walk-in, 3 possible spawn points group[1]: 1 unit, walk-in, 3 possible spawn points wave[1]: turn 4, 3 groups group[0]: 1 unit, walk-in, 3 possible spawn points group[1]: 1 unit, walk-in, 3 possible spawn points group[2]: 1 unit, walk-in, 3 possible spawn points wave[2]: turn 6, 3 groups group[0]: 2 units, walk-in, 6 possible spawn points group[1]: 2 units, walk-in, 6 possible spawn points group[2]: 1 unit, walk-in, 6 possible spawn points Enabled with TransmitterCaptured, disabled with DataRelayCaptured set[1]: 2 waves wave[0]: turn 0, 3 groups group[0]: 1 unit, walk-in, 3 possible spawn points group[1]: 1 unit, walk-in, 3 possible spawn points group[2]: 1 unit, walk-in, 3 possible spawn points wave[1]: turn 2, 3 groups group[0]: 1 unit, walk-in, 3 possible spawn points group[1]: 1 unit, walk-in, 3 possible spawn points group[2]: 1 unit, walk-in, 3 possible spawn points URB_OfficePaper_CNH, 2 sets: ---------------------------- Enabled from the start, disabled with TransmitterCaptured set[0]: 3 waves: wave[0]: turn 2, 2 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points wave[1]: turn 4, 3 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points group[2]: 1 unit, drop-in, 6 possible spawn points wave[2]: turn 6, 3 groups group[0]: 2 units, walk-in, 6 possible spawn points group[1]: 2 units, walk-in, 6 possible spawn points group[2]: 1 unit, drop-in, 6 possible spawn points Enabled with TransmitterCaptured, disabled with DataRelayCaptured set[1]: 2 waves wave[0]: turn 0, 3 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 5 possible spawn points group[2]: 1 unit, walk-in, 4 possible spawn points wave[1]: turn 2, 3 groups group[0]: 1 unit, walk-in, 6 possible spawn points group[1]: 1 unit, walk-in, 6 possible spawn points group[2]: 1 unit, walk-in, 4 possible spawn points URB_PoliceStation_CNH, 2 sets: ------------------------------ Enabled from the start, disabled with TransmitterCaptured set[0]: 3 waves: wave[0]: turn 2, 1 group group[0]: 3 units, drop-in, 9 possible spawn points wave[1]: turn 4, 1 group group[0]: 4 units, drop-in, 8 possible spawn points wave[2]: turn 6, 1 group group[0]: 3 units, drop-in, 7 possible spawn points Enabled with TransmitterCaptured, disabled with DataRelayCaptured set[1]: 2 waves wave[0]: turn 0, 3 groups group[0]: 1 unit, drop-in, 2 possible spawn points group[1]: 1 unit, drop-in, 2 possible spawn points group[2]: 1 unit, drop-in, 2 possible spawn points wave[1]: turn 2, 3 groups group[0]: 2 units, drop-in, 2 possible spawn points group[1]: 1 unit, drop-in, 2 possible spawn points group[2]: 1 unit, drop-in, 2 possible spawn points URB_RooftopsConst_CNH, 2 sets: ------------------------------ Enabled from the start, disabled with TransmitterCaptured set[0]: 3 waves: wave[0]: turn 3, 2 groups group[0]: 1 unit, drop-in, 5 possible spawn points group[1]: 1 unit, drop-in, 4 possible spawn points wave[1]: turn 5, 3 groups group[0]: 1 unit, drop-in, 5 possible spawn points group[1]: 1 unit, drop-in, 5 possible spawn points group[2]: 1 unit, drop-in, 5 possible spawn points wave[2]: turn 7, 4 groups group[0]: 2 units, drop-in, 5 possible spawn points group[1]: 1 unit, drop-in, 5 possible spawn points group[2]: 1 unit, drop-in, 5 possible spawn points group[3]: 1 unit, drop-in, 4 possible spawn points Enabled with TransmitterCaptured, disabled with DataRelayCaptured set[1]: 2 waves wave[0]: turn 0, 2 groups group[0]: 2 units, drop-in, 5 possible spawn points group[1]: 1 unit, drop-in, 4 possible spawn points wave[1]: turn 2, 2 groups group[0]: 2 units, drop-in, 5 possible spawn points group[1]: 1 unit, drop-in, 4 possible spawn points URB_TruckStop_CNH, 2 sets: -------------------------- Enabled from the start, disabled with TransmitterCaptured set[0]: 3 waves: wave[0]: turn 3, 2 groups group[0]: 1 unit, walk-in, 5 possible spawn points group[1]: 1 unit, walk-in, 5 possible spawn points wave[1]: turn 5, 3 groups group[0]: 1 unit, walk-in, 5 possible spawn points group[1]: 1 unit, walk-in, 5 possible spawn points group[2]: 1 unit, drop-in, 4 possible spawn points wave[2]: turn 7, 3 groups group[0]: 2 units, walk-in, 5 possible spawn points group[1]: 2 units, walk-in, 6 possible spawn points group[2]: 1 unit, drop-in, 4 possible spawn points Enabled with TransmitterCaptured, disabled with DataRelayCaptured set[1]: 2 waves wave[0]: turn 0, 2 groups group[0]: 2 units, walk-in, 4 possible spawn points group[1]: 1 unit, walk-in, 5 possible spawn points wave[1]: turn 1, 2 groups group[0]: 2 units, walk-in, 4 possible spawn points group[1]: 1 unit, walk-in, 5 possible spawn points Number of units per group is limited by number of available spawn points. And sadly, there are some maps with 1 spawn point per group only. Unpacking the map to apply changes increases a load time twice on my PC. Besides, there are a lot of maps and editing wave system directly for each one of them doesn't seems like a good idea to me. I have two ideas on how to mod the wave system:1. I can simply add like 2 units in each group. It will result in more EXALT for almost all maps. Of course, groups with 1-2 spawn points will still be small, but right now I can't do much about it.2. I can use iNumDynamicAliens to pass number of dynamic aliens from strategy game to tactical game. It will allow to set overall number of EXALT per wave. Then I'll have to distribute this number between sets, waves and groups. I can distinguish missions by m_iMissionType (5 for extraction, 6 for CNH), but I need to make up some distribution logics. BTW, I actually can make array hacking result in EXALT reinforcements delay, but now I don't think it's a good idea, as array is a wave trigger itself for extraction missions. Link to comment Share on other sites More sharing options...
wghost81 Posted January 29, 2014 Author Share Posted January 29, 2014 Made two quick mods for EXALT: 1. EXALT laser/plasma 2. Increased number of reinforcements per group http://www.nexusmods.com/xcom/mods/428 More details in mod file/readme. Link to comment Share on other sites More sharing options...
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