; UPDATE: Added Beaglerush's corrections

; Character Types:

; eChar_None

; eChar_Civilian

; eChar_Soldier

; eChar_Tank

; eChar_Sectoid

; eChar_Floater

; eChar_Thinman

; eChar_Muton

; eChar_Cyberdisc

; eChar_SectoidCommander

; eChar_FloaterHeavy

; eChar_MutonElite

; eChar_Ethereal

; eChar_Chryssalid

; eChar_Zombie

; eChar_MutonBerserker

; eChar_Sectopod

; eChar_Drone

; eChar_Outsider

; eChar_EtherealUber

; eChar_BattleScanner

; eChar_Mechtoid

; eChar_Mechtoid_Alt

; eChar_Seeker

; eChar_ExaltOperative

; eChar_ExaltSniper

; eChar_ExaltHeavy

; eChar_ExaltMedic

; eChar_ExaltEliteOperative

; eChar_ExaltEliteSniper

; eChar_ExaltEliteHeavy

; eChar_ExaltEliteMedic

; eChar_MAX

; Pod Types

; EPodTypeMod_Commander,

; EPodTypeMod_Soldier,

; EPodTypeMod_Terror,

; EPodTypeMod_Special,

; EPodTypeMod_Elite,

; EPodTypeMod_Exalt,

; EPodTypeMod_ExaltElite,

; EPodTypeMod_Forced,

; EPodTypeMod_MAX

[ XComStrategyAIMutator.XGStrategyAI_Mod ]

;LW only (to control whether or not alien squad composition depends on research and resources):

;Research is the main thing in LW that controls appearance of new species, alien numbers and leaders

;If research is disabled, new species appearance will depend solely on current month number. That means if the Aliens have large amounts of research Pods might appear earlier than what you set them to, or later if they are slacking behind.

EnableAlienResearch = false

;Resources allow aliens to field additional number of aliens, if disabled there will be no additional aliens on mission. The more resources the aliens have, the more aliens appear per mission.

EnableAlienResources = false

;Alien leaders appearance depends on research level, if disabled no leaders will appear on mission. Does not depend on EnableAlienResearch option. The more research, the better the leaders are.

EnableAlienLeaders = true

;Allows aliens to create ambush missions if their aggression level is high enough. Those ambush missions are always landed UFOs. They cannot be crashed UFOs.

EnableAmbushUFOs = true

;Generic:

EnableRandomCommanders = true ;Not sure.

AlwaysSpawnAtLeastOneMainAlien = true ;Forces a pod to have a main Alien.

;Ship size of smallest big UFO. Possible values: eShip_UFOSmallScout, eShip_UFOLargeScout, eShip_UFOAbductor, eShip_UFOSupply, eShip_UFOBattle. It is not necessary to change this.

SmallestBigUFO = eShip_UFOSupply

;Multipliers

;Mission difficulty affects number of pods: for higher difficulties DifficultyMultiplier*Difficulty is added to the number and for lower difficulties it is subtracted. Mission Difficulty is Light/Moderate/Heavy/Swarming.

PodsDifficultyMultiplier = 0.5

;Ship size affects number of pods: ShipSizeMultiplier*ShipSize pods are added for bigger ships. The higher you set this, the more aliens appear on Large/Very Large UFOs.

ShipSizeMultiplier = 2

;Percentage of pods and aliens per pod to survive during the crash. This determines the percentage of aliens on the crash site. The full amount of aliens would have been if it landed instead of crashing.

CrashedUFOSurviedPodsPercentage = 80

CrashedUFOSurvedAliensPercentage = 80

;Ambush UFOs pods and aliens increase percentage. Sets how many Aliens more there should be on an Ambush UFO.

AmbushUFOAdditionalPodsPercentage = 40

AmbushUFOAdditionalAliensPercentage = 40

;Leader level progression multiplier: current research amount is multiplied by this number to determine max possible level. Example: 200 Research * 0.025 = 5 Maximum Leader Level

LeaderLevelProgressionMultiplier = 0.025

;Resource dependent number of additional aliens per pod. How many additional Aliens should be added per point of Alien Resource.

AdditionalAliensPerPodMultiplier = 0.005

;Starting number of reinforcements for special missions. How many thin men drop on a march council mission.

SpecialMissionNumDynamicAliens = 4

;Number of additional reinforcements per month. How many new drop-ins get added monthly.

SpecialMissionDynamicAliensMultiplier = 0.5

;---=== Storyline Missions ===---

;Pod numbers for EXALT base and Alien base assault. No monthly modifiers.

ExaltRaidPodNumbers = ( MinPods = 8,MaxPods = 10 )

AlienBasePodNumbers = ( MinPods = 8,MaxPods = 10 )

;Since EXALT and Alien base assault can happen any month, both are using possible species arrays with their monthly modifiers.

;Any pod type can be defined here to be used for these missions:

ExaltRaidPodTypes = ( ID = EPodTypeMod_Exalt, TypeChance = 25 )

ExaltRaidPodTypes = ( ID = EPodTypeMod_ExaltElite, TypeChance = 75 )

AlienBasePodTypes = ( ID = EPodTypeMod_Soldier, TypeChance = 50 )

AlienBasePodTypes = ( ID = EPodTypeMod_Terror, TypeChance = 25 )

AlienBasePodTypes = ( ID = EPodTypeMod_Elite, TypeChance = 25 )

;---=== Special Missions ===---

;All these missions are using SpecialPodNumbers with its monthly modifiers to determine number of pods per mission.

;Pod types, chances and alien numbers are set via PossibleForced array and its parameters.

;List of exclusions that will be using standard LW code. Adding a mission to this list disables this mod for the mission.

ExcludeSpecial = eFCM_MeldTutorial

;List of possible forced pods, never used directly.

PossibleForced [ 0 ] = ( MainAlien = eChar_FloaterHeavy,SupportAlien1 = eChar_Chryssalid,SupportAlien2 = eChar_Chryssalid,PodChance = 75,MinAliens = 3,MaxAliens = 5 )

PossibleForced [ 1 ] = ( MainAlien = eChar_FloaterHeavy,SupportAlien1 = eChar_Zombie,SupportAlien2 = eChar_Zombie,PodChance = 25,MinAliens = 3,MaxAliens = 5 )

PossibleForced [ 2 ] = ( MainAlien = eChar_FloaterHeavy,SupportAlien1 = eChar_Thinman,SupportAlien2 = eChar_Thinman,PodChance = 100,MinAliens = 3,MaxAliens = 5 )

PossibleForced [ 3 ] = ( MainAlien = eChar_ExaltEliteHeavy,SupportAlien1 = eChar_ExaltEliteSniper,SupportAlien2 = eChar_ExaltEliteOperative,PodChance = 100,MinAliens = 3,MaxAliens = 5 )

;Use pod ID (array index) to manually define a list of possible pods for the mission. Only the set pods appear on these forced missions.

;Forced missions are eFCM_ChryssalidHive (Site Recon), eFCM_Slingshot_LowFriends (Friends in Low Places), etc.

ForcedSpecial = ( FCMissionID = eFCM_ChryssalidHive,ForcedPodTypes [ 0 ] = 0,ForcedPodTypes [ 1 ] = 1 )

ForcedSpecial = ( FCMissionID = eFCM_Slingshot_LowFriends,ForcedPodTypes [ 0 ] = 2 )

ForcedSpecial = ( FCMissionID = eFCM_Slingshot_ConfoundingLight,ForcedPodTypes [ 0 ] = 2 )

ForcedSpecial = ( FCMissionID = eFCM_Slingshot_Gangplank,ForcedPodTypes [ 0 ] = 2 )

ForcedSpecial = ( FCMissionID = eFCM_Progeny_Portent,ForcedPodTypes [ 0 ] = 2 )

ForcedSpecial = ( FCMissionID = eFCM_Progeny_Deluge,ForcedPodTypes [ 0 ] = 2 )

ForcedSpecial = ( FCMissionID = eFCM_Progeny_Furies,ForcedPodTypes [ 0 ] = 2 )

;Months:

;0 = March 2016

;1 = April 2016

;2 = May 2016

;3 = June 2016

;...

;10 = January 2017

;11 = February 2017

;...

;---=== Starting values for month 0===---

;Alien numbers (for Moderate difficulty)

;WARNING: Do not relocate any of these variables and keep them sorted by month.

AbductionPodNumbers = ( MinPods = 2,MaxPods = 4 ) ;Minimum/Maximum Alien Pods on Abduction missions

TerrorPodNumbers = ( MinPods = 3,MaxPods = 5 ) ;Min/Max Alien Pods on Terror missions

;For smallest landed UFOs

UFOPodNumbers = ( MinPods = 2,MaxPods = 4 ) ;Min/Max Alien Pods on a small UFO, values get multiplied on large UFOs.

SpecialPodNumbers = ( MinPods = 3,MaxPods = 5 ) :Min/Max Alien Pods on Council Missions

ExtractionPodNumbers = ( MinPods = 3,MaxPods = 5 ) ;Min/Max Alien/Exalt Pods on Covert Extractions

CaptureAndHoldPodNumbers = ( MinPods = 3,MaxPods = 5 ) ;Min/Max Alien/Exalt Pods on a Covert Data Recovery

;Pod types (probability of each pod type to appear on mission, UFO missions will always have one and only one Command Pod)

;TypeChance sets the Chance for a pod spawn. A pod with a chance of 75 is more likely to spawn than a pod with a chance of 25.

AbductionPodTypes = ( ID = EPodTypeMod_Soldier, TypeChance = 100 ) ;Possible Pod Types on Abduction Missions

TerrorPodTypes = ( ID = EPodTypeMod_Terror, TypeChance = 100 ) ;Possible Pod Types on Terror Missions

UFOPodTypes = ( ID = EPodTypeMod_Soldier, TypeChance = 75 ) ;Possible Pod Types on UFOs

UFOPodTypes = ( ID = EPodTypeMod_Terror, TypeChance = 25 ) ;Dito

BigUFOPodTypes = ( ID = EPodTypeMod_Elite, TypeChance = 100 ) ;Possible Pod Types on Large/Very Large UFOs

SpecialPodTypes = ( ID = EPodTypeMod_Special, TypeChance = 100 ) ;Possible Pod Types on Council Missions

ExtractionPodTypes = ( ID = EPodTypeMod_Exalt, TypeChance = 100 ) ;Possible Pod Types on Covert Extractions

CaptureAndHoldPodTypes = ( ID = EPodTypeMod_ExaltElite, TypeChance = 100 ) ;Possible Pod Types on Covert Data Recoveries

;The following lines set your own configured pod pool.

;The Name before the equal sign is the pod type. The number after it is an identifier.

;MainAlien is the main alien of a pod, it is always the leader and usually the strongest alien in a pod. MainChance is the chance for this main alien to spawn.

;SupportAlien1 and SupportAlien2 are the Aliens escorting the MainAlien, they cannot be leaders but they can be navigators. Support1Chance and Support2Chanceworks like MainChance, just for the support Aliens.

PossibleCommanders [ 0 ] = ( MainAlien = eChar_Outsider,MainChance = 50,SupportAlien1 = eChar_Outsider,Support1Chance = 25,SupportAlien2 = eChar_Outsider,Support2Chance = 25 ) ;Commanders are UFO pilots, usually Outiders

PossibleCommanders [ 1 ] = ( MainAlien = eChar_Outsider,MainChance = 50,SupportAlien1 = eChar_Sectoid,Support1Chance = 25,SupportAlien2 = eChar_Sectoid,Support2Chance = 25 )

PossibleSoldiers [ 0 ] = ( MainAlien = eChar_Chryssalid,SupportAlien1 = eChar_Sectoid,SupportAlien2 = eChar_Drone ) ;Normal Pod

PossibleSoldiers [ 1 ] = ( MainAlien = eChar_Cyberdisc,MainChance = 100,SupportAlien1 = eChar_Sectoid,Support1Chance = 0,SupportAlien2 = eChar_Drone,Support2Chance = 0 ) ;Normal Pod

PossibleSoldiers [ 2 ] = ( MainAlien = eChar_FloaterHeavy,SupportAlien1 = eChar_Sectoid,SupportAlien2 = eChar_Drone ) ;Normal Pod

PossibleTerrorists [ 0 ] = ( MainAlien = eChar_Chryssalid,SupportAlien1 = eChar_Zombie,SupportAlien2 = eChar_Zombie ) ;Terror Pod

PossibleSpecial [ 0 ] = ( MainAlien = eChar_FloaterHeavy,SupportAlien1 = eChar_Thinman,SupportAlien2 = eChar_Thinman ) ;Council Mission Pod

PossibleElites [ 0 ] = ( MainAlien = eChar_MutonElite,SupportAlien1 = eChar_MutonElite,SupportAlien2 = eChar_MutonElite )

PossibleExalt [ 0 ] = ( MainAlien = eChar_ExaltHeavy,SupportAlien1 = eChar_ExaltSniper,SupportAlien2 = eChar_ExaltOperative )

PossibleExaltElite [ 0 ] = ( MainAlien = eChar_ExaltHeavy,SupportAlien1 = eChar_ExaltSniper,SupportAlien2 = eChar_ExaltOperative )

;WARNING! Is is assumed by the script that all modifiers are sorted by month!

;For LW Month number depends on current aliens research level: if aliens have additional research points it's an equivalent of month number being bigger than current month

;---=== Month #0 (March)===---

CommandersMonthlyModifiers = ( ID = 0,Month = 0,PodChance = 100,MinAliens = 2,MaxAliens = 4 ) ;Commanders are UFO pilots, usually Outiders

SoldiersMonthlyModifiers = ( ID = 0,Month = 0,PodChance = 100,MinAliens = 3,MaxAliens = 5,LeaderLevel = 7 )

;SoldiersMonthlyModifiers=(ID=1,Month=0,PodChance=1000,PodLimit=1,MinAliens=3,MaxAliens=5)

;PodLimit limits the number of possible pods of this Species Type per one mission

;I.e. one can use high probability to have a high chance of getting this pod, but set its limit to 1 to have no more than 1 pod of this type per mission

;PodLimit=-1 means no limit

TerroristsMonthlyModifiers = ( ID = 0,Month = 0,PodChance = 100,MinAliens = 2,MaxAliens = 4 )

SpecialMonthlyModifiers = ( ID = 0,Month = 0,PodChance = 100,MinAliens = 2,MaxAliens = 4 )

ElitesMonthlyModifiers = ( ID = 0,Month = 0,PodChance = 100,MinAliens = 2,MaxAliens = 4 )

ExaltMonthlyModifiers = ( ID = 0,Month = 0,PodChance = 100,MinAliens = 2,MaxAliens = 4 )

ExaltEliteMonthlyModifiers = ( ID = 0,Month = 0,PodChance = 100,MinAliens = 2,MaxAliens = 4 )

;---=== Month #1 (April)===---

;It is not necessary to define new numbers and chances for each pod type and species: if omitted, previously defined values will be used

;You can also wipe old settings by referencing the same pod and set its Chance to 0. You can prevent Sectoids from spawning in November like this, for example.

;Pod types

AbductionPodTypesMonthlyModifiers = ( ID = EPodTypeMod_Soldier,Month = 1,TypeChance = 75 )

AbductionPodTypesMonthlyModifiers = ( ID = EPodTypeMod_Terror,Month = 1,TypeChance = 25 )

;Species

CommandersMonthlyModifiers = ( ID = 0,Month = 1,PodChance = 50 )

CommandersMonthlyModifiers = ( ID = 1,Month = 1,PodChance = 50 )

SoldiersMonthlyModifiers = ( ID = 0,Month = 1,PodChance = 0,MinAliens = 4,MaxAliens = 6 )

SoldiersMonthlyModifiers = ( ID = 1,Month = 1,PodChance = 50,PodLimit = -1,MinAliens = 4,MaxAliens = 6 )

SoldiersMonthlyModifiers = ( ID = 2,Month = 1,PodChance = 50,MinAliens = 4,MaxAliens = 6 )

;Alien numbers

AbductionPodNumbersMonthlyModifiers = ( Month = 1,MinPods = 2,MaxPods = 4 )

TerrorPodNumbersMonthlyModifiers = ( Month = 1,MinPods = 3,MaxPods = 5 )

UFOPodNumbersMonthlyModifiers = ( Month = 1,MinPods = 2,MaxPods = 4 )

SpecialPodNumbersMonthlyModifiers = ( Month = 1,MinPods = 3,MaxPods = 5 )

ExtractionPodNumbersMonthlyModifiers = ( Month = 1,MinPods = 3,MaxPods = 5 )

CaptureAndHoldPodNumbersMonthlyModifiers = ( Month = 1,MinPods = 3,MaxPods = 5 )

;---=== Month #2 ===---

;---=== Array names reference ===---

;CommandersMonthlyModifiers

;SoldiersMonthlyModifiers

;TerroristsMonthlyModifiers

;SpecialMonthlyModifiers

;ElitesMonthlyModifiers

;ExaltMonthlyModifiers

;ExaltEliteMonthlyModifiers

;AbductionPodTypesMonthlyModifiers

;TerrorPodTypesMonthlyModifiers

;UFOPodTypesMonthlyModifiers

;SpecialPodTypesMonthlyModifiers

;BigUFOPodTypesMonthlyModifiers

;ExtractionPodTypesMonthlyModifiers

;CaptureAndHoldPodTypesMonthlyModifiers

;AbductionPodNumbersMonthlyModifiers

;TerrorPodNumbersMonthlyModifiers

;UFOPodNumbersMonthlyModifiers

;SpecialPodNumbersMonthlyModifiers

;ExtractionPodNumbersMonthlyModifiers