Lionmane
Chief Warrant Officer
Joined: Sun Apr 17, 2005 2:00 am Posts: 135 Location: USA

Spawning Profile!
People say this is difficult. Maybe.
Open the "Alien Race Editor" in tedit by hitting the "3" key.
Now select the "<3> Spawning Profile" tab!
Here's some (good?) advice: always IGNORE the projections that TWGS shows you when you attempt to change a formula. The projections are INCORRECT in nearly all cases and simply need to be removed.
In order to get an idea of how to set up my Spawning Profile, I first looked at some popular TWAs. I was surprised to find that many of the TWAs leave the formulas the same and merely edit the variables (A, B, and C.) Some TWAs didn't even edit the variables. There were two exceptions: Alignment and Corbomite. These usually had different formulas entirely in the TWAs I looked at.
A) ALIGNMENT <H> Alignment is normally set to Static for Alien Traders: Formula: Static, A: 400, B: 350, C: 0
These variables produce mostly evil Aliens, but it's hard to estimate the ratio. If you want an easier way to calculate how many good vs evil Aliens you create, try setting your variables using one of these options:
1) Formula: Static, A: 1000, B: 500, C:0 2) Formula: Static, A: 9999, B: 5000, C:0
Both of these options produce approx 50% good aliens. If you want to increase the number of good Aliens, simply increase B. If you want to decrease good Aliens then decrease B. And now you can justify adding the ISS to the Alien's available spawning ships! Lol!
Anyway, I've often seen the Alignment formula changed to the Ferrengi default: Formula: Linear 2, A: 30, B: 1, C: 0
This produces a relatively slow but steady decline into evil. You can also change variable A to a positive number and produce the same progression of good.
B) CORBOMITE Default Alien Trader Corbomite is: Formula: Exponent, A: 150, B: 5, C: 0
Default Ferrengi Corbomite is: Formula: Exponent, A: 150, B: 12, C: 0
You may be thinking "Exponent? Perfect!" But it's not that simple. The progression that Exponent causes is good and fairly steady, but not vast.
The Corbomite formula is usually changed to Linear 4. Interestingly, the Linear 4 formula is based DIRECTLY upon the current experience of your Gold Alien. This makes for an unpredictable progression (ie: slow, but with unpleasant surprises.) Formula: Linear 4, A: 50, B: 0, C: 0
C) Experience In addition to the previous two settings, you might consider buffing an Alien's Experience for red games. The default is: Formula: Linear 1, A: 30, B: 0, C: 1
I saw this in an edit and it seems to work well: Formula: Linear 1, A: 90, B: 90, C: 90
Hopefully this will provide a foundation for discovery!
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Last edited by Lionmane on Tue Jan 16, 2018 2:54 pm, edited 72 times in total.
