Posted 17 December 2019 - 02:12 AM
Okay, so with some help from NKF, I think I've worked out what's going on in Alien Colonies.
The topside is deployment roster 0d, which is a randomised roster consisting of, on Beginner/Superhuman, 2-3/4-5 terrorists type 1, 1-2/3-4 terrorists type 2, 7-12/9-14 soldiers, 3-5/4-6 squad leaders, 2-3 technicians, 2-3/3-4 medics, 2-3/4-5 navigators, and 1-2/2-3 commanders, set to race 4 (Mixed Crew).
This translates to 3-5/7-9 Tentaculats, 7-12/9-14 Tasoth Soldiers, 3-5/4-6 Tasoth Squad Leaders, 2-3 Aquatoid Soldiers, 2-3/3-4 Aquatoid Squad Leaders, and 3-5/6-8 Hallucinoids, for a total of 20-33/31-44 aliens. There's a snag, though; UNITPOS.DAT only has 80 records (of which it appears to only want to use 79), and on Superhuman the aliens are using 49-68 of them, so if you bring a Leviathan's worth of troops (26 records), the aliens will usually overflow UNITPOS.DAT and the last few Hallucinoids won't spawn (I got 4-6, with 5 the most likely by a long way, in >25 tests). With a Triton's worth they'll usually get the full roster.
Then on the underside, they have deployment roster 0f, which is basically UFO's Cydonia II roster consisting of 2/4 commanders, 1/3 navigators, 3/5 terrorists type 2, 3/5 technicians. 3/5 squad leaders, 3/5 soldiers, and 1/4 terrorists type 1, set to race 2 (Lobster Men). This is not randomised. It's also the roster used in T'leth part 2 and part 3 (except there it's set to race 5, the Lobbie + Aquatoid mixed crew with Deep Ones/Xarquid/Hallucinoids/Tentaculats).