That is, in theory, the first thing I would do on any mission is "SWP" with XcomUtil, then immediately end turn to let the humans play their turn. (I've confirmed that the AI does indeed actually leave the lander and come looking for me.) Then I play as normal, but as the aliens.
(Obviously, there need to be some basic ground rules, like "no blaster bombing the lander on the first turn". That just gets kinda silly.)
I'm wondering about all the loud warnings in the XcomUtil documentation about "SWP" and saving. In particular:
It seems to me that the best solution would just be to reload a save from before the battle and recreate the results of the battle as best I can. (I think I already need to do this anyway, at least to start, since I need to run "TEC:ALL" to unlock the aliens' weapons for them to use, and I don't want that carrying over.)
It's the "recreate" part that gets a bit tricky, though. It's pretty easy to simulate the simple cases, like a total X-COM defeat (just grenade the entire team) or a basic X-COM victory (friendly-fire any soldiers who died, and then run "WIN" to force a victory). But the former misses any points for killing aliens, while the latter misses any stunned aliens.
I suppose I could also just disarm the aliens with XcomUtil and then run AutoCombat. At least then there would probably be some stuns. Bit of a speed vs. fidelity trade-off there. Or I could just play it manually if it's a critical grab -- navigator, leader, commander.
And of course, terror missions are a bit funky. I suppose in the case of an X-COM victory, I can always have them sit in the lander with prox grenades laid down, waiting for the correct number of civilians to die, and then do the "we win" victory thing.
Is there an easier way to do this? Are there any "gotchas" I haven't dealt with here? Is this even feasible?