in the following base layout:
[HANGAR --------] [HANGAR --------] [HANGAR --------] <<<--- Aliens in hangars
[lift -----] <<< ---- Aliens in lift
[stores ] [Qrtrs --] [Lab -----] [shop ] [sonar ---] <<<---- soldiers start in sonar and workshop.
Solution: Stick the access lift on the other side of the base. Spaced in the txt
row1=SubPenTL SubPenTR SubPenTL SubPenTR SubPenTL SubPenTR
row2=SubPenBL SubPenBR SubPenBL SubPenBR SubPenBL SubPenBR
row3=Empty Empty Empty Empty Empty AirLock
row4=Empty Empty Empty Empty LivingQuarters GeneralStores
row5=Empty Empty Empty Empty Workshop Laboratory
row6=Empty Empty Empty Empty Empty StdSonar
I finally was able to look into this more.
addendum: A lot of the issues come from how the nodes have been arranged in the base modules. It seems Xcom units tend to favor the sensor and tech modules slightly more than living quarters and storage areas. They did include code that makes the algorithm have a preference for "misc2" nodes. The problem with alien spawning is that with the sub pens containing the subs instead of empty space, the number of spawn points is reduced which means that there is more chances of aliens appearing at neutral spawn points inside the base. I would have to become more familiar with reading the ROUTES.DAT file, but I suspect the problem is there are certain area that have spawn points that heavily favored by the randomizer. In particular, the living quarters. In all my various scenarios, it always seemed that there were often at least two aliens spawned in the first level no matter where in the base I located it.
At least testing this, I was also able to determine that the Base Disjoint bug fix is unnecessary and even puts the wrong tiles in the openings. It will be removed from the next version.
Edited by Tycho, 15 July 2012 - 05:33 PM.