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RETRO man is making a better mod that improves what my mod does, be sure to keep an eye on it for when its published.
If I remember right, the default I set was 10%, meaning the odds of 1 squad arriving and triggering is 10%, of 2 squads doing it in a row is 1%, of it triggering 3 times in a row is 0.1%. When I was testing it, the cascade of squad spam used to happen near the 50% chance, with 20% being quite too much too.
Are you setting a % chance for SquadFinishedTravelling?
I have a question re: implementation of "Legion Comes" into my upcoming mod, specifically how it reacts to changes of the constant Satellite.EnemySquadWaitTime ("The travel time of associated squads, enemy squads would consider waiting for when attacking a sector.")
I had "Legion" go into overdrive on extended wait times (24h instead of vanilla 8h) bc enemy squads were "arriving" w/o being battled and therefore new squads would trigger and so on...
I ended up with a fight agsint 186 enemies (16squads).
Do you know a way to make your game rule on SquadFinishedTravelling only trigger for player squads?
Problem: in the game on the commando difficulty and with the project AI mod (first difficulty) the automatic battle is very profitable and all the units that move from the outposts turn into an easy way to earn things and experience for mercenaries. 12 mercenaries easily dealt with 24 opponents without losses, manual combat is not needed in this case - it's depressing, the enemy units do not act as a threat and a strong enemy.
Is it possible to somehow reduce the efficiency coefficient of the auto-battle? Or other methods?