I should tell you this to help out with the basics: PRO (projectile) particles are fired as a single shot, from target to origin--they carry the actual damage information of the bullet. On the other hand, when an explosion goes off a BLA (blast) particle is sent from the origin to EVERY SINGLE cell that is within the blast radius (as long as the damage can make it there), so you have a LOT more of those flying out at once.
Damn I hate seeing posts in this thread... but inevitable, I suppose. As always, thanks, but for some reason this is the first time I can't seem to track down the error. There's a chance I may have improper debugging data on my end for R9 because it seems to be suggesting an impossible source of error. Not sure about this one unfortunately...
Okay, now *that* is a lot more helpful. Looking at the code I was seeing, what was happening was making absolutely no sense since it seemed to be an error coming directly from the interface, but actually crashing somewhere in the SA and AI following code. I didn't know you encountered it by trying to do something new.
Following by manipulation is something that should be possible (I was even going to do it at one point), but I never actually tested it and apparently it doesn't quite work.
You're weren't by chance trying this out with the -noAI switch accidentally left on, were you? Doing that will probably crash since the game currently assumes a target using the SPECIAL effect *does* have an AI. I'll fix this issue and get back to you, but SPECIAL is a rather underdeveloped effect since it will be removed later.
Specimens are bodies, so you can still recover them even if you didn't kill/stun them yourself. Like a UFO crash that killed a bunch of aliens, or some aliens that walked around in smoke for too long. True, that is a rather large disparity there, and an odd coincidence that the number is exactly twice the neutralization value... I've never seen that one before; I'll make note of it.
I'm going to have to rip out the scoring system anyway, which was supposed to happen now but I've postponed it to coincide with geoscape development since it will relate to your geoscape presence.
Yep, you're totally right. The specimen counter is simply an item check in all the cells, and once an entity dies the body is no longer really in one piece (you can pick them up separately), so the game is scoring them separately. Sectopods should count as multiple specimens as well, cyberdiscs don't leave corpses at all since they explode on death.
The new scoring system will include a more accurate specimen counter.