Hmmm...
so you want to learn a secret from Jutomi, hmm?
It's actually not
too hard...
but it
is difficult.
You'll need MyNameIsKooky's
PowerWopBeta if you'd like to do it the way I did.
I selected the normal UFOs from the file and changed their models to "gem".
I then, of course, added all of my usual modifiers; size/coordinate adjust,
stuff like that, albeit I doubt that stuff's necessary.
I then just placed them in the adventure.
Now, they'd act just like UFOs that'd look like gems, however,
I also changed the logic using command 4,
used
this topic to find the proper things,
used powerwop to find the logic number of gems,
and then changed the gem's logic to ...
well, a gem.
This made it so its momentum from its battle-bot/saucer/UFO stage is still
in motion, but the gem itself acts like a regular gem.
However, adding too many, and probably playing too much with the other...
err - data values....
it wouldn't have worked properly.
Also, note, that the command 4 command should be activated
before the
saucer-gem gets in line-of-sight with you;
otherwise you may end up being shot at.
Finally, in order to make it so that they worked as actual gems in the
game itself, I added two gems in the walls.
See, spawning the level with "collect all of the gems" counts them all based
on the natural gems already spawned in;
the UFO ones are not counted towards the count.
So, in order to make it so that you
have to collect the mobile gems,
I added enough untouchable gems in the walls to cover the loss.
I hope this helps a little bit.