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- ; UFO Extender - Mod for X-COM
- ; See <http://www.ufopaedia.org/index.php?title=User:Seb76> for more details.
- ; Copyright (C) 2008,2009 Seb76
- ;
- ; This file is part of UFO Extender.
- ;
- ; UFO Extender is free software: you can redistribute it and/or modify
- ; it under the terms of the GNU General Public License as published by
- ; the Free Software Foundation, either version 3 of the License, or
- ; (at your option) any later version.
- ;
- ; UFO Extender is distributed in the hope that it will be useful,
- ; but WITHOUT ANY WARRANTY; without even the implied warranty of
- ; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ; GNU General Public License for more details.
- ;
- ; You should have received a copy of the GNU General Public License
- ; along with UFO Extender. If not, see <http://www.gnu.org/licenses/>.
- ; Note From Xeucom:
- ;
- ; This is a community consnsus standard config for new or returning players
- ; to start out with that allows jumping into the game with bug fixes
- ; and convenience features in line with original developer intent and flavor
- ; of the game.
- ;
- ; See: http://www.ufopaedia.org/index.php?title=Enemy_Unknown_Extended
- ;
- ; Tested With UFO Extender Version: 2009-08-09
- [Loader]
- Executable=UFO Defense.exe
- ; These all make sense and are purely informational or time saving.
- [Equipment Screen]
- Show Stats=1
- Weight=Weight>
- Accuracy=Accur>
- Reaction=React>
- Psi Strength=P.Str>
- Psi Skill=P.Skill>
- Show Grenade State=1
- Primed=primed
- Save Equipment=1
- Auto Flares=1
- [Music]
- Apply=1
- Source=MP3
- ;Source=PSX CD
- CD Drive=F
- MP3 Folder=mp3
- Battlescape=*Battlescape*.mp3
- Start Menu=*Final Briefing*.mp3
- Bad Ending=*Final Briefing*.mp3
- Good Ending=*Dogfight*.mp3
- Geoscape=*Geoscape*.mp3
- Dogfight=*Dogfight*.mp3
- Mission Debriefing=*Debriefing*.mp3
- UFO Assault=*Briefing1.mp3
- Base Defense=*Briefing2.mp3
- Base Attack=*Briefing1.mp3
- Mars=*Debriefing*.mp3
- Terror Mission=*Briefing2.mp3
- ; Makes recoveries much more fun. Although gives more
- ; information than you would normally get, it is a very
- ; minor advantage and worth the compromise to original.
- [Wreck Analysis]
- Apply=1
- Zone Discovered=Intel found out that the %s UFO was raiding %s
- Mission Discovered=Inspection showed that the %s UFO was on an %s mission
- Both Discovered=Ship investigation revealed that the %s UFO was on an %s mission in %s
- ; Makes it too easy to find scouts and crashing this often
- ; does not make sense given alien technology level.
- [Roswell]
- Apply=0
- ;Terrain names
- Jungle=Jungle
- Farm=Farm
- Mountain=Mountain
- Desert=Desert
- Polar=Polar
- ;Dialog strings
- Title=UFO Incident
- Info=Crash reported
- Location=LOCATION
- Type=TYPE
- Terrain=TERRAIN
- ; Changes original game mechanics. May be fun to toy with,
- ; but not important.
- [Range Based Accuracy]
- Apply=0
- Minimum Efficiency=50
- Snap Penalty Distance=30
- Auto Penalty Distance=14
- Orange Cursor Threshold=95
- Red Cursor Threshold=75
- ; Changes original game mechanics. Something as out there
- ; as mind control probably wouldn't require line of sight.
- ; Initially thought this had to do with aliens,
- ; but UFO Extender documentation says this applies to the
- ; X-COM team
- [Line Of Fire Check]
- Mind Control=0
- Panic=0
- Mind Probe=0
- ; All enabled ones seem to fix the game to original developer
- ; intent or save time and don't unbalance
- [Bug Fix]
- ; Not having this issue.
- Tactical Scroll=0
- Pay For Dirt=1
- Phantom Radar=1
- Base Disjoint=1
- ; Tough call on this one as it changes original game mechanics,
- ; but looks like intent of original developers on base
- ; base information screen.
- Radar Stacking=1
- Base Facility Dismantle-Construction Crash=1
- Collectors Edition Blaster Bomb Bug=1
- Video Pitch=1
- Proximity Grenades=1
- Proximity Grenades Experience=1
- ; Would make sense for it to take some time to get craft
- ; ready in new hanger, so leave alone so as not to change
- ; too much from unmodded version.
- Transfered Crafts Refueled=0
- ; The 50% return to base limitation doesn't seem planned
- ; since non-Elerium craft don't have this limitation.
- Elerium-fueled Craft Bug=1
- Displayed Base Maintenance Cost=1
- Intro Sounds=1
- ; Did have issue with regular MIDI files and enabling this
- ; seemed to make tactical movement slow, but not having it
- ; with music set to play MP3s
- Music Change Freeze=0
- Door Jam=1
- Personnel Overflow=1
- Funky Fire=1
- Hostile Civilians=1
- ; Unless otherwise noted, these change original game mechanics,
- ; probably not in ways intended by the developers and could
- ; affect difficulty.
- [Mod]
- More Reaction Fire=0
- Hot Grenades=0
- Alien Inventory=0
- ; Simply saves time
- Save Reserve Mode=1
- ; May make things slightly harder, but more believable that
- ; both shoot downs and ground assaults could spark a retaliatory
- ; response from the aliens.
- Retaliate Against Ground Assault=1
- ; Simply informational
- Rank In Inventory=1
- ; Saves time, but set to 0 if starting for first time
- Skip Intro=1
- ; Sounds great, until aliens benefit. Leaves unpredictability in
- ; a good way to leave alone.
- No Blaster Bomb Drift=0
- ; Saving interceptors better than taking shot, especially with
- ; game running quickly.
- Manual Interception Fire Mode=0
- ; Useful and still restricted to weapon and fuel requirements
- ; so does not unduly unbalance
- Crafts Always Ready=0
- ; Makes sense and probably what original developers intended
- Stunned units KIA=1
- ; If they are in the base, it seems that you should be able to take
- ; them home. Not unbalancing because there are plenty of navigation
- ; modules you get from simple ground assaults.
- Keep Base Navigation Modules=1
- ; Too complex for the starting or returning player for benefit
- Base Building Stacking=1
- ; Avoids instances where you fire smoke grenades or explosives
- ; and no smoke results because there is already a lot on the map.
- More Smoke=1
- ; Saves time
- Force Language=1
- Funding Council Income Only=0
- Surrender Defence Missions=0
- Disable Base Defenses=0
- Initial Alien Bases=0
- Heavy Laser=0
- ; Being able to hit aliens with weapons is in the original game
- ; manual, but did not make it into the original release. Concerns
- ; about the balance of this are resolved when required time units
- ; and accuracy is taken into account as compared to the guaranteed
- ; hit and low time units of the stun rod
- Stun Fest=1
- Fast Base Defenses=0
- ; Useful and saves time
- Reorder Soldiers In Crafts=1
- ; Combat might not be the only reason for promotion
- No Funkers=0
- Bloodthirst=0
- Limited Military=0
- ; Originally thought possibly unbalancing, but simply saves time
- ; of buying and putting on cannon to sell, so less micro-management
- De-equip Crafts=1
- ; Useful fix that was done in TFTD anyway
- TFTD Doors=1
- ; Simple fix to make assigning all scientists or manufacturers to a
- ; project easier.
- Assign All Personnel=1
- ; One of these needed for higher resolution (hq4x smoothes pixellation).
- HQ4x=0
- D3D=1
- D3D Windowed=1
- Always On Top=0
- Clip Cursor=1
- Scale Mouse=1
- Screen Ratio=0.833333
- No Auto Wake Up=0
- Alien Bleeding=1
- No Alien Freak Out Messages=0
- Max FPS=0
- CPU Mask=0
- High Priority=0
- D3D Window Position=0 0 600 960
- ; All affect game play too much
- [Hack]
- No Score Game Over=0
- Big Brother=0
- Alien Pets=0
- No Alien Psi=0
- Directly Use Alien Weapons=0
- Recover All Clips=0
- Show All Locations=0
- FPS=0
- ; The initial base in the original game is poorly designed to withstand
- ; alien attack and promotes bad base building technigue for the new
- ; or return player. This saves frustration of tearing down initial base
- ; and shows good base design from the start.
- [Initial Base]
- Apply=1
- row1=HangarTL HangarTR HangarTL HangarTR HangarTL HangarTR
- row2=HangarBL HangarBR HangarBL HangarBR HangarBL HangarBR
- row3=AccessLift Empty Empty Empty Empty Empty
- row4=GeneralStores LivingQuarters SmallRadar Laboratory Workshop Empty
- row5=Empty Empty Empty Empty Empty Empty
- row6=Empty Empty Empty Empty Empty Empty
- ; Leave existing caps as are
- [Caps]
- Apply=0
- Time Units=80
- Health=60
- Strength=70
- Energy=100
- Reactions=100
- Firing Accuracy=120
- Melee Accuracy=120
- Throwing Accuracy=120
- Psi Skill=100
- ; Shortcuts are useful, though some don't work
- [Battlescape Shortcuts]
- Apply=1
- End Turn=Return
- Multilevel View=Y
- Show Map=M
- Center On Unit=C
- Inventory=Space
- Kneel=B
- Next Unit=Tab
- Next Unit Skip Current=Back
- View Up=Prior
- View Down=Next
- Go Up=Up
- Go Down=Down
- Left Menu=Left
- Right Menu=Right
- Unit Stats=X
- Options=Escape
- Lift Off=
- Reserve None=1
- Reserve Snap=2
- Reserve Auto=3
- Reserve Aimed=4
- [Geoscape Shortcuts]
- Apply=1
- Rotate Right=Right
- Rotate Left=Left
- Rotate Up=Up
- Rotate Down=Down
- Zoom In=MouseWheelUp
- Zoom Out=MouseWheelDown
- Geo Speed1=1
- Geo Speed2=2
- Geo Speed3=3
- Geo Speed4=4
- Geo Speed5=5
- Geo Speed6=6
- Intercept=MouseMiddle
- Bases=B
- Graphs=G
- Ufopaedia=U
- Options=Escape
- Fundings=F
- ; Leave original balanced figures alone. Inability to breach
- ; UFO walls could be explained through any number of fictional
- ; devices concerning Alien technology
- [OBDATA.DAT]
- Apply=0
- ;Make grenades indestructible to allow stacking several explosions
- Grenade Resistance=255
- ;Make HE packs capable of breaching UFO walls
- High Explosive Damage=200
- Heavy Plasma Weight=10
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