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  1. ; UFO Extender - Mod for X-COM
  2. ; See <http://www.ufopaedia.org/index.php?title=User:Seb76> for more details.
  3. ; Copyright (C) 2008,2009 Seb76
  4. ;
  5. ; This file is part of UFO Extender.
  6. ;
  7. ; UFO Extender is free software: you can redistribute it and/or modify
  8. ; it under the terms of the GNU General Public License as published by
  9. ; the Free Software Foundation, either version 3 of the License, or
  10. ; (at your option) any later version.
  11. ;
  12. ; UFO Extender is distributed in the hope that it will be useful,
  13. ; but WITHOUT ANY WARRANTY; without even the implied warranty of
  14. ; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  15. ; GNU General Public License for more details.
  16. ;
  17. ; You should have received a copy of the GNU General Public License
  18. ; along with UFO Extender. If not, see <http://www.gnu.org/licenses/>.
  19.  
  20.  
  21. ; Note From Xeucom:
  22. ;
  23. ; This is a community consnsus standard config for new or returning players
  24. ; to start out with that allows jumping into the game with bug fixes
  25. ; and convenience features in line with original developer intent and flavor
  26. ; of the game.
  27. ;
  28. ; See: http://www.ufopaedia.org/index.php?title=Enemy_Unknown_Extended
  29. ;
  30. ; Tested With UFO Extender Version: 2009-08-09
  31.  
  32.  
  33. [Loader]
  34. Executable=UFO Defense.exe
  35.  
  36. ; These all make sense and are purely informational or time saving.
  37. [Equipment Screen]
  38. Show Stats=1
  39. Weight=Weight>
  40. Accuracy=Accur>
  41. Reaction=React>
  42. Psi Strength=P.Str>
  43. Psi Skill=P.Skill>
  44.  
  45. Show Grenade State=1
  46. Primed=primed
  47.  
  48. Save Equipment=1
  49. Auto Flares=1
  50.  
  51.  
  52. [Music]
  53. Apply=1
  54. Source=MP3
  55. ;Source=PSX CD
  56.  
  57. CD Drive=F
  58.  
  59. MP3 Folder=mp3
  60. Battlescape=*Battlescape*.mp3
  61. Start Menu=*Final Briefing*.mp3
  62. Bad Ending=*Final Briefing*.mp3
  63. Good Ending=*Dogfight*.mp3
  64. Geoscape=*Geoscape*.mp3
  65. Dogfight=*Dogfight*.mp3
  66. Mission Debriefing=*Debriefing*.mp3
  67. UFO Assault=*Briefing1.mp3
  68. Base Defense=*Briefing2.mp3
  69. Base Attack=*Briefing1.mp3
  70. Mars=*Debriefing*.mp3
  71. Terror Mission=*Briefing2.mp3
  72.  
  73.  
  74. ; Makes recoveries much more fun. Although gives more
  75. ; information than you would normally get, it is a very
  76. ; minor advantage and worth the compromise to original.
  77. [Wreck Analysis]
  78. Apply=1
  79. Zone Discovered=Intel found out that the %s UFO was raiding %s
  80. Mission Discovered=Inspection showed that the %s UFO was on an %s mission
  81. Both Discovered=Ship investigation revealed that the %s UFO was on an %s mission in %s
  82.  
  83.  
  84. ; Makes it too easy to find scouts and crashing this often
  85. ; does not make sense given alien technology level.
  86. [Roswell]
  87. Apply=0
  88.  
  89. ;Terrain names
  90. Jungle=Jungle
  91. Farm=Farm
  92. Mountain=Mountain
  93. Desert=Desert
  94. Polar=Polar
  95.  
  96. ;Dialog strings
  97. Title=UFO Incident
  98. Info=Crash reported
  99. Location=LOCATION
  100. Type=TYPE
  101. Terrain=TERRAIN
  102.  
  103. ; Changes original game mechanics. May be fun to toy with,
  104. ; but not important.
  105. [Range Based Accuracy]
  106. Apply=0
  107. Minimum Efficiency=50
  108. Snap Penalty Distance=30
  109. Auto Penalty Distance=14
  110. Orange Cursor Threshold=95
  111. Red Cursor Threshold=75
  112.  
  113.  
  114. ; Changes original game mechanics. Something as out there
  115. ; as mind control probably wouldn't require line of sight.
  116. ; Initially thought this had to do with aliens,
  117. ; but UFO Extender documentation says this applies to the
  118. ; X-COM team
  119. [Line Of Fire Check]
  120. Mind Control=0
  121. Panic=0
  122. Mind Probe=0
  123.  
  124.  
  125. ; All enabled ones seem to fix the game to original developer
  126. ; intent or save time and don't unbalance
  127. [Bug Fix]
  128.  
  129. ; Not having this issue.
  130. Tactical Scroll=0
  131. Pay For Dirt=1
  132. Phantom Radar=1
  133. Base Disjoint=1
  134.  
  135. ; Tough call on this one as it changes original game mechanics,
  136. ; but looks like intent of original developers on base
  137. ; base information screen.
  138. Radar Stacking=1
  139.  
  140. Base Facility Dismantle-Construction Crash=1
  141. Collectors Edition Blaster Bomb Bug=1
  142.  
  143. Video Pitch=1
  144.  
  145. Proximity Grenades=1
  146. Proximity Grenades Experience=1
  147.  
  148. ; Would make sense for it to take some time to get craft
  149. ; ready in new hanger, so leave alone so as not to change
  150. ; too much from unmodded version.
  151. Transfered Crafts Refueled=0
  152.  
  153. ; The 50% return to base limitation doesn't seem planned
  154. ; since non-Elerium craft don't have this limitation.
  155. Elerium-fueled Craft Bug=1
  156.  
  157. Displayed Base Maintenance Cost=1
  158. Intro Sounds=1
  159.  
  160. ; Did have issue with regular MIDI files and enabling this
  161. ; seemed to make tactical movement slow, but not having it
  162. ; with music set to play MP3s
  163. Music Change Freeze=0
  164.  
  165. Door Jam=1
  166. Personnel Overflow=1
  167. Funky Fire=1
  168. Hostile Civilians=1
  169.  
  170.  
  171. ; Unless otherwise noted, these change original game mechanics,
  172. ; probably not in ways intended by the developers and could
  173. ; affect difficulty.
  174. [Mod]
  175. More Reaction Fire=0
  176. Hot Grenades=0
  177. Alien Inventory=0
  178.  
  179. ; Simply saves time
  180. Save Reserve Mode=1
  181.  
  182. ; May make things slightly harder, but more believable that
  183. ; both shoot downs and ground assaults could spark a retaliatory
  184. ; response from the aliens.
  185. Retaliate Against Ground Assault=1
  186.  
  187. ; Simply informational
  188. Rank In Inventory=1
  189.  
  190. ; Saves time, but set to 0 if starting for first time
  191. Skip Intro=1
  192.  
  193. ; Sounds great, until aliens benefit. Leaves unpredictability in
  194. ; a good way to leave alone.
  195. No Blaster Bomb Drift=0
  196.  
  197. ; Saving interceptors better than taking shot, especially with
  198. ; game running quickly.
  199. Manual Interception Fire Mode=0
  200.  
  201. ; Useful and still restricted to weapon and fuel requirements
  202. ; so does not unduly unbalance
  203. Crafts Always Ready=0
  204.  
  205. ; Makes sense and probably what original developers intended
  206. Stunned units KIA=1
  207.  
  208. ; If they are in the base, it seems that you should be able to take
  209. ; them home. Not unbalancing because there are plenty of navigation
  210. ; modules you get from simple ground assaults.
  211. Keep Base Navigation Modules=1
  212.  
  213. ; Too complex for the starting or returning player for benefit
  214. Base Building Stacking=1
  215.  
  216. ; Avoids instances where you fire smoke grenades or explosives
  217. ; and no smoke results because there is already a lot on the map.
  218. More Smoke=1
  219.  
  220. ; Saves time
  221. Force Language=1
  222.  
  223. Funding Council Income Only=0
  224. Surrender Defence Missions=0
  225. Disable Base Defenses=0
  226. Initial Alien Bases=0
  227. Heavy Laser=0
  228.  
  229. ; Being able to hit aliens with weapons is in the original game
  230. ; manual, but did not make it into the original release. Concerns
  231. ; about the balance of this are resolved when required time units
  232. ; and accuracy is taken into account as compared to the guaranteed
  233. ; hit and low time units of the stun rod
  234. Stun Fest=1
  235.  
  236. Fast Base Defenses=0
  237.  
  238. ; Useful and saves time
  239. Reorder Soldiers In Crafts=1
  240.  
  241. ; Combat might not be the only reason for promotion
  242. No Funkers=0
  243.  
  244. Bloodthirst=0
  245. Limited Military=0
  246.  
  247. ; Originally thought possibly unbalancing, but simply saves time
  248. ; of buying and putting on cannon to sell, so less micro-management
  249. De-equip Crafts=1
  250.  
  251. ; Useful fix that was done in TFTD anyway
  252. TFTD Doors=1
  253.  
  254. ; Simple fix to make assigning all scientists or manufacturers to a
  255. ; project easier.
  256. Assign All Personnel=1
  257.  
  258. ; One of these needed for higher resolution (hq4x smoothes pixellation).
  259. HQ4x=0
  260. D3D=1
  261. D3D Windowed=1
  262. Always On Top=0
  263.  
  264. Clip Cursor=1
  265. Scale Mouse=1
  266.  
  267. Screen Ratio=0.833333
  268. No Auto Wake Up=0
  269. Alien Bleeding=1
  270. No Alien Freak Out Messages=0
  271. Max FPS=0
  272. CPU Mask=0
  273. High Priority=0
  274. D3D Window Position=0 0 600 960
  275.  
  276.  
  277. ; All affect game play too much
  278. [Hack]
  279. No Score Game Over=0
  280. Big Brother=0
  281. Alien Pets=0
  282. No Alien Psi=0
  283. Directly Use Alien Weapons=0
  284. Recover All Clips=0
  285. Show All Locations=0
  286. FPS=0
  287.  
  288.  
  289. ; The initial base in the original game is poorly designed to withstand
  290. ; alien attack and promotes bad base building technigue for the new
  291. ; or return player. This saves frustration of tearing down initial base
  292. ; and shows good base design from the start.
  293. [Initial Base]
  294. Apply=1
  295. row1=HangarTL HangarTR HangarTL HangarTR HangarTL HangarTR
  296. row2=HangarBL HangarBR HangarBL HangarBR HangarBL HangarBR
  297. row3=AccessLift Empty Empty Empty Empty Empty
  298. row4=GeneralStores LivingQuarters SmallRadar Laboratory Workshop Empty
  299. row5=Empty Empty Empty Empty Empty Empty
  300. row6=Empty Empty Empty Empty Empty Empty
  301.  
  302.  
  303. ; Leave existing caps as are
  304. [Caps]
  305. Apply=0
  306. Time Units=80
  307. Health=60
  308. Strength=70
  309. Energy=100
  310. Reactions=100
  311. Firing Accuracy=120
  312. Melee Accuracy=120
  313. Throwing Accuracy=120
  314. Psi Skill=100
  315.  
  316.  
  317. ; Shortcuts are useful, though some don't work
  318. [Battlescape Shortcuts]
  319. Apply=1
  320.  
  321. End Turn=Return
  322. Multilevel View=Y
  323. Show Map=M
  324. Center On Unit=C
  325. Inventory=Space
  326. Kneel=B
  327. Next Unit=Tab
  328. Next Unit Skip Current=Back
  329. View Up=Prior
  330. View Down=Next
  331. Go Up=Up
  332. Go Down=Down
  333. Left Menu=Left
  334. Right Menu=Right
  335. Unit Stats=X
  336. Options=Escape
  337. Lift Off=
  338. Reserve None=1
  339. Reserve Snap=2
  340. Reserve Auto=3
  341. Reserve Aimed=4
  342.  
  343.  
  344. [Geoscape Shortcuts]
  345. Apply=1
  346.  
  347. Rotate Right=Right
  348. Rotate Left=Left
  349. Rotate Up=Up
  350. Rotate Down=Down
  351. Zoom In=MouseWheelUp
  352. Zoom Out=MouseWheelDown
  353. Geo Speed1=1
  354. Geo Speed2=2
  355. Geo Speed3=3
  356. Geo Speed4=4
  357. Geo Speed5=5
  358. Geo Speed6=6
  359. Intercept=MouseMiddle
  360. Bases=B
  361. Graphs=G
  362. Ufopaedia=U
  363. Options=Escape
  364. Fundings=F
  365.  
  366.  
  367. ; Leave original balanced figures alone. Inability to breach
  368. ; UFO walls could be explained through any number of fictional
  369. ; devices concerning Alien technology
  370. [OBDATA.DAT]
  371. Apply=0
  372.  
  373. ;Make grenades indestructible to allow stacking several explosions
  374. Grenade Resistance=255
  375.  
  376. ;Make HE packs capable of breaching UFO walls
  377. High Explosive Damage=200
  378.  
  379. Heavy Plasma Weight=10
  380.  
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