Fnurg Posted December 10, 2003 Share Posted December 10, 2003 Index : 2.1 Introduction2.2 General Configuration2.3 Difficulty Settings2.4 Phases2.5 Events2.6 Research2.7 UFO Missions Link to comment Share on other sites More sharing options...
Fnurg Posted December 10, 2003 Author Share Posted December 10, 2003 2.1 Introduction General intro to gameplay and editing gameplay of UFO Link to comment Share on other sites More sharing options...
Fnurg Posted December 10, 2003 Author Share Posted December 10, 2003 2.2 General Configuration \strategic\configs\geosphere\config.txt This file holds general information pertaining to everthing involved with the geosphere such as biomass growth rates and ufo speeds. BIOMASS_GROW_TRESHOLD [float] BIOMASS_AMPLITUDE_CONST [integer] BIOMASS_GROW_KOEF [float] Biomas growth rate GAME_SPEED_STEP1 [integer] How quickly game passes at step 1 GAME_SPEED_STEP2 [integer] How quickly game passes at step 2 GAME_SPEED_STEP3 [integer] How quickly game passes at step 3 SELECTION_RADIUS [float] SAME_SELECTION_RADIUS [float] SELECTION_TOLERANCE [float] TRANSFORMING_BASE_COEF [float] EVENT_PROB [float] DEF_CHECK_TIME [integer]***** DEF_EXPIR_TIME [integer] DEF_EXPIR_DELT [integer] DEF_FIGHT_TIME [integer] DEF_FIGHT_DELT [integer]Information relating to mission DEF_SOLVE_TIME [integer]duration times and delegations DEF_SOLVE_DELT [integer] DEF_DELEG_TIME [integer] DEF_DELEG_DELT [integer]***** LOSTMORALETIMEAFTERHUMANLASTWINMISSION [integer] LOSTMORALETIMETOONEHALF [integer] FCOE_GOODWILL_BONUS [float] FBEGINNER_BONUS_VALUE [float] IBEGINNER_BONUS_BASES [float] CHANGE_BASE_TYPE_TIME [integer] Time to change base (in seconds) BASE_SWITCH_PLAYER [float] BASE_SWITCH_ALIEN [float] BASE_HIGHLIGHT_THRESHOLD [float] N_AFFECTED_BASES [float] DEF_UFO_SPEED [float] Speed of the ufos DEF_UFO_SPEED_INTERVAL [float] DEF_PATROL_EXPIR_TIME [integer] How long patrols last for (in seconds) DEF_PATROL_CHANGE_TIME [integer] DEF_INTRUDE_EXPIR_TIME [integer] DEF_F16_SPEED [float] Speed of your planes MAX_PLANE_ON_AIR_PURSUE_TIME [integer] How long planes chase ufos for (secs) MIN_LAUNCH_PURSUIT_DISTANCE [float] How close ufos have to be to a base before launch popup appears CHOPPER_SPEED [float] Speed of the chopper N_ZOOM_STEPS [integer] Number of zoom steps KEYB_ZOOM_STEPS [integer] ZOOM_STEPS [float matrix] Camera zoom angles BASE_AIRCRAFT_RECOVERY_TIME [integer] How long planes take to be ready for the next interception (seconds) NEXT_NEXUS_MAX_TIME [integer] MIN_MISSION_DISTANCE [float] BASE_WEAPON_NUMBER [integer] number of weapons aquired after base capture? BASE_ARMOUR_NUMBER [integer] number of armors aquired after base capture? WEAPON_ADDING_K [float] Link to comment Share on other sites More sharing options...
Fnurg Posted December 10, 2003 Author Share Posted December 10, 2003 2.3 Difficulty Settings \strategic\configs\listofdifficulty.txt This files enables the alteration of the 3 difficulty settings (easy, normal, hard) LEVEL [0,1 or 2] Difficulty level (2 repesents "hard") RESEARCH_TIME [float] Multiplier for research times DAMAGE [float] Multiplier for damage your soldiers cause EQUIP [float] RESOLUTION [float] ADAMAGE [float] Mulriplier for alien damage ENEMIES [float] Multiplier for how many aliens you enounter during a mission AIRCRAFT [float] Multiplier for how effective your crafts are Link to comment Share on other sites More sharing options...
Fnurg Posted December 10, 2003 Author Share Posted December 10, 2003 2.4 Phases \strategic\configs\game\listofphase_content.txt\strategic\configs\game\listofphase_progress.txt Phases are stages in the game, much like levels. As you progress through these stages, new enemies, weapons and people become available. Below is the structure of listofphase_content.txtIt handles how the different phases behave. PHASE [integer] Phase number UFO_MISSION_PATROL [integer][integer] UFO_MISSION_TRANSPORT [integer][integer] UFO_MISSION_INTRUDE [integer][integer] UFO_MISSION_PLANTING [integer][integer] UFO_MISSION_BASEATT [integer][integer] PROBIAS [real] ENEMIES_TRANSGENANTS [integer] ENEMIES_BIOMASS [integer] ENEMIES_RETICULANS [integer] ALIEN_WEAPONS [string ref] Type of weapons reticulans/baddies have at the phase ALIEN_ARMOUR [string ref] Type of armor reticulans have at the phase TECH_LEVEL [integer] Tech level relating to this phase. Affects captured weapon cache content PEOPLE_MIN [integer] Minimum number of people in your pool at all times PEOPLE_MAX [integer] Max number of people in your pool at this phase STRENGTH [integer][integer] AGILITY [integer][integer] DEXTERITY [integer][integer] WILLPOWER [integer][integer] INTELLIGENCE [integer][integer] PERCEPTION [integer][integer] LEVEL [integer] Certain conditions have to be met in order to advance to the next stage.Below is the structure of listofphase_progress.txtThis file handles the conditions that have to be met in order to adavance to the next stage. NAME [integer ref] reference number of the phase MIN_LENGTH [integer] unknown. always 1 except at phase 13 within each of these entries are sub entries which contain the conditions that have to be met CONDITION [TECH, BASE] the condition is either based on r&d or # of bases VALUE [integer or reference] Contains either an integer for # of bases or a reference to technology in the listoftech.txt Link to comment Share on other sites More sharing options...
Fnurg Posted December 10, 2003 Author Share Posted December 10, 2003 2.5 Events Details on the game storyline/tutorials events. ID [string] ID (or reference) of the event TYPE [EXTRA, MISSION, EVENT, HINT] Type of event TRIGGER [TECH, PHASE, SPECIAL, END] Trigger for event to occur VALUE [PHASE, FIRST_MISSION, NEW_TERRITORY, UFO_DETECTION, FIRST_INTERCEPTION,AFTER_DOGFIGHT, FIRST_UFO_CRASH, INTERBASE_TELEPORT, BIOMASS_REPULSORS, CONTACT_WITH_GREYS, RETICULAN_OFFER, SPACESHIP_RETRIBUTION, MOON, OFFER, CONQUEST, FAILURE] Value for the trigger VALUE2 [real] Second value for trigger MULTI [boolean] Link to comment Share on other sites More sharing options...
Fnurg Posted December 10, 2003 Author Share Posted December 10, 2003 2.6 Research \strategic\configs\r&d\listoftech.txt\strategic\configs\r&d\listofobjects.txt These 2 files handle all the research and development options contained within the game. The tech contains the actual research tree while the objects file holds all the various conditions for research.A research/development entry is split into 2 structures. Techno and sub_techno. Sub techno handles all the conditions/requirements that have to be met in order to research or develop the item NAME [string] The name of the item. KIND [SCI, ENG] The kind of item it is. SCI represents a researchable object, such as autopsies and ENG represents a manufactuable object, such as the collapsable rail gun. TIME [integer] How long the item takes to research or manufacture in hours. This is the base figure. Other considerations such as number of bases and difficulty level are applied _after_ this number MFG [boolean] Is the object manufactuable? Always FALSE if KIND = SCI. Always TRUE if KIND = ENG. VIDEO [string] This links to the objects video file (which tells the game which bik movies it should play when the object recives focus. After this follows all the conditions that have to be met in the form of sub_technos ELEMENTS [string] This is the name of the sub_techno which is referenced within the listofobjects.txt file, or a referenced item within the listoftech.txt file itself. REQUIRED [boolean] Is the item required to complete the research or development, or is it optional? VISIBLE [boolean] SIGNIFICANCE [integer] If the user has this object, it will reduce the research/development time by the specified number of hours. The elements field above can be a reference to either an item in the research tree or an item within the listofobjects.txt file.Below is an object structure NAME [string ref] The name of the object. This name is referenced within the listoftech.txt TYPE [LARGE_OBJECT, SMALL_OBJECT, EVENT] This is the type of object. LARGE_OBJECT (alien hulls), SMALL_OBJECT (weapons, corpses) or EVENT (making contact with the greys) EQUIVALENT [reference] This is a reference to an action or an item that is required for this object to be aquired within listoftech.txt. Set to NONE for no equivalent. SHOW [boolean] Link to comment Share on other sites More sharing options...
Fnurg Posted December 10, 2003 Author Share Posted December 10, 2003 2.7 UFO Missions How to edit the difficulty of ufo missions. Link to comment Share on other sites More sharing options...
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