; UFO Extender - Mod for X-COM ; See 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 . ; 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 ; Not having this issue Video Pitch=0 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 ; 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=0 ; 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=1 ; 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=0 ; 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=0 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 Scale Mouse=0 ; 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 ; 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 ; Would be nice if this escaped from map if in looking at it Show Map=U Center On Unit=P ; Would be nice if escaped from inventory when looking at it Inventory=Space Kneel=M Next Unit=K Next Unit Skip Current=L ; Would be nice if this worked in map as well View Up=O View Down=I Go Up=N Go Down=B Left Menu=H Right Menu=J ; Would be nice if this escaped from stats when looking at them Unit Stats=Shift Options=Escape Lift Off= Reserve None=7 Reserve Snap=8 Reserve Auto=9 Reserve Aimed=0 [Geoscape Shortcuts] Apply=1 ; Rotation doesn't seem to work Rotate Right=K Rotate Left=J Rotate Up=H Rotate Down=L ; Zoom does work Zoom In=I Zoom Out=O ; High speeds too fast, so disable them Geo Speed1=7 Geo Speed2=8 Geo Speed3=9 Geo Speed4= Geo Speed5= ; Basically goes to next promptable event Geo Speed6=Enter Intercept=M Bases=N Graphs=G Ufopaedia=U Options=Y Fundings=B ; Additional keyboard shortcut cluster for the base screen would be ; ideal so you could hit the shortcut to go to base and then the shortcut ; to go to, say, base information. Exit key would be nice. ; Additional keyboard shortcut cluster for when interception window is up ; would be nice as well. Minimize key would be nice. ; 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