Difference between revisions of "BASE.DAT"
(→Structure: added note about altering detection ratings) |
m (→Structure: moving in NKF's radar combo table) |
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''100 hyperwave:'' This base has a hyperwave decoder(s). | ''100 hyperwave:'' This base has a hyperwave decoder(s). | ||
− | The radar values can be set to 100 for perfect short range detection (presumably | + | The radar values can be set to 100 for perfect short range detection (presumably -- it definitely makes UFOs appear more often), but these reset to the correct values any time you complete a build in that base. |
+ | |||
+ | {| width = "60%" style = "border: 1px solid; border-collapse:collapse;" | ||
+ | |+ Table 1: Radar Ability Combinations | ||
+ | |- style = "font-size:larger; font-weight: bold; border-bottom: 1px black solid; background: gray; color:white;" | ||
+ | | Radar Module / Scan Type || Short || Long || Hyperwave | ||
+ | |- style = "" | ||
+ | | Small Radar || 10 || 0 || 0 | ||
+ | |- | ||
+ | | Large Radar || 20 || 20 || 0 | ||
+ | |- | ||
+ | | Hyperwave || 0 || 0 || 100 | ||
+ | |- colspan = "4" style = "border-top: 1px dotted; font-wight: bold;" | ||
+ | | Radar Combinations | ||
+ | |- style = "background: #EEE;" | ||
+ | | Sm + Sm || 10 || 0 || 0 | ||
+ | |- | ||
+ | | Sm + Lg || 30 || 20 || 0 | ||
+ | |-style = "background: #EEE;" | ||
+ | | Sm + Hyp || 10 || 0 || 100 | ||
+ | |- | ||
+ | | Lg + Lg || 20 || 20 || 0 | ||
+ | |-style = "background: #EEE;" | ||
+ | | Lg + Hyp || 20 || 20 || 100 | ||
+ | |- | ||
+ | | Hyp + Hyp || 0 || 0 || 100 | ||
+ | |-style = "background: #EEE;" | ||
+ | | Sm + Lg + Hyp || 30 || 20 || 100 | ||
+ | |} | ||
+ | |||
'''16-39:''' The next offsets are arranged so they're easier to understand. They are for facilities in the base: | '''16-39:''' The next offsets are arranged so they're easier to understand. They are for facilities in the base: |
Revision as of 06:34, 2 March 2007
Ripped from Hatfarm / Chris Voss's great pages
Structure
BASE.DAT: Each entry is 292 Bytes long
00-0E: Base Name, pretty obvious
0F, 11, 13, 15: No Idea, any help would be appreciated.
10: Base's short range detection capability.
12: Base's long range detection capability.
14: Base's hyperwave detection capability.
Logical values for the detection capabilities:
10 short, 0 long: This base has small radar(s) only.
20 short, 20 long: This base has large radar(s) only.
30 short, 20 long: This base has small and large radar(s).
100 hyperwave: This base has a hyperwave decoder(s).
The radar values can be set to 100 for perfect short range detection (presumably -- it definitely makes UFOs appear more often), but these reset to the correct values any time you complete a build in that base.
Radar Module / Scan Type | Short | Long | Hyperwave |
Small Radar | 10 | 0 | 0 |
Large Radar | 20 | 20 | 0 |
Hyperwave | 0 | 0 | 100 |
Radar Combinations | |||
Sm + Sm | 10 | 0 | 0 |
Sm + Lg | 30 | 20 | 0 |
Sm + Hyp | 10 | 0 | 100 |
Lg + Lg | 20 | 20 | 0 |
Lg + Hyp | 20 | 20 | 100 |
Hyp + Hyp | 0 | 0 | 100 |
Sm + Lg + Hyp | 30 | 20 | 100 |
16-39: The next offsets are arranged so they're easier to understand. They are for facilities in the base:
/-----------------------------\ | 16 | 17 | 18 | 19 | 1A | 1B | |-----------------------------| | 1C | 1D | 1E | 1F | 20 | 21 | |-----------------------------| | 22 | 23 | 24 | 25 | 26 | 27 | |-----------------------------| | 28 | 29 | 2A | 2B | 2C | 2D | |-----------------------------| | 2E | 2F | 30 | 31 | 32 | 33 | |-----------------------------| | 34 | 35 | 36 | 37 | 38 | 39 | \-----------------------------/
The possible values are as follows:
00 - Access Lift 01 - Living Quarters 02 - Laboratory 03 - Workshop 04 - Small Radar System 05 - Large Radar System 06 - Missile Defense 07 - General Stores 08 - Alien Containment 09 - Laser Defense 0A - Plasma Defense 0B - Fusion Ball Defense 0C - Grav Shield 0D - Mind Shield 0E - Psionic Laboratory 0F - Hyper-wave Decoder 10 - Hangar (Top Left) 11 - Hangar (Top Right) 12 - Hangar (Bottom Left) 13 - Hangar (Bottom Right) FF - Empty
3A-5D: The next offsets represent the days until a facility is completed. They're set up the same way:
/-----------------------------\ | 3A | 3B | 3C | 3D | 3E | 3F | |-----------------------------| | 40 | 41 | 42 | 43 | 44 | 45 | |-----------------------------| | 46 | 47 | 48 | 49 | 4A | 4B | |-----------------------------| | 4C | 4D | 4E | 4F | 50 | 51 | |-----------------------------| | 52 | 53 | 54 | 55 | 56 | 57 | |-----------------------------| | 58 | 59 | 5A | 5B | 5C | 5D | \-----------------------------/
Possible values are 00 to FF. Empty spaces must have a FF value in their corresponding offset.
The following are the rest of the offsets I know. There are holes in the numbering but I have no idea what they are. All possible values are 00 to FF, but when you go over 32,766 on 2-byte values, the number goes negative. And if it's two bytes then the first byte is the low bit and the second bit is the high bit. Example: 05 00 should be read as 00 05. The first two (Engineers and Scientists) are one byte; all the rest are two bytes. Here's the info:
005E Engineer 005F Scientist 0060 Stingray Launcher 0062 Avalanche Launcher 0064 Cannon 0066 Fusion Ball Launcher 0068 Laser Cannon 006A Plasma Beam 006C Stingray Missile 006E Avalanche Missile 0070 Cannon Rounds 0072 Fusion Balls 0074 Tank/Cannon 0076 Tank/Rocket Launcher 0078 Tank/Laser Cannon 007A Hovertank/Plasma 007C Hovertank/Launcher 007E Pistol 0080 Pistol Clip 0082 Rifle 0084 Rifle Clip 0086 Heavy Cannon 0088 HC-AP Ammo 008A HC-HE Ammo 008C HC-IN Ammo 008E Auto Cannon 0090 AC-AP Ammo 0092 AC-HE Ammo 0094 AC-IN Ammo 0096 Rocket Launcher 0098 Small Rocket 009A Large Rocket 009C Incendiary Rocket 009E Laser Pistol 00A0 Laser Rifle 00A2 Heavy Laser 00A4 Grenade 00A6 Smoke Grenade 00A8 Proximity Grenade 00AA High Explosive 00AC Motion Scanner 00AE Medi-Kit 00B0 Psi-Amp 00B2 Stun Rod 00B4 Electro Flare 00C2 Heavy Plasma 00C4 Heavy Plasma Clip 00C6 Plasma Rifle 00C8 Plasma Rifle Clip 00CA Plasma Pistol 00CC Plasma Pistol Clip 00CE Blaster Launcher 00D0 Blaster Bomb 00D2 Small Launcher 00D4 Stun Bomb 00D6 Alien Grenade 00D8 Elerium-115 00DA Mind Probe 00E2 Sectoid Corpse 00E4 Snakeman Corpse 00E6 Ethereal Corpse 00E8 Muton Corpse 00EA Floater Corpse 00EC Celatid Corpse 00EE Silacoid Corpse 00F0 Chryssalid Corpse 00F2 Reaper Corpse 00F4 Sectopod Corpse 00F6 Cyberdisc Corpse 0100 UFO Power Source 0102 UFO Navigation 0104 UFO Construction 0106 Alien Food 0108 Alien Reproduction 010A Alien Entertainment 010C Alien Surgery 010E Examination Room 0110 Alien Alloys 0112 Alien Habitat 0114 Personal Armour 0116 Power Suit 0118 Flying Suit 011A HWP Cannon Shell 011C HWP Rockets 011E HWP Fusion Bomb
011F-0123: I have no idea, any help would be appreciated.
See Also
- ASTORE.DAT - Information on captured aliens at bases
- BPROD.DAT - Information on what bases are producing
- CRAFT.DAT - Information on crafts (both X-Com and Alien)
- FACIL.DAT - Information on the facilities you can build in bases
- LOC.DAT - Location Data for bases and crafts
- PROJECT.DAT - Information on current research
- SOLDIER.DAT - Information on soldiers at bases
- TRANSFER.DAT - Information on item/personnel being transferred to/from bases
- Saved Game Files