Difference between revisions of "File:UFOLoader.zip"

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* The aspect ratio made easier to set: Just use common ratio terminology (16:10, 16:9, 4:3, etc.)
 
* The aspect ratio made easier to set: Just use common ratio terminology (16:10, 16:9, 4:3, etc.)
  
<b>Patch 1.31.9:</b>
+
 
:'' requires full version ''
 
*Can ALT-TAB from full-screen mode or minimize a windowed game.
 
*Harvest and infiltration missions can now occur in Russia [new games only].
 
*Hull points on "base-buster" lowered and determined by the game's difficulty level.
 
*Fusion ball defenses each use 6 blaster bombs on superhuman difficulty or 4 on genius.
 
*Fixed issues related to the retaliation battleships or the base-busters attempting to attack a base that was manually removed by the player after the base was detected.
 
*The "Alternate Laser Tech" mod will correctly unlock the Laser Pistol when research completes on the Laser Rifle. All laser tech times have been balanced: a shorter time is needed to research the heavy laser but longer to research laser pistol.
 
*"Wreck Analysis" mod will only provide information on UFO missions.  Information provided based on a chance for each intact navigation module recovered.
 
*Hyperwave information is blocked only for the "base-buster".
 
  
 
file available at [http://www.strategycore.co.uk/forums/topic/10341-ufo-extender/#entry122467 Strategy Core Forums-UFO Extender]
 
file available at [http://www.strategycore.co.uk/forums/topic/10341-ufo-extender/#entry122467 Strategy Core Forums-UFO Extender]

Revision as of 14:36, 7 March 2014

Official UFO Extender Page

This is the loader originally created by Seb75 that enhances the game, X-COM:Enemy Unknown(1994). See the UFO Extender information page for details on each setting in the loader's INI.

Version 1.31.5:

  • Fixed the crash when researching a medic
  • Players will be taken to the base editor screen before the equip phase to manage what items are available for the soldiers in base defence missions.
  • Appropriate walls now block fire and smoke for both propagation and explosion effects. This also fixes the problem with a blaster bomb's explosion extending past the north and west walls of a UFO as well.
  • Terror mission scoring focuses on civilians: Each civilian is worth [1008 / (num of civilians spawned)].
  • The penalty for alien bases increases the longer the base is active.
  • Fixed the problem of throwing items indoors and under overhangs with high strength characters.
  • Changes to UFO attacking bases and Base Defense missions:
    • The type of ship making a base attack depends on game time.
    • UFOs counterattack base defenses.
    • Fusion Defense requires Blaster Bombs to be available in base stores. Missile Defense will spend money. Laser and Plasma Defenses unchanged.
    • Ability to bypass base defenses by right-clicking on the mouse.
  • Aliens use grenades more. Some alien’s behavior in Terror missions adjusted slightly.
  • "Heavy Laser" mod special attacks impart a different "recharge time" before either of them can be used again.
  • New addition to "Know Thy Enemy":
    • =1 affects how damage is applied to an alien’s health.
    • =2 Damage range for weapons is altered: until an alien engineer can provide data on UFO weaknesses, the damage range is (0-100%). After an alien engineer provides X-com with data, the damage range for that UFO goes to 25~125%
  • Human Limits: Scientiests and engineers only work in twelve hours shifts. The assignment screen will assign two people per mouse click but only one space will be needed between them.
  • Alternate Research Tree:
=1
  • Laser cannon requires research into E-115 and UFO power to produce and E-115 is a production material.
  • Plasma weapons and Blaster Bombs require "help" from various alien engineers to obtain the knowledge to produce.
  • Hyperwave may require multiple species navigators to be interrogated in order to be finally unlocked. (depending on game difficulty)
  • Only a Etheral can give the required technology to unlock Psionics.
  • Sectoids provide other options.
=2 Alternate progression for laser weapons
  • The first breakthrough allows the production of Heavy Lasers but damage is minimal.
  • Each new level researched allows a new item to be made and increases the damage for the prevous stage(s) items.
  • The chance for a weapon to remain after the alien is killed has been reduced with the "EU2012 Item Rules" mod.
  • Lowered the delay for the slower time rates on the Geoscape Clock mod. People reported too much mouse lag with the initial settings. These changes do make the clock run faster at those settings.
  • In the Alterernate Research Tree mod: added a synergy effect from several technologies in relation to Sectoids that will allow the soldiers' Psi Strength to be known without the need for a Psi Lab.
  • Set the proper sound for the Mind Probe when it is used.
  • The aspect ratio made easier to set: Just use common ratio terminology (16:10, 16:9, 4:3, etc.)


file available at Strategy Core Forums-UFO Extender

File history

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Date/TimeDimensionsUserComment
current09:17, 19 February 2016 (149 bytes)Morgan525 (talk | contribs)a null file
23:47, 13 June 2015 (89 KB)Morgan525 (talk | contribs)Fix for the dual memory address error
09:42, 3 January 2015 (237 KB)Morgan525 (talk | contribs)Version 1.33 full
10:10, 29 November 2014 (227 KB)Morgan525 (talk | contribs)1.32.8a full version
10:09, 29 November 2014 (91 KB)Morgan525 (talk | contribs)1.32.8a patch
13:05, 30 July 2014 (78 KB)Morgan525 (talk | contribs)1.32.7 patch
13:04, 30 July 2014 (225 KB)Morgan525 (talk | contribs)version 1.32.4 full
06:23, 1 March 2014 (76 KB)Morgan525 (talk | contribs)patch 1.31.9
10:09, 6 December 2013 (220 KB)Morgan525 (talk | contribs)Version 1.31.5 with hotfix
10:08, 6 December 2013 (229 KB)Morgan525 (talk | contribs)Reverted to version as of 10:52, 7 May 2013
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