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

Click on a date/time to view the file as it appeared at that time.

(newest | oldest) View ( | older 50) (10 | 20 | 50 | 100 | 250 | 500)
Date/TimeDimensionsUserComment
13:32, 26 April 2009 (39 KB)Seb76 (talk | contribs)Fix Funky Fire bug
13:18, 26 April 2009 (38 KB)Seb76 (talk | contribs)Fix heavy laser problems when range based accuracy is enabled
11:56, 26 April 2009 (38 KB)Seb76 (talk | contribs)Fix initial alien bases
19:07, 6 April 2009 (38 KB)Seb76 (talk | contribs)-Fix problem when both prox mine fix and TFTD doors are enabled
13:36, 29 March 2009 (38 KB)Seb76 (talk | contribs)Open doors as in TFTD
19:31, 27 February 2009 (38 KB)Seb76 (talk | contribs)-Fix free weapons when activating the de-equip crafts mod -Reduces soldiers' wage to 2500 when using limited military
21:14, 26 February 2009 (38 KB)Seb76 (talk | contribs)De equip crafts
19:32, 16 February 2009 (38 KB)Seb76 (talk | contribs)Attempt to fix the problem with elerium ships and "Crafts always ready" option (ships could not be launched). Not tested so feedback is welcome...
14:01, 28 December 2008 (37 KB)Seb76 (talk | contribs)-Limited personnel mod -Configurable shortcuts -Update council income only -fix char overflow for number of scientists/engineers
15:11, 21 December 2008 (39 KB)Seb76 (talk | contribs)Bugfixes (thanks goes to Goran for the feedback): -base disjoint fix now applied only during base defense missions -last keystroke sent when entering a tactical savegame name was registered as a shortcut -During alien turn the cursor did not show for the
20:27, 13 December 2008 (39 KB)Seb76 (talk | contribs)-fix freeze when MIDI music changes -fix door jam bug Both fix are quite experimental and may not work in all cases
20:27, 13 December 2008 (39 KB)Seb76 (talk | contribs)Reverted to version as of 22:10, 11 December 2008
20:26, 13 December 2008 (83 KB)Seb76 (talk | contribs)-fix freeze when MIDI music changes -fix door jam bug Both fix are quite experimental and may not work in all cases
22:10, 11 December 2008 (39 KB)Seb76 (talk | contribs)-promotions only for fighting guys -promotions based on killing
20:41, 10 December 2008 (39 KB)Seb76 (talk | contribs)Keyboard shortcuts during tactical missions
22:47, 9 December 2008 (38 KB)Seb76 (talk | contribs)modify experience caps
20:22, 9 December 2008 (38 KB)Seb76 (talk | contribs)Safer starting base layout
19:32, 6 December 2008 (37 KB)Seb76 (talk | contribs)Enforce line of fire restriction for psiamp and mind probe
22:31, 5 December 2008 (36 KB)Seb76 (talk | contribs)Restore intro sounds
19:54, 27 November 2008 (36 KB)Seb76 (talk | contribs)Reorder soldiers in crafts
22:05, 25 November 2008 (36 KB)Seb76 (talk | contribs)Faster base defense sequence
20:38, 24 November 2008 (35 KB)Seb76 (talk | contribs)Try to correct the base disjoint fix
12:55, 23 November 2008 (35 KB)Seb76 (talk | contribs)add stun command for most weapons
11:18, 23 November 2008 (35 KB)Seb76 (talk | contribs)Heavy Laser Mod
21:22, 19 November 2008 (33 KB)Seb76 (talk | contribs)-Automatic language selection -No profit from selling -No defence missions -No base defences -Initial alien bases -Show all locations
21:57, 26 September 2008 (30 KB)Seb76 (talk | contribs)-Show grenade state in inventory screen -First shot at a range based accuracy mod
21:01, 18 September 2008 (29 KB)Seb76 (talk | contribs)increase smoke limit to 2048
08:10, 18 September 2008 (17 KB)Seb76 (talk | contribs)Fix for displayed base maintenance cost wrongly calculated
07:44, 15 September 2008 (17 KB)Seb76 (talk | contribs)allow base building stacking
15:44, 13 September 2008 (16 KB)Seb76 (talk | contribs)-Roswell mod -keep navigation modules after base assaults
21:01, 13 August 2008 (14 KB)Seb76 (talk | contribs)trigger a kill when a stunned unit is destroyed
22:24, 11 August 2008 (14 KB)Seb76 (talk | contribs)Fix elerium fueled ships returning to base when fuel level is 50%
09:49, 9 August 2008 (14 KB)Seb76 (talk | contribs)Refuel transfered crafts
19:58, 8 August 2008 (14 KB)Seb76 (talk | contribs)Crafts are available even when not 100% refueled
19:12, 7 August 2008 (14 KB)Seb76 (talk | contribs)Fix experience gained from proximity grenades
22:43, 6 August 2008 (14 KB)Seb76 (talk | contribs)-fix issues with proximity grenades states
23:38, 29 July 2008 (13 KB)Seb76 (talk | contribs)Manual interception fire mode
22:16, 27 July 2008 (13 KB)Seb76 (talk | contribs)-fix garbled video due to bad pitch -recover even clips that were used
20:14, 24 July 2008 (13 KB)Seb76 (talk | contribs)Make separate options for vertical waypoint bug and blaster bomb drifting issues
21:39, 23 July 2008 (12 KB)Seb76 (talk | contribs)Fix vertical waypoint issue with Blaster Launcher
22:36, 22 July 2008 (13 KB)Seb76 (talk | contribs)Fix for the "Base Facility Dismantle-Construction Crash"
14:05, 19 July 2008 (11 KB)Seb76 (talk | contribs)Fix for base disjoint bug
23:35, 18 July 2008 (9 KB)Seb76 (talk | contribs)-skippable intro -rank icon in inventory
14:42, 13 July 2008 (10 KB)Seb76 (talk | contribs)Changelog: -TU reserve mode saving between turns -Use alien weapons without reasearch -Alien retaliation after ground assault -Wreck analysis
21:41, 10 July 2008 (9 KB)Seb76 (talk | contribs)More Hacks. See ini file for details.
20:53, 10 July 2008 (9 KB)Seb76 (talk | contribs)Fixes for the phantom radar and pay for dirt bugs. Hack to prevent game over when score is terrible.
22:41, 9 July 2008 (9 KB)Seb76 (talk | contribs)Fix tactical scrolling too fast
20:59, 9 July 2008 (9 KB)Seb76 (talk | contribs)Fix interception/win music
19:22, 9 July 2008 (9 KB)Seb76 (talk | contribs)Changelog: -Support for PSX CD music -Added configuration file
20:39, 7 July 2008 (7 KB)Seb76 (talk | contribs)Loader that enhances the equipment screen
(newest | oldest) View ( | older 50) (10 | 20 | 50 | 100 | 250 | 500)

The following 3 pages use this file: