Race definitions: \Tactical\Configs\Game\ListofCreature.txt
Equipment sets: \Tactical\Configs\EquipSets\*.txt
Enemey teams: \Tactical\Configs\Game\Enemies0.txt
Tutorial team: \Tactical\Configs\Game\ListOfEnemy.txt
This file defines the basic statistics of males, females, reticulans and transgenants. It has the following structure:
LIST_OF_CREATURE
CREATURE
ORIGIN M
//creature class, see below
UNIT_TYPE TUMOUR
//unique internal ID
SIZE 1
//size (how many squares it occupies)
WIDTH 100
//real width in cm
HEIGHT 240
//real height in cm
ADD_HEIGHT 50
//frame correction
CONSPICUITY 1.2
//the creature's visibility, the higher the number the more it is visible
TRESHOLD 1.0
//visibility threshold, the higher the number, the more time it takes the creature to spot an enemy
CARRIABLE TRUE
//can the corpse be carried? value can be TRUE or FALSE
ROOF 0
//can the creature walk under bridges etc.? 0 means it can, 1 it cannot
ARMOUR TITM0
//relevant armour type
EFFECT_HIT "<path>"
//particle effect
EFFECT_DEATH "<path>"
//particle effect
HEALTH 1000
//total hitpoints
FALL 200
//hitpoints to incapacitate
WEAPON1 ME-TUMOUR
//melee weapon
MELEE_TIME 0.5
//melee attack time
ICON "<path>"
//corpse icon
WEIGHT_LIMIT 50.0
//capacity in kg
WEIGHT 75.0
//weight in kg
END_OF_CREATURE
...
END_OF_LIST_OF_CREATURE
The origin can be one of the following:
H | Human |
A | Reticulan |
M | Transgenant |
For each mission a suitable enemy team is selected. The possible teams are in the file ListOfEnemy.txt. The file Enemies0.txt is used for the tutorial.
In any case, the file has this structure:
LIST_OF_ENEMY
ENEMY
TEAM "Special2"
//name, normally ignored but can be used in custom missions
TYPE I
//team type, see below
STRENGTH 2
//team strength, see below
SUB_ENEMY
//definiton of single type of enemy unit
NUMBER 2
//approximate number of this kind of enemy
UNIT_TYPE TUMOUR
//type of the creature, points into ListOfCreature
LEVEL 3
//skill level (all skills have random values close to this number)
ARMOUR TITM0
//armor/skin type (must be relevant, points into ListOfArmor)
EQUIPSET "<path>"
//equipment set used (see below)
END_OF_SUB_ENEMY
...
END_OF_ENEMY
...
END_OF_LIST_OF_ENEMY
For each mission, team is selected randomly according to relevant type and strength.
The type correspons to mission objective, the strength depends on the game phase and it is defined in the file \Strategic\Configs\Game\ListOfPhase_Content.txt. There are three entries there defining the enemy strength, which one will be used depends on the type of mission:
Type | Description | Missions | Strength Keyword |
---|---|---|---|
M | transgenant team for outdoor | (common missions) | ENEMIES_TRANSGENANTS |
I | transgenant team for indoor | (interior missions) | ENEMIES_TRANSGENANTS |
B | biomass transgenant team | (biomass missions) | ENEMIES_BIOMASS |
P | small Reticulan squad | (small ufo missions) | ENEMIES_RETICULANS |
Q | medium Reticulan squad | (ufo missions) | ENEMIES_RETICULANS |
R | big Reticulan squad | (alien base missions) | ENEMIES_RETICULANS |
O | final team | (final mission) | none |
If there are more enemy teams that match required criteria (mission type and strength) one is chosen at random.
When enemy team is selected, for each member it is defined what equipment set he is going to use. The equipment set specifies what the unit is holding in "hands" and backpack, etc. If an equipment set specifies several variants, one is picked at random.
EQUIP_SET "pilot" 1
//name and number of inventory variants
//opens the equipment variant
INVENTORY
//opens sub-inventory (can be BELT, RIGHT_HAND, LEFT_HAND or BACKPACK)
BELT
//item type (can be WEAPON or MAGAZINE)
MAGAZINE
//horizontal position on the equipment screen of the upper left corner
POS_X 0
//the same, but vertical
POS_Y 0
//item ID (points either to ListOfWeapon or to ListOfMagazine)
TEMPLATE "MGP-GLOCK"
//number of bullets in magazine
CAPACITY 19
//closes the item
END_OF_ITEM
//closes the inventory variant
...
END_OF_SUBINVENTORY
//right hand -- items that occupied both hands are placed into the right one
RIGHT_HAND
//sub-item (magazine in the weapon)
WEAPON
POS_X 0
POS_Y 0
TEMPLATE "P-GLOCK"
MAGAZINE
//left hand
POS_X 0
POS_Y 0
TEMPLATE "MGP-GLOCK"
CAPACITY 19
END_OF_ITEM
END_OF_ITEM
END_OF_SUBINVENTORY
LEFT_HAND
//backpack
END_OF_SUBINVENTORY
BACKPACK
END_OF_SUBINVENTORY
END_OF_INVENTORY
END_OF_EQUIP_SET
Prev: Research & Development | Next: Your people | Up: Home |