Transgenants & Reticulans

The information about your opponents (and also about your own soldiers) is spread over several files. This document explains the structure of the following ones:

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

Race definitions

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

Origin

The origin can be one of the following:

H Human
A Reticulan
M Transgenant

Enemy teams

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

Type and Stregth

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.

Equipment sets

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
  INVENTORY                          
//opens the equipment variant
    BELT                             
//opens sub-inventory (can be BELT, RIGHT_HAND, LEFT_HAND or BACKPACK)
      MAGAZINE                       
//item type (can be WEAPON or MAGAZINE)
        POS_X 0                      
//horizontal position on the equipment screen of the upper left corner
        POS_Y 0                      
//the same, but vertical
        TEMPLATE "MGP-GLOCK"         
//item ID (points either to ListOfWeapon or to ListOfMagazine)
        CAPACITY 19                  
//number of bullets in magazine
      END_OF_ITEM                    
//closes the item
      ...
    END_OF_SUBINVENTORY              
//closes the inventory variant
    RIGHT_HAND                       
//right hand -- items that occupied both hands are placed into the right one
      WEAPON
        POS_X 0
        POS_Y 0
        TEMPLATE "P-GLOCK"
        MAGAZINE                     
//sub-item (magazine in the weapon)
          POS_X 0
          POS_Y 0
          TEMPLATE "MGP-GLOCK"
          CAPACITY 19
        END_OF_ITEM
      END_OF_ITEM
    END_OF_SUBINVENTORY
    LEFT_HAND                        
//left hand
    END_OF_SUBINVENTORY
    BACKPACK                         
//backpack
    END_OF_SUBINVENTORY
  END_OF_INVENTORY
END_OF_EQUIP_SET


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