The following configuration files define the properties of your people. However, some of their more fundamental statistics are also defined along with the other in-game races, especially in the file ListOfCreature.txt.
Available soldiers: \strategic\configs\listofpeople.txt
Available heads: \tactical\configs\game\listofhead.txt
Experience levels: \tactical\configs\game\listofexplevels.txt
Skills: \tactical\configs\game\listofskills.txt
Trainings: \tactical\configs\game\listoftrain.txt
The available soldiers from a pool from which reinforcements are chosen randomly. When the information about a soldier is stored in game save it uses the same format:
LIST_OF_PEOPLE
PEOPLE
NAME "Malcolm McLean"
//soldier's name
CALLSIGN "Malcolm"
//soldier's callsign, by convention his first name
SEX MALE
//soldier's sex
NATION US
//the value is used to get exclamation sounds, see below
REGION AM
//can be AF, AM, AS, EU, the value is not used
AGE 25.0
//the value is not used
TYPE DIR
//the exclamations set, see below
ACCENT USH
//soldier's accent, see below
HEAD "man14"
//the type of head, points to ListOfHead
UNITTYPE MALE
//can be MALE, FEMALE or RETICUL
END_OF_PEOPLE
...
END_OF_LIST_OF_PEOPLE
The soldiers utter various exclamations in the course of the game. When a suitable situation occurs, a sound is played and the sound name is composed by the following formula:
<nation>_<exclamation set>_<sex>_<accent>_<situation>_<variant>.wav
The nation and accent are related as shown in the following table:
Nation | Accent | Remark |
---|---|---|
US | USH | US South |
US | USD | US Standard |
US | AUS | Australian |
GE | GER | German |
CH | CHI | Chinese |
RU | RUS | Russian |
FR | FRE | French |
IN | IND | Indian |
RH | AFR | African |
There are eight possible exclamations sets (the exclamation set can be loosely compared to the "nature" of the soldier):
CPL | Complacent |
DIR | Direct |
DMB | Dumb |
GRU | Grumbling |
SCI | Scientific |
SIL | Silent |
TEC | Technical |
COM | Computer voice |
Not all combinations of sex, nation, accent and set are available (recorded). We have the following possibilities:
Nation | Set | Sex | Accent |
---|---|---|---|
US | DIR | M | USH |
US | DMB | M | USH |
US | TEC | M | USH |
US | TEC | M | USD |
US | CPL | M | USD |
US | GRU | M | USD |
US | SCI | M | USD |
GE | DMB | M | GER |
GE | SCI | M | GER |
CH | SIL | M | CHI |
CH | DMB | M | CHI |
RU | CPL | M | RUS |
RU | GRU | M | RUS |
RU | SIL | M | RUS |
US | DIR | M | AUS |
FR | GRU | M | FRE |
IN | CPL | M | IND |
IN | TEC | M | IND |
RH | DIR | M | AFR |
RH | SCI | M | AFR |
US | DIR | F | USH |
US | DMB | F | USH |
US | CPL | F | USH |
US | TEC | F | USD |
US | GRU | F | USD |
US | SCI | F | USD |
FR | CPL | F | FRE |
RH | SIL | F | AFR |
CH | SIL | F | CHI |
US | SCI | F | AUS |
IN | TEC | F | IND |
Each soldier can have a different head. The available heads are listed in this format:
LIST_OF_HEAD
HEAD
ID "man01"
//unique ID
UNIT_TYPE MALE
//can be MALE, FEMALE or RETICUL. Must match the type of soldier.
MODEL_2D "path"
//equipment screen model (over the figurine)
MODEL "path"
//tactical interface model
HAIR "path"
//model of hairs (used on interface)
IN_GAME "path"
//model for tactical game (in main view)
LIGHTS "path"
//lights configuration (used on interface)
//all the following keys and their values are required. At present there is no way how to add new animations to the game.
ANIMATION_IDLE "idle"
ANIMATION_IDLE_BLINK "idle-blink"
ANIMATION_EQUIP "equip"
ANIMATION_SPEECH "speech"
ANIMATION_SPEECH_START "speech-start"
ANIMATION_SPEECH_END "speech-end"
ANIMATION_SPEECH_LOOP "speech-loop"
ANIMATION_HIT "hit"
END_OF_HEAD
...
END_OF_LIST_OF_HEAD
Please note that the Equipment screen model is complete with hair. The hair is in a separate model for the interface so that it needs not be rendered when the soldier has a helmet on.
The amount of experience gained by various actions is unfortunately hardcoded. The file ListOfExpLevels only specifies how much experience is required to advance to the next level.
LIST_OF_EXPLEVELS
EXPLEVELS
LEVEL 1
//the level
EXPERIENCE 1000
//how many experience points are required to advance to it
END_OF_EXPLEVELS
...
END_OF_LIST_OF_EXPLEVELS
There are fourteen (fifteen) skills in the game and all of them are derived from the six basic attributes. It is not possible to add new skills, but you can change the way they are calculated:
LIST_OF_SKILLS
SKILLS
SKILL "MARKSMANSHIP"
//skill name. Do not change, if you want to modify the name, modify your localization pack.
//next six entries define the coefficients of a weighted average. The sum of the numbers must be 1.
STRENGTH 0.0
AGILITY 0.0
DEXTERITY 0.25
WILLPOWER 0.5
INTELLIGENCE 0.0
PERCEPTION 0.25
END_OF_SKILLS
...
END_OF_LIST_OF_SKILLS
The trainings can be used to increase the skills of a character. You cannot add new trainings but you can modify their requirements and effects:
LIST_OF_TRAIN
TRAIN
SKILL SNIPER
//training name. Do not change, if you want to modify the name, modify your localization pack.
//the next six entries are the minimum required values of attributes
STRENGTH 0
AGILITY 0
DEXTERITY 0
WILLPOWER 2
INTELLIGENCE 2
PERCEPTION 3
//the next fifteen entries are the effect of the skill (must be integer). No training should increase a skill by more than one, i.e. the legal values are 0 and 1.
MARKSMANSHIP 1
RIFLES 1
HANDGUNS 0
LAUNCHERS 0
MELEE 0
OBSERVATION 1
STEALTH 0
PSI_POWER 0
HIT_POINTS 0
CAPACITY 1
SPEED 0
DODGING 0
THROWING 0
ALIENS 0
MEDICAL 0
END_OF_TRAIN
...
END_OF_LIST_OF_TRAIN
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