Your people

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

Available soldiers

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

Exclamations

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

Available heads

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.

Experience

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

Skills

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

Trainings

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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