Ok ragazzi: fatto.
Questo è il suggerimento finale. Se il problema di OpenXCOM è che si tratta di una mod davvero completa ma su cui non è possibile intervenire, eccovi invece
EXTENDER .
link ->
http://www.ufopaedia.org/index.php?title=File:UFOLoader.zip ultimo aggiornamento: 07 maggio 2013
Potete intervenire su qualunque parametro del .INI e questa è la lista di voci modificabili.
Buona lettura. E provate a dire che non è customizzabile in base alle proprie esigenze/preferenze
Spoiler {Video} *Video Pitch: fix garbled video output due to pitch error (similar to f0dder loader) *HQ4x: Switches to default monitor resolution and apply a HQ4x filter *D3D: use Direct3D9 instead of DirectDraw *D3D Windowed: start the game in a window *Always On Top: force the window on the foreground *Clip Cursor: prevent the mouse cusor from leaving the window *Scale Mouse: prevent the in-game cusor from going off the screen *Screen Ratio: fix aspect ratio for non 16/10 screens (D3D only) *Max FPS: limit framerate in case you cannot enable vsync *Slow Geoscape Clock: Slows the clock and game. The buttons reflect roughly the game time which time passes for 1 second of real time rather than the increment changes. *Battlescape Delay: Sets the base delay speed for the battlescape, which affects scrolling, animations, etc. Default is 33ms. Fine tune with speed settings in options menu. *CPU Mask: force the XCOM process on a specific CPU *High Priority: run XCOM with above normal priority *Skip Intro: Do not play thee introduction movie {Enabled} *Force Language: skip the language selection screen and use the specified language ([1->English], 2->Deutsch, 3->French) {Enabled} *D3D Width: Height of fullscreen resolution *D3D Height: Height of fullscreen resolution *Linear Filter: Enables bilinear filtering. Set to 2 to prescale the game (makes game less blurry) {Tactical} *Alien Inventory: Allow direct inventory access of mind controller units *Alien Bleeding: aliens take fatal wounds too *More Reaction Fire: Allow units to reaction fire on units changing their orientation *Hot Grenades: Primed grenades will detonate on schedule even if they are still held *Stunned units KIA: unconscious units destroyed by explosions no longer go MIA and trigger a kill *No Blaster Bomb Drift: disable the drift that happens between waypoint. Solves the "Collectors Edition Blaster Bomb Bug" as a side effect *More Smoke: increase the maximum number of smoking tiles from 400 to 2048 *Heavy Laser: rework the heavy laser a bit *Stun Fest: render most weapons capable of stunning enemies *No Auto Wake Up: stunned units won't wake up unless you use a medikit *No Alien Freak Out Messages: remove the "alien soldier has panicked" messages {Strategic: minimal impact} *Auto Sell: enable automatic production and selling of items *Start With All Missiles: Replaces cannons&ammo on Interceptors with Avalanches and removes the corresponding stuff from base inventory. *Assign All Personnel: assign all available scientist/engineers to the project by decreasing quantity below zero *General Store Capacity: change the storage capacity of general stores (default is 50) *Rank In Inventory: Draw rank icon in inventory screen *Show Money: print your current funds on the geoscape screen *Base Building Stacking: allow the predeployment of base modules in unconnected places *Fast Base Defenses: faster base defense sequence: 1->faster 2->faster and skip the button press {Strategic: moderate/heavy impact} *UFO Responds to Interception: Aliens will close to weapons range when attacked. GAME difficulty affects how UFO resonds. *Difficulty Level of Interception: Setting independent of game's difficulty. Aliens craft become harder to hit and their accuracy increases slightly as well. [1=Beginner...5=Superhuman] UFO damage _potentional_ fixed. *Manual Interception Fire Mode: craft do not fall back when a weapon runs out of ammo nor fallback when damage taken. *True Cautious Mode: when both weapons are the same, aircraft only fires one weapon until ammo exhausted before switching to the other and the stance imparts a penalty to UFO accuracy. Aggressive stance distance set to shortest weapons range. *Crafts Always Ready: allow crafts to take off even when not 100% refueled/rearmed/repaired *Retaliate Against Ground Assault: Give aliens a chance to retaliate when you attack a landed UFO *No Funkers: only guys that went on the last mission are promoted *Bloodthirst: grant promotions based on killing stats only *Disable Base Defenses: base defences won't shoot *Surrender Defence Missions: automatically lose base defence missions without a fight. Everything in the base is lost (soldiers, crafts, equipment) *Initial Alien Bases: number of alien bases to create right from the beginning *Funding Council Income Only: prevent making lots of money from looting/manufacturing *Limited Military: you start with this specified amount of soldiers and cannot recruit any more during the game. Wages are reduced to 2500 per soldiers *Improved Laser Tank: The tanks stats are improved but it requires Alien Alloys to produce. *Know Thy Enemy: Damage is reduced until an autopsy for the species has been done, unless a "lucky" shot does full damage. HE and IN damage are unaffected. *Ablative Armor: No changes for AP weapons but armor is more effective against HE, laser, and plasma. However, these attacks quickly reduce the armor in the location hit. *Alt Weapon Loadouts: reduces the extra ammo carried by most units *EU2012 Item Rules: Alien weapons have a biocheck self-destruct: Killing aliens has a high chance of destroying the weapon. Explosions leave no items behind. Panicked units don't drop items. Fire is bad for high tech items. *Weak Sectoids:Sectoids will have heavy plasmas replaced with rifles or pistols depending on rank. Only sectoid engineers will carry blaster launchers. *Zombies Will Hatch: Zombies will automatically convert to Chryssalids after a few turns. The resulting Chryssalid will have stats based on game difficulty. {Options [enabled] by default} *Doubleclick Movement: change the requirement for moving a unit in the battlescape from clicking a tile once, to doubleclicking it (within 500ms) *TFTD Doors: open doors (like Terror From The Deep) by right-clicking one just in front of the unit *Enhanced Chrysallid EFX: adds sound effects for zombification and Chryssalid hatching. *De-equip Crafts: you can remove weapons from your crafts *Reorder Soldiers In Crafts: change the deployment of the soldiers in tactical missions *Save Reserve Mode: Save the TU reserve mode between turns *Keep Base Navigation Modules: you can keep the Navigation Modules when you win a base assault { Enhanced Tactical AI } *Apply: Aliens are less indecisive and more aggressive. *Autofire Distance: The number of squares that if a target is within, an alien will try to use autofire against it. *Snap Distance= The number of squares that an alien will use a snap shot against a target. Otherwise, alien will try to use an aimed shot. { Equipment Screen } *Show Stats: Shows some stats in the equipment screen so that you can adapt weaponry according to the unit's strengths and weaknesses *Weight, Accuracy, Reaction, Psi Strength, Psi Skill: Strings to use on the modified equip screen *Show Grenade State: Change the object description when it's an armed grenade [Enabled] *Primed: Text to use to indicate a primed grenades *Save Equipment: Save the equipment from mission to mission [Enabled] *Auto Flares: Automatically equip flares during night missions == Bug Fixes == These initial fixes are not enabled by default since not everyone experiences the problems described. *Tactical Scroll: Enable/disable the fix that reduces the scroll speed in tactical mode *Animations Speed: reduce the speed of in-game animations (cursors, fire, smoke...) {Not necessary with new Battlescape Delay option} *Intro Sounds: restore the sound effects during the intro *Music Change Freeze: try to prevent the freeze that happens ingame when the MIDI music changes (experimental) ---These bug fixes are enabled by default. To disable a fix, copy the line to the [Bug Fix] section of the INI--- Radar Stacking=0 Funky Fire=0 Collectors Edition Blaster Bomb Bug=0 Door Jam=0 Personnel Overflow=0 Hostile Civilians=0 Crash On First Move=0 Tactical Sounds Fix=0 Craft Weapon UFOpaedia Fix=0 Pay For Dirt=0 Phantom Radar=0 Base Disjoint=0 Base Facility Dismantle-Construction Crash=0 Proximity Grenades=0 Proximity Grenades Experience=0 Transfered Crafts Refueled=0 Elerium-fueled Craft Bug=0 Displayed Base Maintenance Cost=0 Unconscious Unit MC fix=0 EOB fix=0 Tank/Cannon Ammo Storage Fix=0 Clip Weight Fix=0 Large Unit MC Fix=0 Large Unit Explosion Fix=0 Alien Weapon Selection Crash Fix=0 Weapon Loadout Fix=0 Change Sectopod Laser Modifer=0 Armor Modifier Fix=0 Zombie Fix=0 No Freebies for Tanks=0 *Radar Stacking: Fix the bug where having more than one radar for each type is useless. When enabled, each small radar has a 10% probability of detection and each large radar 20%[Enabled] *Funky Fire: only apply fire damage at the end of turn. Also doubles fire damage to compensate[Enabled] *Collectors Edition Blaster Bomb Bug: fix problems with setting vertical waypoints [Enabled] *Door Jam: fix the opened sliding doors no closing after a reload [Enabled] *Personnel Overflow: fix the overflow that occurs when there are 256 engineers/scientists present in a base. Values are topped at 255 now [Enabled] *Hostile Civilians: fix civilians becoming hostile after being mind controlled [Enabled] *Crash On First Move: fix the crash that sometimes happens when moving your first unit out of the craft [Enabled] *Tactical Sounds Fix:fixes problems with snakeman, celatid, and zombie movement and stun rod attack. [Enabled] *Craft Weapon UFOpaedia Fix:Accuracy is correct, Re-load time is obtained from correct dataset, and add flavor text added. UFO weapon range is now in KM and all numbers positioned better. *Pay For Dirt: Fix the so called "pay for dirt" bug where destroyed facilities have a monthly fee of 80K [Enabled] *Phantom Radar: Fix the bug where destroyed radar facilities still provide radar coverage [Enabled] *Base Disjoint: Remove the "base disjoint" bug which causes some base modules to be isolated during base defense missions [Enabled] *Base Facility Dismantle-Construction Crash: fix the crash that may happen after you delete a facility under construction. [Enabled] *Proximity Grenades: fix lost armed state when reloading a game [Enabled] *Proximity Grenades Experience: give experience to the thrower, not the victim... [Enabled] *Transfered Crafts Refueled: fix the "Fuel dump on transfer" bug [Enabled] *Elerium-fueled Craft Bug: fix the bug which causes elirium fuel crafts to return to base when their fuel level is 50% [Enabled] *Displayed Base Maintenance Cost: fix the problem where base facilities' cost shown in the base information panel are based on their location [Enabled] *Unconscious Unit MC fix: A unit under mind control will have the effect removed and its proper faction restored when knocked unconscious. *EOB fix: Units under Mind Control are not lost if battle is won, or if they are in the xcraft when mission aborted. *Tank/Cannon Ammo Storage Fix: The tank/cannon ammo will not take up room in storage similar to Craft Cannon ammo. *Clip Weight Fix: Clip weight in weapons is correctly assigned to the unit and removed when the weapon leaves the unit's possession. *Large Unit MC Fix: All sections of a large unit will be switched on a successful mind control attack. *Large Unit Explosion Fix:Explosions will now only affect a large unit once and not per section. *Alien Weapon Selection Crash Fix: fixes the crash after an alien throws a grenade and does not have another weapon available. *Alien Attacks Base Location Fix:An alien that attempts to attack one of the base's areas will not crash the game. *Weapon Loadout Fix: Corrects the weapon loadout on the small scout pilot and on the abductor's leaders. *Change Sectopod Laser Modifer:Removes the vulnerability to laser damage when 'Know Thy Enemy' mod since the mod make the vulnerability match the UFOpaedia description. *Armor Modifer Fix:Personal Armor is now assigned the correct category of damage modifiers. *Zombie Fix: Fixes the exploit where an MCed zombie that dies will give the player permanent control of the resulting Chryssalid. Also makes zombies to drop their weapons. *No Freebies for Tanks:Tanks at bases during Base Defense missions will have their ammo allocated by what is available in the base stores. == Range Based Accuracy == Apply an "efficiency" factor to the accuracy based on the distance of the target *Apply: Enable/disable the patch *Minimum Efficiency: The lowest amount to which the range will reduce the accuracy. *Snap Penalty Distance: Distance above which accuracy starts decreasing when using snap shots *Auto Penalty Distance: Distance above which accuracy starts decreasing when using auto shots --The number is calculated by doubling the range in squares on the battlescape. *Orange Cursor Threshold, Red Cursor Threshold: Control the cursor color {Advanced options} Add these lines to the INI under the 'Ranged Based Accuracy' section and change the numbers to suite your preferences. Aimed Penalty Distance=200 Auto Accuracy Dropoff=2 Snap Accuracy Dropoff=2 Aimed Accuracy Dropoff=3 *Aimed Penalty Distance: Distance above which accuracy starts decreasing when using aimed shots *xxxxx Accuracy Dropoff:The amount by which accuracy is decreased for each square over the set distance. == Line Of Fire Check == A soldier will need a line of fire toward the targeted alien to use psi. It is configurable for each mind trick: *Mind Control *Panic *Mind Probe == Music == Plays music from the PSX version of the game (CD or MP3) *Apply: Enable/disable the patch *Source: PSX CD/MP3 *CD Drive: Drive letter containing the PSX CD *MP3 Folder: Folder containing the mp3 files (relative to the UFO Defense.exe path) *Battlescape, ..., Terror Mission: semicolon ( separated list of files to play. Wildcards are accepted == Initial Base == Change the layout of your starting base Possible modules: *AccessLift *LivingQuarters *Laboratory *Workshop *SmallRadar *LargeRadar *MissileDefense *GeneralStores *AlienContainment *LaserDefense *PlasmaDefense *FusionBallDefense *GravShield *MindShield *PsionicLaboratory *HyperWaveDecoder *HangarTL *HangarTR *HangarBL *HangarBR *Empty == Battlescape Shortcuts == Add some shortcuts during tactical mode. Default key mapping (warning, the keyboard is considered qwerty): -UpArrow: unit goes up -DownArrow: unit goes down -LeftArrow: left menu -RightArrow: right menu -Return: end of turn -Escape: options menu -BackSpace: go to next unit, remove current from the queue -Tab: go to next unit -Space: go to inventory -PageUp: view goes up one level -PageDown: view goes down one level -1: reserve mode off -2: reserve mode snap -3: reserve mode auto -4: reserve mode aimed == Geoscape Shortcuts == Add some shortcuts in the geoscape. Default key mapping (warning, the keyboard is considered qwerty): -UpArrow: Rotate Up -DownArrow: Rotate Down -LeftArrow: Rotate Left -RighArrow: Rotate Right -MouseWheelUp: Zoom In -MouseWheelDown: Zoom Out -1: Geo Speed1 -2: Geo Speed2 -3: Geo Speed3 -4: Geo Speed4 -5: Geo Speed5 -6: Geo Speed6 -MouseMiddle: Intercept -B: Bases -G: Graphs -U: Ufopaedia -Escape: Options -F: Fundings Key names: *Standard keys (A, 2, etc) are indicated as-is *The following "special" keynames are available: **Back **BackSpace **Back Space **Tab **Clear **Return **Enter **Shift **Control **Menu **Pause **Escape **Space **Prior **PageUp **Next **PageDown **End **Home **Left **Up **Right **Down **Print **Insert **Delete **Num0 **Numpad0 **Num1 **Numpad1 **Num2 **Numpad2 **Num3 **Numpad3 **Num4 **Numpad4 **Num5 **Numpad5 **Num6 **Numpad6 **Num7 **Numpad7 **Num8 **Numpad8 **Num9 **Numpad9 **Multiply **Add **Separator **Subtract **Decimal **Divide **F1 **F2 **F3 **F4 **F5 **F6 **F7 **F8 **F9 **F10 **F11 **F12 **MouseMiddle **MouseX1 **MouseX2 **MouseWheelUp **MouseWheelDown **MouseWheelLeft **MouseWheelRight *If you need a key not listed here and you know its VK_* code, you can specify it with it's hex value (e.g. 0x90 for num lock) == Caps == Change the maximum value for each stats == Wreck Analysis == Ground assault missions have a chance of giving some info about the UFO's mission. The probability of finding something is proportional to the number of navigation modules recovered during the mission. Higher difficulty reduces the odds *Apply: Enable/disable the patch *Zone Discovered: String to use when the zone of the mission has been discovered. First %s is for the alien race, second is for the zone name *Mission Discovered: String to use when the mission type has been discovered. First %s is for the alien race, second is for the mission name *Both Discovered: String to use when both the mission type and the zone have been discovered. First %s is for the alien race, second is for the mission name and third is for the zone == Craft Ready Message == Show a dialog box whenever a craft is ready after refuel/rearm/repairs *Apply: Enable/disable the patch *Title, Info: dialog resources == Roswell == Scouts ships will sometimes crash on their own... *Apply: Enable/disable the patch *Jungle,Farm,Mountain,Desert,Polar: terrain names *Title,Info,Location,Type,Terrain: dialog resources == Hacks == *No Score Game Over: Disable game over when score is really bad *Big Brother: Whole map and every alien actions are revealed. Alien stats are accessible too *Alien Pets: Alien turn is under your control, best combined with "Big Brother" because lighting is not updated on alien turn *No Alien Psi: Aliens won't use psi attacks *Directly Use Alien Weapons: Can use alien weapons without need to research first *Recover All Clips: Do not throw away clips that have been used *Show All Locations: Display all locations (crafts, bases) regardless of whether they have been detected or not *FPS: Display FPS counter in the geoscape == OBDATA.DAT == Change the value of some OBDATA.DAT settings. To change a value, add a line "itemname setting=value" (without the quotes). For example: High Explosive Damage=200 Available settings: *Damage *Resistance (to explosions) *Weight *Damage Type *Auto Accuracy *Snap Accuracy *Aimed Accuracy *Auto TUs *Snap TUs *Aimed TUs *Size (clip size)
Dimenticavo: già provato e funge alla grande!
Buon divertimento, amanti della strategia a turni