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1995-03-09
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xALTER: XCOM (UFO) Soldier Attribute Customizer (version 1.01, March 1995)
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
File List:
xALTER.EXE \ these 2 files must be in XCOM main directory
xALTER.CFG /
xALT_101.DOC
If you are using this program already, see end of file for revisions.
----- USAGE -------------------------------------------------------------
1. xALTER
Alone will bring up the interface to customize values,
view soldiers, edit soldier names, and execute the main program.
This is what you should do initially so you can execute & undo the
changes to see what results you get, and if you're happy with them.
2. xALTER #
Followed by a number signifying the GAME number (1-10).
Once you have customized the values using the interface, you can
execute the program occasionally (when there are new soldiers) from
the command line. This option could be run with a batch file that
starts XCOM.
3. xALTER p
Early in the game psi SKILLs are irrelevant, so if psi skill is zero
then it will not be changed. After your soldiers begin to undergo
psi training (ie, psi skill > 0), you can then adjust psi skill with
the P parameter. Psi STRENGTH will be adjusted, just not tagged until
psi skill is > 0 (see below for tag description). Using the interface
psi strength/skill will not be shown or sent to file unless these
values show within XCOM. To display psi strength/skill double-click
on either attribute name - this will toggle on/off. These values are
still customizable, you just have the option of seeing them or not.
----- PROGRAM DESCRIPTION ------------------------------------------------
Each attribute (as seen on the SOLDIER screen within the game) is
customizable.
The values you can customize are as follows:
Minimum - this will assure that all of your soldiers have at least this
value for whichever attribute.
Maximum - obviously, the maximum value.
Increase by - this number represents the maximum you want an attribute
to be increased. The actual increase for a soldier will be random,
that is, the increase will be somewhere between 0 and this number.
Regardless of the initial value, a soldier's attribute will be no less
than Minimum, no more than Maximum, and increased by no more than
Increase by.
Tag Criteria - serves two purposes.
1. You set the value at which you would consider a soldier
outstanding. For instance, if you set the TAG CRITERIA for
Strength to be 50, every soldier with 50 or above will have a tag
added to their name. The tags are as follows:
Time Units Q (quickness)
Stamina E (energy)
Health H
Bravery B
Reactions R
Firing Accuracy F
Throwing Acc T
Strength S
Psi Strength P
Psi Skill K
> 5 * (outstanding in greater than 5 categories)
none X (no outstanding qualities)
So, soldier Max Klinger may end up as Max Klinger-RFS, indicating
that Max is outstanding with regard to reactions, firing, and
strength. If a soldier's name is too long with the tag added,
his name will be changed. For example, M. Klinger-QBRFT.
I found this extremely beneficial when equipping my squad,
Don't give a rocket laucher to someone without an S, etc. This idea
was modified from an XCOM strategy article in CGW and it serves me
well.
If you're receiving all X's, your standards are too high.
Likewise, if you have a lot of *'s, your standards are too low, or
your raising the attributes too much. I rarely sack an X, I just
use them for Kamikazi duty - gain experience or die, whichever comes
first.
Just EXECUTE,UNDO, and adjust values until you like the results.
The configuration file included will be a good start, but you may
want to adjust the tag levels. I find that tag cutoffs must be
raised once most soldiers gain experience.
Again, Psi Skill values are unique. If Psi Skill = 0, no tag for
EITHER Psi category will be added (though Psi strength will be
adjusted according to the values you select, just not tagged until
these values are revealed in the game).
2. The second purpose the tag serves is to prevent a soldier from
being adjusted every time the program is run. The program looks
for a tag, namely the "-" character, if it exists, the soldier's
values are left alone, hence, only new recruits are changed (those
recruited since last time xALTER was run). Herein lies one of the
program's restrictions. If you have changed some of the soldier's
names, and that name has a "-" in it, that soldier's values will not
be changed. So, you're safe unless you have some hyphenated names.
If you edit the soldier's name after xALTER and delete the tag, that
soldier's values will again be changed next time xALTER is run.
Thus, the tag also ensures that a soldier's values will be changed
only once - either the first time this program is run, or when first
recruited.
The initial TAG is not permanent, if you change the criteria the tag
will be updated, but not the attribute's values. For example, if you
raise strength criteria to 60 and Max is a 55, his S tag will be
removed if you run the program. The ATTRIBUTES are permanent once
saved (unless you delete the tag). But, as mentioned above, the
soldier's values will change with experience/injury as they should -
only new soldier's values are changed (i.e., initial values). There
is no risk whatsoever that the modifiers (fatigue, experience, etc.)
will be affected by xALTER. If you just want the tag, set
MIN/INCREASE to zero.
The best approach is to play around within the interface to achieve values
you find acceptable, then you can use the program from the command line.
----- OTHER IMPORTANT STUFF -----------------------------------------------
1. xALTER # saves a backup file (SOLDIER.BAK) that will be replaced with the
latest SOLDIER.DAT everytime the program is executed. If you issue xALTER
using command line parameters and are unhappy with the changes, just copy
SOLDIER.BAK over SOLDIER.DAT before you run xALTER again. If within
the interface, changes are saved only if you choose to save them, so no
backup is created.
2. This program does not manipulate anything you don't see from the soldier
screen within XCOM (except for Psi Strength with a new game). The
attribute values are changed only once and from then on a soldier will
improve with experience just as normal, and if he eventually exceeds the
criteria, a tag will be added. For best results, use this program with
a new game (ie, soldiers that are not veterans). If you use veteran
troops and you want a certain soldier to be skipped by xAlter, and
retain whatever his current values are, add "-X" to his name within XCOM,
NOT with xAlter. Then when you run xAlter this tag will be appropriately
updated without his values being changed.
3. Any attribute you don't want changed, set MINIMUM and INCREASE BY to
zero - tag placement will then be the only thing assessed. If you want a
minimum value but don't want an increase above that, set MINIMUM to the
value you desire and set INCREASE BY to zero. If you don't want a tag
added for a certain attribute regardless of how high it gets (eg, health
or stamina, IMO), set TAG CRITERIA *greater than* MAXIMUM value. Once a
soldier has been tagged, none of the values will have an affect on that
soldier other than TAG CRITERIA.
4. I have attempted to include some amount of error-trapping but I'm sure
it is not exhaustive. Therefore, if you strive to trick xALTER, you
undoubtedly will.
5. xALTER will sort soldiers in the base by rank, highest first.
6. Please, if skeptical, make your own backups before using this program.
----- CHEAT IF YOU WANT --------------------------------------------------
I created this program for myself and I was pleased with the outcome so
I added an interface to allow some customizability. You can increase the
values by as much or as little as you want, and the increase is random - so
you can cheat with a clear conscience <g>. xALTER eliminates the
RECRUIT/SACK routine used to obtain the best soldiers, while maintaining the
challenge of the game. If you've used one of the soldier editors available,
this program achieves similar results, only randomly.
Lastly, this program was created based on the work of many others who
figured out what was in the .dat files - I couldn't have done any of this
with out them.
Send me suggestions or comments, and let me know of any problems.
Here's hoping XCOM2 is released on schedule.
Rod Hillis (CompuServe: 73500,2230)
===========================================================================
REVISIONS:
initial version - has no version number on help screen
v1.01/Mar 95 (as seen on help screen)
- fixes UNDO bug where some names would become truncated when program is
EXECUTEd and changes are UNDOne either one or more times
- program should now handle any name except one with a hyphen. The
original didn't anticipate anything other than first/last name
(Bill Gates), such as those generated by XCOM. If a complex name
was used (Bill Gates III), xALTER assumed the name was Bill
Gates (and would have omitted the III). As long as you avoid "-",
things should work fine.
- allows Psi Strength to be altered BEFORE Psi Skill is > zero. So,
soldiers can have a minimum initial psi strength (if soldier already
has a tag the value won't change, only new recruits will be affected).
The Psi Strength tag (P) will not appear until Psi Strength/Skill have
been revealed within the game. The "P" command line option will only
work for Psi Skill, and only once a soldier has begun Psi training.
The "P" will work repeatedly. In other words, Psi skill will be
altered for every soldier, every time you use the "P" command line
option. To avoid values being changed every time, set MINIMUM to the
value you desire, and set INCREASE BY to zero. This will asure the
soldier has the minimum value but will not change it further. Psi
skill will be tagged with or without the "P" option once a soldier has
begun Psi training. The "P" option is only for CHANGING psi skill
values.
- purges dead/sacked soldiers from view. A side effect of this is that
new recruits will not be changed until they are in base. If they
have not yet arrived they will not be altered. If changes are made to
a soldier who is at a site, the changes will not take place until the
soldier returns to base. Any soldiers that have been missed will be
altered the next time xALTER is run.
- modifying factors are now taken into account for viewing, file output,
and assessing tag update. They were ignored with the initial version.
- can now edit soldier's name by double-clicking on name in view window.
As in XCOM, the name is restricted to 19 characters. xALTER adds on the
tag automatically, but you must count it as part of the 19 characters.
If the name + tag is greater than 19 characters either the first name
will be abbreviated, or if this has already been done, no name change
will occur. Just try another name, and if you're counting characters
add the tag also (Mel Brooks-FS would be 13 characters).
- using the interface an option exists to create a file with soldier
information (xsquad#.txt, where # is the game number). From the
command line a file is automatically created. (Ms=missions; Kl=Kills;
K/M=Kills/Mission; Ar=armor; RD=recovery days; t=in training)