UFO: Extraterrestrials: Cheat (GF UNIMOD – Edited Soldier Recruitment and Mod Settings Files)

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June 18, 2020
23 minutes
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By Jonny Gamer

UFO: Extraterrestrials: Cheat (GF UNIMOD – Edited Soldier Recruitment and Mod Settings Files)

All of the following has already been written in the comments here: https://www.playground.ru/cheats/ufo_extraterrestrials_kod-7043/

UFO: Extraterrestrials: Cheat (GF UNIMOD – Edited Soldier Recruitment and Mod Settings Files) Free Download

But I decided to duplicate and put it separately.

In the gold edition, saves are unpacked and packaged directly from the in-game menu, no commands need to be entered in the commander. There (in the menu) at the top right there are two small buttons – “Pack saves” and “Unpack saves”. The names of the buttons may be different, I wrote this from memory.

However, I personally play with the mod GF UNIMOD, of course, there the saves have a different volume and are not unpacked with a standard unpacker. There you already need to ask the author of the mod – it seems that his already converted unpacker is even included in the mod kit, however, it does not work according to the commands standard for the old unpacker.

For some reason I put the mod – not even so much because of the mod, but rather because of the fact that it is possible FPS make graphics to a minimum (WHY do you need FPS in a turn-based game, who will explain to me?), after that the game very rarely crashes. Yes, and there are a lot of settings in fashion, plus, open source sources, mod modules can be edited directly with pens, even for such an amateur in programming as me.
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for instance, module with new recruitment of soldiers. It is called sectionrecruitment.xscr and is located at UFO Extraterrestrials \ data \ gamesystem \ base. Open the file with notepad. Pfft, God forbid you remember that you need to change there, it was a long time ago.

Line 728, See gfCreateNewRecruit section. The line starts with two slashes and a bunch of dashes, don’t miss. Below it, everything must be changed. Lines with two slashes are comments for the convenience of programmers, by the way.

Line 737 – the floor of your soldiers. If you want men – do object photoInfo = gf_unitPhotoRnd (“man”); if you only want women – do object photoInfo = gf_unitPhotoRnd (“woman”); if you want everyone – do nothing object photoInfo = gf_unitPhotoRnd (“”);

Lines 751-767 – in fact, the characteristics of the hired soldiers. I didn’t dig into the formulas and figure it out (laziness), I only found out that it is undesirable to set the initial characteristics higher than 80, and then they are in a rocking chair and on tasks will be pumped up to a hundredth. If you put it above 80, the formulas freeze and NIPAIGREE, heh. We set the maximum to 100, of course, and the initial – 80. It looks like this for me:
newRecruit.strengthACT = 80;
newRecruit.strengthMAX = 100;
newRecruit.strengthSTA = newRecruit.strengthACT;

newRecruit.braveryMAX = 100; // 80..100 points
newRecruit.vitalityMAX = 100; // 60..100 points
newRecruit.perceptionMAX = 100;
newRecruit.agilityMAX = 100;
newRecruit.throwingMAX = 100; // 70..100 points
newRecruit.shootingMAX = 100;

newRecruit.braverySTA = newRecruit.braveryACT = 80;
newRecruit.agilitySTA = newRecruit.agilityACT = 80;
newRecruit.vitalitySTA = newRecruit.vitalityACT = 80;
newRecruit.perceptionSTA = newRecruit.perceptionACT = 80;
newRecruit.throwingSTA = newRecruit.throwingACT = 80;
newRecruit.shootingSTA = newRecruit.shootingACT = 80;

I stupidly demolished the formulas of random initial characteristics and put numbers, as a result, all soldiers are available for recruitment from us at once from 80 in characteristics and from 100 in the maximum for development.
Save the file and rejoice.
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Next module unimodsettings.xscr and it is stored at UFO Extraterrestrials \ data \ unimod. As the name implies, this file stores the mod’s settings, and specifically we need: an overview of the units (someone asked above about the fog of war – so, when I turn, my unit just shines like a searchlight, to the edge of the map and sees everything on paths, of course), an overview of the aliens (so that ours would only be noticed at close range – but they will still answer accurately, at least shoot from the other end of the map, so I do not recommend running up at close range), production speed and healing speed (so that soldiers are treated at the base almost instantly). It seems that I have not changed anything else, I still don’t remember.

ATTENTION: the mod has a check for changing it by third-party programs, after changing / when starting the game, it may swear and ask to overwrite the settings file again. Click Abort or Cancel, I don’t remember what he offers there..

Lines 808-810 – here is the ratio of the visibility of ours and the Allen. In the gold edition, a bman mod is embedded, which allows you to make the allen blind in comparison with ours, but the author of the unimod, although he included the bman mod in his, fixed it and tied the viewing range in the menu so that it was possible to make it harder, but not easier … We will correct this injustice. So, just comment out the linking of the reviews, as a result, in the mod settings menu, we will be able to reduce and increase the review of the aliens and ours, as we please:
// controlling los values
// unimod_getSetting (“gf_alienSightRange”). addProperty (“lowerLimiter”, “gf_cafSightRange”);
// unimod_getSetting (“gf_cafSightRange”). addProperty (“upperLimiter”, “gf_alienSightRange”);

ATTENTION: if you just copy lines from here, remove the space after unimod_getSetting and addProperty! (the playground engine does not allow you to place lines without spaces longer than 50 characters in comments, I had to stick it in). Although it is possible not to remove spaces specifically here – all the same, we commented out these two lines.
Comment out – put two slashes in front of the lines, after which the program will no longer pay attention to these lines and will not compare the viewing range when it is changed in the menu, respectively.

Lines 584-589 – actually, the viewing range itself. It looks like this to me:
// GrayFiend: additions in release GF-UNI-MOD v.3.70
unimod_createSettingPM (“gf_cafSightRange”, 10, 200, 5); // 5% steps
unimod_assignSettingDefaults (“gf_cafSightRange”, 100, 100);

unimod_createSettingPM (“gf_alienSightRange”, 10, 200, 5); // 5% steps
unimod_assignSettingDefaults (“gf_alienSightRange”, 100, 100);

I decipher: the first two lines are our range, 10% minimum, 200% maximum, the change step in the menu is 5%, the default is 100 (you can put 300 instead of 200, on large maps I no longer remember whether 200 is enough or not, however , please note that if the view is too large on weak computers, the game may slow down or crash). The second two lines are the range of the allen. For convenience, I did the same with ours, and from the in-game menu you can already configure how we will play – I have already disabled the binding on 808 lines.

Lines 290-291 – acceleration of production. The author of the mod made at least 50% of the production time, we need to make 1%. The lines should look like this:
unimod_createSettingPM (“bman_productionfactor”, 1, 200, 1); // %%
unimod_assignSettingDefaults (“bman_productionfactor”, 100, 100);

ATTENTION: if you just copy lines from here, remove the space after unimod_createSettingPM and unimod_assignSettingDefaults!

Decoding: minimum 1%, maximum 200%, step 1%, default 100%. Save, set the minimum in the in-game settings. This does not mean that you and one technician will build interceptors with might and main – but the production time will be VERY significantly reduced..

Lines 293-294 – the speed of healing the soldiers at the base Right there, just below the production speed. The author of the mod made the acceleration of the treatment speed only 5 times, but we accelerate it to 100. It should be like this:
unimod_createSettingPM (“bman_healingspeed”, 1, 100, 1);
unimod_assignSettingDefaults (“bman_healingspeed”, 1, 2);

Decoding: minimum 1, maximum 100, step 1, by default it is at minimum. We save. Inside the game, in the settings menu of the mod, we are already accelerating to 100.
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Actually, according to the changes in the lyrics, I have everything in fashion, I did not see anything else interesting for changes there. I would only advise you to reduce all FPS settings in the graphics settings of the mod to a minimum and completely disable the effects on the globe (sounds and explosions). As it turned out, when a bunch of saucers flies and shoots, it all loads the CPU specifically. So the effects of the globe are forest. Give all orders on the globe strictly on pause, without rushing. Especially slowly click on the images of the interceptors on the right if you need to select a specific one – if instead of selecting an interceptor, an area selection frame appears, the game will almost certainly crash. Such is the game bug or mod, I don’t know. Well, save more often under different names, in the settings, be sure to turn on autosave when leaving the mission to the globe – at this time, crashes happen most often. When entering the mission, I had a flight only once. And yet – in the mod’s settings it is possible to adjust the frequency of shots, so, over time, you want to speed up the game and increase this frequency (in the settings, respectively, reduce the delay between shots and the time of the shot itself) – so, for simple and beam rifles, you can set almost an instant shot, but for intermediate ones, like a laser, it cannot be greatly underestimated, because for a laser shot itself, the animation rendering is long and with excessive acceleration, the game will not impose a new animation on the old one that did not have time to complete the rendering, but stupidly crashes. Change your shot rate wisely!

It seems that I wrote everything off. There is not much.
I don’t use Artmani when I have it cheat engine.
Money through cheat engine we filter out by a large amount almost instantly, there are more such large numbers in the game and there are no, the number is 4 bytes, the exact value. Date(day) can also be caught, a month longer to catch, all this is also four-byte, however, keep in mind that when rewinding the date back (for research, for example) it is advisable not to have unfinished buildings, for them the date will also be rewound, heh. And the plates will not appear when unwinding the date until the return to the normal date, and the results of the month will not appear if the unwinding passes through the end of the month.
What else. Cartridges on missions and interceptors are also four-byte. Number of strokes We are looking for the soldiers and the strength of the interceptors as “Float”. During the first mission in the game, the number of moves for an unknown reason may not be float, but a whole four-byte, so if it doesn’t find it by float, we look for four-byte. Do not forget to defrost the values ​​when exiting-entering from missions. Each mission must be sifted out again. I had a gag with the tanks, it seems that their moves are not so easy to find, there is an imaginary variable. Interceptor values ​​(durability and ammo / missile stock) do not change until the save is reloaded. The addresses of the moves and the cartridges of the soldiers change every mission. I could not find permanent pointers, so that in each mission I did not search again, because there a chain of at least 10 offsets, or even up to 20 can reach. Through the autoscanner of pointers, my laptop will search for such a long chain until the end of the century, but I don’t know how to optimize the process. I have no knowledge of working with memory, yes. However, the moves of the soldiers are found after the first dropout, the cartridges after a couple of shots – nothing difficult. It’s annoying, yes, but spending a couple of minutes at the beginning of the mission and then running it running is worth it. Everything for cheat engine.

P.S. For editing textbooks I recommend Notepad++.

P.P.S. When you first start the game, it may start at the wrong screen resolution – you can either try to find the buttons somewhere outside the screen with the mouse, or manually find the resolution in the game configuration files.
Also, over time it gets out button click sound, it cannot be disabled from inside the game at all! Only from a file! If I’m not mistaken, then here:
UFO Extraterrestrials \ data \ ufo-et.ini
We are looking for the line clicksoundvolume and change its value, the less, the quieter the sound of pressing the buttons.
Screen resolution in the same file, but its values ​​are scattered by default somehow stupidly.
Screen height height in the middle of the file, screen width width at the very end.

P.P.P.S. I reread it and decided to make another small addition (almost the size of the entire previous text, ha), but I will not edit the main body of the text, but I will add here at the end.

It did not work to catch (weed out) fuel from the interceptors in the cheat engine. Who can, unsubscribe here, where and how to catch him. I tried to catch from 1 to 100, and from 1000 to 10000 in all types of value – I could not. And to decrease-increase, and not stupidly to the exact value – I did not catch it. There is a suspicion that the fuel is stupidly tied to the takeoff time of the interceptor and cannot be changed so easily, because it is constantly checked against time, I don’t know.
Rockets I advise you to catch at least a couple of interceptors, although it takes longer to catch powerful missiles, because their interceptor carries only 4 to 6, but it is useful. The cannons are easy to catch, but of little use. I am also VERY interested in whether it is possible to increase the speed of interceptors, perhaps even in a simple way, by editing text files. I suspect that it is possible, I just don’t know where to look, but I’m reluctant to dig up tons of text. Who knows, tell me.

Still interested in catching control points. Or not points, but points of game progress, I don’t know what else to call. Because with a simple rewinding of the date back, the plates stop meeting, and all financial transactions are calculated and will be displayed only in the next “real” month. And I would like to rewind the date and so that the plates do meet. So that, therefore, the final balance of the month was positive. Whoever is interested and finds how, I will be grateful.

First aid kits the soldiers also have four bytes. The counter of the charges of the first aid kit is located with 1-2 screenings (I am writing specifically about the large first aid kits, which have 50 or 75 charges). Sometimes aliens manage to hit with critical hits or from heavy weapons, and the soldier needs to be healed. Although I did not try to catch the indicator of the number of critical hits itself – it makes little sense, when there are still a dozen of them in the ship, I put the crippled-healed aside (because from critical hits his characteristics and, most importantly, accuracy will be reduced until the end of the mission), took new, caught everything he needed from him, and went on to play.

And most importantly, shields. In order for the soldiers to be injured as rarely as possible, we need to catch and freeze shields in addition to moves and cartridges on missions. They are usually searched for by one dropout at the first hit, a four-byte variable. The meaning is always double – real and on-screen, do not worry and boldly restore to the maximum and freeze both.

My favorites have been removed for unknown reasons paralyzing batons. The trouble. Paralyzing rockets do not help, they are too heavy and bulky. It is required to quickly-quickly develop to a paralyzing grenade and a paralyzing pistol. However, the paralyzing pistol, in addition to paralyzing, does damage, which is not good, because there are many wounded aliens on the knocked down plates (they usually cluster in one of the rooms on a plate, each type of plates has its own room for the wounded), and when trying to paralyze from a stranger’s pistol you can just finish it off. Therefore, I recommend paralyzing grenades, however, against some types of Allen they are of little use: phantoms, priests, and Ikskomovskie aliens in yellow cloaks (who have their appearance in missions enabled). Ikhskom’s yellow aliens generally have prohibitive paralysis resistance, close to 100%. In general, to find out whether it is possible to paralyze an alien and whether he is alive at all or is it mechanical, examine his corpse and see information about it in ufopedia – if there is a figure in resistance to the type of weapon, then this weapon will affect the alien, but if a dash, then no. Accordingly, if instead of paralysis there is a dash, then the alien is not alive. Don’t even try to paralyze any mechanoids. It’s a pity that the game does not provide for some kind of stun gun to capture any cyberdiscs, yes.

Further, by paralysis. Paralyzed aliens are not considered alive by the game, but killed in a particularly beastly way and with particular cruelty. Therefore, in the place where the paralyzed alien lies, you can arrange at least an Armageddon – he will not die for real, as it would have been in the first UFO, but we will get it in the form of a whole and living half-corpse at the end of the mission.

I advise you to conduct research on living Ikskomov aliens only if the game is relatively fair. Otherwise, such a horde of Ikskom’s soldiers-helpers around the transport only gets in the way. Especially those that appear with a bug, inside the nose of the transport – the X-coma soldier is not visible, and the pointer shows that there are two living objects. Interferes.

Of weapons at the initial stage of the game, I recommend heavy lasers – good damage, plus lasers in the game have almost the highest accuracy of all types of weapons.

Air battles a little underdeveloped. First, forget about how the avengers briskly caught up with the plates in the first UFO. Here, if you do not go to the saucer on a collision course, moreover, close enough, or did not take off to intercept when the saucer flew over the base, it is unrealistic to catch up with the saucer, even with the last type of interceptor. Assault (the so-called final) transport in air combat is also almost useless – it will fight off a scout, but no more.
Ragged, all in holes, almost killed, the saucer, which is held in the air on parole and one wing, will not slow down at all / try to fall or try to land somewhere for repairs, as it was in the first UFO – no, it will quickly pick up speed and will leave our interceptors at full steam in order to safely fly in an almost killed form on the other side of the planet. At the beginning of the game, the scouts can still fly slowly – then they can be caught up only when they fly over the base, or they will have to arrange air ambushes, sending one interceptor in pursuit and a couple of fans on a collision course. And if you look at Wikipedia, then the larger the plate, the higher its maximum speed..

there is one more trick – if the scout is flying relatively close to the base, you need to raise the transport, enter it into the UFO radar coverage area and fly away behind the base – the plates ALWAYS attack the transport, if no one hits them, even the scouts, so you can lure the scout to the base and shoot him down there … Another nuance – the scout himself will never get involved in a battle with an interceptor that has just taken off, but he will happily catch up and beat the interceptor returning to the base without fuel. Another flaw – even if an interceptor without fuel cannot respond to a plate of course guns hanging on its tail, why can’t it respond with missiles? And the shooter protecting the tail of the aircraft was even on the IL-2 attack aircraft, not to mention the bombers. And the interceptors of the future don’t even have a tiny tail turret. Ay-yay. In general, be careful and do not chase the plates on the remaining fuel if you are not sure that you will have time to knock them down, even if you catch up.

Difficulty change I was somehow not impressed with the new game at the start, except that I had a terrorist attack on my territory on the 10th day of the game (while on low difficulty I met terrorist attacks only on the continents occupied by the aliens). Yes, the aliens themselves have become 30-50 percent thicker. It became harder to shoot down the cymbals, in the sense that they became either thicker or more often hit by interceptors. That’s the whole difficulty. Changing the complexity in the mod’s settings is even more confusing, it seems to me. The author of the mod was going to make a bunch of improvements to the game (among which the taking control of aliens and the ability to carry corpses are worthy of mention), but for some reason stopped development (lack of time or funding is to blame, I don’t know). It’s a pity.

The second part of the game like doing-doing and never finishing it, long-term construction. It’s called UFO2Extraterrestrials: Battle for Mercury, if anyone is interested. The developers’ site is alive. Wiki link: en.wikipedia.org/wiki/UFO2Extraterrestrials:_Bat…

All crashes and brakes in the game, it seems to me, are mostly due to the fact that the graphics in the game are presented not just by drawings, but made in 3D. The game looks more beautiful, it is easier to make it in a sense, however, the requirements for the characteristics of the computer are greatly increased. Although, of course, the matter may be simply in insufficiently optimized code.

Pfft, in general, when working with a cheat engine in this game, Fallout 2 comes to mind with nostalgia, in which either the variable addresses are static or the pointer chains are as short as possible. In a couple of minutes, I made a table that will work even when the game is restarted, and you enjoy it. There are a bunch of soldiers in the Urals Federal District, not just one, hence the whole burden.

If you enable the maximum frequency of appearance in the mod settings commanders(green), then they can eventually land even on a scout. By the way, the more actively you resist the aliens, the more aggressive they become, and in the end there will be continuous retaliatory strikes on several battleships. As I read in the comments of programmers when swarming in modules – the last (red) aggressive mode is just an asshole (full f ***, if in Russian). The aggressiveness mode is shown in color in the target line of the plate visit (shown only after researching some parts of the plates and after building a large laboratory). Yes! Do not take off with interceptors in retaliation unless you are sure you can handle the plates! If the base is captured, all interceptors landed on it will be destroyed!

If you have edited only textbooks and do not work with cheat engine (so-called. relatively fair play), then the game cannot have a positive financial balance if you have too many bases – even despite the fact that the author of the mod added the payment of money for the corpses of aliens, with a large number of bases and interceptors, the costs of their maintenance are still too high, and plates too little. The maximum number of bases (nine) with six interceptors on each subsidiary cannot be pulled! But there is a way out – enable the appearance of UFO squadrons in the mod settings. It:
1. Payment of a good amount with 100% destruction of the squadron.
2. A bunch of knocked down plates, which means money.
Immediately, I note that the knocked down plates lie for about a day and in order to visit them all, at least two vehicles must be kept at the main base. One is not enough! Here I remember with longing UFO Aftermath, in which the transport teleported to the nearest military base from the target and from there went on a mission, and you could also fly one transport from one mission to another without landing on the base, as a result, all the trophies were added up, and the soldiers rose immediately after the mission. But what is not – that is not. In UFO Extraterrestrials, the transport is required to return to base after each mission to raise and heal soldiers and send captured equipment to the warehouse. Advice: avoid simultaneously returning transports to base! The game may crash when updating data! If two or more vehicles are returning at once, hold them so that they return with some interval between them.!

Another feature of UFO Aftermath is heavy suits with heavy weapons and shotguns, even if the soldier is slow and cannot walk in them, but if he fries from some kind of pendant machine gun, then he fries, and the balance is maintained – powerful, but slow. But this is so, a departure from the text. UFO Extraterrestrials also have a shotgun and even have a particularly lethal ammunition for it, however, an ordinary rifle has an auto shot gives 5 (five !!!) shots, so a shotgun with its, it seems, two shots in an auto shot with not particularly high damage. although with increased armor penetration and, like, an increased chance of critical damage, it is immediately sent to the warehouse, and not on the mission. 5 shots or 2 at a time – the choice is obvious. Or shotguns don’t have an autoshot at all, I don’t remember already. If in UFO Aftermath the shotguns only fired almost point-blank and possessed monstrous power, plus the soldiers received increased experience for their use (it is logical, if you think about the risk of getting close to the allen point-blank), then in UFO Extraterrestrials the shotguns have no monstrous power no and, in fact, these are just castrated rifles with no automatic fire and no range.

Highly recommend download a picture with a research tree from the mod developer’s site (see the link at the beginning of my heap of text). Black (unique) research can be caught randomly after completing a tactical mission.

Research tree for GF UNIMOD (for normal viewing with the right click – open the image in a new tab, in my Opera like this):

Spoiler
UFO: Extraterrestrials: Cheat (GF UNIMOD – Edited Soldier Recruitment and Mod Settings Files)

I will add that in my opinion, UFO Extraterrestrials is the only worthy remake of the first UFO that comes as close as possible to this masterpiece. About what the developers themselves wrote that they drew inspiration from the first UFO. Even if the graphics in UFO Extraterrestrials are not at the same level as in “XCOM. Enemy Unknown”, but in this game, it’s not so much the graphics that are important as the game component! However, in the course of development, some of the chips of the first UFO were irretrievably lost somewhere, which was the reason for the development of the mod. I am especially sorry for mind control and a blaster with a controlled trajectory of a projectile flight – I hope the author of the mod will someday continue to work.

And the most important thing! Remember to back up your files before making changes to modules!

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