UFO-Scripts/campaign.ufo
Campaigns
- name V_STRING
name of campaign
example: "_Standard Campaign"
- text V_STRING
example: "_txt_standard_campaign"
campaign description
- team V_STRING
example: human
which team?
- soldiers V_INT
how many soldiers in this campaign?
example: 12
- difficulty V_INT
what is the difficulty of this campaign? 0 is standard, the greater the harder. This modifies the rate at which alien interest increases throughout the campaign.
example: 0
- minhappiness V_FLOAT
if more than half the nations have a happiness below this value, game will be lost.
example: 0.30
- maxdebts V_INT
the maximum money you can borrow before loosing game.
example: 20000
- xvirate V_INT
maximum average XVI rate of nations before the game is lost.
example: 70
- researched V_STRING
list of researched topic when the game starts.
example: rslist_human
- ugvs V_INT
number of UVGs you start the game with.
example: 2
- equipment V_STRING
which equipment to use
example: campaign_player
- market V_STRING
which market definition to use. This is an equipment definition, too
example: campaign_market
- credits V_INT
how much credits at start
example: 500000
- map V_STRING
which map to use for geoscape? The maps are in base/pics/geoscape. There need to be different maps, for the 2D geoscape a version for day and a version for night, for the 3D geoscape a map for each season in at least the low resolution version; masks for culture, nations, population and terrain are also needed. Have a look at the existing ones for more information.
example: map_earth
- visible V_BOOL
is this campaign visible in campaign list
example: true
- date V_DATE
starting date
example: "2000 0 7"
- researchrate V_FLOAT
The number of research hours a single scientist produces for each hour of game time. Raising this number makes research go faster.
example: "0.8"
- uforeductionrate V_FLOAT
This number is used in the equation that determines how many UFOs are spawned in a given cycle. Must be between 0.0 and 1.0. Higher numbers will result in fewer UFOs spawning.
example: "0.75"
- employeerate V_FLOAT
An abstract number to increase or decrease the number of new employees a player receives each month. The base number will be multiplied by employeerate. If a nation was going to give 2 soldiers and employeerate is set to 1.5, the player will receive 3 soldiers. Note: nation happiness influences this as well so there is more at play than the nation employee value in nations.ufo.
example: "1.0"
- initialinterest V_INT
The alien interest level at which the game starts. Alien interest increases one per day and is used to determine at what stage of the game UFOs appear, as well as some special events. Default is 20.
example: "20"
- alienbaseinterest V_INT
The alien interest level at which aliens begin building bases. See initialinterest above.
example: "200"
Salary definitions
You can define the salary values for each campaign. Valid identifiers are:
- soldier_base V_INT:
- soldier_rankbonus V_INT:
- worker_base V_INT:
- worker_rankbonus V_INT:
- scientist_base V_INT:
- scientist_rankbonus V_INT:
- medic_base V_INT:
- medic_rankbonus V_INT:
- robot_base V_INT:
- robot_rankbonus V_INT:
- aircraft_factor V_INT:
- aircraft_divisor V_INT:
- base_upkeep V_INT:
- debt_interest V_FLOAT:
Example
salary { soldier_base 3200 }
Example
campaign main { name "_Standard Campaign" text "_txt_standard_campaign" team human soldiers 9 scientists 6 workers 14 medics 2 difficulty 0 minhappiness 0.30 maxdebts 200000 xvirate 70 salary { soldier_rankbonus 500; } researched rslist_human ugvs 2 equipment campaign_player market campaign_market credits 1350000 map map_earth visible true date "2084 79 6" }