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============= MR KNOWITALL'S IN-DEPTH GUIDE TO X-COM INTERCEPTOR =============
============================= GAME EDITING GUIDE =============================
=============================== FINAL  09/10/02 ==============================
============================= andrew-l@telus.net =============================
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WARNING
Introduction
What's New?
Backing Up and Restoring
Editing
Legal Stuff
Credits

*WARNING* MAKE SURE YOU MAKE A BACKUP OF THE 'GAMESETTINGS.INI' FILE BEFORE
YOU START DOING ANYTHING. I AM NOT AND WILL NOT BE RESPONSIBLE FOR ANYTHING
THAT HAPPENS TO YOUR GAME IF YOU DO NOT BACK IT UP!!! I WILL ALSO NOT BE
RESPONSIBLE TO WHATEVER HAPPPENS IF YOU EDIT SOMETHING THAT IS NOT DESCRIBED
IN THIS DOCUMENT. DO SO AT YOUR OWN RISK!!!

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Introduction                                                                  
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This is an in-depth guide to X-COM Interceptor. This guide deals with the
aspect of editiing the game's settings.

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What's New?                                                                   
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09/10/02 Final version. Some tidying up, and a change of e-mail address.

10/16/01 1.0c- I'm very forgetful, alrite???

10/16/01 1.0b- Added a site on which this file can be found.

10/15/01 1.0a- Just some tidying up.

10/08/01 1.0- Started the guide.

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Backing Up and Restoring                                                      
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First of all, you will be editing your 'GAMESETTINGS.INI' file. It is in the
directory with all of the Interceptor 'stuff'. If you can't find it, it is
probably a hidden file.

To back it up, simply copy it and paste it into the same directory.

To restore it, delete the 'GAMESETTINGS.INI' file, then rename 'COPY OF
GAMESETTINGS.INI' to 'GAMESETTINGS.INI'

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Editing                                                                       
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Economics settings based on difficulty
StartingTreasury- How much money you start out with for each diffulcty level.
ExchangeRate- The amount that is multiplied by how many raw materials are
mined.

Beam Weapon Attributes
Cost- The purchase or manufacture price for the weapon, in thousands of
dollars.
ProdTime- The amount of time it takes for the item to be manufactured. A
ProdTime of zero means that the item is bought, not manufactured.
Range- The maximum range of the weapon in kilometers.
Damage- The amount of damage done per shot.
EnergyCost- How much energy it takes to shoot the weapon; drained from the
energy capacitor.
RateOfFire- The number of shots you can fire per second.
SellPrice- How much money you can sell the weapon for.

Missle Launcher Attributes
Cost- The purchase or manufacture price for the launcher, in thousands of
dollars.
ProdTime- The amount of time it takes for the item to be manufactured. A
ProdTime of zero means that the item is bought, not manufactured.
Rounds- How many missles the launcher can hold
SellPrice- How much money you can sell the weapon for.

*WARNING* DO NOT EDIT THE NUMBER OF ROUNDS FOR THE NOVA BOMB LAUNCHER

Missle Attributes
Cost- The purchase or manufacture price for the missle, in thousands of
dollars.
ProdTime- The amount of time it takes for the missle to be manufactured. A
ProdTime of zero means that the item is bought, not manufactured.
Speed- the speed of the missle in meters per second.
ProximityDamage- The amount of damage applied to a 0.25 kilometer radius of the
explosion.
ImpactDamage- The amount of damage inflicted when the missle hits its target.
Range- The maximum range of the missle in kilometers.
SellPrice- How much money you can sell the weapon for.

*NOTE* Higher speeds for the missle are not always good because it will not be
able to turn quickly enough to track its target. On the other hand, if you make
it so that the missle has godly speed, the enemy wont have enough time to move.

Technology/Research Attributes
FileSize- The size of the file in thousands of Terraquads.

Equipment Attributes
ProdTime- The amount of time it takes for the item to be manufactured. A
ProdTime of zero means that the item is bought, not manfactured. To get the
actual ProdTime, multiply the ProdTime by 1000
Cost- How much the item costs in thousands of dollars.
HitPoints- The amount of damage required to destroy an object.
SellPrice- The amount of money the item can be sold for.
Special- Vector Control Thrusters, how much thrust they provide; Shields, the
amount of protection they provide.

Base Modules
ProdTime- The amount of time it takes to build the module.
Cost- The amount of money it takes to buy the module in thousands of dollars.
Maintenance- The amount of money it costs in the monthly maintenance fee, in
thousands of dollars.
HitPoints- The amount of damage it takes to destroy the module.

Basic ship hulls
ProdTime- The amount of time it takes for the hull to be manufactured. A
ProdTime of zero means that the hull is bought, not manfactured.
Cost- The amount of money it takes to purchase the hull in thousands of
dollars.
MaintCost- The amount of money it costs in thye monthly maintenance fee, in
thousands of dollars.
HitPoints- The amount of damage it takes to destroy the hull.
MaxSpeed- The maximum speed of the hull in meters per second.

Rank Advancement Rates
[RankAdvancementBeginner]
Rookie=0- The number of accumulated kills it takes to acquire this rank
Ensign=1- The number of accumulated kills it takes to acquire this rank
Lieutenant=8- The number of accumulated kills it takes to acquire this rank
LtCommander=20- The number of accumulated kills it takes to acquire this rank
Commander=35- The number of accumulated kills it takes to acquire this rank

[RankAdvancementExperienced]
Rookie=0- The number of accumulated kills it takes to acquire this rank
Ensign=2- The number of accumulated kills it takes to acquire this rank
Lieutenant=10- The number of accumulated kills it takes to acquire this rank
LtCommander=24- The number of accumulated kills it takes to acquire this rank
Commander=38- The number of accumulated kills it takes to acquire this rank

[RankAdvancementVeteran]
Rookie=0- The number of accumulated kills it takes to acquire this rank
Ensign=2- The number of accumulated kills it takes to acquire this rank
Lieutenant=12- The number of accumulated kills it takes to acquire this rank
LtCommander=27- The number of accumulated kills it takes to acquire this rank
Commander=40- The number of accumulated kills it takes to acquire this rank

[RankAdvancementGenius]
Rookie=0- The number of accumulated kills it takes to acquire this rank
Ensign=3- The number of accumulated kills it takes to acquire this rank
Lieutenant=15- The number of accumulated kills it takes to acquire this rank
LtCommander=30- The number of accumulated kills it takes to acquire this rank
Commander=43- The number of accumulated kills it takes to acquire this rank

[RankAdvancementSuperhuman]
Rookie=0- The number of accumulated kills it takes to acquire this rank
Ensign=4- The number of accumulated kills it takes to acquire this rank
Lieutenant=17- The number of accumulated kills it takes to acquire this rank
LtCommander=33- The number of accumulated kills it takes to acquire this rank
Commander=45- The number of accumulated kills it takes to acquire this rank

Realtime vars
BeamRechargeRate- The amount of points per energy your beams get for each level
of recharge.
ShieldRechargeRate- The amount of points per energy your beams get for each level
of recharge.
Afterburners- The boost controls the amount of speed your ship gets, the cost
is how much it costs to use them.
LockTime millisecs- The LockTime is how mch time it takes to get a missle lock,
in milliseconds.
'Goodies'- Determines the probability of you getting that kind of 'goodie'
MissionScores- How many points you get for doing whatever.

Hit Point Charts
HP1- The amount of damage required to destroy the structure
SD- The amount of damage the shields can absorb.

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Legal Stuff                                                                   
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This file is Copyright 2001 by Andrew Lang( Mr Knowitall) 

You may not place this document on the internet without my permission.
The only sites which should have this document on it are:
http:\\www.gamefaqs.com
This document is protected by international copyright laws. If you break any
of the above statements, you can and will be charged for it.

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Credits                                                                       
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Me, andrew-l@telus.net, for making this.

GameFAQs, http://www.gamefaqs.com, gamefaqs@gamefaqs.com, for hosting this.