Being a software tester in real life, I take revenge by introducing regressions every now and then to see if you guys can catch them
Can you provide your ini file and a savegame which shows the problem?
I'm using Seb76 UFO Extender mod to enable stunning with weapons as well. I had a soldier with a rifle standing next to a sectoid yet I couldn't stun it. The stun option was not available and it is enabled in the .ini file. Any ideas?
Unfortunately I don't have the save anymore :-(
Here is my ini file:
; UFO Extender - Mod for X-COM
; See <http://www.ufopaedia...tle=User:Seb76>
for more details.
; Copyright © 2008,2009 Seb76
; This file is part of UFO Extender.
; UFO Extender is free software: you can redistribute it and/or modify
; it under the terms of the GNU General Public License as published by
; the Free Software Foundation, either version 3 of the License, or
; (at your option) any later version.
; UFO Extender is distributed in the hope that it will be useful,
; but WITHOUT ANY WARRANTY; without even the implied warranty of
; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
; GNU General Public License for more details.
; You should have received a copy of the GNU General Public License
; along with UFO Extender. If not, see <http://www.gnu.org/licenses/>.
; Note From Xeucom:
; This is a community consnsus standard config for new or returning players
; to start out with that allows jumping into the game with bug fixes
; and convenience features in line with original developer intent and flavor
; of the game.
; See: http://www.ufopaedia...nknown_Extended
; Tested With UFO Extender Version: 2009-08-09
; These all make sense and are purely informational or time saving.
Show Grenade State=1
Start Menu=*Final Briefing*.mp3
Bad Ending=*Final Briefing*.mp3
; Makes recoveries much more fun. Although gives more
; information than you would normally get, it is a very
; minor advantage and worth the compromise to original.
Zone Discovered=Intel found out that the %s UFO was raiding %s
Mission Discovered=Inspection showed that the %s UFO was on an %s mission
Both Discovered=Ship investigation revealed that the %s UFO was on an %s mission in %s
; Makes it too easy to find scouts and crashing this often
; does not make sense given alien technology level.
; Changes original game mechanics. May be fun to toy with,
; but not important.
[Range Based Accuracy]
Snap Penalty Distance=24
Auto Penalty Distance=10
Orange Cursor Threshold=95
Red Cursor Threshold=75
; Changes original game mechanics. Something as out there
; as mind control probably wouldn't require line of sight.
; Initially thought this had to do with aliens,
; but UFO Extender documentation says this applies to the
; X-COM team
[Line Of Fire Check]
; All enabled ones seem to fix the game to original developer
; intent or save time and don't unbalance
; Not having this issue.
Pay For Dirt=1
; Tough call on this one as it changes original game mechanics,
; but looks like intent of original developers on base
; base information screen.
Base Facility Dismantle-Construction Crash=1
Collectors Edition Blaster Bomb Bug=1
; Not having this issue
Proximity Grenades Experience=1
; Would make sense for it to take some time to get craft
; ready in new hanger, so leave alone so as not to change
; too much from unmodded version.
Transfered Crafts Refueled=1
; The 50% return to base limitation doesn't seem planned
; since non-Elerium craft don't have this limitation.
Elerium-fueled Craft Bug=1
Displayed Base Maintenance Cost=1
; Did have issue with regular MIDI files and enabling this
; seemed to make tactical movement slow, but not having it
; with music set to play MP3s
Music Change Freeze=1
; Unless otherwise noted, these change original game mechanics,
; probably not in ways intended by the developers and could
; affect difficulty.
More Reaction Fire=0
; Simply saves time
Save Reserve Mode=1
; May make things slightly harder, but more believable that
; both shoot downs and ground assaults could spark a retaliatory
; response from the aliens.
Retaliate Against Ground Assault=1
; Simply informational
Rank In Inventory=1
; Saves time, but set to 0 if starting for first time
; Sounds great, until aliens benefit. Leaves unpredictability in
; a good way to leave alone.
No Blaster Bomb Drift=1
; Saving interceptors better than taking shot, especially with
; game running quickly.
Manual Interception Fire Mode=1
; Useful and still restricted to weapon and fuel requirements
; so does not unduly unbalance
Crafts Always Ready=1
; Makes sense and probably what original developers intended
Stunned units KIA=1
; If they are in the base, it seems that you should be able to take
; them home. Not unbalancing because there are plenty of navigation
; modules you get from simple ground assaults.
Keep Base Navigation Modules=1
; Too complex for the starting or returning player for benefit
Base Building Stacking=0
; Avoids instances where you fire smoke grenades or explosives
; and no smoke results because there is already a lot on the map.
; Saves time
Funding Council Income Only=1
Surrender Defence Missions=0
Disable Base Defenses=0
Initial Alien Bases=0
; Being able to hit aliens with weapons is in the original game
; manual, but did not make it into the original release. Concerns
; about the balance of this are resolved when required time units
; and accuracy is taken into account as compared to the guaranteed
; hit and low time units of the stun rod
Fast Base Defenses=0
; Useful and saves time
Reorder Soldiers In Crafts=1
; Combat might not be the only reason for promotion
; Originally thought possibly unbalancing, but simply saves time
; of buying and putting on cannon to sell, so less micro-management
; Useful fix that was done in TFTD anyway
; Simple fix to make assigning all scientists or manufacturers to a
; project easier.
Assign All Personnel=1
; One of these needed for higher resolution (hq4x smoothes pixellation).
No Auto Wake Up=0
No Alien Freak Out Messages=1
; All affect game play too much
No Score Game Over=0
No Alien Psi=0
Directly Use Alien Weapons=0
Recover All Clips=0
Show All Locations=0
; The initial base in the original game is poorly designed to withstand
; alien attack and promotes bad base building technigue for the new
; or return player. This saves frustration of tearing down initial base
; and shows good base design from the start.
row1=HangarTL HangarTR HangarTL HangarTR HangarTL HangarTR
row2=HangarBL HangarBR HangarBL HangarBR HangarBL HangarBR
row3=AccessLift Empty Empty Empty Empty Empty
row4=GeneralStores LivingQuarters SmallRadar Laboratory Workshop Empty
row5=Empty Empty Empty Empty Empty Empty
row6=Empty Empty Empty Empty Empty Empty
; Leave existing caps as are
; Shortcuts are useful, though some don't work
; Would be nice if this escaped from map if in looking at it
Center On Unit=P
; Would be nice if escaped from inventory when looking at it
Next Unit Skip Current=L
; Would be nice if this worked in map as well
; Would be nice if this escaped from stats when looking at them
; Rotation doesn't seem to work
; Zoom does work
; High speeds too fast, so disable them
; Basically goes to next promptable event
; Additional keyboard shortcut cluster for the base screen would be
; ideal so you could hit the shortcut to go to base and then the shortcut
; to go to, say, base information. Exit key would be nice.
; Additional keyboard shortcut cluster for when interception window is up
; would be nice as well. Minimize key would be nice.
; Leave original balanced figures alone. Inability to breach
; UFO walls could be explained through any number of fictional
; devices concerning Alien technology
;Make grenades indestructible to allow stacking several explosions
;Make HE packs capable of breaching UFO walls
High Explosive Damage=200
Heavy Plasma Weight=10