玩了幾天了,這些天下來,略有小成,拿出來分享一下,希望大家能多多指正,你也可以通過這個將遊戲改的更有難度。
我的修改主要集中在1033數據裏,具體如下
[XComGame.XGTacticalGameCore]
各種裝甲的設定 這裏要更新一下東西,攜帶物品可以在裝甲上實現具體在紫色標出的位置,你可以修改成2或者3但是我試過改太多的話,你看不到下麵的物品欄,也就無法裝備了,所以最多改個3就行了,超出3,神馬都是浮雲!
Armors=(ABILITIES[0]=eAbility_NONE,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,Properties[0]=eAP_None,Properties[1]=eAP_None,Properties[2]=eAP_None,Properties[3]=eAP_None,iType=eItem_ArmorKevlar,iHPBonus=1,iDefenseBonus=0,iFlightFuel=0,iWillBonus=0,iLargeItems=1,iSmallItems=1,iMobilityBonus=0)
………………………………………………………………………………………………………………………………………………………………………………………………………………………………分割一下
這個部分,一般來說是設定玩家和各種NPC以及各種敵人的能力,其中HP不能改太高了,測試超過30左右就有可能跳出,到了50以上,基本上進不了遊戲了
玩家的設定以Characters=(iType=eChar_Soldier…………開始的,這裏要指出,部分數值有效,還有部分數值修改在下麵某處(我到時候再指出),這裏能修改的是HP(血量),Offense(命中),Defense(防禦躲避),Psionics(異能),CritHitChance(暴擊)等等至於怪物的屬性,看大家自願了,這裏也可以給玩家自身增加一些特性和能力,比如:增加飛行,把ABILITIES[1]=eAbility_NONE改成ABILITIES[1]=eAbility_fly,在開檔就有飛行的圖標,但是測試後需要添加燃料才行,也就是FlightFuel=0改成20~30左右就行了,基本上能夠飛到地圖的任何地方了。也可以增加玩家行動方式,如爬牆,破牆和跳躍等能力,把最後一部分flase改成ture基本上就沒問題了,你可以想象狙擊手一開始不需要樓梯,直接飛到房頂的輕功,感覺是不是有點怪異呢。就不一一介紹了,反正大家都有英語詞典,慢慢改吧。
Characters=(iType=eChar_Soldier,HP=20,Offense=85,Defense=70,Mobility=18,SightRadius=30,Will=80,Psionics=30,CritHitChance=0,CritWoundChance=0,FlightFuel=0,Reaction=0,ABILITIES[0]=eAbility_TakeCover,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,ABILITIES[6]=eAbility_NONE,ABILITIES[7]=eAbility_NONE,Properties[0]=eCP_CanGainXP,Properties[1]=eCP_None,Properties[2]=eCP_None,Properties[3]=eCP_None,Properties[4]=eCP_None,Properties[5]=eCP_None,bCanUse_eTraversal_Normal=True,bCanUse_eTraversal_ClimbOver=True,bCanUse_eTraversal_ClimbOnto=True,bCanUse_eTraversal_ClimbLadder=True,bCanUse_eTraversal_DropDown=True,bCanUse_eTraversal_Grapple=True,bCanUse_eTraversal_Landing=True,bCanUse_eTraversal_BreakWindow=True,bCanUse_eTraversal_KickDoor=True,bCanUse_eTraversal_JumpUp=False,bCanUse_eTraversal_WallClimb=False,bCanUse_eTraversal_BreakWall=False,eClass=eSC_None,bHasPsiGift=False)
………………………………………………………………………………………………………………………………………………………………………………………………………………………………分割一下
下麵這一段是各種武器的設定,一目了然,射程,傷害等等,不過都在後半段,前部分貌似都是裝備條件
Weapons=(iType=eItem_Pistol,ABILITIES[0]=eAbility_ShotStandard,ABILITIES[1]=eAbility_Overwatch,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Pistol,Properties[1]=eWP_UnlimitedAmmo,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=1,iEnvironmentDamage=10,iRange=27,iReactionRange=-
………………………………………………………………………………………………………………………………………………………………………………………………………………………………分割一下
這是容易條件下,玩家和各種NPC以及怪物的加成(傷害,暴擊,命中,防禦,血量,移動力,意誌力)
BalanceMods_Easy=(eType=eChar_None, iDamage=0, iCritHit=0,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0)
這是普通條件下,玩家和各種NPC以及怪物的加成(傷害,暴擊,命中,防禦,血量,移動力,意誌力)
BalanceMods_Normal=(eType=eChar_None, iDamage=0, iCritHit=0,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0)
這是困難條件下,玩家和各種NPC以及怪物的加成(傷害,暴擊,命中,防禦,血量,移動力,意誌力)
BalanceMods_Hard=(eType=eChar_None, iDamage=0,iCritHit=0, iAim=0, iDefense=0,iHP=0, iMobility=0,iWill=0)
這是極難條件下,玩家和各種NPC以及怪物的加成(傷害,暴擊,命中,防禦,血量,移動力,意誌力)
BalanceMods_Classic=(eType=eChar_None, iDamage=0,iCritHit=0, iAim=0, iDefense=0,iHP=0, iMobility=0,iWill=0)
以下這部分是玩家4種職業升級後的加成,不想改初始值的玩家,可以通過修改這裏來達到強身健體又或是天下第一的目的,但是不能改過分,
尤其是血量,要知道過猶不及的道理
iRandWillIncrease=6
iBaseOTSWillIncrease=2
iRandOTSWillIncrease=4
SoldierStatProgression=(eClass=eSC_Support, eRank=eRank_Squaddie, iHP=1, iAim=5, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Support, eRank=eRank_Corporal, iHP=0, iAim=3, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Support, eRank=eRank_Sergeant, iHP=1, iAim=3, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Support, eRank=eRank_Lieutenant,iHP=0, iAim=3, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Support, eRank=eRank_Captain, iHP=1, iAim=3, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Support, eRank=eRank_Major, iHP=0, iAim=3, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Support, eRank=eRank_Colonel, iHP=1, iAim=5, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_HeavyWeapons, eRank=eRank_Squaddie, iHP=1, iAim=2, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_HeavyWeapons, eRank=eRank_Corporal, iHP=0, iAim=1, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_HeavyWeapons, eRank=eRank_Sergeant, iHP=1, iAim=1, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_HeavyWeapons, eRank=eRank_Lieutenant,iHP=0, iAim=1, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_HeavyWeapons, eRank=eRank_Captain, iHP=1, iAim=1, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_HeavyWeapons, eRank=eRank_Major, iHP=0, iAim=2, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_HeavyWeapons, eRank=eRank_Colonel, iHP=1, iAim=2, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Assault, eRank=eRank_Squaddie, iHP=1, iAim=5, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Assault, eRank=eRank_Corporal, iHP=0, iAim=3, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Assault, eRank=eRank_Sergeant, iHP=1, iAim=3, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Assault, eRank=eRank_Lieutenant,iHP=0, iAim=3, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Assault, eRank=eRank_Captain, iHP=1, iAim=3, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Assault, eRank=eRank_Major, iHP=0, iAim=3, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Assault, eRank=eRank_Colonel, iHP=1, iAim=4, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Sniper, eRank=eRank_Squaddie, iHP=0, iAim=10,iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Sniper, eRank=eRank_Corporal, iHP=1, iAim=3, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Sniper, eRank=eRank_Sergeant, iHP=0, iAim=3, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Sniper, eRank=eRank_Lieutenant,iHP=1, iAim=3, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Sniper, eRank=eRank_Captain, iHP=0, iAim=4, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Sniper, eRank=eRank_Major, iHP=1, iAim=7, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Sniper, eRank=eRank_Colonel, iHP=0, iAim=10,iWill=2, iDefense=0, iMobility=0 )
這裏是各國初始支援你的米米的多少設定
; Funding Multiplier by Difficulty Level (Easy,Normal,Classic,Impossible)
FundingBalance=1.5 這些是各種難度的加成
FundingBalance=1
FundingBalance=1
FundingBalance=1
; Country Funding Amounts
FundingAmounts=180 ;USA
FundingAmounts=150 ;Russia
FundingAmounts=100 ;China
FundingAmounts=100 ;UK
FundingAmounts=100 ;Germany
FundingAmounts=80 ;France
FundingAmounts=100 ;Japan
FundingAmounts=60 ;India
FundingAmounts=60 ;Australia
FundingAmounts=0 ;Italy
FundingAmounts=0 ;SouthKorea
FundingAmounts=0 ;Turkey
FundingAmounts=0 ;Indonesia
FundingAmounts=0 ;Spain
FundingAmounts=0 akistan
FundingAmounts=100 ;Canada
FundingAmounts=0 ;Iran
FundingAmounts=0 ;Israel
FundingAmounts=70 ;Egypt
FundingAmounts=80 ;Brazil
FundingAmounts=70 ;Argentina
FundingAmounts=50 ;Mexico
FundingAmounts=80 ;SouthAfrica
FundingAmounts=0 ;SaudiArabia
FundingAmounts=0 ;Ukraine
FundingAmounts=100 ;Nigeria
FundingAmounts=0 ;Venezuela
FundingAmounts=0 ;Greece
FundingAmounts=0 ;Columbia
FundingAmounts=0 ortugal
FundingAmounts=0 ;Sweden
FundingAmounts=0 ;Ireland
FundingAmounts=0 ;Scotland
FundingAmounts=0 ;Norway
FundingAmounts=0 ;Netherlands
FundingAmounts=0 ;Belgium
這裏開始是各種難度下,各大洲放衛星後,給你工程師和科學家的數量
ContBalance_Easy=(eCont=eContinent_Africa, iEngineers1=1, iScientists1=0, iEngineers2=2, iScientists2=1, iEngineers3=3, iScientists3=2 )
ContBalance_Easy=(eCont=eContinent_Asia, iEngineers1=2, iScientists1=0, iEngineers2=3, iScientists2=0, iEngineers3=6, iScientists3=0, iEngineers4=8, iScientists4=0 )
ContBalance_Easy=(eCont=eContinent_Europe, iEngineers1=0, iScientists1=2, iEngineers2=0, iScientists2=3, iEngineers3=0, iScientists3=6, iEngineers4=0, iScientists4=8 )
ContBalance_Easy=(eCont=eContinent_NorthAmerica, iEngineers1=1, iScientists1=1, iEngineers2=2, iScientists2=2, iEngineers3=4, iScientists3=4 )
ContBalance_Easy=(eCont=eContinent_SouthAmerica, iEngineers1=0, iScientists1=1, iEngineers2=2, iScientists2=2 )
ContBalance_Normal=(eCont=eContinent_Africa, iEngineers1=1, iScientists1=0, iEngineers2=2, iScientists2=1, iEngineers3=3, iScientists3=2 )
ContBalance_Normal=(eCont=eContinent_Asia, iEngineers1=2, iScientists1=0, iEngineers2=3, iScientists2=0, iEngineers3=6, iScientists3=0, iEngineers4=8, iScientists4=0 )
ContBalance_Normal=(eCont=eContinent_Europe, iEngineers1=0, iScientists1=2, iEngineers2=0, iScientists2=3, iEngineers3=0, iScientists3=6, iEngineers4=0, iScientists4=8 )
ContBalance_Normal=(eCont=eContinent_NorthAmerica, iEngineers1=1, iScientists1=1, iEngineers2=2, iScientists2=2, iEngineers3=4, iScientists3=4 )
ContBalance_Normal=(eCont=eContinent_SouthAmerica, iEngineers1=0, iScientists1=1, iEngineers2=2, iScientists2=2 )
;ContBalance_Hard=(eCont=eContinent_Africa, iEngineers1=1, iScientists1=0, iEngineers2=2, iScientists2=1, iEngineers3=3, iScientists3=2 )
;ContBalance_Hard=(eCont=eContinent_Asia, iEngineers1=2, iScientists1=0, iEngineers2=3, iScientists2=0, iEngineers3=6, iScientists3=0, iEngineers4=8, iScientists4=0 )
;ContBalance_Hard=(eCont=eContinent_Europe, iEngineers1=0, iScientists1=2, iEngineers2=0, iScientists2=3, iEngineers3=0, iScientists3=6, iEngineers4=0, iScientists4=8 )
;ContBalance_Hard=(eCont=eContinent_NorthAmerica, iEngineers1=1, iScientists1=1, iEngineers2=2, iScientists2=2, iEngineers3=4, iScientists3=4 )
;ContBalance_Hard=(eCont=eContinent_SouthAmerica, iEngineers1=0, iScientists1=1, iEngineers2=2, iScientists2=2 )
ContBalance_Hard=(eCont=eContinent_Africa, iEngineers1=1, iScientists1=0, iEngineers2=1, iScientists2=1, iEngineers3=2, iScientists3=1 )
ContBalance_Hard=(eCont=eContinent_Asia, iEngineers1=1, iScientists1=0, iEngineers2=2, iScientists2=0, iEngineers3=3, iScientists3=0, iEngineers4=4, iScientists4=0 )
ContBalance_Hard=(eCont=eContinent_Europe, iEngineers1=0, iScientists1=1, iEngineers2=0, iScientists2=2, iEngineers3=0, iScientists3=3, iEngineers4=0, iScientists4=4 )
ContBalance_Hard=(eCont=eContinent_NorthAmerica, iEngineers1=0, iScientists1=1, iEngineers2=1, iScientists2=1, iEngineers3=1, iScientists3=2 )
ContBalance_Hard=(eCont=eContinent_SouthAmerica, iEngineers1=0, iScientists1=1, iEngineers2=1, iScientists2=1 )
ContBalance_Classic=(eCont=eContinent_Africa, iEngineers1=1, iScientists1=0, iEngineers2=1, iScientists2=1, iEngineers3=2, iScientists3=1 )
ContBalance_Classic=(eCont=eContinent_Asia, iEngineers1=1, iScientists1=0, iEngineers2=2, iScientists2=0, iEngineers3=3, iScientists3=0, iEngineers4=4, iScientists4=0 )
ContBalance_Classic=(eCont=eContinent_Europe, iEngineers1=0, iScientists1=1, iEngineers2=0, iScientists2=2, iEngineers3=0, iScientists3=3, iEngineers4=0, iScientists4=4 )
ContBalance_Classic=(eCont=eContinent_NorthAmerica, iEngineers1=0, iScientists1=1, iEngineers2=1, iScientists2=1, iEngineers3=1, iScientists3=2 )
ContBalance_Classic=(eCont=eContinent_SouthAmerica, iEngineers1=0, iScientists1=1, iEngineers2=1, iScientists2=1 )
異能的升級經驗值
; Psi XP Levels (NONE, 1, 2, 3, Volunteer)
m_iPsiXPLevels=0
m_iPsiXPLevels=0
m_iPsiXPLevels=50
m_iPsiXPLevels=120
m_iPsiXPLevels=10000000
士兵加官進爵的經驗
; Soldier XP Levels (Rookie, Squaddie, Corporal, Sergeant, Lieutenant, Captain, Major, Colonel)
m_iSoldierXPLevels=0
m_iSoldierXPLevels=90
m_iSoldierXPLevels=300
m_iSoldierXPLevels=510
m_iSoldierXPLevels=745
m_iSoldierXPLevels=1100
m_iSoldierXPLevels=1560
m_iSoldierXPLevels=2150
這裏開始是各種任務物品掉落率和一些戰場的設定了,沒有太多的時間研究,希望大家幫忙補充
;Tactical consts
CYBERDISC_ELERIUM=4
HFLOATER_ELERIUM=2
DRONE_ELERIUM=2
SECTOPOD_ELERIUM=10
CYBERDISC_ALLOYS=8
HFLOATER_ALLOYS=4
DRONE_ALLOYS=4
SECTOPOD_ALLOYS=15
MIN_SCATTER=90
SHOOT_WHEN_PANICKED=5
; Chance of offscreen kills resulting in zombies on Chryssalid terror missions
TerrorInfectionChance=0
TerrorInfectionChance=0
TerrorInfectionChance=0.5
TerrorInfectionChance=1
ThinManPlagueSlider=5
ThinManPlagueSlider=5
ThinManPlagueSlider=10
ThinManPlagueSlider=10
DeathBlossomSlider=5
DeathBlossomSlider=5
DeathBlossomSlider=10
DeathBlossomSlider=20
BloodCallSlider=5
BloodCallSlider=5
BloodCallSlider=10
BloodCallSlider=10
AlienGrenadeSlider=0.25
AlienGrenadeSlider=0.25
AlienGrenadeSlider=1
AlienGrenadeSlider=10
; Maximum number of aliens that can be attacking you at one time. -1 == no limit.
MaxActiveAIUnits=5
MaxActiveAIUnits=5
MaxActiveAIUnits=-1
MaxActiveAIUnits=-1
CLOSE_RANGE = 14.0f
ASSAULT_LONG_RANGE_MAX_PENALTY = -40
AIM_CLIMB = 3.0f
ASSAULT_AIM_CLIMB = 4f
SNIPER_AIM_FALL = -2.0f
ABDUCTION_LURK_PCT=50
SMALL_UFO_LURK_PCT=0
LARGE_UFO_LURK_PCT=50
GRAPPLE_DIST=15
MAX_CRIT_WOUND=90
FragmentBalance=0.25
FragmentBalance=0.25
FragmentBalance=0.25
FragmentBalance=0.25
; Strategy Game Constants
ABDUCTION_REWARD_CASH=200
ABDUCTION_REWARD_SCI=4
ABDUCTION_REWARD_ENG=4
COUNCIL_DAY=20
COUNCIL_RAND_DAYS=7
COUNCIL_FUNDING_MULTIPLIER_EASY = 1.5f
COUNCIL_FUNDING_MULTIPLIER_NORMAL = 1
COUNCIL_FUNDING_MULTIPLIER_HARD = 1
COUNCIL_FUNDING_MULTIPLIER_CLASSIC= 1
ShowUFOsOnMission=0 ; Detect the UFOs that are carrying out abductions and terror missions
AI_TERRORIZE_MOST_PANICKED = 75
LATE_UFO_CHANCE = 50 ; Chance of Aliens sending out a second UFO in the months after you've defeated the base
EARLY_UFO_CHANCE = 50
UFO_LIMIT = 2
UFO_INTERCEPTION_PCT=66 ; Chance that a UFO will require interception
; Main Balance Factors
TECH_TIME_BALANCE=6.66
ITEM_TIME_BALANCE=1
ITEM_CREDIT_BALANCE=1
ITEM_ELERIUM_BALANCE=1
ITEM_ALLOY_BALANCE=1
FACILITY_COST_BALANCE=1
FACILITY_MAINTENANCE_BALANCE=1
FACILITY_TIME_BALANCE=1
ALLOY_UFO_BALANCE=2.5
ALLOY_UFO_BALANCE=2
ALLOY_UFO_BALANCE=2
ALLOY_UFO_BALANCE=2
UFO_ELERIUM_PER_POWER_SOURCE=30
UFO_ELERIUM_PER_POWER_SOURCE=25
UFO_ELERIUM_PER_POWER_SOURCE=25
UFO_ELERIUM_PER_POWER_SOURCE=25
不同的UFO類型掉合金數量(估計)
UFOAlloys=30 ;eShip_UFOSmallScout
UFOAlloys=60 ;eShip_UFOLargeScout
UFOAlloys=80 ;eShip_UFOAbductor
UFOAlloys=100 ;eShip_UFOSupply
UFOAlloys=130 ;eShip_UFOBattle
UFOAlloys=60 ;eShip_UFOEthereal
MIN_WRECKED_ALLOYS=0.5
MAX_WRECKED_ALLOYS=0.9
MAX_LOST_WRECKED_ELERIUM=0.75
MIN_LOST_WRECKED_ELERIUM=0.5
這裏開始,是玩家的一些設置,我知道的就點一下,不知道的,請大家指教
; Research/Laboratories
NUM_STARTING_SCIENTISTS=5 初始科學家數量
LAB_MINIMUM=6
LAB_MULTIPLE=5
LAB_BONUS=1.2
LAB_ADJACENCY_BONUS=1.1
; Engineering/Workshops
NUM_STARTING_ENGINEERS=5 初始工程師數量
WORKSHOP_MINIMUM=6
WORKSHOP_MULTIPLE=10
WORKSHOP_REBATE_PCT=7
WORKSHOP_ENG_BONUS=5
UPLINK_MULTIPLE=10
NEXUS_MULTIPLE=15
; Soldier Values 士兵設置
NUM_STARTING_SOLDIERS=12 玩家開始有多少雇傭兵
BARRACKS_CAPACITY=99 玩家最多可以有多少雇傭兵
LOW_AIM=80 雇傭兵初始命中最低為多少
HIGH_AIM=120 雇傭兵初始命中最高為多少
LOW_MOBILITY=15 雇傭兵初始移動力最低為多少
HIGH_MOBILITY=20 雇傭兵初始移動最高為多少
LOW_WILL=90 雇傭兵初始意誌力最低為多少
HIGH_WILL=120 雇傭兵初始命中最高為多少
ROOKIE_AIM=85 菜鳥士兵初始命中為多少(就是開局的做任務4人)這個數值和最開始的設置的玩家數值有一定的邏輯關係,舉例說,最開始你設置Offense設置為90,而這裏你設置為80,那麼你最開始出來的人的AIM就是80
ROOKIE_MOBILITY=18 菜鳥士兵初始移動為多少 同上
ROOKIE_STARTING_WILL=100 菜鳥士兵初始意誌力為多少 同上
PSI_GIFT_CHANCE=4 幽能測試的成功率?(貌似和意誌力掛鉤,修改這裏基本無效)
PSI_TEST_LIMIT=5 最多有多少人成為幽能戰士?(尋求新的解釋)
PSI_TRAINING_HOURS=240 幽能測試的時間
PSI_NUM_TRAINING_SLOTS=3 一次能讓多少人進行測試
BASE_DAYS_INJURED = 1 受傷在基地裏恢複的天數
RAND_DAYS_INJURED = 2 受傷在路上恢複所需的天數
SOLDIER_COST=10 招募一個新兵兵需要多少米米
SOLDIER_COST_HARD=15 困難難度招募新兵的米米
SOLDIER_COST_CLASSIC=15 極難難度的
;Tank Values
BASE_DAYS_INJURED_TANK = 1
RAND_DAYS_INJURED_TANK = 4
ALLOY_SHIV_HP_BONUS = 8
HOVER_SHIV_HP_BONUS = 8
; Headquarters Values 這裏就是各難度初始的錢和初始的電量
HQ_STARTING_MONEY = 2000
BASE_FUNDING = 2750
BASE_FUNDING = 2750
BASE_FUNDING = 950
BASE_FUNDING = 800
HQ_BASE_POWER = 800
HQ_BASE_POWER = 850
HQ_BASE_POWER = 800
HQ_BASE_POWER = 800
POWER_NORMAL = 6
POWER_THERMAL = 20
POWER_ELERIUM = 30
POWER_ADJACENCY_BONUS = 2
NUM_STARTING_STEAM_VENTS = 3
INTERCEPTOR_REFUEL_RATE=24
INTERCEPTOR_REPAIR_HOURS=168
INTERCEPTOR_REARM_HOURS = 24
INTERCEPTOR_TRANSFER_TIME = 72
BASE_SKYRANGER_MAINTENANCE = 20
SKYRANGER_CAPACITY = 4
UPLINK_CAPACITY = 2
UPLINK_ADJACENCY_BONUS = 1
NEXUS_CAPACITY = 4
; Base Building Values 主基地的設置
NUM_TERRAIN_WIDE = 7 主基地有多少列(寬度)
NUM_TERRAIN_HIGH = 5 有多少排(深度)
BASE_EXCAVATE_CASH_COST = 10 挖掘所需要的錢
BASE_REMOVE_CASH_COST = 5 移除建築的錢
BASE_EXCAVATE_DAYS = 5 挖掘一個“坑”所需時間
BASE_REMOVAL_DAYS = 0 移除建築的時間
;Mission Timers 各種任務顯現時間
UFO_CRASH_TIMER = 48
TERROR_TIMER = 30
UFO_LANDED_TIMER = 30
ABDUCTION_TIMER = 30
;UFO Values
UFO_PS_SURVIVE = 33
UFO_NAV_SURVIVE = 50
UFO_STASIS_SURVIVE = 25
UFO_SURGERY_SURVIVE = 25
UFO_ENTERTAINMENT_SURVIVE = 25
UFO_FOOD_SURVIVE = 25
UFO_HYPERWAVE_SURVIVE = 100
UFO_FUSION_SURVIVE = 100
UFO_PSI_LINK_SURVIVE = 100
UFO_FIND_STEALTH_SAT = 25
UFO_FIND_SAT = 100
UFO_SECOND_PASS_FIND_STEALTH_SAT=50
UFO_SECOND_PASS_FIND_SAT=100
anic Values 各種恐慌度增長降低的條件(各種難度下的)
PANIC_TERROR_CONTINENT=2
PANIC_TERROR_COUNTRY=2
PANIC_UFO_SHOOTDOWN=-1
PANIC_UFO_ASSAULT=-1
PANIC_SAT_DESTROYED_CONTINENT=1
PANIC_SAT_DESTROYED_COUNTRY=2
PANIC_SAT_ADDED_COUNTRY=-2
PANIC_SAT_ADDED_CONTINENT=0
PANIC_ALIENBASE_CONQUERED=-2
PANIC_UFO_IGNORED=2
PANIC_UFO_ESCAPED=1
PANIC_ABDUCTION_COUNTRY_EASY=1
PANIC_ABDUCTION_COUNTRY_NORMAL=1
PANIC_ABDUCTION_COUNTRY_HARD=1
PANIC_ABDUCTION_COUNTRY_CLASSIC=2
PANIC_ABDUCTION_CONTINENT_EASY=1
PANIC_ABDUCTION_CONTINENT_NORMAL=1
PANIC_ABDUCTION_CONTINENT_HARD=1
PANIC_ABDUCTION_CONTINENT_CLASSIC=1
PANIC_ABDUCTION_THWARTED_CONTINENT=0
PANIC_ABDUCTION_THWARTED_COUNTRY=-3
STARTING_PANIC_EASY=0
STARTING_PANIC_NORMAL=0
STARTING_PANIC_HARD=8
STARTING_PANIC_CLASSIC=16
PANIC_DEFECT_THRESHHOLD_EASY=5
PANIC_DEFECT_THRESHHOLD_NORMAL=5
PANIC_DEFECT_THRESHHOLD_HARD=5
PANIC_DEFECT_THRESHHOLD_CLASSIC=5
PANIC_DEFECT_THRESHHOLD_NOT_HELPED_EASY=5
PANIC_DEFECT_THRESHHOLD_NOT_HELPED_NORMAL=5
PANIC_DEFECT_THRESHHOLD_NOT_HELPED_HARD=5
PANIC_DEFECT_THRESHHOLD_NOT_HELPED_CLASSIC=5
PANIC_DEFECTIONS_PER_MONTH_EASY=1
PANIC_DEFECTIONS_PER_MONTH_NORMAL=2
PANIC_DEFECTIONS_PER_MONTH_HARD=3
PANIC_DEFECTIONS_PER_MONTH_CLASSIC=8
PANIC_DEFECT_CHANCE_PER_BLOCK_EASY=10
PANIC_DEFECT_CHANCE_PER_BLOCK_NORMAL=10
PANIC_DEFECT_CHANCE_PER_BLOCK_HARD=10
PANIC_DEFECT_CHANCE_PER_BLOCK_CLASSIC=10
SAT_HELP_DEFECT=1 ;If country has satellite, "Chance of Leaving"*SAT_HELP_DEFECT
SAT_HELP_DEFECT=1
SAT_HELP_DEFECT=1
SAT_HELP_DEFECT=1
SAT_NEARBY_HELP_DEFECT=1 ;Else If continent has one or more satellite, "Chance of Leaving"*SAT_NEARBY_HELP_DEFECT
SAT_NEARBY_HELP_DEFECT=1
SAT_NEARBY_HELP_DEFECT=1
SAT_NEARBY_HELP_DEFECT=1
SAT_PANIC_REDUCTION_PER_MONTH=1 ;If a country has a satellite, it will remove panic once a month, but the chance of this happening is PANIC_REDUCTION_CHANCE
SAT_PANIC_REDUCTION_PER_MONTH=1
SAT_PANIC_REDUCTION_PER_MONTH=1
SAT_PANIC_REDUCTION_PER_MONTH=1
PANIC_5_REDUCTION_CHANCE=100
PANIC_5_REDUCTION_CHANCE=100
PANIC_5_REDUCTION_CHANCE=50
PANIC_5_REDUCTION_CHANCE=50
PANIC_4_REDUCTION_CHANCE=50
PANIC_4_REDUCTION_CHANCE=50
PANIC_4_REDUCTION_CHANCE=25
PANIC_4_REDUCTION_CHANCE=25
PANIC_LOW_REDUCTION_CHANCE=25
PANIC_LOW_REDUCTION_CHANCE=25
PANIC_LOW_REDUCTION_CHANCE=10
PANIC_LOW_REDUCTION_CHANCE=10
;Continent Bonuses
CB_FUNDING_BONUS=30
CB_FUTURECOMBAT_BONUS=50
CB_AIRANDSPACE_BONUS=50
CB_EXPERT_BONUS=50
;Second Wave 二周目的設定
ENABLE_SECOND_WAVE = 0
SW_FLANK_CRIT=100
SW_COVER_INCREASE=1.5f
SW_SATELLITE_INCREASE=1.45f
SW_ELERIUM_HALFLIFE=24
SW_ELERIUM_LOSS=0.05f
SW_ABDUCTION_SITES=4
SW_RARE_PSI=8
SW_MARATHON=2.0f
SW_MORE_POWER=2.0f
SPECIES_POINT_LIMIT=500
KILL_CAM_MIN_DIST=720.0
; Items 各種物品的生產所需的各項資源和時間
ItemBalance=(eItem=eItem_Medikit, iCash=25, iElerium=0, iAlloys=0, iTime=7, iEng=5)
ItemBalance=(eItem=eItem_ArcThrower, iCash=35, iElerium=0, iAlloys=0, iTime=7, iEng=5)
ItemBalance=(eItem=eItem_TargetingModule, iCash=20, iElerium=0, iAlloys=0, iTime=7, iEng=5)
ItemBalance=(eItem=eItem_ReinforcedArmor, iCash=20, iElerium=0, iAlloys=0, iTime=7, iEng=5)
ItemBalance=(eItem=eItem_ChitinPlating, iCash=85, iElerium=0, iAlloys=1, iTime=7, iEng=15)
ItemBalance=(eItem=eItem_CombatStims, iCash=50, iElerium=0, iAlloys=1, iTime=7, iEng=15)
ItemBalance=(eItem=eItem_MindShield, iCash=150,iElerium=30,iAlloys=1, iTime=10, iEng=35)
ItemBalance=(eItem=eItem_Skeleton_Key, iCash=25, iElerium=10,iAlloys=1, iTime=7, iEng=15)
ItemBalance=(eItem=eItem_LaserPistol, iCash=10, iElerium=0, iAlloys=1, iTime=7, iEng=10)
ItemBalance=(eItem=eItem_LaserAssaultRifle, iCash=25, iElerium=0, iAlloys=1, iTime=7, iEng=12)
ItemBalance=(eItem=eItem_LaserAssaultGun, iCash=30, iElerium=0, iAlloys=2, iTime=7, iEng=12)
ItemBalance=(eItem=eItem_LaserSniperRifle, iCash=35, iElerium=0, iAlloys=2, iTime=7, iEng=12)
ItemBalance=(eItem=eItem_HeavyLaser, iCash=30, iElerium=0, iAlloys=2, iTime=7, iEng=12)
ItemBalance=(eItem=eItem_PlasmaPistol, iCash=100,iElerium=10,iAlloys=2, iTime=10, iEng=20)
ItemBalance=(eItem=eItem_PlasmaLightRifle, iCash=125,iElerium=15,iAlloys=2, iTime=10, iEng=20)
ItemBalance=(eItem=eItem_PlasmaAssaultRifle, iCash=200,iElerium=20,iAlloys=3, iTime=10, iEng=20)
ItemBalance=(eItem=eItem_AlloyCannon, iCash=200,iElerium=20,iAlloys=5, iTime=12, iEng=25)
ItemBalance=(eItem=eItem_HeavyPlasma, iCash=250,iElerium=30,iAlloys=3, iTime=10, iEng=25)
ItemBalance=(eItem=eItem_PlasmaSniperRifle, iCash=250,iElerium=25,iAlloys=3, iTime=15, iEng=25)
ItemBalance=(eItem=eItem_BlasterLauncher, iCash=275,iElerium=65,iAlloys=5, iTime=15, iEng=35)
ItemBalance=(eItem=eItem_ArmorCarapace, iCash=25, iElerium=0, iAlloys=1, iTime=10, iEng=10)
ItemBalance=(eItem=eItem_ArmorSkeleton, iCash=30, iElerium=0, iAlloys=1, iTime=10, iEng=15)
ItemBalance=(eItem=eItem_ArmorTitan, iCash=150,iElerium=10,iAlloys=3, iTime=10, iEng=25)
ItemBalance=(eItem=eItem_ArmorArchAngel, iCash=200,iElerium=35,iAlloys=5, iTime=14, iEng=35)
ItemBalance=(eItem=eItem_ArmorGhost, iCash=250,iElerium=50,iAlloys=4, iTime=14, iEng=40)
ItemBalance=(eItem=eItem_ArmorPsi, iCash=400,iElerium=40,iAlloys=2, iTime=10, iEng=30)
ItemBalance=(eItem=eItem_SHIV, iCash=50, iElerium=0, iAlloys=0, iTime=7, iEng=5)
ItemBalance=(eItem=eItem_SHIV_Alloy, iCash=75, iElerium=0, iAlloys=2, iTime=7, iEng=10)
ItemBalance=(eItem=eItem_SHIV_Hover, iCash=100,iElerium=20,iAlloys=3, iTime=7, iEng=20)
ItemBalance=(eItem=eItem_Interceptor, iCash=40, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance=(eItem=eItem_Firestorm, iCash=200,iElerium=20,iAlloys=4, iTime=14, iEng=20)
ItemBalance=(eItem=eItem_Satellite, iCash=100,iElerium=0, iAlloys=0, iTime=20, iEng=5)
ItemBalance=(eItem=eItem_IntWeap_I, iCash=35, iElerium=0, iAlloys=0, iTime=7, iEng=5)
ItemBalance=(eItem=eItem_IntWeap_III, iCash=35, iElerium=0, iAlloys=2, iTime=7, iEng=10)
ItemBalance=(eItem=eItem_IntWeap_IV, iCash=100,iElerium=20,iAlloys=2, iTime=10, iEng=20)
ItemBalance=(eItem=eItem_IntWeap_V, iCash=200,iElerium=20,iAlloys=3, iTime=10, iEng=30)
ItemBalance=(eItem=eItem_IntWeap_VI, iCash=150,iElerium=20,iAlloys=3, iTime=10, iEng=35)
ItemBalance=(eItem=eItem_IntConsumable_Hit, iCash=10, iElerium=0, iAlloys=0, iTime=0, iEng=5)
ItemBalance=(eItem=eItem_IntConsumable_Dodge, iCash=50, iElerium=0, iAlloys=0, iTime=0, iEng=10)
ItemBalance=(eItem=eItem_IntConsumable_Boost, iCash=20, iElerium=0, iAlloys=0, iTime=0, iEng=10)
ItemBalance=(eItem=eItem_Elerium115, iCash=3, iElerium=1, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance=(eItem=eItem_AlienAlloys, iCash=2, iElerium=0, iAlloys=1, iTime=-1, iEng=-1)
ItemBalance=(eItem=eItem_WeaponFragment, iCash=1, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance=(eItem=eItem_UFOPowerSource, iCash=75, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance=(eItem=eItem_UFONavigation, iCash=40, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance=(eItem=eItem_AlienFood, iCash=10, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance=(eItem=eItem_AlienEntertainment, iCash=17, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance=(eItem=eItem_AlienStasisTank, iCash=10, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance=(eItem=eItem_AlienSurgery, iCash=25, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance=(eItem=eItem_UFOFusionLauncher, iCash=125,iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance=(eItem=eItem_DamagedUFOPowerSource, iCash=30, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance=(eItem=eItem_DamagedUFONavigation, iCash=20, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance=(eItem=eItem_DamagedAlienFood, iCash=5, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance=(eItem=eItem_DamagedAlienEntertainment,iCash=5,iElerium=0,iAlloys=0, iTime=-1, iEng=-1)
ItemBalance=(eItem=eItem_DamagedAlienStasisTank,iCash=5, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance=(eItem=eItem_DamagedAlienSurgery, iCash=10, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance=(eItem=eItem_DamagedHyperwaveBeacon,iCash=45, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance=(eItem=eItem_SectoidCorpse, iCash=5, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance=(eItem=eItem_FloaterCorpse, iCash=5, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance=(eItem=eItem_ThinManCorpse, iCash=5, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance=(eItem=eItem_MutonCorpse, iCash=5, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance=(eItem=eItem_CryssalidCorpse, iCash=5, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance=(eItem=eItem_CyberdiscCorpse, iCash=7, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance=(eItem=eItem_SectopodCorpse, iCash=10, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance=(eItem=eItem_DroneCorpse, iCash=2, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance=(eItem=eItem_EtherealCorpse, iCash=15, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance=(eItem=eItem_SectoidCommanderCorpse,iCash=10, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance=(eItem=eItem_BerserkerCorpse, iCash=5, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance=(eItem=eItem_MutonEliteCorpse, iCash=8, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
ItemBalance=(eItem=eItem_FloaterHeavyCorpse, iCash=6, iElerium=0, iAlloys=0, iTime=-1, iEng=-1)
; Facilities 各項工程設施
FacilityBalance=( eFacility=eFacility_AccessLift, iCash=50, iElerium=0, iAlloys=0, iMaintenance=10, iTime=5, iPower=-2)
FacilityBalance=( eFacility=eFacility_ScienceLab, iCash=125, iElerium=0, iAlloys=0, iMaintenance=24, iTime=10, iPower=-3)
FacilityBalance=( eFacility=eFacility_Workshop, iCash=130, iElerium=0, iAlloys=0, iMaintenance=26, iTime=10, iPower=-3)
FacilityBalance=( eFacility=eFacility_SmallRadar, iCash=150, iElerium=0, iAlloys=0, iMaintenance=15, iTime=14, iPower=-5)
FacilityBalance=( eFacility=eFacility_Power, iCash=60, iElerium=0, iAlloys=0, iMaintenance=11, iTime=5, iPower=6);MAKE SURE TO SYNC THIS WITH POWER_NORMAL
FacilityBalance=( eFacility=eFacility_Foundry, iCash=75, iElerium=0, iAlloys=0, iMaintenance=20, iTime=10, iPower=-3)
FacilityBalance=( eFacility=eFacility_OTS, iCash=125, iElerium=0, iAlloys=0, iMaintenance=25, iTime=8, iPower=-3)
FacilityBalance=( eFacility=eFacility_AlienContain, iCash=85, iElerium=0, iAlloys=0, iMaintenance=18, iTime=7, iPower=-5)
FacilityBalance=( eFacility=eFacility_LargeRadar, iCash=300, iElerium=0, iAlloys=2, iMaintenance=26, iTime=21, iPower=-8)
FacilityBalance=( eFacility=eFacility_ThermalPower, iCash=200, iElerium=0, iAlloys=0, iMaintenance=23, iTime=8, iPower=20);MAKE SURE TO SYNC THIS WITH POWER_THERMAL
FacilityBalance=( eFacility=eFacility_EleriumGenerator, iCash=275, iElerium=30,iAlloys=4, iMaintenance=29, iTime=14, iPower=30);MAKE SURE TO SYNC THIS WITH POWER_ELERIUM
FacilityBalance=( eFacility=eFacility_PsiLabs, iCash=200, iElerium=20,iAlloys=2, iMaintenance=30, iTime=14, iPower=-3)
FacilityBalance=( eFacility=eFacility_HyperwaveRadar, iCash=175, iElerium=0, iAlloys=1, iMaintenance=30, iTime=14, iPower=-4)
FacilityBalance=( eFacility=eFacility_DeusEx, iCash=200, iElerium=10,iAlloys=1, iMaintenance=100,iTime=14, iPower=-5)
; Foundry Projects 鑄造廠項目
FoundryBalance=(eTech=eFoundry_SHIV, iTime=7, iEngineers=5, iCash=70, iElerium=0, iAlloys=0, iFragments=0, iNumItems=0, eReqTech=eTech_None, eReqItem=eItem_None)
FoundryBalance=(eTech=eFoundry_AlienGrenades, iTime=7, iEngineers=20,iCash=75, iElerium=10,iAlloys=2,iFragments=20,iNumItems=1, eReqTech=eTech_Exp_Warfare, eReqItem=eItem_None)
FoundryBalance=(eTech=eFoundry_SHIV_Heal, iTime=7, iEngineers=10,iCash=70, iElerium=15,iAlloys=1,iFragments=0, iNumItems=0, eReqTech=eTech_EMP, eReqItem=eItem_None)
FoundryBalance=(eTech=eFoundry_CaptureDrone, iTime=14,iEngineers=10,iCash=175,iElerium=0, iAlloys=0, iFragments=20,iNumItems=4, eReqTech=eTech_AutopsyDrone, eReqItem=eItem_None)
FoundryBalance=(eTech=eFoundry_MedikitII, iTime=14,iEngineers=15,iCash=125,iElerium=0, iAlloys=0, iFragments=20,iNumItems=4, eReqTech=eTech_AutopsyThinMan, eReqItem=eItem_None)
FoundryBalance=(eTech=eFoundry_ArcThrowerII, iTime=14,iEngineers=10,iCash=100,iElerium=20,iAlloys=2,iFragments=20,iNumItems=4, eReqTech=eTech_Elerium, eReqItem=eItem_None)
FoundryBalance=(eTech=eFoundry_AmmoConservation, iTime=14,iEngineers=15, iCash=150,iElerium=0, iAlloys=9,iFragments=20,iNumItems=6, eReqTech=eTech_AutopsyMuton, eReqItem=eItem_None)
FoundryBalance=(eTech=eFoundry_AutomatedLasers, iTime=7, iEngineers=10, iCash=100,iElerium=0, iAlloys=3,iFragments=15,iNumItems=0, eReqTech=eTech_HeavyLasers, eReqItem=eItem_None)
FoundryBalance=(eTech=eFoundry_AutomatedPlasma, iTime=7, iEngineers=20,iCash=200,iElerium=30,iAlloys=4,iFragments=30,iNumItems=0, eReqTech=eTech_Plasma_Heavy, eReqItem=eItem_None)
FoundryBalance=(eTech=eFoundry_AdvancedFlight, iTime=14,iEngineers=25,iCash=325,iElerium=50,iAlloys=5,iFragments=0, iNumItems=2, eReqTech=eTech_Armor_ArchAngel, eReqItem=eItem_None)
FoundryBalance=(eTech=eFoundry_AdvancedConstruction, iTime=14,iEngineers=30,iCash=375,iElerium=30,iAlloys=5,iFragments=20,iNumItems=2, eReqTech=eTech_AutopsySectopod, eReqItem=eItem_None)
FoundryBalance=(eTech=eFoundry_VehicleRepair, iTime=14,iEngineers=20,iCash=175,iElerium=10,iAlloys=3,iFragments=0, iNumItems=4, eReqTech=eTech_AutopsyHeavyFloater,eReqItem=eItem_None)
FoundryBalance=(eTech=eFoundry_PistolI, iTime=7, iEngineers=5, iCash=75, iElerium=0, iAlloys=0, iFragments=5, iNumItems=0, eReqTech=eTech_None, eReqItem=eItem_None)
FoundryBalance=(eTech=eFoundry_PistolII, iTime=7, iEngineers=10,iCash=150,iElerium=0, iAlloys=2,iFragments=25,iNumItems=0, eReqTech=eTech_LaserWeapons, eReqItem=eItem_None)
FoundryBalance=(eTech=eFoundry_PistolIII, iTime=14,iEngineers=20,iCash=250,iElerium=20,iAlloys=2,iFragments=50,iNumItems=0, eReqTech=eTech_Plasma_Pistol, eReqItem=eItem_None)
FoundryBalance=(eTech=eFoundry_SHIVSuppression, iTime=7, iEngineers=15,iCash=40, iElerium=0, iAlloys=0, iFragments=0, iNumItems=0, eReqTech=eTech_None, eReqItem=eItem_None)
FoundryBalance=(eTech=eFoundry_StealthSatellites, iTime=7, iEngineers=20,iCash=150,iElerium=20,iAlloys=20,iFragments=0, iNumItems=3, eReqTech=eTech_AlienNavigation, eReqItem=eItem_None)
FoundryBalance=(eTech=eFoundry_Scope, iTime=7, iEngineers=10,iCash=75, iElerium=0, iAlloys=0, iFragments=15,iNumItems=0, eReqTech=eTech_WeaponFragments, eReqItem=eItem_None)
; OTS Upgrades 士官學校升級項目所需的錢和條件
OTSBalance=(eTech=eOTS_Will_I, iCash=200, eRank=eRank_Major)
OTSBalance=(eTech=eOTS_SquadSize_I, iCash=50, eRank=eRank_Sergeant)
OTSBalance=(eTech=eOTS_XP_I, iCash=125, eRank=eRank_Sergeant)
OTSBalance=(eTech=eOTS_HP_I, iCash=150, eRank=eRank_Lieutenant)
OTSBalance=(eTech=eOTS_SquadSize_II, iCash=75, eRank=eRank_Captain)
OTSBalance=(eTech=eOTS_XP_II, iCash=250, eRank=eRank_Major)
OTSBalance=(eTech=eOTS_HP_II, iCash=275, eRank=eRank_Colonel)
; Techs 各類研究技術所需的資源和時間
TechBalance=(eTech=eTech_WeaponFragments, iTime=2, iAlloys=0, iElerium=0, iNumFragments=5, iNumItems=0)
TechBalance=(eTech=eTech_AlienMaterials, iTime=2, iAlloys=0, iElerium=0, iNumFragments=5, iNumItems=0)
TechBalance=(eTech=eTech_Exp_Warfare, iTime=3, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0)
TechBalance=(eTech=eTech_Xenobiology, iTime=2, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=4)
TechBalance=(eTech=eTech_LaserWeapons, iTime=6, iAlloys=1, iElerium=0, iNumFragments=1, iNumItems=0)
TechBalance=(eTech=eTech_PrecisionLasers, iTime=8, iAlloys=1, iElerium=0, iNumFragments=1, iNumItems=0)
TechBalance=(eTech=eTech_HeavyLasers, iTime=8, iAlloys=1, iElerium=0, iNumFragments=1, iNumItems=0)
TechBalance=(eTech=eTech_Plasma_Pistol, iTime=15, iAlloys=0, iElerium=5, iNumFragments=4, iNumItems=1)
TechBalance=(eTech=eTech_Plasma_Light, iTime=17, iAlloys=0, iElerium=5, iNumFragments=4, iNumItems=1)
TechBalance=(eTech=eTech_Plasma_Rifle, iTime=17, iAlloys=1, iElerium=10, iNumFragments=4, iNumItems=1)
TechBalance=(eTech=eTech_Plasma_Heavy, iTime=17, iAlloys=1, iElerium=10, iNumFragments=4, iNumItems=1)
TechBalance=(eTech=eTech_Plasma_Sniper, iTime=15, iAlloys=1, iElerium=10, iNumFragments=5, iNumItems=0)
TechBalance=(eTech=eTech_Alloy_Cannon, iTime=15, iAlloys=2, iElerium=5, iNumFragments=4, iNumItems=0)
TechBalance=(eTech=eTech_BlasterLauncher, iTime=20, iAlloys=2, iElerium=10, iNumFragments=7, iNumItems=0)
TechBalance=(eTech=eTech_Plasma_Cannon, iTime=10, iAlloys=0, iElerium=10, iNumFragments=3, iNumItems=0)
TechBalance=(eTech=eTech_EMP, iTime=20, iAlloys=0, iElerium=20, iNumFragments=0, iNumItems=40)
TechBalance=(eTech=eTech_Fusion_Launcher, iTime=15, iAlloys=10, iElerium=20, iNumFragments=5, iNumItems=0)
TechBalance=(eTech=eTech_ArcThrower, iTime=3, iAlloys=0, iElerium=0, iNumFragments=1, iNumItems=0)
TechBalance=(eTech=eTech_BaseShard, iTime=3, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0)
TechBalance=(eTech=eTech_AlienNavigation, iTime=5, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=2)
TechBalance=(eTech=eTech_UFOPowerSource, iTime=7, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
TechBalance=(eTech=eTech_Firestorm, iTime=15, iAlloys=10, iElerium=10, iNumFragments=5, iNumItems=0)
TechBalance=(eTech=eTech_Elerium, iTime=7, iAlloys=0, iElerium=10, iNumFragments=0, iNumItems=0)
TechBalance=(eTech=eTech_Armor_Carapace, iTime=7, iAlloys=10, iElerium=0, iNumFragments=0, iNumItems=0)
TechBalance=(eTech=eTech_Armor_Skeleton, iTime=10, iAlloys=15, iElerium=0, iNumFragments=0, iNumItems=0)
TechBalance=(eTech=eTech_Armor_Titan, iTime=20, iAlloys=15, iElerium=5, iNumFragments=0, iNumItems=0)
TechBalance=(eTech=eTech_Armor_Ghost, iTime=17, iAlloys=15, iElerium=15, iNumFragments=0, iNumItems=0)
TechBalance=(eTech=eTech_Armor_ArchAngel, iTime=17, iAlloys=15, iElerium=15, iNumFragments=0, iNumItems=0)
TechBalance=(eTech=eTech_PsiArmor, iTime=15, iAlloys=10, iElerium=10, iNumFragments=0, iNumItems=0)
TechBalance=(eTech=eTech_Hyperwave, iTime=8, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0)
TechBalance=(eTech=eTech_PsiLink, iTime=10, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0)
TechBalance=(eTech=eTech_InterrogateSectoid, iTime=2, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0)
TechBalance=(eTech=eTech_InterrogateFloater, iTime=2, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0)
TechBalance=(eTech=eTech_InterrogateMuton, iTime=2, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0)
TechBalance=(eTech=eTech_InterrogateThinMan, iTime=2, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0)
TechBalance=(eTech=eTech_InterrogateEthereal, iTime=10,iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0)
TechBalance=(eTech=eTech_InterrogateBerserker, iTime=2, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0)
TechBalance=(eTech=eTech_InterrogateMutonElite, iTime=2, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0)
TechBalance=(eTech=eTech_InterrogateHeavyFloater, iTime=2, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0)
TechBalance=(eTech=eTech_InterrogateSectoidCommander, iTime=6, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=0)
TechBalance=(eTech=eTech_AutopsySectoid, iTime=2, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
TechBalance=(eTech=eTech_AutopsyFloater, iTime=2, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
TechBalance=(eTech=eTech_AutopsyMuton, iTime=2, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
TechBalance=(eTech=eTech_AutopsyThinMan, iTime=2, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
TechBalance=(eTech=eTech_AutopsyCryssalid, iTime=2, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
TechBalance=(eTech=eTech_AutopsyEthereal, iTime=6, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
TechBalance=(eTech=eTech_AutopsyCyberdisc, iTime=2, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
TechBalance=(eTech=eTech_AutopsyDrone, iTime=2, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
TechBalance=(eTech=eTech_AutopsySectopod, iTime=2, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
TechBalance=(eTech=eTech_AutopsyBerserker, iTime=2, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
TechBalance=(eTech=eTech_AutopsyMutonElite, iTime=2, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
TechBalance=(eTech=eTech_AutopsyHeavyFloater, iTime=2, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
TechBalance=(eTech=eTech_AutopsySectoidCommander, iTime=3, iAlloys=0, iElerium=0, iNumFragments=0, iNumItems=1)
[XComGame.XComPrecomputedPath]
BlasterBombSpeed=500.0f