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NephilimNexus

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Everything posted by NephilimNexus

  1. Someone has already skillfully made a mod for fixing the absurd roulette wheel of the Proving Grounds, allowing you to mass produce any of it's results simply by expending supplies and e-cores. This makes sense, it's logical, and it's the way XCOM has always operated in the past. It is a good thing, and you can look at it over here: http://www.nexusmods.com/xcom2/mods/223/? My request is to take this idea and expand it to include weapon mods. It strikes me as absurd that we can build a combat exoskeleton with flamethrowers for hands but the technology of this mysterious thing called a "rifle scope" is somehow beyond us, forcing us to rely entirely on "loot drops" to get them. IMHO, this kind of cheap MMO bullcrap has no place in XCOM. It would make far more sense if all weapon mods were removed from the loot drops entirely (leaving nothing but elerium cores) and were instead logically added to the tech tree as something that you could unlock via research and then simply mass produce to your heart's content - or supply limit, which ever comes first. Example: Modular Weapons (3 days) -> Basic Weapon Modules (5 days) -> Specific items researched separately, 2 days each, or skip right to -> Improved Weapon Modules (7 days) -> Specific items again, and requires previous version so you can't just skip to the end, now take 3 days each -> Advanced Weapon Modules (14 days) -> Same drill again, now 5 days each -> Superior Weapon Modules (28 days - petty have some scientists by now) -> Top tier specifics, 7 days each. Then once you unlock any particular item you just go over to Engineering and buy the dang thing with Supplies (starts cheap, gets expensive as tech improves). There: A simple, logical way to handle weapon attachments that actually has some foundation in sanity.
  2. XComGameData_WeaponData.ini Go to line 65: FIREBOMB_ICLIPSIZE=1 FIREGRENADE_RANGE=10 FRAGGRENADE_ICLIPSIZE=1 FRAGGRENADE_RANGE=10 ALIENGRENADE_ICLIPSIZE=1 ALIENGRENADE_RANGE=10 GASGRENADE_ICLIPSIZE=1 GASGRENADE_RANGE=10 ACIDGRENADE_ICLIPSIZE=1 ACIDGRENADE_RANGE=10 GRENADELAUNCHER_RANGEBONUS=4 ADVGRENADELAUNCHER_RANGEBONUS=5 EMPGRENADE_RANGE=12 I think you can figure it out from there, yes? :)
  3. My only problem with the Workshop is that I can't figure out where the heck it is downloading/storing the mods, therefore I cannot access them with the SDK to find out what makes them tick.
  4. True, but that was easy enough to change. It was just a matter of changing the text the abilities to read PrimaryWeapon instead of SecondaryWeapon, just like the pistol itself. It's not that the abilities aren't working - as far as I can tell they are. The problem is that it still forces my soldier to carry an assault rifle, and uses it instead of their pistol. I did noticed in the Workshop something called the "Officer Mod" where someone has apparently found a way to make it work, but from what I could glean the way they did it was to add an entirely new weapon to the game that just happens to have the same stats as the pistol and then forced the new class to use it. Which frankly seems like a real hassle, especially since it would mean editing the research and engineering trees to insert all the upgrades into it as well.
  5. Are you using the ModBuddy or are you writing into the game's config files directly?
  6. So I finally managed to figure out how to add new character classes into the game without it crashing, which is a relief, and now I'm hoping to be able to do something a bit different: Making a class where the Pistol is their Primary weapon. Now I can change the data in the ModBuddy just fine and it doesn't show any errors on Build. The catch is that once in game it does nothing - the character is still stuck holding an assault rifle and none of their Pistol abilities actually result in a pistol animation being used for anything. It doesn't crash, it doesn't bug out, it just refuses to accept that they are carrying a pistol at all. Is this something so deeply hardcoded into the game that I may as well give up or do you think there is a workaround possible?
  7. I'm running into the exact same problem, and even after following the instructions posted here I could not resolve the issue. http://imgur.com/a/5NRRW
  8. So basically you want this XCOM1 mod converted to XCOM2: http://www.nexusmods.com/xcom/mods/631/? Wish I could help, but at least we know it can be done.
  9. Now I could be wrong but if all you're doing is tweaking the ini files for gameplay balance (harder/easier) then you shouldn't even need the Unreal Editor. Notepadd++ would suffice.
  10. Weapon Mod: Suppressor. If an enemy is killed in one shot and no other enemy is in visual range to spot it then Concealment is not broken.
  11. Once you actually take a NPC as a companion you can dismiss them later. However, when you do, your only options are to send them to one of your settlements. There is no option to return them to their point of origin. I'd like that to be a option. For example: "Go Home" - Nick returns to detective agency, Piper goes back to her house, Curie goes and hangs out at the doctor's office in Vault81, Dance could go back to either the blimp or the airport, etc. Because to be honest, companions make crappy settlers. They never shut up and half of them refuse to work. They just take up space and yammer the same two lines over & over forever.
  12. Thing is if you look at the BOS airship it only has attachments for 4 aircraft. Yet you can blow up 50+ of them and they just keep coming. I don't mind that they exist or that they even respawn, but egads they shouldn't be coming in by the squadron. I'd like to see a code insertion that reads "If a vertibird dies in this cell then no new vertibirds appear within twenty cells of this location for at least a week." I don't see losing a vertibird being the end of the BOS, but I don't see them as Space Invaders, either. They should need time to recover, send for replacements, etc. Because one thing that is really obvious in FO4 is that someone in the script writing department mixed up the the BOS and the Enclave.
  13. I think you're on to something there, and it could simplify some previously mentioned mechanics. Here is my take on this proposal: In an effort to make Guard Posts actually worth something without having to rebuild their models into something completely different, add a few new hidden variables into them. Namely, those Settlers assigned to Guard Posts would be classified as actual Minutemen. In addition to their small defense bonus (already in the game) each Minuteman employed at a settlement would reduce the probability of having external missions popping up - those annoying "we're scared of ghouls living a mile away even though we've got fifty rocket launcher turrets here" nonsense that seems to happen constantly. Just as settlement defense would reduce the chance of hostiles attacking the settlement, employing Minutemen via Guard Posts would reduce the chances of the settlement needing to sent you, personally, out to deal with all their trivial random missions. For example: You have four guard posts with four settlers assigned, so that gives you 4 Minuteman points. The game calls up the code for seeing if you get a random peon mission for that week; let's say it's 50%. The mod injects itself at the end of that formula and say "Hang on - says here they've got 4 minuteman points, so we're going to knock 10% per point from that (-40% total) which brings us down to only 10%. If a probability is reduced to zero or less then you never have to deal with those missions again... at least at that settlement. As you can see, this probably wouldn't be that hard to implement. It requires no new models, textures, or even orders. The only thing the modder would have to do is create a hidden variable that tracks assigned Guard Posts, adding a point for each one that is manned, then locate the game code for creating random missions and create a new function within that code that reduces the probability/frequency based on that new variable.
  14. Shouldn't be too hard, right? Simple texture recolor for all Gen3 synths to have the milky white android blood (as seen in the "Alien" franchise) instead of red, human-like blood. If you could add it to the Gen2s as well that would be interesting. I don't think Gen1s qualify - still too mechanical. Would certainly make the lore of post-mortem synth identification more believable. Too much self-contradicting lore in the game as is - this could be a simple, believable clarifier.
  15. Nothing special here, I just used Resource Hacker and aimed it at RCData/1020/1033 like normal. [XComGame.XGTacticalGameCore] 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=3,iDefenseBonus=0,iFlightFuel=0,iWillBonus=0,iLargeItems=1,iSmallItems=1,iMobilityBonus=0) 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_ArmorCarapace,iHPBonus=5,iDefenseBonus=0,iFlightFuel=0,iWillBonus=10,iLargeItems=1,iSmallItems=2,iMobilityBonus=1) Armors=(ABILITIES[0]=eAbility_NONE,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,Properties[0]=eAP_Grapple,Properties[1]=eAP_None,Properties[2]=eAP_None,Properties[3]=eAP_None,iType=eItem_ArmorSkeleton,iHPBonus=4,iDefenseBonus=5,iFlightFuel=0,iWillBonus=5,iLargeItems=1,iSmallItems=1,iMobilityBonus=2) Armors=(ABILITIES[0]=eAbility_NONE,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,Properties[0]=eAP_DualWield,Properties[1]=eAP_PoisonImmunity,Properties[2]=eAP_None,Properties[3]=eAP_None,iType=eItem_ArmorTitan,iHPBonus=8,iDefenseBonus=0,iFlightFuel=0,iWillBonus=25,iLargeItems=1,iSmallItems=2,iMobilityBonus=-2) Armors=(ABILITIES[0]=eAbility_Fly,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,Properties[0]=eAP_BackpackLimited,Properties[1]=eAP_AirEvade,Properties[2]=eAP_None,Properties[3]=eAP_None,iType=eItem_ArmorArchangel,iHPBonus=7,iDefenseBonus=0,iFlightFuel=6,iWillBonus=15,iLargeItems=1,iSmallItems=2,iMobilityBonus=1) Armors=(ABILITIES[0]=eAbility_Ghost,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,Properties[0]=eAP_Grapple,Properties[1]=eAP_None,Properties[2]=eAP_None,Properties[3]=eAP_None,iType=eItem_ArmorGhost,iHPBonus=6,iDefenseBonus=5,iFlightFuel=0,iWillBonus=15,iLargeItems=1,iSmallItems=1,iMobilityBonus=2) Armors=(ABILITIES[0]=eAbility_NONE,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,Properties[0]=eAP_Psi,Properties[1]=eAP_None,Properties[2]=eAP_None,Properties[3]=eAP_None,iType=eItem_ArmorPsi,iHPBonus=6,iDefenseBonus=5,iFlightFuel=0,iWillBonus=40,iLargeItems=1,iSmallItems=1,iMobilityBonus=2) Armors=(ABILITIES[0]=eAbility_NONE,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,Properties[0]=eAP_Tank,Properties[1]=eAP_None,Properties[2]=eAP_None,Properties[3]=eAP_None,iType=eItem_SHIVDeck_I,iHPBonus=0,iDefenseBonus=0,iFlightFuel=0,iWillBonus=0,iLargeItems=0,iSmallItems=0,iMobilityBonus=0) Armors=(ABILITIES[0]=eAbility_NONE,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,Properties[0]=eAP_Tank,Properties[1]=eAP_None,Properties[2]=eAP_None,Properties[3]=eAP_None,iType=eItem_SHIVDeck_II,iHPBonus=0,iDefenseBonus=10,iFlightFuel=0,iWillBonus=0,iLargeItems=0,iSmallItems=0,iMobilityBonus=1) Armors=(ABILITIES[0]=eAbility_Fly,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,Properties[0]=eAP_Tank,Properties[1]=eAP_None,Properties[2]=eAP_None,Properties[3]=eAP_None,iType=eItem_SHIVDeck_III,iHPBonus=0,iDefenseBonus=20,iFlightFuel=12,iWillBonus=0,iLargeItems=0,iSmallItems=0,iMobilityBonus=3) Characters=(iType=eChar_None,HP=1,Offense=0,Defense=0,Mobility=12,SightRadius=27,Will=0,Psionics=20,CritHitChance=0,CritWoundChance=0,FlightFuel=0,Reaction=0,ABILITIES[0]=eAbility_NONE,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_None,Properties[1]=eCP_None,Properties[2]=eCP_None,Properties[3]=eCP_None,Properties[4]=eCP_None,Properties[5]=eCP_None,bCanUse_eTraversal_Normal=False,bCanUse_eTraversal_ClimbOver=False,bCanUse_eTraversal_ClimbOnto=False,bCanUse_eTraversal_ClimbLadder=False,bCanUse_eTraversal_DropDown=False,bCanUse_eTraversal_Grapple=False,bCanUse_eTraversal_Landing=False,bCanUse_eTraversal_BreakWindow=False,bCanUse_eTraversal_KickDoor=False,bCanUse_eTraversal_JumpUp=False,bCanUse_eTraversal_WallClimb=False,bCanUse_eTraversal_BreakWall=False,eClass=eSC_None,bHasPsiGift=False) Characters=(iType=eChar_Civilian,HP=3,Offense=0,Defense=0,Mobility=12,SightRadius=27,Will=0,Psionics=20,CritHitChance=0,CritWoundChance=0,FlightFuel=0,Reaction=0,ABILITIES[0]=eAbility_CivilianCover,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_None,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=False,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) Characters=(iType=eChar_Soldier,HP=3,Offense=60,Defense=0,Mobility=12,SightRadius=27,Will=30,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) Characters=(iType=eChar_Tank,HP=10,Offense=70,Defense=20,Mobility=14,SightRadius=27,Will=0,Psionics=20,CritHitChance=0,CritWoundChance=0,FlightFuel=0,Reaction=0,ABILITIES[0]=eAbility_NONE,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_Robotic,Properties[1]=eCP_Hardened,Properties[2]=eCP_None,Properties[3]=eCP_None,Properties[4]=eCP_None,Properties[5]=eCP_None,bCanUse_eTraversal_Normal=True,bCanUse_eTraversal_ClimbOver=False,bCanUse_eTraversal_ClimbOnto=False,bCanUse_eTraversal_ClimbLadder=False,bCanUse_eTraversal_DropDown=False,bCanUse_eTraversal_Grapple=False,bCanUse_eTraversal_Landing=True,bCanUse_eTraversal_BreakWindow=False,bCanUse_eTraversal_KickDoor=True,bCanUse_eTraversal_JumpUp=False,bCanUse_eTraversal_WallClimb=False,bCanUse_eTraversal_BreakWall=False,eClass=eSC_None,bHasPsiGift=False) Characters=(iType=eChar_Sectoid,HP=4,Offense=67,Defense=8,Mobility=12,SightRadius=27,Will=40,Psionics=20,CritHitChance=0,CritWoundChance=0,FlightFuel=0,Reaction=0,ABILITIES[0]=eAbility_TakeCover,ABILITIES[1]=eAbility_MindMerge,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_None,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=False,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) Characters=(iType=eChar_Floater,HP=5,Offense=62,Defense=7,Mobility=15,SightRadius=27,Will=40,Psionics=20,CritHitChance=0,CritWoundChance=0,FlightFuel=32,Reaction=0,ABILITIES[0]=eAbility_TakeCover,ABILITIES[1]=eAbility_Fly,ABILITIES[2]=eAbility_Launch,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,ABILITIES[6]=eAbility_NONE,ABILITIES[7]=eAbility_NONE,Properties[0]=eCP_Flight,Properties[1]=eCP_AirEvade,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=False,bCanUse_eTraversal_DropDown=false,bCanUse_eTraversal_Grapple=False,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) Characters=(iType=eChar_Thinman,HP=4,Offense=67,Defense=6,Mobility=13,SightRadius=27,Will=45,Psionics=20,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_Climb,Properties[1]=eCP_PoisonImmunity,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=False,bCanUse_eTraversal_DropDown=True,bCanUse_eTraversal_Grapple=False,bCanUse_eTraversal_Landing=True,bCanUse_eTraversal_BreakWindow=True,bCanUse_eTraversal_KickDoor=True,bCanUse_eTraversal_JumpUp=True,bCanUse_eTraversal_WallClimb=False,bCanUse_eTraversal_BreakWall=False,eClass=eSC_None,bHasPsiGift=False) Characters=(iType=eChar_Muton,HP=12,Offense=73,Defense=-3,Mobility=12,SightRadius=27,Will=40,Psionics=0,CritHitChance=0,CritWoundChance=0,FlightFuel=0,Reaction=0,ABILITIES[0]=eAbility_TakeCover,ABILITIES[1]=eAbility_Intimidate,ABILITIES[2]=eAbility_BloodCall,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,ABILITIES[6]=eAbility_NONE,ABILITIES[7]=eAbility_NONE,Properties[0]=eCP_None,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=False,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) Characters=(iType=eChar_Cyberdisc,HP=20,Offense=75,Defense=0,Mobility=18,SightRadius=27,Will=0,Psionics=20,CritHitChance=0,CritWoundChance=0,FlightFuel=32,Reaction=0,ABILITIES[0]=eAbility_Fly,ABILITIES[1]=eAbility_CloseCyberdisc,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_AirEvade,Properties[1]=eCP_Flight,Properties[2]=eCP_Robotic,Properties[3]=eCP_DeathExplosion,Properties[4]=eCP_None,Properties[5]=eCP_None,bCanUse_eTraversal_Normal=True,bCanUse_eTraversal_ClimbOver=False,bCanUse_eTraversal_ClimbOnto=False,bCanUse_eTraversal_ClimbLadder=False,bCanUse_eTraversal_DropDown=False,bCanUse_eTraversal_Grapple=False,bCanUse_eTraversal_Landing=True,bCanUse_eTraversal_BreakWindow=False,bCanUse_eTraversal_KickDoor=False,bCanUse_eTraversal_JumpUp=False,bCanUse_eTraversal_WallClimb=False,bCanUse_eTraversal_BreakWall=False,eClass=eSC_None,bHasPsiGift=False) Characters=(iType=eChar_SectoidCommander,HP=11,Offense=75,Defense=8,Mobility=12,SightRadius=27,Will=140,Psionics=55,CritHitChance=0,CritWoundChance=0,FlightFuel=0,Reaction=0,ABILITIES[0]=eAbility_TakeCover,ABILITIES[1]=eAbility_PsiControl,ABILITIES[2]=eAbility_MindFray,ABILITIES[3]=eAbility_GreaterMindMerge,ABILITIES[4]=eAbility_PsiPanic,ABILITIES[5]=eAbility_NONE,ABILITIES[6]=eAbility_NONE,ABILITIES[7]=eAbility_NONE,Properties[0]=eCP_None,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=False,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) Characters=(iType=eChar_FloaterHeavy,HP=18,Offense=70,Defense=5,Mobility=15,SightRadius=27,Will=55,Psionics=20,CritHitChance=0,CritWoundChance=0,FlightFuel=32,Reaction=0,ABILITIES[0]=eAbility_TakeCover,ABILITIES[1]=eAbility_Fly,ABILITIES[2]=eAbility_Launch,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,ABILITIES[6]=eAbility_NONE,ABILITIES[7]=eAbility_NONE,Properties[0]=eCP_Flight,Properties[1]=eCP_AirEvade,Properties[2]=eCP_None,Properties[3]=eCP_None,Properties[4]=eCP_None,Properties[5]=eCP_None,bCanUse_eTraversal_Normal=True,bCanUse_eTraversal_ClimbOver=False,bCanUse_eTraversal_ClimbOnto=False,bCanUse_eTraversal_ClimbLadder=False,bCanUse_eTraversal_DropDown=False,bCanUse_eTraversal_Grapple=False,bCanUse_eTraversal_Landing=True,bCanUse_eTraversal_BreakWindow=False,bCanUse_eTraversal_KickDoor=False,bCanUse_eTraversal_JumpUp=False,bCanUse_eTraversal_WallClimb=False,bCanUse_eTraversal_BreakWall=False,eClass=eSC_None,bHasPsiGift=False) Characters=(iType=eChar_MutonElite,HP=20,Offense=80,Defense=-3,Mobility=12,SightRadius=27,Will=50,Psionics=0,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_None,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=False,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) Characters=(iType=eChar_Ethereal,HP=22,Offense=100,Defense=30,Mobility=12,SightRadius=27,Will=150,Psionics=80,CritHitChance=0,CritWoundChance=0,FlightFuel=0,Reaction=0,ABILITIES[0]=eAbility_NONE,ABILITIES[1]=eAbility_Rift,ABILITIES[2]=eAbility_PsiControl,ABILITIES[3]=eAbility_PsiDrain,ABILITIES[4]=eAbility_MindFray,ABILITIES[5]=eAbility_None,ABILITIES[6]=eAbility_None,ABILITIES[7]=eAbility_None,Properties[0]=eCP_Hardened,Properties[1]=eCP_None,Properties[2]=eCP_DeathExplosion,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=False,bCanUse_eTraversal_DropDown=True,bCanUse_eTraversal_Grapple=False,bCanUse_eTraversal_Landing=True,bCanUse_eTraversal_BreakWindow=True,bCanUse_eTraversal_KickDoor=True,bCanUse_eTraversal_JumpUp=True,bCanUse_eTraversal_WallClimb=False,bCanUse_eTraversal_BreakWall=False,eClass=eSC_None,bHasPsiGift=False) Characters=(iType=eChar_EtherealUber,HP=30,Offense=120,Defense=30,Mobility=12,SightRadius=27,Will=180,Psionics=80,CritHitChance=0,CritWoundChance=0,FlightFuel=0,Reaction=0,ABILITIES[0]=eAbility_NONE,ABILITIES[1]=eAbility_Rift,ABILITIES[2]=eAbility_PsiControl,ABILITIES[3]=eAbility_PsiDrain,ABILITIES[4]=eAbility_MindFray,ABILITIES[5]=eAbility_None,ABILITIES[6]=eAbility_None,ABILITIES[7]=eAbility_None,Properties[0]=eCP_Hardened,Properties[1]=eCP_None,Properties[2]=eCP_DeathExplosion,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=False,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) Characters=(iType=eChar_Chryssalid,HP=11,Offense=0,Defense=0,Mobility=20,SightRadius=27,Will=150,Psionics=20,CritHitChance=0,CritWoundChance=0,FlightFuel=0,Reaction=0,ABILITIES[0]=eAbility_NONE,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_MeleeOnly,Properties[1]=eCP_Hardened,Properties[2]=eCP_None,Properties[3]=eCP_PoisonImmunity,Properties[4]=eCP_Poisonous,Properties[5]=eCP_Climb,bCanUse_eTraversal_Normal=True,bCanUse_eTraversal_ClimbOver=True,bCanUse_eTraversal_ClimbOnto=True,bCanUse_eTraversal_ClimbLadder=False,bCanUse_eTraversal_DropDown=True,bCanUse_eTraversal_Grapple=False,bCanUse_eTraversal_Landing=True,bCanUse_eTraversal_BreakWindow=True,bCanUse_eTraversal_KickDoor=True,bCanUse_eTraversal_JumpUp=True,bCanUse_eTraversal_WallClimb=True,bCanUse_eTraversal_BreakWall=False,eClass=eSC_None,bHasPsiGift=False) Characters=(iType=eChar_Zombie,HP=12,Offense=0,Defense=0,Mobility=4,SightRadius=27,Will=150,Psionics=20,CritHitChance=0,CritWoundChance=0,FlightFuel=0,Reaction=0,ABILITIES[0]=eAbility_NONE,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_PoisonImmunity,Properties[1]=eCP_MeleeOnly,Properties[2]=eCP_Poisonous,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=False,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) Characters=(iType=eChar_MutonBerserker,HP=24,Offense=75,Defense=-3,Mobility=17,SightRadius=27,Will=110,Psionics=0,CritHitChance=0,CritWoundChance=0,FlightFuel=0,Reaction=0,ABILITIES[0]=eAbility_BullRush,ABILITIES[1]=eAbility_Bloodlust,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_MeleeOnly,Properties[1]=eCP_Hardened,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=False,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) Characters=(iType=eChar_Sectopod,HP=40,Offense=75,Defense=-5,Mobility=12,SightRadius=27,Will=0,Psionics=20,CritHitChance=0,CritWoundChance=0,FlightFuel=0,Reaction=0,ABILITIES[0]=eAbility_NONE,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_Robotic,Properties[1]=eCP_Hardened,Properties[2]=eCP_DeathExplosion,Properties[3]=eCP_None,Properties[4]=eCP_None,Properties[5]=eCP_None,bCanUse_eTraversal_Normal=True,bCanUse_eTraversal_ClimbOver=False,bCanUse_eTraversal_ClimbOnto=False,bCanUse_eTraversal_ClimbLadder=False,bCanUse_eTraversal_DropDown=False,bCanUse_eTraversal_Grapple=False,bCanUse_eTraversal_Landing=True,bCanUse_eTraversal_BreakWindow=False,bCanUse_eTraversal_KickDoor=True,bCanUse_eTraversal_JumpUp=False,bCanUse_eTraversal_WallClimb=False,bCanUse_eTraversal_BreakWall=False,eClass=eSC_None,bHasPsiGift=False) Characters=(iType=eChar_Drone,HP=4,Offense=70,Defense=20,Mobility=12,SightRadius=27,Will=0,Psionics=20,CritHitChance=0,CritWoundChance=0,FlightFuel=32,Reaction=0,ABILITIES[0]=eAbility_Fly,ABILITIES[1]=eAbility_ShotOverload,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_Robotic,Properties[1]=eCP_Flight,Properties[2]=eCP_Hardened,Properties[3]=eCP_AirEvade,Properties[4]=eCP_None,Properties[5]=eCP_None,bCanUse_eTraversal_Normal=True,bCanUse_eTraversal_ClimbOver=False,bCanUse_eTraversal_ClimbOnto=False,bCanUse_eTraversal_ClimbLadder=False,bCanUse_eTraversal_DropDown=False,bCanUse_eTraversal_Grapple=False,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) Characters=(iType=eChar_Outsider,HP=6,Offense=75,Defense=0,Mobility=12,SightRadius=27,Will=60,Psionics=20,CritHitChance=0,CritWoundChance=0,FlightFuel=32,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_None,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=False,bCanUse_eTraversal_ClimbOnto=False,bCanUse_eTraversal_ClimbLadder=False,bCanUse_eTraversal_DropDown=False,bCanUse_eTraversal_Grapple=False,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) Characters=(iType=eChar_BattleScanner,HP=10,Offense=0,Defense=0,Mobility=0,SightRadius=18,Will=0,Psionics=0,CritHitChance=0,CritWoundChance=0,FlightFuel=0,Reaction=0,ABILITIES[0]=eAbility_NONE,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_PoisonImmunity,Properties[1]=eCP_None,Properties[2]=eCP_None,Properties[3]=eCP_None,Properties[4]=eCP_None,Properties[5]=eCP_None,bCanUse_eTraversal_Normal=False,bCanUse_eTraversal_ClimbOver=False,bCanUse_eTraversal_ClimbOnto=False,bCanUse_eTraversal_ClimbLadder=False,bCanUse_eTraversal_DropDown=False,bCanUse_eTraversal_Grapple=False,bCanUse_eTraversal_Landing=False,bCanUse_eTraversal_BreakWindow=False,bCanUse_eTraversal_KickDoor=False,bCanUse_eTraversal_JumpUp=False,bCanUse_eTraversal_WallClimb=False,bCanUse_eTraversal_BreakWall=False,eClass=eSC_None,bHasPsiGift=False) Characters=(iType=eChar_None,HP=0,Offense=0,Defense=0,Mobility=0,SightRadius=0,Will=0,Psionics=0,CritHitChance=0,CritWoundChance=0,FlightFuel=0,Reaction=0,ABILITIES[0]=eAbility_NONE,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_None,Properties[1]=eCP_None,Properties[2]=eCP_None,Properties[3]=eCP_None,Properties[4]=eCP_None,Properties[5]=eCP_None,bCanUse_eTraversal_Normal=False,bCanUse_eTraversal_ClimbOver=False,bCanUse_eTraversal_ClimbOnto=False,bCanUse_eTraversal_ClimbLadder=False,bCanUse_eTraversal_DropDown=False,bCanUse_eTraversal_Grapple=False,bCanUse_eTraversal_Landing=False,bCanUse_eTraversal_BreakWindow=False,bCanUse_eTraversal_KickDoor=False,bCanUse_eTraversal_JumpUp=False,bCanUse_eTraversal_WallClimb=False,bCanUse_eTraversal_BreakWall=False,eClass=eSC_None,bHasPsiGift=False) 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_None,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=2,iEnvironmentDamage=10,iRange=27,iReactionRange=-1,iReactionAngle=270,iRadius=0,iCritical=5,iOffenseBonus=-5,iSuppression=5,iSize=eItemSize_Small,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_AssaultRifle,ABILITIES[0]=eAbility_ShotStandard,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_Overwatch,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Rifle,Properties[1]=eWP_None,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=5,iEnvironmentDamage=30,iRange=27,iReactionRange=-1,iReactionAngle=270,iRadius=0,iCritical=10,iOffenseBonus=0,iSuppression=10,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_Shotgun,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_Assault,Properties[1]=eWP_None,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=7,iEnvironmentDamage=40,iRange=27,iReactionRange=-1,iReactionAngle=360,iRadius=0,iCritical=20,iOffenseBonus=-5,iSuppression=10,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_LMG,ABILITIES[0]=eAbility_ShotStandard,ABILITIES[1]=eAbility_Overwatch,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_Overwatch,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Heavy,Properties[1]=eWP_None,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=6,iEnvironmentDamage=50,iRange=27,iReactionRange=-1,iReactionAngle=270,iRadius=0,iCritical=5,iOffenseBonus=0,iSuppression=15,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_SniperRifle,ABILITIES[0]=eAbility_Overwatch,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_ShotStandard,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Sniper,Properties[1]=eWP_MoveLimited,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=6,iEnvironmentDamage=20,iRange=100,iReactionRange=-1,iReactionAngle=270,iRadius=0,iCritical=25,iOffenseBonus=3,iSuppression=5,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_LaserPistol,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=20,iRange=27,iReactionRange=-1,iReactionAngle=270,iRadius=0,iCritical=80,iOffenseBonus=5,iSuppression=5,iSize=eItemSize_Small,iHPBonus=0,iWillBonus=4) Weapons=(iType=eItem_LaserAssaultRifle,ABILITIES[0]=eAbility_ShotStandard,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_Overwatch,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Rifle,Properties[1]=eWP_UnlimitedAmmo,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=3,iEnvironmentDamage=40,iRange=27,iReactionRange=-1,iReactionAngle=270,iRadius=0,iCritical=80,iOffenseBonus=7,iSuppression=10,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=4) Weapons=(iType=eItem_LaserAssaultGun,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_Assault,Properties[1]=eWP_UnlimitedAmmo,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=4,iEnvironmentDamage=50,iRange=27,iReactionRange=-1,iReactionAngle=360,iRadius=0,iCritical=85,iOffenseBonus=0,iSuppression=10,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=4) Weapons=(iType=eItem_ArcThrower,ABILITIES[0]=eAbility_ShotStun,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Pistol,Properties[1]=eWP_Secondary,Properties[2]=eWP_CantReact,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=0,iEnvironmentDamage=0,iRange=27,iReactionRange=-1,iReactionAngle=200,iRadius=0,iCritical=0,iOffenseBonus=0,iSuppression=0,iSize=eItemSize_Small,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_HeavyLaser,ABILITIES[0]=eAbility_ShotStandard,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_Overwatch,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Heavy,Properties[1]=eWP_UnlimitedAmmo,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=4,iEnvironmentDamage=60,iRange=27,iReactionRange=30,iReactionAngle=270,iRadius=0,iCritical=80,iOffenseBonus=7,iSuppression=15,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=4) Weapons=(iType=eItem_LaserSniperRifle,ABILITIES[0]=eAbility_Overwatch,ABILITIES[1]=eAbility_ShotStandard,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Sniper,Properties[1]=eWP_UnlimitedAmmo,Properties[2]=eWP_MoveLimited,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=4,iEnvironmentDamage=40,iRange=100,iReactionRange=-1,iReactionAngle=270,iRadius=0,iCritical=85,iOffenseBonus=10,iSuppression=5,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=4) Weapons=(iType=eItem_PlasmaPistol,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_None,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=3,iEnvironmentDamage=40,iRange=27,iReactionRange=-1,iReactionAngle=270,iRadius=0,iCritical=10,iOffenseBonus=-15,iSuppression=10,iSize=eItemSize_Small,iHPBonus=0,iWillBonus=5) Weapons=(iType=eItem_SectoidPlasmaPistol,ABILITIES[0]=eAbility_ShotStandard,ABILITIES[1]=eAbility_ShotSuppress,ABILITIES[2]=eAbility_Overwatch,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Pistol,Properties[1]=eWP_None,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=4,iEnvironmentDamage=40,iRange=27,iReactionRange=-1,iReactionAngle=200,iRadius=0,iCritical=0,iOffenseBonus=-15,iSuppression=10,iSize=eItemSize_Small,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_PlasmaLightRifle,ABILITIES[0]=eAbility_ShotStandard,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_Overwatch,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Rifle,Properties[1]=eWP_None,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=6,iEnvironmentDamage=55,iRange=27,iReactionRange=-1,iReactionAngle=270,iRadius=0,iCritical=15,iOffenseBonus=-7,iSuppression=20,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=5) Weapons=(iType=eItem_PlasmaLightRifle_ThinMan,ABILITIES[0]=eAbility_ShotStandard,ABILITIES[1]=eAbility_ShotSuppress,ABILITIES[2]=eAbility_Overwatch,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Rifle,Properties[1]=eWP_None,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=8,iEnvironmentDamage=55,iRange=27,iReactionRange=-1,iReactionAngle=200,iRadius=0,iCritical=0,iOffenseBonus=-11,iSuppression=20,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_PlasmaLightRifle_Floater,ABILITIES[0]=eAbility_ShotStandard,ABILITIES[1]=eAbility_ShotSuppress,ABILITIES[2]=eAbility_Overwatch,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Rifle,Properties[1]=eWP_None,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=8,iEnvironmentDamage=55,iRange=27,iReactionRange=-1,iReactionAngle=200,iRadius=0,iCritical=0,iOffenseBonus=-11,iSuppression=20,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_PlasmaLightRifle_Muton,ABILITIES[0]=eAbility_ShotStandard,ABILITIES[1]=eAbility_ShotSuppress,ABILITIES[2]=eAbility_Overwatch,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Rifle,Properties[1]=eWP_None,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=8,iEnvironmentDamage=55,iRange=27,iReactionRange=-1,iReactionAngle=200,iRadius=0,iCritical=0,iOffenseBonus=-11,iSuppression=20,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_PlasmaAssaultRifle,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_Rifle,Properties[1]=eWP_None,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=8,iEnvironmentDamage=65,iRange=27,iReactionRange=-1,iReactionAngle=270,iRadius=0,iCritical=17,iOffenseBonus=-12,iSuppression=20,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=5) Weapons=(iType=eItem_PlasmaAssaultRifle_Muton,ABILITIES[0]=eAbility_ShotStandard,ABILITIES[1]=eAbility_ShotSuppress,ABILITIES[2]=eAbility_Overwatch,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Rifle,Properties[1]=eWP_None,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=9,iEnvironmentDamage=65,iRange=27,iReactionRange=-1,iReactionAngle=200,iRadius=0,iCritical=0,iOffenseBonus=-12,iSuppression=20,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_AlloyCannon,ABILITIES[0]=eAbility_ShotStandard,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_Overwatch,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Assault,Properties[1]=eWP_None,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=9,iEnvironmentDamage=70,iRange=27,iReactionRange=-1,iReactionAngle=360,iRadius=0,iCritical=25,iOffenseBonus=-15,iSuppression=35,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=5) Weapons=(iType=eItem_HeavyPlasma,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_Heavy,Properties[1]=eWP_None,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=8,iEnvironmentDamage=75,iRange=27,iReactionRange=-1,iReactionAngle=270,iRadius=0,iCritical=10,iOffenseBonus=-13,iSuppression=35,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=5) Weapons=(iType=eItem_HeavyPlasma_Floater,ABILITIES[0]=eAbility_ShotStandard,ABILITIES[1]=eAbility_ShotSuppress,ABILITIES[2]=eAbility_Overwatch,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Heavy,Properties[1]=eWP_None,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=10,iEnvironmentDamage=75,iRange=27,iReactionRange=-1,iReactionAngle=200,iRadius=0,iCritical=0,iOffenseBonus=-13,iSuppression=35,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_HeavyPlasma_Muton,ABILITIES[0]=eAbility_ShotStandard,ABILITIES[1]=eAbility_ShotSuppress,ABILITIES[2]=eAbility_Overwatch,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Heavy,Properties[1]=eWP_None,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=10,iEnvironmentDamage=75,iRange=27,iReactionRange=-1,iReactionAngle=200,iRadius=0,iCritical=0,iOffenseBonus=-13,iSuppression=35,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_PlasmaSniperRifle,ABILITIES[0]=eAbility_Overwatch,ABILITIES[1]=eAbility_ShotStandard,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Sniper,Properties[1]=eWP_MoveLimited,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=9,iEnvironmentDamage=55,iRange=100,iReactionRange=-1,iReactionAngle=270,iRadius=0,iCritical=35,iOffenseBonus=-10,iSuppression=10,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=5) Weapons=(iType=eItem_FragGrenade,ABILITIES[0]=eAbility_FragGrenade,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_AnyClass,Properties[1]=eWP_Secondary,Properties[2]=eWP_NoReload,Properties[3]=eWP_Explosive,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=4,iEnvironmentDamage=250,iRange=15,iReactionRange=-1,iReactionAngle=200,iRadius=240,iCritical=0,iOffenseBonus=0,iSuppression=0,iSize=eItemSize_Small,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_SmokeGrenade,ABILITIES[0]=eAbility_SmokeGrenade,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_AnyClass,Properties[1]=eWP_Secondary,Properties[2]=eWP_NoReload,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=-1,iEnvironmentDamage=0,iRange=15,iReactionRange=-1,iReactionAngle=200,iRadius=336,iCritical=0,iOffenseBonus=0,iSuppression=0,iSize=eItemSize_Small,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_BattleScanner,ABILITIES[0]=eAbility_BattleScanner,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_AnyClass,Properties[1]=eWP_Secondary,Properties[2]=eWP_NoReload,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=-1,iEnvironmentDamage=0,iRange=27,iReactionRange=-1,iReactionAngle=200,iRadius=225,iCritical=0,iOffenseBonus=0,iSuppression=0,iSize=eItemSize_Small,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_AlienGrenade,ABILITIES[0]=eAbility_AlienGrenade,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_AnyClass,Properties[1]=eWP_Secondary,Properties[2]=eWP_NoReload,Properties[3]=eWP_Explosive,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=5,iEnvironmentDamage=250,iRange=16,iReactionRange=-1,iReactionAngle=200,iRadius=240,iCritical=0,iOffenseBonus=0,iSuppression=0,iSize=eItemSize_Small,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_PsiGrenade,ABILITIES[0]=eAbility_NONE,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_AnyClass,Properties[1]=eWP_Secondary,Properties[2]=eWP_NoReload,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=6,iEnvironmentDamage=250,iRange=15,iReactionRange=-1,iReactionAngle=200,iRadius=225,iCritical=25,iOffenseBonus=0,iSuppression=0,iSize=eItemSize_Small,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_RocketLauncher,ABILITIES[0]=eAbility_ShredderRocket,ABILITIES[1]=eAbility_RocketLauncher,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Explosive,Properties[1]=eWP_Secondary,Properties[2]=eWP_NoReload,Properties[3]=eWP_Heavy,Properties[4]=eWP_MoveLimited,Properties[5]=eWP_None,iDamage=9,iEnvironmentDamage=500,iRange=27,iReactionRange=-1,iReactionAngle=200,iRadius=336,iCritical=0,iOffenseBonus=0,iSuppression=0,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_BlasterLauncher,ABILITIES[0]=eAbility_ShredderRocket,ABILITIES[1]=eAbility_RocketLauncher,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Explosive,Properties[1]=eWP_Secondary,Properties[2]=eWP_NoReload,Properties[3]=eWP_Heavy,Properties[4]=eWP_MoveLimited,Properties[5]=eWP_None,iDamage=12,iEnvironmentDamage=500,iRange=100,iReactionRange=-1,iReactionAngle=200,iRadius=336,iCritical=0,iOffenseBonus=0,iSuppression=0,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_Medikit,ABILITIES[0]=eAbility_MedikitHeal,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_AnyClass,Properties[1]=eWP_Secondary,Properties[2]=eWP_NoReload,Properties[3]=eWP_Backpack,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=-1,iEnvironmentDamage=0,iRange=3,iReactionRange=-1,iReactionAngle=200,iRadius=0,iCritical=0,iOffenseBonus=0,iSuppression=0,iSize=eItemSize_Small,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_Plague,ABILITIES[0]=eAbility_Plague,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Support,Properties[1]=eWP_Secondary,Properties[2]=eWP_NoReload,Properties[3]=eWP_Backpack,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=6,iEnvironmentDamage=0,iRange=27,iReactionRange=-1,iReactionAngle=200,iRadius=144,iCritical=0,iOffenseBonus=0,iSuppression=20,iSize=eItemSize_Small,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_CombatStims,ABILITIES[0]=eAbility_CombatStim,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_AnyClass,Properties[1]=eWP_Secondary,Properties[2]=eWP_Backpack,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=-1,iEnvironmentDamage=0,iRange=3,iReactionRange=-1,iReactionAngle=200,iRadius=0,iCritical=0,iOffenseBonus=0,iSuppression=0,iSize=eItemSize_Small,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_ShivMinigun,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_Integrated,Properties[1]=eWP_None,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=7,iEnvironmentDamage=50,iRange=27,iReactionRange=-1,iReactionAngle=270,iRadius=0,iCritical=10,iOffenseBonus=0,iSuppression=20,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_ShivSentry,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_Integrated,Properties[1]=eWP_None,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=9,iEnvironmentDamage=65,iRange=27,iReactionRange=-1,iReactionAngle=270,iRadius=0,iCritical=10,iOffenseBonus=-5,iSuppression=30,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_ShivLaser,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_Integrated,Properties[1]=eWP_UnlimitedAmmo,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=4,iEnvironmentDamage=60,iRange=27,iReactionRange=-1,iReactionAngle=270,iRadius=0,iCritical=90,iOffenseBonus=10,iSuppression=10,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_ShivPlasma,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_Integrated,Properties[1]=eWP_None,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=10,iEnvironmentDamage=75,iRange=27,iReactionRange=-1,iReactionAngle=270,iRadius=0,iCritical=20,iOffenseBonus=-10,iSuppression=30,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_Grapple,ABILITIES[0]=eAbility_Grapple,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Integrated,Properties[1]=eWP_Secondary,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=-1,iEnvironmentDamage=-1,iRange=21,iReactionRange=-1,iReactionAngle=200,iRadius=0,iCritical=0,iOffenseBonus=0,iSuppression=0,iSize=eItemSize_Small,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_DroneBeam,ABILITIES[0]=eAbility_ShotStandard,ABILITIES[1]=eAbility_Repair,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Integrated,Properties[1]=eWP_None,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=3,iEnvironmentDamage=2,iRange=27,iReactionRange=-1,iReactionAngle=200,iRadius=0,iCritical=0,iOffenseBonus=0,iSuppression=0,iSize=eItemSize_Small,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_CyberdiscWeapon,ABILITIES[0]=eAbility_ShotStandard,ABILITIES[1]=eAbility_DeathBlossom,ABILITIES[2]=eAbility_Overwatch,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Integrated,Properties[1]=eWP_None,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=9,iEnvironmentDamage=125,iRange=27,iReactionRange=-1,iReactionAngle=200,iRadius=0,iCritical=10,iOffenseBonus=0,iSuppression=3,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_ChryssalidClaw,ABILITIES[0]=eAbility_ShotStandard,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Integrated,Properties[1]=eWP_Melee,Properties[2]=eWP_CantReact,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=7,iEnvironmentDamage=1,iRange=2,iReactionRange=-1,iReactionAngle=200,iRadius=0,iCritical=20,iOffenseBonus=0,iSuppression=0,iSize=eItemSize_Small,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_ZombieFist,ABILITIES[0]=eAbility_ShotStandard,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Integrated,Properties[1]=eWP_Melee,Properties[2]=eWP_CantReact,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=3,iEnvironmentDamage=1,iRange=2,iReactionRange=-1,iReactionAngle=200,iRadius=0,iCritical=0,iOffenseBonus=0,iSuppression=0,iSize=eItemSize_Small,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_MutonBlade,ABILITIES[0]=eAbility_ShotStandard,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Integrated,Properties[1]=eWP_Melee,Properties[2]=eWP_CantReact,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=10,iEnvironmentDamage=125,iRange=2,iReactionRange=-1,iReactionAngle=200,iRadius=0,iCritical=33,iOffenseBonus=0,iSuppression=0,iSize=eItemSize_Small,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_SectopodChestCannon,ABILITIES[0]=eAbility_CannonFire,ABILITIES[1]=eAbility_DestroyTerrain,ABILITIES[2]=eAbility_Overwatch,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Integrated,Properties[1]=eWP_None,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=10,iEnvironmentDamage=801,iRange=27,iReactionRange=-1,iReactionAngle=200,iRadius=175,iCritical=0,iOffenseBonus=0,iSuppression=40,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_SectopodCannon,ABILITIES[0]=eAbility_NONE,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Integrated,Properties[1]=eWP_None,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=8,iEnvironmentDamage=125,iRange=27,iReactionRange=-1,iReactionAngle=200,iRadius=175,iCritical=0,iOffenseBonus=0,iSuppression=40,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_SectopodClusterBomb,ABILITIES[0]=eAbility_ClusterBomb,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_AnyClass,Properties[1]=eWP_Secondary,Properties[2]=eWP_NoReload,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=6,iEnvironmentDamage=250,iRange=27,iReactionRange=-1,iReactionAngle=200,iRadius=144,iCritical=25,iOffenseBonus=0,iSuppression=0,iSize=eItemSize_Small,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_SectopodHeatRay,ABILITIES[0]=eAbility_Overwatch,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Integrated,Properties[1]=eWP_Secondary,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=20,iEnvironmentDamage=801,iRange=27,iReactionRange=-1,iReactionAngle=200,iRadius=0,iCritical=25,iOffenseBonus=0,iSuppression=0,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_PsiAmp,ABILITIES[0]=eAbility_NONE,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Integrated,Properties[1]=eWP_Secondary,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=10,iEnvironmentDamage=400,iRange=27,iReactionRange=-1,iReactionAngle=200,iRadius=0,iCritical=0,iOffenseBonus=0,iSuppression=0,iSize=eItemSize_Small,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_ChitinPlating,ABILITIES[0]=eAbility_NONE,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Backpack,Properties[1]=eWP_None,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=0,iEnvironmentDamage=0,iRange=0,iReactionRange=-1,iReactionAngle=200,iRadius=0,iCritical=0,iOffenseBonus=0,iSuppression=0,iSize=eItemSize_Small,iHPBonus=6,iWillBonus=10) Weapons=(iType=eItem_ReinforcedArmor,ABILITIES[0]=eAbility_NONE,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Backpack,Properties[1]=eWP_None,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=0,iEnvironmentDamage=0,iRange=0,iReactionRange=-1,iReactionAngle=200,iRadius=0,iCritical=0,iOffenseBonus=0,iSuppression=0,iSize=eItemSize_Small,iHPBonus=4,iWillBonus=5) Weapons=(iType=eItem_TargetingModule,ABILITIES[0]=eAbility_NONE,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Backpack,Properties[1]=eWP_None,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=0,iEnvironmentDamage=0,iRange=0,iReactionRange=-1,iReactionAngle=200,iRadius=0,iCritical=0,iOffenseBonus=20,iSuppression=0,iSize=eItemSize_Small,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_MindShield,ABILITIES[0]=eAbility_NONE,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Backpack,Properties[1]=eWP_None,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=0,iEnvironmentDamage=0,iRange=0,iReactionRange=-1,iReactionAngle=200,iRadius=0,iCritical=0,iOffenseBonus=0,iSuppression=0,iSize=eItemSize_Small,iHPBonus=0,iWillBonus=30) Weapons=(iType=eItem_ElderWeapon,ABILITIES[0]=eAbility_PsiLance,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Integrated,Properties[1]=eWP_None,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=10,iEnvironmentDamage=0,iRange=27,iReactionRange=-1,iReactionAngle=200,iRadius=0,iCritical=0,iOffenseBonus=0,iSuppression=0,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_OutsiderWeapon,ABILITIES[0]=eAbility_ShotStandard,ABILITIES[1]=eAbility_ShotSuppress,ABILITIES[2]=eAbility_Overwatch,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Rifle,Properties[1]=eWP_None,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=8,iEnvironmentDamage=0,iRange=27,iReactionRange=-1,iReactionAngle=200,iRadius=0,iCritical=0,iOffenseBonus=0,iSuppression=30,iSize=eItemSize_Large,iHPBonus=0,iWillBonus=0) Weapons=(iType=eItem_SoldierNoWeapon,ABILITIES[0]=eAbility_NONE,ABILITIES[1]=eAbility_NONE,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=0,iEnvironmentDamage=0,iRange=10,iReactionRange=-1,iReactionAngle=200,iRadius=0,iCritical=0,iOffenseBonus=0,iSuppression=0,iSize=eItemSize_Small,iHPBonus=0,iWillBonus=0) BalanceMods_Easy=(eType=eChar_None, iDamage=0, iCritHit=0,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Easy=(eType=eChar_Civilian, iDamage=0, iCritHit=0,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Easy=(eType=eChar_Soldier, iDamage=0, iCritHit=0,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Easy=(eType=eChar_Tank, iDamage=0, iCritHit=0,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Easy=(eType=eChar_Sectoid, iDamage=0, iCritHit=5,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Easy=(eType=eChar_Floater, iDamage=0, iCritHit=5,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Easy=(eType=eChar_Thinman, iDamage=0, iCritHit=5,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Easy=(eType=eChar_Muton, iDamage=0, iCritHit=5,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Easy=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=5,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Easy=(eType=eChar_SectoidCommander, iDamage=0, iCritHit=5,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Easy=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=5,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Easy=(eType=eChar_MutonElite, iDamage=0, iCritHit=15,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Easy=(eType=eChar_Ethereal, iDamage=0, iCritHit=5,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Easy=(eType=eChar_Chryssalid, iDamage=0, iCritHit=20,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Easy=(eType=eChar_Zombie, iDamage=0, iCritHit=20,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Easy=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=30,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Easy=(eType=eChar_Sectopod, iDamage=0, iCritHit=5,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Easy=(eType=eChar_Drone, iDamage=0, iCritHit=5,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Easy=(eType=eChar_Outsider, iDamage=0, iCritHit=5,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Easy=(eType=eChar_EtherealUber, iDamage=0, iCritHit=5,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Easy=(eType=eChar_BattleScanner, iDamage=0, iCritHit=0,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Normal=(eType=eChar_None, iDamage=0, iCritHit=0,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Normal=(eType=eChar_Civilian, iDamage=0, iCritHit=0,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Normal=(eType=eChar_Soldier, iDamage=0, iCritHit=0,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Normal=(eType=eChar_Tank, iDamage=0, iCritHit=0,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=5,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Normal=(eType=eChar_Floater, iDamage=0, iCritHit=5,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Normal=(eType=eChar_Thinman, iDamage=0, iCritHit=5,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Normal=(eType=eChar_Muton, iDamage=0, iCritHit=5,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Normal=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=5,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Normal=(eType=eChar_SectoidCommander, iDamage=0, iCritHit=5,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Normal=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=5,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Normal=(eType=eChar_MutonElite, iDamage=0, iCritHit=15,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Normal=(eType=eChar_Ethereal, iDamage=0, iCritHit=5,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Normal=(eType=eChar_Chryssalid, iDamage=0, iCritHit=20,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Normal=(eType=eChar_Zombie, iDamage=0, iCritHit=20,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Normal=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=30,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Normal=(eType=eChar_Sectopod, iDamage=0, iCritHit=5,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Normal=(eType=eChar_Drone, iDamage=0, iCritHit=5,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Normal=(eType=eChar_Outsider, iDamage=0, iCritHit=5,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Normal=(eType=eChar_EtherealUber, iDamage=0, iCritHit=5,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Normal=(eType=eChar_BattleScanner, iDamage=0, iCritHit=0,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0) BalanceMods_Hard=(eType=eChar_None, iDamage=0, iCritHit=0, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Hard=(eType=eChar_Civilian, iDamage=0, iCritHit=0, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Hard=(eType=eChar_Soldier, iDamage=0, iCritHit=0, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Hard=(eType=eChar_Tank, iDamage=0, iCritHit=0, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Hard=(eType=eChar_Sectoid, iDamage=0, iCritHit=5, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Hard=(eType=eChar_Floater, iDamage=0, iCritHit=5, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Hard=(eType=eChar_Thinman, iDamage=0, iCritHit=5, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Hard=(eType=eChar_Muton, iDamage=0, iCritHit=5, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Hard=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=5, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Hard=(eType=eChar_SectoidCommander, iDamage=0, iCritHit=5, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Hard=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=5, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Hard=(eType=eChar_MutonElite, iDamage=0, iCritHit=15, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Hard=(eType=eChar_Ethereal, iDamage=0, iCritHit=5, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=0, iCritHit=20, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Hard=(eType=eChar_Zombie, iDamage=0, iCritHit=20, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Hard=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=30, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Hard=(eType=eChar_Sectopod, iDamage=0, iCritHit=5, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Hard=(eType=eChar_Drone, iDamage=0, iCritHit=5, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Hard=(eType=eChar_Outsider, iDamage=0, iCritHit=5, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Hard=(eType=eChar_EtherealUber, iDamage=0, iCritHit=5, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Hard=(eType=eChar_BattleScanner, iDamage=0, iCritHit=0, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Classic=(eType=eChar_None, iDamage=0, iCritHit=0, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Classic=(eType=eChar_Civilian, iDamage=0, iCritHit=0, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Classic=(eType=eChar_Soldier, iDamage=0, iCritHit=0, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Classic=(eType=eChar_Tank, iDamage=0, iCritHit=0, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Classic=(eType=eChar_Sectoid, iDamage=0, iCritHit=5, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Classic=(eType=eChar_Floater, iDamage=0, iCritHit=5, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Classic=(eType=eChar_Thinman, iDamage=0, iCritHit=5, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Classic=(eType=eChar_Muton, iDamage=0, iCritHit=5, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Classic=(eType=eChar_Cyberdisc, iDamage=0, iCritHit=5, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Classic=(eType=eChar_SectoidCommander, iDamage=0, iCritHit=5, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Classic=(eType=eChar_FloaterHeavy, iDamage=0, iCritHit=5, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Classic=(eType=eChar_MutonElite, iDamage=0, iCritHit=15, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Classic=(eType=eChar_Ethereal, iDamage=0, iCritHit=5, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Classic=(eType=eChar_Chryssalid, iDamage=0, iCritHit=20, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Classic=(eType=eChar_Zombie, iDamage=0, iCritHit=20, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Classic=(eType=eChar_MutonBerserker, iDamage=0, iCritHit=30, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Classic=(eType=eChar_Sectopod, iDamage=0, iCritHit=5, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Classic=(eType=eChar_Drone, iDamage=0, iCritHit=5, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Classic=(eType=eChar_Outsider, iDamage=0, iCritHit=5, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Classic=(eType=eChar_EtherealUber, iDamage=0, iCritHit=5, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) BalanceMods_Classic=(eType=eChar_BattleScanner, iDamage=0, iCritHit=0, iAim=0,iDefense=0, iHP=0, iMobility=0,iWill=0) iRandWillIncrease=3 iBaseOTSWillIncrease=2 iRandOTSWillIncrease=2 SoldierStatProgression=(eClass=eSC_Support, eRank=eRank_Squaddie, iHP=0, iAim=3, iWill=5, iDefense=3, iMobility=1 ) SoldierStatProgression=(eClass=eSC_Support, eRank=eRank_Corporal, iHP=0, iAim=3, iWill=5, iDefense=2, iMobility=0 ) SoldierStatProgression=(eClass=eSC_Support, eRank=eRank_Sergeant, iHP=0, iAim=3, iWill=5, iDefense=3, iMobility=1 ) SoldierStatProgression=(eClass=eSC_Support, eRank=eRank_Lieutenant,iHP=1, iAim=3, iWill=2, iDefense=2, iMobility=0 ) SoldierStatProgression=(eClass=eSC_Support, eRank=eRank_Captain, iHP=0, iAim=2, iWill=1, iDefense=5, iMobility=1 ) SoldierStatProgression=(eClass=eSC_Support, eRank=eRank_Major, iHP=0, iAim=1, iWill=1, iDefense=3, iMobility=0 ) SoldierStatProgression=(eClass=eSC_Support, eRank=eRank_Colonel, iHP=0, iAim=1, iWill=1, iDefense=2, iMobility=1 ) SoldierStatProgression=(eClass=eSC_HeavyWeapons, eRank=eRank_Squaddie, iHP=0, iAim=3, iWill=5, iDefense=3, iMobility=0 ) SoldierStatProgression=(eClass=eSC_HeavyWeapons, eRank=eRank_Corporal, iHP=0, iAim=3, iWill=5, iDefense=2, iMobility=1 ) SoldierStatProgression=(eClass=eSC_HeavyWeapons, eRank=eRank_Sergeant, iHP=0, iAim=3, iWill=5, iDefense=5, iMobility=0 ) SoldierStatProgression=(eClass=eSC_HeavyWeapons, eRank=eRank_Lieutenant,iHP=1, iAim=2, iWill=2, iDefense=3, iMobility=1 ) SoldierStatProgression=(eClass=eSC_HeavyWeapons, eRank=eRank_Captain, iHP=0, iAim=2, iWill=1, iDefense=2, iMobility=0 ) SoldierStatProgression=(eClass=eSC_HeavyWeapons, eRank=eRank_Major, iHP=0, iAim=1, iWill=1, iDefense=3, iMobility=1 ) SoldierStatProgression=(eClass=eSC_HeavyWeapons, eRank=eRank_Colonel, iHP=0, iAim=1, iWill=1, iDefense=2, iMobility=0 ) SoldierStatProgression=(eClass=eSC_Assault, eRank=eRank_Squaddie, iHP=0, iAim=3, iWill=5, iDefense=2, iMobility=1 ) SoldierStatProgression=(eClass=eSC_Assault, eRank=eRank_Corporal, iHP=0, iAim=3, iWill=5, iDefense=3, iMobility=1 ) SoldierStatProgression=(eClass=eSC_Assault, eRank=eRank_Sergeant, iHP=0, iAim=4, iWill=5, iDefense=2, iMobility=1 ) SoldierStatProgression=(eClass=eSC_Assault, eRank=eRank_Lieutenant,iHP=1, iAim=3, iWill=2, iDefense=3, iMobility=0 ) SoldierStatProgression=(eClass=eSC_Assault, eRank=eRank_Captain, iHP=0, iAim=2, iWill=1, iDefense=2, iMobility=1 ) SoldierStatProgression=(eClass=eSC_Assault, eRank=eRank_Major, iHP=0, iAim=1, iWill=1, iDefense=3, iMobility=0 ) SoldierStatProgression=(eClass=eSC_Assault, eRank=eRank_Colonel, iHP=0, iAim=1, iWill=1, iDefense=5, iMobility=1 ) SoldierStatProgression=(eClass=eSC_Sniper, eRank=eRank_Squaddie, iHP=0, iAim=3, iWill=5, iDefense=5, iMobility=0 ) SoldierStatProgression=(eClass=eSC_Sniper, eRank=eRank_Corporal, iHP=0, iAim=3, iWill=5, iDefense=3, iMobility=1 ) SoldierStatProgression=(eClass=eSC_Sniper, eRank=eRank_Sergeant, iHP=0, iAim=4, iWill=5, iDefense=2, iMobility=0 ) SoldierStatProgression=(eClass=eSC_Sniper, eRank=eRank_Lieutenant,iHP=1, iAim=4, iWill=2, iDefense=3, iMobility=1 ) SoldierStatProgression=(eClass=eSC_Sniper, eRank=eRank_Captain, iHP=0, iAim=3, iWill=1, iDefense=2, iMobility=0 ) SoldierStatProgression=(eClass=eSC_Sniper, eRank=eRank_Major, iHP=0, iAim=2, iWill=1, iDefense=3, iMobility=1 ) SoldierStatProgression=(eClass=eSC_Sniper, eRank=eRank_Colonel, iHP=0, iAim=1, iWill=1, iDefense=2, iMobility=0 ) ; Funding Multiplier by Difficulty Level (Easy,Normal,Classic,Impossible) FundingBalance=1.0 FundingBalance=1 FundingBalance=1 FundingBalance=1 ; Country Funding Amounts FundingAmounts=150 ;USA FundingAmounts=140 ;Russia FundingAmounts=110 ;China FundingAmounts=100 ;UK FundingAmounts=140 ;Germany FundingAmounts=90 ;France FundingAmounts=120 ;Japan FundingAmounts=90 ;India FundingAmounts=90 ;Australia FundingAmounts=0 ;Italy FundingAmounts=0 ;SouthKorea FundingAmounts=0 ;Turkey FundingAmounts=0 ;Indonesia FundingAmounts=0 ;Spain FundingAmounts=0 ;Pakistan FundingAmounts=100 ;Canada FundingAmounts=0 ;Iran FundingAmounts=0 ;Israel FundingAmounts=80 ;Egypt FundingAmounts=130 ;Brazil FundingAmounts=100 ;Argentina FundingAmounts=70 ;Mexico FundingAmounts=120 ;SouthAfrica FundingAmounts=0 ;SaudiArabia FundingAmounts=0 ;Ukraine FundingAmounts=130 ;Nigeria FundingAmounts=0 ;Venezuela FundingAmounts=0 ;Greece FundingAmounts=0 ;Columbia FundingAmounts=0 ;Portugal FundingAmounts=0 ;Sweden FundingAmounts=0 ;Ireland FundingAmounts=0 ;Scotland FundingAmounts=0 ;Norway FundingAmounts=0 ;Netherlands FundingAmounts=0 ;Belgium 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=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_Classic=(eCont=eContinent_Africa, iEngineers1=1, iScientists1=0, iEngineers2=2, iScientists2=1, iEngineers3=3, iScientists3=2 ) ContBalance_Classic=(eCont=eContinent_Asia, iEngineers1=2, iScientists1=0, iEngineers2=3, iScientists2=0, iEngineers3=6, iScientists3=0, iEngineers4=8, iScientists4=0 ) ContBalance_Classic=(eCont=eContinent_Europe, iEngineers1=0, iScientists1=2, iEngineers2=0, iScientists2=3, iEngineers3=0, iScientists3=6, iEngineers4=0, iScientists4=8 ) ContBalance_Classic=(eCont=eContinent_NorthAmerica, iEngineers1=1, iScientists1=1, iEngineers2=2, iScientists2=2, iEngineers3=4, iScientists3=4 ) ContBalance_Classic=(eCont=eContinent_SouthAmerica, iEngineers1=0, iScientists1=1, iEngineers2=2, iScientists2=2 ) ; Psi XP Levels (NONE, 1, 2, 3, Volunteer) m_iPsiXPLevels=0 m_iPsiXPLevels=0 m_iPsiXPLevels=50 m_iPsiXPLevels=120 m_iPsiXPLevels=10000000 ; Soldier XP Levels (Rookie, Squaddie, Corporal, Sergeant, Lieutenant, Captain, Major, Colonel) m_iSoldierXPLevels=0 m_iSoldierXPLevels=130 m_iSoldierXPLevels=450 m_iSoldierXPLevels=960 m_iSoldierXPLevels=1300 m_iSoldierXPLevels=1850 m_iSoldierXPLevels=2640 m_iSoldierXPLevels=3520 ;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=2 ; Chance of offscreen kills resulting in zombies on Chryssalid terror missions TerrorInfectionChance=1 TerrorInfectionChance=1 TerrorInfectionChance=1 TerrorInfectionChance=1 ThinManPlagueSlider=3 ThinManPlagueSlider=3 ThinManPlagueSlider=3 ThinManPlagueSlider=3 DeathBlossomSlider=10 DeathBlossomSlider=10 DeathBlossomSlider=10 DeathBlossomSlider=10 BloodCallSlider=10 BloodCallSlider=10 BloodCallSlider=10 BloodCallSlider=10 AlienGrenadeSlider=0.10 AlienGrenadeSlider=0.10 AlienGrenadeSlider=0.10 AlienGrenadeSlider=0.10 ; Maximum number of aliens that can be attacking you at one time. -1 == no limit. MaxActiveAIUnits=-1 MaxActiveAIUnits=-1 MaxActiveAIUnits=-1 MaxActiveAIUnits=-1 CLOSE_RANGE = 14.0f ASSAULT_LONG_RANGE_MAX_PENALTY = -5 AIM_CLIMB = 3.0f ASSAULT_AIM_CLIMB = 4f SNIPER_AIM_FALL = -0.1f 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=150 ABDUCTION_REWARD_SCI=5 ABDUCTION_REWARD_ENG=4 COUNCIL_DAY=20 COUNCIL_RAND_DAYS=7 COUNCIL_FUNDING_MULTIPLIER_EASY = 1.0f COUNCIL_FUNDING_MULTIPLIER_NORMAL = 1 COUNCIL_FUNDING_MULTIPLIER_HARD = 1 COUNCIL_FUNDING_MULTIPLIER_CLASSIC= 1 ShowUFOsOnMission=1 ; Detect the UFOs that are carrying out abductions and terror missions AI_TERRORIZE_MOST_PANICKED = 65 LATE_UFO_CHANCE = 35 ; Chance of Aliens sending out a second UFO in the months after you've defeated the base EARLY_UFO_CHANCE = 25 UFO_LIMIT = 2 UFO_INTERCEPTION_PCT=35 ; Chance that a UFO will require interception ; Main Balance Factors TECH_TIME_BALANCE=10 ITEM_TIME_BALANCE=1 ITEM_CREDIT_BALANCE=1 ITEM_ELERIUM_BALANCE=1 ITEM_ALLOY_BALANCE=1 FACILITY_COST_BALANCE=1 FACILITY_MAINTENANCE_BALANCE=1.8 FACILITY_TIME_BALANCE=1 ALLOY_UFO_BALANCE=2.0 ALLOY_UFO_BALANCE=2 ALLOY_UFO_BALANCE=2 ALLOY_UFO_BALANCE=2 UFO_ELERIUM_PER_POWER_SOURCE=20 UFO_ELERIUM_PER_POWER_SOURCE=20 UFO_ELERIUM_PER_POWER_SOURCE=20 UFO_ELERIUM_PER_POWER_SOURCE=20 UFOAlloys=45 ;eShip_UFOSmallScout UFOAlloys=105 ;eShip_UFOLargeScout UFOAlloys=130 ;eShip_UFOAbductor UFOAlloys=210 ;eShip_UFOSupply UFOAlloys=200 ;eShip_UFOBattle UFOAlloys=100 ;eShip_UFOEthereal MIN_WRECKED_ALLOYS=0.5 MAX_WRECKED_ALLOYS=0.9 MAX_LOST_WRECKED_ELERIUM=0.75 MIN_LOST_WRECKED_ELERIUM=0.5 ; Research/Laboratories NUM_STARTING_SCIENTISTS=5 LAB_MINIMUM=5 LAB_MULTIPLE=10 LAB_BONUS=1.2 LAB_ADJACENCY_BONUS=1.1 ; Engineering/Workshops NUM_STARTING_ENGINEERS=5 WORKSHOP_MINIMUM=5 WORKSHOP_MULTIPLE=10 WORKSHOP_REBATE_PCT=7 WORKSHOP_ENG_BONUS=5 UPLINK_MULTIPLE=10 NEXUS_MULTIPLE=15 ; Soldier Values NUM_STARTING_SOLDIERS=12 BARRACKS_CAPACITY=99 LOW_AIM=57 HIGH_AIM=63 LOW_MOBILITY=11 HIGH_MOBILITY=12 LOW_WILL=25 HIGH_WILL=35 ROOKIE_AIM=60 ROOKIE_MOBILITY=12 ROOKIE_STARTING_WILL=30 PSI_GIFT_CHANCE=4 PSI_TEST_LIMIT=5 PSI_TRAINING_HOURS=240 PSI_NUM_TRAINING_SLOTS=3 BASE_DAYS_INJURED = 14 RAND_DAYS_INJURED = 30 SOLDIER_COST=15 SOLDIER_COST_HARD=15 SOLDIER_COST_CLASSIC=15 ;Tank Values BASE_DAYS_INJURED_TANK = 3 RAND_DAYS_INJURED_TANK = 11 ALLOY_SHIV_HP_BONUS = 8 HOVER_SHIV_HP_BONUS = 8 ; Headquarters Values HQ_STARTING_MONEY = 100 BASE_FUNDING = 200 BASE_FUNDING = 200 BASE_FUNDING = 200 BASE_FUNDING = 200 HQ_BASE_POWER = 35 HQ_BASE_POWER = 35 HQ_BASE_POWER = 35 HQ_BASE_POWER = 35 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=336 INTERCEPTOR_REARM_HOURS = 8 INTERCEPTOR_TRANSFER_TIME = 24 BASE_SKYRANGER_MAINTENANCE = 20 SKYRANGER_CAPACITY = 4 UPLINK_CAPACITY = 2 UPLINK_ADJACENCY_BONUS = 1 NEXUS_CAPACITY = 4 ; Base Building Values NUM_TERRAIN_WIDE = 7 NUM_TERRAIN_HIGH = 5 BASE_EXCAVATE_CASH_COST = 10 BASE_REMOVE_CASH_COST = 5 BASE_EXCAVATE_DAYS = 5 BASE_REMOVAL_DAYS = 0 ;Mission Timers 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 = 15 UFO_FIND_SAT = 80 UFO_SECOND_PASS_FIND_STEALTH_SAT=20 UFO_SECOND_PASS_FIND_SAT=85 ;Panic Values 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=1 PANIC_SAT_ADDED_COUNTRY=-1 PANIC_SAT_ADDED_CONTINENT=0 PANIC_ALIENBASE_CONQUERED=-2 PANIC_UFO_IGNORED=0 PANIC_UFO_ESCAPED=0 PANIC_ABDUCTION_COUNTRY_EASY=2 PANIC_ABDUCTION_COUNTRY_NORMAL=2 PANIC_ABDUCTION_COUNTRY_HARD=2 PANIC_ABDUCTION_COUNTRY_CLASSIC=2 PANIC_ABDUCTION_CONTINENT_EASY=0 PANIC_ABDUCTION_CONTINENT_NORMAL=0 PANIC_ABDUCTION_CONTINENT_HARD=0 PANIC_ABDUCTION_CONTINENT_CLASSIC=0 PANIC_ABDUCTION_THWARTED_CONTINENT=-1 PANIC_ABDUCTION_THWARTED_COUNTRY=-1 STARTING_PANIC_EASY=0 STARTING_PANIC_NORMAL=0 STARTING_PANIC_HARD=0 STARTING_PANIC_CLASSIC=0 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=4 PANIC_DEFECT_THRESHHOLD_NOT_HELPED_NORMAL=4 PANIC_DEFECT_THRESHHOLD_NOT_HELPED_HARD=4 PANIC_DEFECT_THRESHHOLD_NOT_HELPED_CLASSIC=4 PANIC_DEFECTIONS_PER_MONTH_EASY=1 PANIC_DEFECTIONS_PER_MONTH_NORMAL=2 PANIC_DEFECTIONS_PER_MONTH_HARD=2 PANIC_DEFECTIONS_PER_MONTH_CLASSIC=2 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=0.5 ;If country has satellite, "Chance of Leaving"*SAT_HELP_DEFECT SAT_HELP_DEFECT=0.5 SAT_HELP_DEFECT=0.5 SAT_HELP_DEFECT=0.5 SAT_NEARBY_HELP_DEFECT=0.7 ;Else If continent has one or more satellite, "Chance of Leaving"*SAT_NEARBY_HELP_DEFECT SAT_NEARBY_HELP_DEFECT=0.7 SAT_NEARBY_HELP_DEFECT=0.7 SAT_NEARBY_HELP_DEFECT=0.7 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=75 PANIC_5_REDUCTION_CHANCE=75 PANIC_5_REDUCTION_CHANCE=75 PANIC_5_REDUCTION_CHANCE=75 PANIC_4_REDUCTION_CHANCE=65 PANIC_4_REDUCTION_CHANCE=65 PANIC_4_REDUCTION_CHANCE=65 PANIC_4_REDUCTION_CHANCE=65 PANIC_LOW_REDUCTION_CHANCE=25 PANIC_LOW_REDUCTION_CHANCE=25 PANIC_LOW_REDUCTION_CHANCE=25 PANIC_LOW_REDUCTION_CHANCE=25 ;Continent Bonuses CB_FUNDING_BONUS=15 CB_FUTURECOMBAT_BONUS=80 CB_AIRANDSPACE_BONUS=70 CB_EXPERT_BONUS=80 ;Second Wave ENABLE_SECOND_WAVE=1 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=1.5f SW_MORE_POWER=2.0f SPECIES_POINT_LIMIT=500 KILL_CAM_MIN_DIST=720.0 ; Items ItemBalance=(eItem=eItem_Medikit, iCash=25, iElerium=0, iAlloys=0, iTime=2, iEng=5) ItemBalance=(eItem=eItem_ArcThrower, iCash=35, iElerium=0, iAlloys=0, iTime=6, iEng=5) ItemBalance=(eItem=eItem_TargetingModule, iCash=30, iElerium=0, iAlloys=0, iTime=4, iEng=5) ItemBalance=(eItem=eItem_ReinforcedArmor, iCash=20, iElerium=0, iAlloys=0, iTime=5, iEng=5) ItemBalance=(eItem=eItem_ChitinPlating, iCash=85, iElerium=0, iAlloys=10, iTime=15, iEng=15) ItemBalance=(eItem=eItem_CombatStims, iCash=50, iElerium=0, iAlloys=5, iTime=3, iEng=15) ItemBalance=(eItem=eItem_MindShield, iCash=150,iElerium=30,iAlloys=10, iTime=10, iEng=35) ItemBalance=(eItem=eItem_Skeleton_Key, iCash=25, iElerium=10,iAlloys=10, iTime=7, iEng=15) ItemBalance=(eItem=eItem_LaserPistol, iCash=15, iElerium=0, iAlloys=10, iTime=5, iEng=10) ItemBalance=(eItem=eItem_LaserAssaultRifle, iCash=30, iElerium=0, iAlloys=15, iTime=6, iEng=12) ItemBalance=(eItem=eItem_LaserAssaultGun, iCash=35, iElerium=0, iAlloys=25, iTime=6, iEng=12) ItemBalance=(eItem=eItem_LaserSniperRifle, iCash=40, iElerium=0, iAlloys=25, iTime=8, iEng=12) ItemBalance=(eItem=eItem_HeavyLaser, iCash=35, iElerium=0, iAlloys=25, iTime=7, iEng=12) ItemBalance=(eItem=eItem_PlasmaPistol, iCash=120,iElerium=20,iAlloys=30, iTime=15, iEng=20) ItemBalance=(eItem=eItem_PlasmaLightRifle, iCash=125,iElerium=25,iAlloys=30, iTime=17, iEng=20) ItemBalance=(eItem=eItem_PlasmaAssaultRifle, iCash=300,iElerium=30,iAlloys=40, iTime=17, iEng=20) ItemBalance=(eItem=eItem_AlloyCannon, iCash=300,iElerium=30,iAlloys=60, iTime=21, iEng=25) ItemBalance=(eItem=eItem_HeavyPlasma, iCash=375,iElerium=40,iAlloys=40, iTime=17, iEng=25) ItemBalance=(eItem=eItem_PlasmaSniperRifle, iCash=375,iElerium=35,iAlloys=40, iTime=22, iEng=25) ItemBalance=(eItem=eItem_BlasterLauncher, iCash=400,iElerium=65,iAlloys=60, iTime=22, iEng=35) ItemBalance=(eItem=eItem_ArmorCarapace, iCash=50, iElerium=0, iAlloys=45, iTime=7, iEng=10) ItemBalance=(eItem=eItem_ArmorSkeleton, iCash=35, iElerium=0, iAlloys=10, iTime=6, iEng=15) ItemBalance=(eItem=eItem_ArmorTitan, iCash=250,iElerium=20,iAlloys=75, iTime=15, iEng=25) ItemBalance=(eItem=eItem_ArmorArchAngel, iCash=300,iElerium=35,iAlloys=50, iTime=16, iEng=35) ItemBalance=(eItem=eItem_ArmorGhost, iCash=325,iElerium=50,iAlloys=40, iTime=16, iEng=40) ItemBalance=(eItem=eItem_ArmorPsi, iCash=350,iElerium=40,iAlloys=20, iTime=10, iEng=30) ItemBalance=(eItem=eItem_SHIV, iCash=15, iElerium=0, iAlloys=0, iTime=4, iEng=5) ItemBalance=(eItem=eItem_SHIV_Alloy, iCash=40, iElerium=0, iAlloys=20, iTime=6, iEng=10) ItemBalance=(eItem=eItem_SHIV_Hover, iCash=75,iElerium=20,iAlloys=30, iTime=9, iEng=20) ItemBalance=(eItem=eItem_Interceptor, iCash=30, iElerium=0, iAlloys=0, iTime=-1, iEng=-1) ItemBalance=(eItem=eItem_Firestorm, iCash=200,iElerium=20,iAlloys=40, iTime=14, iEng=20) ItemBalance=(eItem=eItem_Satellite, iCash=80,iElerium=0, iAlloys=0, iTime=20, iEng=5) ItemBalance=(eItem=eItem_IntWeap_I, iCash=8, iElerium=0, iAlloys=0, iTime=7, iEng=5) ItemBalance=(eItem=eItem_IntWeap_III, iCash=35, iElerium=0, iAlloys=10, iTime=8, iEng=10) ItemBalance=(eItem=eItem_IntWeap_IV, iCash=75,iElerium=15,iAlloys=35, iTime=10, iEng=20) ItemBalance=(eItem=eItem_IntWeap_V, iCash=150,iElerium=20,iAlloys=40, iTime=14, iEng=30) ItemBalance=(eItem=eItem_IntWeap_VI, iCash=160,iElerium=20,iAlloys=50, iTime=15, iEng=35) ItemBalance=(eItem=eItem_IntConsumable_Hit, iCash=5, iElerium=0, iAlloys=0, iTime=4, iEng=5) ItemBalance=(eItem=eItem_IntConsumable_Dodge, iCash=7, iElerium=0, iAlloys=0, iTime=5, iEng=10) ItemBalance=(eItem=eItem_IntConsumable_Boost, iCash=5, iElerium=0, iAlloys=0, iTime=3, 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 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=25, 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=40, iMaintenance=29, iTime=14, iPower=30);MAKE SURE TO SYNC THIS WITH POWER_ELERIUM FacilityBalance=( eFacility=eFacility_PsiLabs, iCash=200, iElerium=20,iAlloys=20, iMaintenance=30, iTime=14, iPower=-3) FacilityBalance=( eFacility=eFacility_HyperwaveRadar, iCash=175, iElerium=0, iAlloys=10, iMaintenance=30, iTime=14, iPower=-4) FacilityBalance=( eFacility=eFacility_DeusEx, iCash=200, iElerium=10,iAlloys=10, iMaintenance=100,iTime=14, iPower=-5) ; Foundry Projects 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=175, iElerium=10,iAlloys=55,iFragments=20,iNumItems=1, eReqTech=eTech_Exp_Warfare, eReqItem=eItem_None) FoundryBalance=(eTech=eFoundry_SHIV_Heal, iTime=7, iEngineers=10,iCash=170, iElerium=15,iAlloys=45,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=60,iFragments=20,iNumItems=4, eReqTech=eTech_Elerium, eReqItem=eItem_None) FoundryBalance=(eTech=eFoundry_AmmoConservation, iTime=14,iEngineers=15, iCash=150,iElerium=0, iAlloys=150,iFragments=20,iNumItems=6, eReqTech=eTech_AutopsyMuton, eReqItem=eItem_None) FoundryBalance=(eTech=eFoundry_AutomatedLasers, iTime=7, iEngineers=10, iCash=100,iElerium=0, iAlloys=36,iFragments=15,iNumItems=0, eReqTech=eTech_HeavyLasers, eReqItem=eItem_None) FoundryBalance=(eTech=eFoundry_AutomatedPlasma, iTime=7, iEngineers=20,iCash=200,iElerium=30,iAlloys=85,iFragments=30,iNumItems=0, eReqTech=eTech_Plasma_Heavy, eReqItem=eItem_None) FoundryBalance=(eTech=eFoundry_AdvancedFlight, iTime=14,iEngineers=25,iCash=325,iElerium=50,iAlloys=50,iFragments=0, iNumItems=2, eReqTech=eTech_Armor_ArchAngel, eReqItem=eItem_None) FoundryBalance=(eTech=eFoundry_AdvancedConstruction, iTime=14,iEngineers=30,iCash=375,iElerium=30,iAlloys=50,iFragments=20,iNumItems=2, eReqTech=eTech_AutopsySectopod, eReqItem=eItem_None) FoundryBalance=(eTech=eFoundry_VehicleRepair, iTime=14,iEngineers=20,iCash=175,iElerium=10,iAlloys=30,iFragments=0, iNumItems=4, eReqTech=eTech_AutopsyHeavyFloater,eReqItem=eItem_None) FoundryBalance=(eTech=eFoundry_PistolI, iTime=7, iEngineers=5, iCash=75, iElerium=0, iAlloys=20, iFragments=5, iNumItems=0, eReqTech=eTech_None, eReqItem=eItem_None) FoundryBalance=(eTech=eFoundry_PistolII, iTime=7, iEngineers=10,iCash=150,iElerium=0, iAlloys=40,iFragments=25,iNumItems=0, eReqTech=eTech_LaserWeapons, eReqItem=eItem_None) FoundryBalance=(eTech=eFoundry_PistolIII, iTime=14,iEngineers=20,iCash=250,iElerium=20,iAlloys=50,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=550,iElerium=100,iAlloys=120,iFragments=0, iNumItems=3, eReqTech=eTech_AlienNavigation, eReqItem=eItem_None) FoundryBalance=(eTech=eFoundry_Scope, iTime=7, iEngineers=10,iCash=175, iElerium=0, iAlloys=0, iFragments=15,iNumItems=0, eReqTech=eTech_WeaponFragments, eReqItem=eItem_None) ; OTS Upgrades OTSBalance=(eTech=eOTS_Will_I, iCash=150, eRank=eRank_Major) OTSBalance=(eTech=eOTS_SquadSize_I, iCash=150, eRank=eRank_Sergeant) OTSBalance=(eTech=eOTS_XP_I, iCash=125, eRank=eRank_Sergeant) OTSBalance=(eTech=eOTS_HP_I, iCash=600, eRank=eRank_Lieutenant) OTSBalance=(eTech=eOTS_SquadSize_II, iCash=175, eRank=eRank_Captain) OTSBalance=(eTech=eOTS_XP_II, iCash=250, eRank=eRank_Major) OTSBalance=(eTech=eOTS_HP_II, iCash=275, eRank=eRank_Colonel) ; Techs 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=5, iElerium=0, iNumFragments=10, iNumItems=0) TechBalance=(eTech=eTech_PrecisionLasers, iTime=8, iAlloys=5, iElerium=0, iNumFragments=5, iNumItems=0) TechBalance=(eTech=eTech_HeavyLasers, iTime=8, iAlloys=5, iElerium=0, iNumFragments=5, iNumItems=0) TechBalance=(eTech=eTech_Plasma_Pistol, iTime=20, iAlloys=0, iElerium=5, iNumFragments=40, iNumItems=1) TechBalance=(eTech=eTech_Plasma_Light, iTime=22, iAlloys=0, iElerium=5, iNumFragments=40, iNumItems=1) TechBalance=(eTech=eTech_Plasma_Rifle, iTime=40, iAlloys=10, iElerium=10, iNumFragments=40, iNumItems=1) TechBalance=(eTech=eTech_Plasma_Heavy, iTime=22, iAlloys=10, iElerium=10, iNumFragments=40, iNumItems=1) TechBalance=(eTech=eTech_Plasma_Sniper, iTime=20, iAlloys=10, iElerium=10, iNumFragments=50, iNumItems=0) TechBalance=(eTech=eTech_Alloy_Cannon, iTime=20, iAlloys=25, iElerium=5, iNumFragments=40, iNumItems=0) TechBalance=(eTech=eTech_BlasterLauncher, iTime=85, iAlloys=300, iElerium=200, iNumFragments=225, iNumItems=0) TechBalance=(eTech=eTech_Plasma_Cannon, iTime=10, iAlloys=0, iElerium=10, iNumFragments=30, iNumItems=0) TechBalance=(eTech=eTech_EMP, iTime=200, iAlloys=400, iElerium=250, iNumFragments=100, iNumItems=40) TechBalance=(eTech=eTech_Fusion_Launcher, iTime=40, iAlloys=120, iElerium=100, iNumFragments=110, iNumItems=0) TechBalance=(eTech=eTech_ArcThrower, iTime=3, iAlloys=0, iElerium=0, iNumFragments=10, 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=100, iAlloys=320, iElerium=210, iNumFragments=120, 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=60, iAlloys=55, iElerium=5, iNumFragments=0, iNumItems=0) TechBalance=(eTech=eTech_Armor_Ghost, iTime=47, iAlloys=15, iElerium=45, iNumFragments=0, iNumItems=0) TechBalance=(eTech=eTech_Armor_ArchAngel, iTime=52, iAlloys=35, iElerium=55, 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 Just copy & paste that in for simplicity sake, then compile script and save. What is does: Takes the spiffy Warspace mod and makes it a tad easier: Zombies now move slower and don't kill SHIV tanks with one punch. The basic Alloy Armor, "both lighter and stronger than anything we used before" is now +1 mobility instead of -1 mobility. The SCOPE module is +20% to hit instead of +10%, making is actually worthwhile considering that overall solider aim increase on level-up took a big hit with this module (not a complaint, just an observation) Rockets are more powerful, meaning that they might actually be preferable over regular hand grenades now. Grapple range is a smidge longer, but not much. Soldiers now increase both defense (up to +20% at max level) and mobility as they rank up (+3 to +5 at max level, depending on class). It's a long road to colonel and watching them die to one bad roll is annoying, especially when there is only 1 HP of gain over the entire rank list for all soldier types. If I can't make them more durable, they should at least be harder to hit with experience.
  16. Looks nicer, but lacks depth. Original X-COM was a merciless pit into the abyss of getting curb stomped until you finally managed to struggle your way to the top, and it felt great to finally reach that pinnacle New X-COM is a kiddie pool filled with glitter and a disco ball. It looks awesome, but depth? They took out the challenge curve and replaced it with 90% hand-holding and 10% scripted instant death, then called that "Classic X-COM" The problem is that they went the same route that Lucas did with Star Wars 1 thru 3: Rather than cater to the fans, they went with trying to bring in new fans via taking advice from the idiots in marketing. There they said "We need to sell it to the kiddies!" and the result was Jar-Jar Binks. Here, they said "We need to sell it to the console kids!" and the result was "X-COM Lite" Seriously, X-COM Lite. That's what we've got. A new, shinier can but half the flavor is gone and the core has been stripped to just one calorie.
  17. 1) Lack of free aim irks me as well. In X-COM, the main reason to bring lasers was to be able to use Daelek tactics in bad terrain (i.e. level everything). 2) It is impossible to turn off the cinemactics whenever aliens show up on the map. For fark's sake, we know what they look like already, we don't need to see it a thousand times. Especially considering that the animations never change. 3) Only one fighter at a time when engaging UFOs? Who's idiotic idea was this? 4) Satellite coverage just happens to perfectly match the borders of the country, rather than work in the shape of, oh dunno, a circle around the satellite itself? 5) UFOs are magical and can not only arrive in three places at once but also fly right under your satellites without being detected whenever one of these stupid scripted "choose and suffer" missions pop up. 6) Alien off-screen movement is just one point magically shifting along patrol points. They do not actually move or even exist until you stumble into one of those points, which brings me to - 7) Aliens getting a free movement turn every time you run into them, interrupting our own turn on top of it all. This is absurd. Do we get a free movement turn when aliens stumble into us? No, we do not. 8) There is no such thing as diagonal cover. Box on your west, box on your north, enemy shoots from north-west and guess what? You're not in cover. Cute, eh? 9) No permanent fighter upgrades. Probably from the same moron who brought us "one fighter at a time." 10) We can't shut up the NPCs. Every new game, you have to sit through their dialog on "Oh wow a UFO engine!" and "Oh wow a UFO navigation computer!" Every. Single. Game.
  18. Mod Idea: Tiny colored dots/circles that appear on the main map whenever the player mined an ore deposit in that spot. Colors designate type of ore. Fast travel markers optional. Wilderness map only, or perhaps add-in a little dot/circle column beneath caves & mines where the player has mined deposits within. That way we don't have to try to commit all the ore deposit locations to memory. Small dots/circles to keep from cluttering up the rest of the map too much. Possibly a toggle/filter could be used?
  19. First, the most obvious, as others have already spotted: One of the female soldiers voices is almost certainly the same voice actress that played Ashley Williams from the Mass Effect series. Second, during one of the storyline missions, you have to rescue a woman named Anna Sing. I'm almost certain that the same voice actress was in Masquerade: Bloodlines. I can't remember which character, though. Third, not really sure but it's a remarkable likeness in one of the male soldier voices sounding like one of the American infantry guys in C&C Red Alert 2 (The guy who yells "Hoorah!" every time he scores a kill). Any others?
  20. Here's an example of how Rescource Hacker can be used to make things more interesting" [XComGame.XGTacticalGameCore] 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=3,iMobilityBonus=0) 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_ArmorCarapace,iHPBonus=4,iDefenseBonus=0,iFlightFuel=0,iWillBonus=0,iLargeItems=1,iSmallItems=3,iMobilityBonus=0) Armors=(ABILITIES[0]=eAbility_NONE,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,Properties[0]=eAP_Grapple,Properties[1]=eAP_None,Properties[2] =eAP_None,Properties[3]=eAP_None,iType=eItem_ArmorSkeleton,iHPBonus=3,iDefenseBonus=10,iFlightFuel=0,iWillBonus=0,iLargeItems=1,iSmallItems=3,iMobilityBonus=3) Armors=(ABILITIES[0]=eAbility_NONE,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,Properties[0]=eAP_DualWield,Properties[1]=eAP_PoisonImmunity,Properties[2] =eAP_None,Properties[3]=eAP_None,iType=eItem_ArmorTitan,iHPBonus=10,iDefenseBonus=0,iFlightFuel=0,iWillBonus=0,iLargeItems=1,iSmallItems=3,iMobilityBonus=0) Armors=(ABILITIES[0]=eAbility_Fly,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,Properties[0]=eAP_BackpackLimited,Properties[1]=eAP_AirEvade,Properties[2] =eAP_None,Properties[3]=eAP_None,iType=eItem_ArmorArchangel,iHPBonus=8,iDefenseBonus=0,iFlightFuel=6,iWillBonus=0,iLargeItems=1,iSmallItems=3,iMobilityBonus=0) Armors=(ABILITIES[0]=eAbility_Ghost,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,Properties[0]=eAP_Grapple,Properties[1]=eAP_None,Properties[2] =eAP_None,Properties[3]=eAP_None,iType=eItem_ArmorGhost,iHPBonus=6,iDefenseBonus=20,iFlightFuel=0,iWillBonus=0,iLargeItems=1,iSmallItems=3,iMobilityBonus=3) Armors=(ABILITIES[0]=eAbility_NONE,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,Properties[0]=eAP_Psi,Properties[1]=eAP_None,Properties[2]=eAP_None,Properties [3]=eAP_None,iType=eItem_ArmorPsi,iHPBonus=6,iDefenseBonus=10,iFlightFuel=0,iWillBonus=20,iLargeItems=1,iSmallItems=3,iMobilityBonus=2) Armors=(ABILITIES[0]=eAbility_NONE,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,Properties[0]=eAP_Tank,Properties[1]=eAP_None,Properties[2]=eAP_None,Properties There, now all of your armors can hold three small items each. Bring three grenades for your heavies, three medkits for you support, stack three SCOPES for you snipers, or even carry three arc throwers for your assault guys.
  21. When done making changes, click on "Compile Script" and then "Save." That's all I had to do. Changing the external config files does nothing, of course; You have to use the Resource Hacker on the main "XComGame.exe" file in order to get it to actually do anything. Also check for typos. Accidentally deleting even one comma can bork the whole thing up. You can also set all your weapons to unlimited ammo and 100% hit rate at all ranges, and then extend those ranges to across the map while you're at it. You can also remove the restrictions on moving & firing in the same turn for sniper rifles. You can increase weapon damage, but I actually advise against it since uberweapons that vaporize everything in one shot won't give you any chances to capture any aliens, leaving you deadlocked. You can also easily edit monthly funding per country, panic level changes, satellites per relay (Hint: 16), the cost of every manufacturing, research, and foundry project at will. You can change xp needed to level up and what bonuses you get per level. You can change every alien to have only 1 hitpoint. If you want a perfect score on terror missions just give all the civilians 100HP (Good for avoiding Chrysalid plagues). You can give 100% of your soldiers psionic potential. And so on and so forth. Of course you can also do the reverse and make enemies tougher & their weapons do more damage if you're a glutton for punishment.
  22. Using the Rescource Hacker mentioned earlier, in the very first line you will see: 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=2,iDefenseBonus=0,iFlightFuel=0,iWillBonus=0,iLargeItems=1,iSmallItems=1,iMobilityBonus=0) That's you basic armor, and all the other armors are listed right after it. Just change iSmallItems=1 into iSmallItems=2, like so: 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=2,iDefenseBonus=0,iFlightFuel=0,iWillBonus=0,iLargeItems=1,[b]iSmallItems=2[/b],iMobilityBonus=0) Ta-da! You can now carry two backpack items. You can even push it up to three and beyond, but GUI problems will arise as it will have trouble showing it all at once. You can also easily modify this or any of the armors to turn your squad into super-soldiers. Here is an example: 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=50,iDefenseBonus=100,iFlightFuel=0,iWillBonus=100,iLargeItems=1,iSmallItems=2,iMobilityBonus=20) There, now you have 50HP in the armor alone, you're a lot less likely to get hit, you'll probably never panic, you can carry two backpack items and cover ground like The Flash. Trust me, fiddle with the code in this one file enough and you can Ironman through Impossible level in one sitting. Downside is that excessive ubermensch action can quickly suck all the fun out of the game, so use at your own risk.
  23. HOORAY! This is exactly what I wanted! Well, exactly what I wanted was for the external config files to work, but in the mean time this does the job - mucho thanks! I only see one hitch, now, and that is that sharing mods like this will be impossible... well, not impossible, but probably illegal since that would mean sharing modified copies of the XComGame.exe file, which I'm sure won't float with 2K Games or Firaxis. But hey, that's their fault, not yours or ours.
  24. Yes, which files the game reads, which it does not, where it reads them from and why is a giant mystery to me. People have reported success with some files but not others, and I can't imagine what the catalyst is to make the game go from actually using a modified file and simply pulling one from some invisible archive buried in all the Unreal junk.
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