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幽浮:未知敌人 用Resource Hacker修改的攻略

2013/11/13 11:56:17 来源:飞翔整理 编辑:飞翔小编 浏览量:1643 标签: 幽浮:未知敌人

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【飞翔导读】各种装甲的设定 这里要更新一下东西,携带物品可以在装甲上实现具体在紫色标出的位置,你可以修改成2或者3但是我试过改太多的话

玩了几天了,这些天下来,略有小成,拿出来分享一下,希望大家能多多指正,你也可以通过这个将游戏改的更有难度。
我的修改主要集中在1033数据里,具体如下

[XComGame.XGTacticalGameCore]
各种装甲的设定 这里要更新一下东西,携带物品可以在装甲上实现具体在紫色标出的位置,你可以修改成2或者3但是我试过改太多的话,你看不到下面的物品栏,也就无法装备了,所以最多改个3就行了,超出3,神马都是浮云!                
Armors=(ABILITIES[0]=eAbility_NONE,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,Properties[0]=eAP_None,Properties[1]=eAP_None,Properties[2]=eAP_None,Properties[3]=eAP_None,iType=eItem_ArmorKevlar,iHPBonus=1,iDefenseBonus=0,iFlightFuel=0,iWillBonus=0,iLargeItems=1,iSmallItems=1,iMobilityBonus=0)
………………………………………………………………………………………………………………………………………………………………………………………………………………………………分割一下
这个部分,一般来说是设定玩家和各种NPC以及各种敌人的能力,其中HP不能改太高了,测试超过30左右就有可能跳出,到了50以上,基本上进不了游戏了
玩家的设定以Characters=(iType=eChar_Soldier…………开始的,这里要指出,部分数值有效,还有部分数值修改在下面某处(我到时候再指出),这里能修改的是HP(血量),Offense(命中),Defense(防御躲避),Psionics(异能),CritHitChance(暴击)等等至于怪物的属性,看大家自愿了,这里也可以给玩家自身增加一些特性和能力,比如:增加飞行,把ABILITIES[1]=eAbility_NONE改成ABILITIES[1]=eAbility_fly,在开档就有飞行的图标,但是测试后需要添加燃料才行,也就是FlightFuel=0改成20~30左右就行了,基本上能够飞到地图的任何地方了。也可以增加玩家行动方式,如爬墙,破墙和跳跃等能力,把最后一部分flase改成ture基本上就没问题了,你可以想象狙击手一开始不需要楼梯,直接飞到房顶的轻功,感觉是不是有点怪异呢。就不一一介绍了,反正大家都有英语词典,慢慢改吧。
Characters=(iType=eChar_Soldier,HP=20,Offense=85,Defense=70,Mobility=18,SightRadius=30,Will=80,Psionics=30,CritHitChance=0,CritWoundChance=0,FlightFuel=0,Reaction=0,ABILITIES[0]=eAbility_TakeCover,ABILITIES[1]=eAbility_NONE,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,ABILITIES[6]=eAbility_NONE,ABILITIES[7]=eAbility_NONE,Properties[0]=eCP_CanGainXP,Properties[1]=eCP_None,Properties[2]=eCP_None,Properties[3]=eCP_None,Properties[4]=eCP_None,Properties[5]=eCP_None,bCanUse_eTraversal_Normal=True,bCanUse_eTraversal_ClimbOver=True,bCanUse_eTraversal_ClimbOnto=True,bCanUse_eTraversal_ClimbLadder=True,bCanUse_eTraversal_DropDown=True,bCanUse_eTraversal_Grapple=True,bCanUse_eTraversal_Landing=True,bCanUse_eTraversal_BreakWindow=True,bCanUse_eTraversal_KickDoor=True,bCanUse_eTraversal_JumpUp=False,bCanUse_eTraversal_WallClimb=False,bCanUse_eTraversal_BreakWall=False,eClass=eSC_None,bHasPsiGift=False)
………………………………………………………………………………………………………………………………………………………………………………………………………………………………分割一下
下面这一段是各种武器的设定,一目了然,射程,伤害等等,不过都在后半段,前部分貌似都是装备条件
Weapons=(iType=eItem_Pistol,ABILITIES[0]=eAbility_ShotStandard,ABILITIES[1]=eAbility_Overwatch,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Pistol,Properties[1]=eWP_UnlimitedAmmo,Properties[2]=eWP_None,Properties[3]=eWP_None,Properties[4]=eWP_None,Properties[5]=eWP_None,iDamage=1,iEnvironmentDamage=10,iRange=27,iReactionRange=-
………………………………………………………………………………………………………………………………………………………………………………………………………………………………分割一下
这是容易条件下,玩家和各种NPC以及怪物的加成(伤害,暴击,命中,防御,血量,移动力,意志力)
BalanceMods_Easy=(eType=eChar_None,    iDamage=0, iCritHit=0,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0)

这是普通条件下,玩家和各种NPC以及怪物的加成(伤害,暴击,命中,防御,血量,移动力,意志力)
BalanceMods_Normal=(eType=eChar_None,    iDamage=0, iCritHit=0,iAim=0,iDefense=0,iHP=0, iMobility=0,iWill=0)

这是困难条件下,玩家和各种NPC以及怪物的加成(伤害,暴击,命中,防御,血量,移动力,意志力)
BalanceMods_Hard=(eType=eChar_None,    iDamage=0,iCritHit=0,  iAim=0, iDefense=0,iHP=0, iMobility=0,iWill=0)

这是极难条件下,玩家和各种NPC以及怪物的加成(伤害,暴击,命中,防御,血量,移动力,意志力)
BalanceMods_Classic=(eType=eChar_None,    iDamage=0,iCritHit=0, iAim=0, iDefense=0,iHP=0,  iMobility=0,iWill=0)

以下这部分是玩家4种职业升级后的加成,不想改初始值的玩家,可以通过修改这里来达到强身健体又或是天下第一的目的,但是不能改过分,
尤其是血量,要知道过犹不及的道理
iRandWillIncrease=6
iBaseOTSWillIncrease=2
iRandOTSWillIncrease=4
SoldierStatProgression=(eClass=eSC_Support,   eRank=eRank_Squaddie, iHP=1, iAim=5, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Support,   eRank=eRank_Corporal, iHP=0, iAim=3, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Support,   eRank=eRank_Sergeant, iHP=1, iAim=3, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Support,   eRank=eRank_Lieutenant,iHP=0, iAim=3, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Support,   eRank=eRank_Captain, iHP=1, iAim=3, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Support,   eRank=eRank_Major,  iHP=0, iAim=3, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Support,   eRank=eRank_Colonel, iHP=1, iAim=5, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_HeavyWeapons, eRank=eRank_Squaddie, iHP=1, iAim=2, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_HeavyWeapons, eRank=eRank_Corporal, iHP=0, iAim=1, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_HeavyWeapons, eRank=eRank_Sergeant, iHP=1, iAim=1, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_HeavyWeapons, eRank=eRank_Lieutenant,iHP=0, iAim=1, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_HeavyWeapons, eRank=eRank_Captain, iHP=1, iAim=1, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_HeavyWeapons, eRank=eRank_Major,  iHP=0, iAim=2, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_HeavyWeapons, eRank=eRank_Colonel, iHP=1, iAim=2, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Assault,   eRank=eRank_Squaddie, iHP=1, iAim=5, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Assault,   eRank=eRank_Corporal, iHP=0, iAim=3, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Assault,   eRank=eRank_Sergeant, iHP=1, iAim=3, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Assault,   eRank=eRank_Lieutenant,iHP=0, iAim=3, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Assault,   eRank=eRank_Captain, iHP=1, iAim=3, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Assault,   eRank=eRank_Major,  iHP=0, iAim=3, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Assault,   eRank=eRank_Colonel, iHP=1, iAim=4, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Sniper,   eRank=eRank_Squaddie, iHP=0, iAim=10,iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Sniper,   eRank=eRank_Corporal, iHP=1, iAim=3, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Sniper,   eRank=eRank_Sergeant, iHP=0, iAim=3, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Sniper,   eRank=eRank_Lieutenant,iHP=1, iAim=3, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Sniper,   eRank=eRank_Captain, iHP=0, iAim=4, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Sniper,   eRank=eRank_Major,  iHP=1, iAim=7, iWill=2, iDefense=0, iMobility=0 )
SoldierStatProgression=(eClass=eSC_Sniper,   eRank=eRank_Colonel, iHP=0, iAim=10,iWill=2, iDefense=0, iMobility=0 )
这里是各国初始支援你的米米的多少设定
; Funding Multiplier by Difficulty Level (Easy,Normal,Classic,Impossible)
FundingBalance=1.5 这些是各种难度的加成
FundingBalance=1
FundingBalance=1
FundingBalance=1
; Country Funding Amounts
FundingAmounts=180 ;USA
FundingAmounts=150 ;Russia
FundingAmounts=100 ;China
FundingAmounts=100 ;UK
FundingAmounts=100 ;Germany
FundingAmounts=80 ;France
FundingAmounts=100 ;Japan
FundingAmounts=60 ;India
FundingAmounts=60 ;Australia
FundingAmounts=0 ;Italy
FundingAmounts=0 ;SouthKorea
FundingAmounts=0 ;Turkey
FundingAmounts=0 ;Indonesia
FundingAmounts=0 ;Spain
FundingAmounts=0 akistan
FundingAmounts=100 ;Canada
FundingAmounts=0 ;Iran
FundingAmounts=0 ;Israel
FundingAmounts=70 ;Egypt
FundingAmounts=80 ;Brazil
FundingAmounts=70 ;Argentina
FundingAmounts=50 ;Mexico 
FundingAmounts=80 ;SouthAfrica
FundingAmounts=0 ;SaudiArabia
FundingAmounts=0 ;Ukraine
FundingAmounts=100 ;Nigeria
FundingAmounts=0 ;Venezuela
FundingAmounts=0 ;Greece
FundingAmounts=0 ;Columbia
FundingAmounts=0 ortugal
FundingAmounts=0 ;Sweden
FundingAmounts=0 ;Ireland
FundingAmounts=0 ;Scotland
FundingAmounts=0 ;Norway
FundingAmounts=0 ;Netherlands
FundingAmounts=0 ;Belgium
这里开始是各种难度下,各大洲放卫星后,给你工程师和科学家的数量
ContBalance_Easy=(eCont=eContinent_Africa,   iEngineers1=1, iScientists1=0, iEngineers2=2, iScientists2=1, iEngineers3=3, iScientists3=2 )
ContBalance_Easy=(eCont=eContinent_Asia,   iEngineers1=2, iScientists1=0, iEngineers2=3, iScientists2=0, iEngineers3=6, iScientists3=0, iEngineers4=8, iScientists4=0 )
ContBalance_Easy=(eCont=eContinent_Europe,   iEngineers1=0, iScientists1=2, iEngineers2=0, iScientists2=3, iEngineers3=0, iScientists3=6, iEngineers4=0, iScientists4=8 )
ContBalance_Easy=(eCont=eContinent_NorthAmerica, iEngineers1=1, iScientists1=1, iEngineers2=2, iScientists2=2, iEngineers3=4, iScientists3=4 )
ContBalance_Easy=(eCont=eContinent_SouthAmerica, iEngineers1=0, iScientists1=1, iEngineers2=2, iScientists2=2 )
ContBalance_Normal=(eCont=eContinent_Africa,  iEngineers1=1, iScientists1=0, iEngineers2=2, iScientists2=1, iEngineers3=3, iScientists3=2 )
ContBalance_Normal=(eCont=eContinent_Asia,   iEngineers1=2, iScientists1=0, iEngineers2=3, iScientists2=0, iEngineers3=6, iScientists3=0, iEngineers4=8, iScientists4=0 )
ContBalance_Normal=(eCont=eContinent_Europe,  iEngineers1=0, iScientists1=2, iEngineers2=0, iScientists2=3, iEngineers3=0, iScientists3=6, iEngineers4=0, iScientists4=8 )
ContBalance_Normal=(eCont=eContinent_NorthAmerica, iEngineers1=1, iScientists1=1, iEngineers2=2, iScientists2=2, iEngineers3=4, iScientists3=4 )
ContBalance_Normal=(eCont=eContinent_SouthAmerica, iEngineers1=0, iScientists1=1, iEngineers2=2, iScientists2=2 )
;ContBalance_Hard=(eCont=eContinent_Africa,   iEngineers1=1, iScientists1=0, iEngineers2=2, iScientists2=1, iEngineers3=3, iScientists3=2 )
;ContBalance_Hard=(eCont=eContinent_Asia,   iEngineers1=2, iScientists1=0, iEngineers2=3, iScientists2=0, iEngineers3=6, iScientists3=0, iEngineers4=8, iScientists4=0 )
;ContBalance_Hard=(eCont=eContinent_Europe,   iEngineers1=0, iScientists1=2, iEngineers2=0, iScientists2=3, iEngineers3=0, iScientists3=6, iEngineers4=0, iScientists4=8 )
;ContBalance_Hard=(eCont=eContinent_NorthAmerica, iEngineers1=1, iScientists1=1, iEngineers2=2, iScientists2=2, iEngineers3=4, iScientists3=4 )
;ContBalance_Hard=(eCont=eContinent_SouthAmerica, iEngineers1=0, iScientists1=1, iEngineers2=2, iScientists2=2 )
ContBalance_Hard=(eCont=eContinent_Africa,   iEngineers1=1, iScientists1=0, iEngineers2=1, iScientists2=1, iEngineers3=2, iScientists3=1 )
ContBalance_Hard=(eCont=eContinent_Asia,   iEngineers1=1, iScientists1=0, iEngineers2=2, iScientists2=0, iEngineers3=3, iScientists3=0, iEngineers4=4, iScientists4=0 )
ContBalance_Hard=(eCont=eContinent_Europe,   iEngineers1=0, iScientists1=1, iEngineers2=0, iScientists2=2, iEngineers3=0, iScientists3=3, iEngineers4=0, iScientists4=4 )
ContBalance_Hard=(eCont=eContinent_NorthAmerica, iEngineers1=0, iScientists1=1, iEngineers2=1, iScientists2=1, iEngineers3=1, iScientists3=2 )
ContBalance_Hard=(eCont=eContinent_SouthAmerica, iEngineers1=0, iScientists1=1, iEngineers2=1, iScientists2=1 )
ContBalance_Classic=(eCont=eContinent_Africa,  iEngineers1=1, iScientists1=0, iEngineers2=1, iScientists2=1, iEngineers3=2, iScientists3=1 )
ContBalance_Classic=(eCont=eContinent_Asia,   iEngineers1=1, iScientists1=0, iEngineers2=2, iScientists2=0, iEngineers3=3, iScientists3=0, iEngineers4=4, iScientists4=0 )
ContBalance_Classic=(eCont=eContinent_Europe,  iEngineers1=0, iScientists1=1, iEngineers2=0, iScientists2=2, iEngineers3=0, iScientists3=3, iEngineers4=0, iScientists4=4 )
ContBalance_Classic=(eCont=eContinent_NorthAmerica, iEngineers1=0, iScientists1=1, iEngineers2=1, iScientists2=1, iEngineers3=1, iScientists3=2 )
ContBalance_Classic=(eCont=eContinent_SouthAmerica, iEngineers1=0, iScientists1=1, iEngineers2=1, iScientists2=1 )

异能的升级经验值
; Psi XP Levels (NONE, 1, 2, 3, Volunteer)
m_iPsiXPLevels=0
m_iPsiXPLevels=0
m_iPsiXPLevels=50
m_iPsiXPLevels=120
m_iPsiXPLevels=10000000
士兵加官进爵的经验
; Soldier XP Levels (Rookie, Squaddie, Corporal, Sergeant, Lieutenant, Captain, Major, Colonel)
m_iSoldierXPLevels=0
m_iSoldierXPLevels=90
m_iSoldierXPLevels=300
m_iSoldierXPLevels=510
m_iSoldierXPLevels=745
m_iSoldierXPLevels=1100
m_iSoldierXPLevels=1560
m_iSoldierXPLevels=2150
这里开始是各种任务物品掉落率和一些战场的设定了,没有太多的时间研究,希望大家帮忙补充
;Tactical consts
CYBERDISC_ELERIUM=4
HFLOATER_ELERIUM=2
DRONE_ELERIUM=2
SECTOPOD_ELERIUM=10
CYBERDISC_ALLOYS=8
HFLOATER_ALLOYS=4
DRONE_ALLOYS=4
SECTOPOD_ALLOYS=15
MIN_SCATTER=90
SHOOT_WHEN_PANICKED=5
; Chance of offscreen kills resulting in zombies on Chryssalid terror missions
TerrorInfectionChance=0
TerrorInfectionChance=0
TerrorInfectionChance=0.5
TerrorInfectionChance=1
ThinManPlagueSlider=5
ThinManPlagueSlider=5
ThinManPlagueSlider=10
ThinManPlagueSlider=10
DeathBlossomSlider=5
DeathBlossomSlider=5
DeathBlossomSlider=10
DeathBlossomSlider=20
BloodCallSlider=5
BloodCallSlider=5
BloodCallSlider=10
BloodCallSlider=10
AlienGrenadeSlider=0.25
AlienGrenadeSlider=0.25
AlienGrenadeSlider=1
AlienGrenadeSlider=10
; Maximum number of aliens that can be attacking you at one time.  -1 == no limit.
MaxActiveAIUnits=5
MaxActiveAIUnits=5
MaxActiveAIUnits=-1
MaxActiveAIUnits=-1
CLOSE_RANGE = 14.0f
ASSAULT_LONG_RANGE_MAX_PENALTY = -40
AIM_CLIMB = 3.0f
ASSAULT_AIM_CLIMB = 4f
SNIPER_AIM_FALL = -2.0f
ABDUCTION_LURK_PCT=50
SMALL_UFO_LURK_PCT=0
LARGE_UFO_LURK_PCT=50
GRAPPLE_DIST=15
MAX_CRIT_WOUND=90
FragmentBalance=0.25
FragmentBalance=0.25
FragmentBalance=0.25
FragmentBalance=0.25
; Strategy Game Constants
ABDUCTION_REWARD_CASH=200
ABDUCTION_REWARD_SCI=4
ABDUCTION_REWARD_ENG=4
COUNCIL_DAY=20
COUNCIL_RAND_DAYS=7
COUNCIL_FUNDING_MULTIPLIER_EASY   = 1.5f
COUNCIL_FUNDING_MULTIPLIER_NORMAL = 1
COUNCIL_FUNDING_MULTIPLIER_HARD   = 1
COUNCIL_FUNDING_MULTIPLIER_CLASSIC= 1
ShowUFOsOnMission=0  ; Detect the UFOs that are carrying out abductions and terror missions
AI_TERRORIZE_MOST_PANICKED = 75
LATE_UFO_CHANCE = 50 ; Chance of Aliens sending out a second UFO in the months after you've defeated the base
EARLY_UFO_CHANCE = 50
UFO_LIMIT = 2
UFO_INTERCEPTION_PCT=66 ; Chance that a UFO will require interception
; Main Balance Factors
TECH_TIME_BALANCE=6.66
ITEM_TIME_BALANCE=1
ITEM_CREDIT_BALANCE=1
ITEM_ELERIUM_BALANCE=1
ITEM_ALLOY_BALANCE=1     
FACILITY_COST_BALANCE=1      
FACILITY_MAINTENANCE_BALANCE=1
FACILITY_TIME_BALANCE=1      
ALLOY_UFO_BALANCE=2.5
ALLOY_UFO_BALANCE=2
ALLOY_UFO_BALANCE=2
ALLOY_UFO_BALANCE=2
UFO_ELERIUM_PER_POWER_SOURCE=30
UFO_ELERIUM_PER_POWER_SOURCE=25
UFO_ELERIUM_PER_POWER_SOURCE=25
UFO_ELERIUM_PER_POWER_SOURCE=25
不同的UFO类型掉合金数量(估计)
UFOAlloys=30 ;eShip_UFOSmallScout
UFOAlloys=60 ;eShip_UFOLargeScout
UFOAlloys=80 ;eShip_UFOAbductor
UFOAlloys=100 ;eShip_UFOSupply
UFOAlloys=130 ;eShip_UFOBattle
UFOAlloys=60 ;eShip_UFOEthereal
MIN_WRECKED_ALLOYS=0.5
MAX_WRECKED_ALLOYS=0.9
MAX_LOST_WRECKED_ELERIUM=0.75
MIN_LOST_WRECKED_ELERIUM=0.5
这里开始,是玩家的一些设置,我知道的就点一下,不知道的,请大家指教
; Research/Laboratories
NUM_STARTING_SCIENTISTS=5 初始科学家数量
LAB_MINIMUM=6
LAB_MULTIPLE=5
LAB_BONUS=1.2
LAB_ADJACENCY_BONUS=1.1
; Engineering/Workshops
NUM_STARTING_ENGINEERS=5 初始工程师数量
WORKSHOP_MINIMUM=6
WORKSHOP_MULTIPLE=10
WORKSHOP_REBATE_PCT=7
WORKSHOP_ENG_BONUS=5
UPLINK_MULTIPLE=10
NEXUS_MULTIPLE=15
; Soldier Values  士兵设置
NUM_STARTING_SOLDIERS=12 玩家开始有多少雇佣兵
BARRACKS_CAPACITY=99  玩家最多可以有多少雇佣兵
LOW_AIM=80   雇佣兵初始命中最低为多少
HIGH_AIM=120   雇佣兵初始命中最高为多少
LOW_MOBILITY=15  雇佣兵初始移动力最低为多少
HIGH_MOBILITY=20  雇佣兵初始移动最高为多少
LOW_WILL=90    雇佣兵初始意志力最低为多少
HIGH_WILL=120  雇佣兵初始命中最高为多少
ROOKIE_AIM=85  菜鸟士兵初始命中为多少(就是开局的做任务4人)这个数值和最开始的设置的玩家数值有一定的逻辑关系,举例说,最开始你设置Offense设置为90,而这里你设置为80,那么你最开始出来的人的AIM就是80
ROOKIE_MOBILITY=18  菜鸟士兵初始移动为多少 同上
ROOKIE_STARTING_WILL=100  菜鸟士兵初始意志力为多少 同上
PSI_GIFT_CHANCE=4  幽能测试的成功率?(貌似和意志力挂钩,修改这里基本无效)     
PSI_TEST_LIMIT=5   最多有多少人成为幽能战士?(寻求新的解释)      
PSI_TRAINING_HOURS=240  幽能测试的时间
PSI_NUM_TRAINING_SLOTS=3  一次能让多少人进行测试
BASE_DAYS_INJURED = 1 受伤在基地里恢复的天数
RAND_DAYS_INJURED = 2 受伤在路上恢复所需的天数
SOLDIER_COST=10 招募一个新兵兵需要多少米米
SOLDIER_COST_HARD=15 困难难度招募新兵的米米
SOLDIER_COST_CLASSIC=15 极难难度的
;Tank Values
BASE_DAYS_INJURED_TANK = 1
RAND_DAYS_INJURED_TANK = 4
ALLOY_SHIV_HP_BONUS = 8
HOVER_SHIV_HP_BONUS = 8
; Headquarters Values 这里就是各难度初始的钱和初始的电量
HQ_STARTING_MONEY = 2000
BASE_FUNDING = 2750
BASE_FUNDING = 2750
BASE_FUNDING = 950
BASE_FUNDING = 800
HQ_BASE_POWER = 800
HQ_BASE_POWER = 850
HQ_BASE_POWER = 800
HQ_BASE_POWER = 800
POWER_NORMAL = 6
POWER_THERMAL = 20
POWER_ELERIUM = 30
POWER_ADJACENCY_BONUS = 2
NUM_STARTING_STEAM_VENTS = 3
INTERCEPTOR_REFUEL_RATE=24
INTERCEPTOR_REPAIR_HOURS=168
INTERCEPTOR_REARM_HOURS = 24   
INTERCEPTOR_TRANSFER_TIME = 72  
BASE_SKYRANGER_MAINTENANCE = 20
SKYRANGER_CAPACITY = 4              
UPLINK_CAPACITY = 2
UPLINK_ADJACENCY_BONUS = 1
NEXUS_CAPACITY = 4
; Base Building Values 主基地的设置
NUM_TERRAIN_WIDE = 7 主基地有多少列(宽度)
NUM_TERRAIN_HIGH = 5 有多少排(深度)
BASE_EXCAVATE_CASH_COST = 10 挖掘所需要的钱
BASE_REMOVE_CASH_COST = 5  移除建筑的钱
BASE_EXCAVATE_DAYS = 5   挖掘一个“坑”所需时间
BASE_REMOVAL_DAYS = 0    移除建筑的时间
;Mission Timers    各种任务显现时间
UFO_CRASH_TIMER = 48          
TERROR_TIMER = 30             
UFO_LANDED_TIMER = 30         
ABDUCTION_TIMER = 30          
;UFO Values
UFO_PS_SURVIVE = 33
UFO_NAV_SURVIVE = 50
UFO_STASIS_SURVIVE = 25
UFO_SURGERY_SURVIVE = 25
UFO_ENTERTAINMENT_SURVIVE = 25
UFO_FOOD_SURVIVE = 25
UFO_HYPERWAVE_SURVIVE = 100
UFO_FUSION_SURVIVE = 100
UFO_PSI_LINK_SURVIVE = 100    
UFO_FIND_STEALTH_SAT = 25
UFO_FIND_SAT = 100
UFO_SECOND_PASS_FIND_STEALTH_SAT=50
UFO_SECOND_PASS_FIND_SAT=100

anic Values 各种恐慌度增长降低的条件(各种难度下的)
PANIC_TERROR_CONTINENT=2
PANIC_TERROR_COUNTRY=2
PANIC_UFO_SHOOTDOWN=-1
PANIC_UFO_ASSAULT=-1
PANIC_SAT_DESTROYED_CONTINENT=1
PANIC_SAT_DESTROYED_COUNTRY=2
PANIC_SAT_ADDED_COUNTRY=-2
PANIC_SAT_ADDED_CONTINENT=0
PANIC_ALIENBASE_CONQUERED=-2
PANIC_UFO_IGNORED=2
PANIC_UFO_ESCAPED=1
PANIC_ABDUCTION_COUNTRY_EASY=1
PANIC_ABDUCTION_COUNTRY_NORMAL=1
PANIC_ABDUCTION_COUNTRY_HARD=1
PANIC_ABDUCTION_COUNTRY_CLASSIC=2
PANIC_ABDUCTION_CONTINENT_EASY=1
PANIC_ABDUCTION_CONTINENT_NORMAL=1
PANIC_ABDUCTION_CONTINENT_HARD=1
PANIC_ABDUCTION_CONTINENT_CLASSIC=1
PANIC_ABDUCTION_THWARTED_CONTINENT=0
PANIC_ABDUCTION_THWARTED_COUNTRY=-3
STARTING_PANIC_EASY=0
STARTING_PANIC_NORMAL=0
STARTING_PANIC_HARD=8
STARTING_PANIC_CLASSIC=16 
PANIC_DEFECT_THRESHHOLD_EASY=5
PANIC_DEFECT_THRESHHOLD_NORMAL=5
PANIC_DEFECT_THRESHHOLD_HARD=5
PANIC_DEFECT_THRESHHOLD_CLASSIC=5
PANIC_DEFECT_THRESHHOLD_NOT_HELPED_EASY=5
PANIC_DEFECT_THRESHHOLD_NOT_HELPED_NORMAL=5
PANIC_DEFECT_THRESHHOLD_NOT_HELPED_HARD=5
PANIC_DEFECT_THRESHHOLD_NOT_HELPED_CLASSIC=5
PANIC_DEFECTIONS_PER_MONTH_EASY=1
PANIC_DEFECTIONS_PER_MONTH_NORMAL=2
PANIC_DEFECTIONS_PER_MONTH_HARD=3
PANIC_DEFECTIONS_PER_MONTH_CLASSIC=8
PANIC_DEFECT_CHANCE_PER_BLOCK_EASY=10
PANIC_DEFECT_CHANCE_PER_BLOCK_NORMAL=10
PANIC_DEFECT_CHANCE_PER_BLOCK_HARD=10
PANIC_DEFECT_CHANCE_PER_BLOCK_CLASSIC=10
SAT_HELP_DEFECT=1 ;If country has satellite, "Chance of Leaving"*SAT_HELP_DEFECT
SAT_HELP_DEFECT=1
SAT_HELP_DEFECT=1
SAT_HELP_DEFECT=1
SAT_NEARBY_HELP_DEFECT=1 ;Else If continent has one or more satellite, "Chance of Leaving"*SAT_NEARBY_HELP_DEFECT
SAT_NEARBY_HELP_DEFECT=1
SAT_NEARBY_HELP_DEFECT=1
SAT_NEARBY_HELP_DEFECT=1
SAT_PANIC_REDUCTION_PER_MONTH=1 ;If a country has a satellite, it will remove panic once a month, but the chance of this happening is PANIC_REDUCTION_CHANCE
SAT_PANIC_REDUCTION_PER_MONTH=1
SAT_PANIC_REDUCTION_PER_MONTH=1
SAT_PANIC_REDUCTION_PER_MONTH=1
PANIC_5_REDUCTION_CHANCE=100
PANIC_5_REDUCTION_CHANCE=100
PANIC_5_REDUCTION_CHANCE=50
PANIC_5_REDUCTION_CHANCE=50
PANIC_4_REDUCTION_CHANCE=50
PANIC_4_REDUCTION_CHANCE=50
PANIC_4_REDUCTION_CHANCE=25
PANIC_4_REDUCTION_CHANCE=25
PANIC_LOW_REDUCTION_CHANCE=25
PANIC_LOW_REDUCTION_CHANCE=25
PANIC_LOW_REDUCTION_CHANCE=10
PANIC_LOW_REDUCTION_CHANCE=10
;Continent Bonuses
CB_FUNDING_BONUS=30
CB_FUTURECOMBAT_BONUS=50
CB_AIRANDSPACE_BONUS=50
CB_EXPERT_BONUS=50
;Second Wave 二周目的设定
ENABLE_SECOND_WAVE = 0
SW_FLANK_CRIT=100
SW_COVER_INCREASE=1.5f
SW_SATELLITE_INCREASE=1.45f
SW_ELERIUM_HALFLIFE=24
SW_ELERIUM_LOSS=0.05f
SW_ABDUCTION_SITES=4
SW_RARE_PSI=8
SW_MARATHON=2.0f
SW_MORE_POWER=2.0f
SPECIES_POINT_LIMIT=500
KILL_CAM_MIN_DIST=720.0
; Items  各种物品的生产所需的各项资源和时间
ItemBalance=(eItem=eItem_Medikit,             iCash=25, iElerium=0, iAlloys=0,  iTime=7, iEng=5)   
ItemBalance=(eItem=eItem_ArcThrower,   iCash=35, iElerium=0, iAlloys=0,  iTime=7, iEng=5)   
ItemBalance=(eItem=eItem_TargetingModule,  iCash=20, iElerium=0, iAlloys=0,  iTime=7, iEng=5)   
ItemBalance=(eItem=eItem_ReinforcedArmor,  iCash=20, iElerium=0, iAlloys=0,  iTime=7, iEng=5)   
ItemBalance=(eItem=eItem_ChitinPlating,   iCash=85, iElerium=0, iAlloys=1, iTime=7, iEng=15) 
ItemBalance=(eItem=eItem_CombatStims,   iCash=50, iElerium=0, iAlloys=1,  iTime=7, iEng=15) 
ItemBalance=(eItem=eItem_MindShield,   iCash=150,iElerium=30,iAlloys=1, iTime=10, iEng=35)  
ItemBalance=(eItem=eItem_Skeleton_Key,   iCash=25, iElerium=10,iAlloys=1, iTime=7,  iEng=15) 
ItemBalance=(eItem=eItem_LaserPistol,      iCash=10, iElerium=0, iAlloys=1, iTime=7,  iEng=10) 
ItemBalance=(eItem=eItem_LaserAssaultRifle,  iCash=25, iElerium=0, iAlloys=1, iTime=7, iEng=12) 
ItemBalance=(eItem=eItem_LaserAssaultGun,  iCash=30, iElerium=0, iAlloys=2, iTime=7, iEng=12) 
ItemBalance=(eItem=eItem_LaserSniperRifle,  iCash=35, iElerium=0, iAlloys=2, iTime=7, iEng=12) 
ItemBalance=(eItem=eItem_HeavyLaser,        iCash=30, iElerium=0, iAlloys=2, iTime=7, iEng=12) 
ItemBalance=(eItem=eItem_PlasmaPistol,         iCash=100,iElerium=10,iAlloys=2, iTime=10, iEng=20) 
ItemBalance=(eItem=eItem_PlasmaLightRifle,  iCash=125,iElerium=15,iAlloys=2, iTime=10, iEng=20)  
ItemBalance=(eItem=eItem_PlasmaAssaultRifle, iCash=200,iElerium=20,iAlloys=3, iTime=10, iEng=20)  
ItemBalance=(eItem=eItem_AlloyCannon,         iCash=200,iElerium=20,iAlloys=5, iTime=12, iEng=25)  
ItemBalance=(eItem=eItem_HeavyPlasma,         iCash=250,iElerium=30,iAlloys=3, iTime=10, iEng=25)  
ItemBalance=(eItem=eItem_PlasmaSniperRifle,  iCash=250,iElerium=25,iAlloys=3, iTime=15, iEng=25) 
ItemBalance=(eItem=eItem_BlasterLauncher,  iCash=275,iElerium=65,iAlloys=5, iTime=15, iEng=35)  
ItemBalance=(eItem=eItem_ArmorCarapace,   iCash=25, iElerium=0, iAlloys=1, iTime=10, iEng=10) 
ItemBalance=(eItem=eItem_ArmorSkeleton,   iCash=30, iElerium=0, iAlloys=1, iTime=10, iEng=15)          
ItemBalance=(eItem=eItem_ArmorTitan,   iCash=150,iElerium=10,iAlloys=3, iTime=10, iEng=25) 
ItemBalance=(eItem=eItem_ArmorArchAngel,  iCash=200,iElerium=35,iAlloys=5, iTime=14, iEng=35) 
ItemBalance=(eItem=eItem_ArmorGhost,   iCash=250,iElerium=50,iAlloys=4, iTime=14, iEng=40) 
ItemBalance=(eItem=eItem_ArmorPsi,    iCash=400,iElerium=40,iAlloys=2, iTime=10, iEng=30) 
ItemBalance=(eItem=eItem_SHIV,     iCash=50, iElerium=0, iAlloys=0,  iTime=7, iEng=5)      
ItemBalance=(eItem=eItem_SHIV_Alloy,   iCash=75, iElerium=0, iAlloys=2, iTime=7, iEng=10)     
ItemBalance=(eItem=eItem_SHIV_Hover,   iCash=100,iElerium=20,iAlloys=3, iTime=7, iEng=20)     
ItemBalance=(eItem=eItem_Interceptor,   iCash=40, iElerium=0, iAlloys=0,  iTime=-1, iEng=-1)     
ItemBalance=(eItem=eItem_Firestorm,    iCash=200,iElerium=20,iAlloys=4, iTime=14, iEng=20)     
ItemBalance=(eItem=eItem_Satellite,    iCash=100,iElerium=0, iAlloys=0,  iTime=20, iEng=5)   
ItemBalance=(eItem=eItem_IntWeap_I,    iCash=35, iElerium=0, iAlloys=0,  iTime=7, iEng=5)      
ItemBalance=(eItem=eItem_IntWeap_III,   iCash=35, iElerium=0, iAlloys=2, iTime=7, iEng=10)     
ItemBalance=(eItem=eItem_IntWeap_IV,   iCash=100,iElerium=20,iAlloys=2, iTime=10, iEng=20)     
ItemBalance=(eItem=eItem_IntWeap_V,    iCash=200,iElerium=20,iAlloys=3, iTime=10, iEng=30)     
ItemBalance=(eItem=eItem_IntWeap_VI,   iCash=150,iElerium=20,iAlloys=3, iTime=10, iEng=35)     
ItemBalance=(eItem=eItem_IntConsumable_Hit,  iCash=10, iElerium=0, iAlloys=0,  iTime=0,  iEng=5)    
ItemBalance=(eItem=eItem_IntConsumable_Dodge, iCash=50, iElerium=0, iAlloys=0,  iTime=0,  iEng=10)    
ItemBalance=(eItem=eItem_IntConsumable_Boost, iCash=20, iElerium=0, iAlloys=0,  iTime=0,  iEng=10)   
ItemBalance=(eItem=eItem_Elerium115,            iCash=3,  iElerium=1, iAlloys=0,  iTime=-1, iEng=-1) 
ItemBalance=(eItem=eItem_AlienAlloys,           iCash=2,  iElerium=0, iAlloys=1,  iTime=-1, iEng=-1) 
ItemBalance=(eItem=eItem_WeaponFragment,        iCash=1,  iElerium=0, iAlloys=0,  iTime=-1, iEng=-1) 
ItemBalance=(eItem=eItem_UFOPowerSource,        iCash=75, iElerium=0, iAlloys=0,  iTime=-1, iEng=-1) 
ItemBalance=(eItem=eItem_UFONavigation,        iCash=40, iElerium=0, iAlloys=0,  iTime=-1, iEng=-1) 
ItemBalance=(eItem=eItem_AlienFood,             iCash=10, iElerium=0, iAlloys=0,  iTime=-1, iEng=-1) 
ItemBalance=(eItem=eItem_AlienEntertainment,   iCash=17, iElerium=0, iAlloys=0,  iTime=-1, iEng=-1) 
ItemBalance=(eItem=eItem_AlienStasisTank,       iCash=10, iElerium=0, iAlloys=0,  iTime=-1, iEng=-1) 
ItemBalance=(eItem=eItem_AlienSurgery,          iCash=25, iElerium=0, iAlloys=0,  iTime=-1, iEng=-1) 
ItemBalance=(eItem=eItem_UFOFusionLauncher,     iCash=125,iElerium=0, iAlloys=0,  iTime=-1, iEng=-1) 
ItemBalance=(eItem=eItem_DamagedUFOPowerSource, iCash=30, iElerium=0, iAlloys=0,  iTime=-1, iEng=-1) 
ItemBalance=(eItem=eItem_DamagedUFONavigation,  iCash=20, iElerium=0, iAlloys=0,  iTime=-1, iEng=-1) 
ItemBalance=(eItem=eItem_DamagedAlienFood,      iCash=5,  iElerium=0, iAlloys=0,  iTime=-1, iEng=-1) 
ItemBalance=(eItem=eItem_DamagedAlienEntertainment,iCash=5,iElerium=0,iAlloys=0,  iTime=-1, iEng=-1)
ItemBalance=(eItem=eItem_DamagedAlienStasisTank,iCash=5,  iElerium=0, iAlloys=0,  iTime=-1, iEng=-1) 
ItemBalance=(eItem=eItem_DamagedAlienSurgery,   iCash=10, iElerium=0, iAlloys=0,  iTime=-1, iEng=-1) 
ItemBalance=(eItem=eItem_DamagedHyperwaveBeacon,iCash=45, iElerium=0, iAlloys=0,  iTime=-1, iEng=-1) 
ItemBalance=(eItem=eItem_SectoidCorpse,   iCash=5,  iElerium=0, iAlloys=0,  iTime=-1, iEng=-1)     
ItemBalance=(eItem=eItem_FloaterCorpse,   iCash=5,  iElerium=0, iAlloys=0,  iTime=-1, iEng=-1)     
ItemBalance=(eItem=eItem_ThinManCorpse,   iCash=5,  iElerium=0, iAlloys=0,  iTime=-1, iEng=-1)     
ItemBalance=(eItem=eItem_MutonCorpse,   iCash=5,  iElerium=0, iAlloys=0,  iTime=-1, iEng=-1)     
ItemBalance=(eItem=eItem_CryssalidCorpse,  iCash=5,  iElerium=0, iAlloys=0,  iTime=-1, iEng=-1)     
ItemBalance=(eItem=eItem_CyberdiscCorpse,  iCash=7,  iElerium=0, iAlloys=0,  iTime=-1, iEng=-1)     
ItemBalance=(eItem=eItem_SectopodCorpse,  iCash=10, iElerium=0, iAlloys=0,  iTime=-1, iEng=-1)     
ItemBalance=(eItem=eItem_DroneCorpse,   iCash=2,  iElerium=0, iAlloys=0,  iTime=-1, iEng=-1)     
ItemBalance=(eItem=eItem_EtherealCorpse,  iCash=15, iElerium=0, iAlloys=0,  iTime=-1, iEng=-1)     
ItemBalance=(eItem=eItem_SectoidCommanderCorpse,iCash=10, iElerium=0, iAlloys=0,  iTime=-1, iEng=-1)      
ItemBalance=(eItem=eItem_BerserkerCorpse,  iCash=5,  iElerium=0, iAlloys=0,  iTime=-1, iEng=-1)     
ItemBalance=(eItem=eItem_MutonEliteCorpse,  iCash=8,  iElerium=0, iAlloys=0,  iTime=-1, iEng=-1)      
ItemBalance=(eItem=eItem_FloaterHeavyCorpse, iCash=6,  iElerium=0, iAlloys=0,  iTime=-1, iEng=-1)     
; Facilities  各项工程设施
FacilityBalance=( eFacility=eFacility_AccessLift,       iCash=50, iElerium=0, iAlloys=0,  iMaintenance=10, iTime=5, iPower=-2)   
FacilityBalance=( eFacility=eFacility_ScienceLab,       iCash=125,  iElerium=0, iAlloys=0,  iMaintenance=24, iTime=10, iPower=-3)   
FacilityBalance=( eFacility=eFacility_Workshop,         iCash=130,  iElerium=0, iAlloys=0,  iMaintenance=26, iTime=10, iPower=-3)   
FacilityBalance=( eFacility=eFacility_SmallRadar,       iCash=150,  iElerium=0, iAlloys=0,  iMaintenance=15, iTime=14, iPower=-5)   
FacilityBalance=( eFacility=eFacility_Power,            iCash=60,   iElerium=0, iAlloys=0,  iMaintenance=11, iTime=5, iPower=6);MAKE SURE TO SYNC THIS WITH POWER_NORMAL
FacilityBalance=( eFacility=eFacility_Foundry,   iCash=75,   iElerium=0, iAlloys=0,  iMaintenance=20, iTime=10, iPower=-3)   
FacilityBalance=( eFacility=eFacility_OTS,    iCash=125,  iElerium=0, iAlloys=0,  iMaintenance=25, iTime=8, iPower=-3)   
FacilityBalance=( eFacility=eFacility_AlienContain,     iCash=85,   iElerium=0, iAlloys=0,  iMaintenance=18, iTime=7, iPower=-5)   
FacilityBalance=( eFacility=eFacility_LargeRadar,       iCash=300,  iElerium=0, iAlloys=2, iMaintenance=26, iTime=21, iPower=-8)   
FacilityBalance=( eFacility=eFacility_ThermalPower,     iCash=200,  iElerium=0, iAlloys=0,  iMaintenance=23, iTime=8, iPower=20);MAKE SURE TO SYNC THIS WITH POWER_THERMAL
FacilityBalance=( eFacility=eFacility_EleriumGenerator, iCash=275,  iElerium=30,iAlloys=4, iMaintenance=29, iTime=14, iPower=30);MAKE SURE TO SYNC THIS WITH POWER_ELERIUM
FacilityBalance=( eFacility=eFacility_PsiLabs,          iCash=200,  iElerium=20,iAlloys=2, iMaintenance=30, iTime=14, iPower=-3)                     
FacilityBalance=( eFacility=eFacility_HyperwaveRadar,   iCash=175,  iElerium=0, iAlloys=1, iMaintenance=30, iTime=14, iPower=-4)  
FacilityBalance=( eFacility=eFacility_DeusEx,           iCash=200,  iElerium=10,iAlloys=1, iMaintenance=100,iTime=14, iPower=-5)  
; Foundry Projects 铸造厂项目
FoundryBalance=(eTech=eFoundry_SHIV,                  iTime=7, iEngineers=5, iCash=70, iElerium=0, iAlloys=0, iFragments=0, iNumItems=0, eReqTech=eTech_None,    eReqItem=eItem_None)
FoundryBalance=(eTech=eFoundry_AlienGrenades,         iTime=7, iEngineers=20,iCash=75, iElerium=10,iAlloys=2,iFragments=20,iNumItems=1, eReqTech=eTech_Exp_Warfare,  eReqItem=eItem_None)
FoundryBalance=(eTech=eFoundry_SHIV_Heal,             iTime=7, iEngineers=10,iCash=70, iElerium=15,iAlloys=1,iFragments=0, iNumItems=0, eReqTech=eTech_EMP,    eReqItem=eItem_None)
FoundryBalance=(eTech=eFoundry_CaptureDrone,          iTime=14,iEngineers=10,iCash=175,iElerium=0, iAlloys=0, iFragments=20,iNumItems=4, eReqTech=eTech_AutopsyDrone,  eReqItem=eItem_None)
FoundryBalance=(eTech=eFoundry_MedikitII,             iTime=14,iEngineers=15,iCash=125,iElerium=0, iAlloys=0, iFragments=20,iNumItems=4, eReqTech=eTech_AutopsyThinMan,  eReqItem=eItem_None)
FoundryBalance=(eTech=eFoundry_ArcThrowerII,          iTime=14,iEngineers=10,iCash=100,iElerium=20,iAlloys=2,iFragments=20,iNumItems=4, eReqTech=eTech_Elerium,   eReqItem=eItem_None)
FoundryBalance=(eTech=eFoundry_AmmoConservation,      iTime=14,iEngineers=15, iCash=150,iElerium=0, iAlloys=9,iFragments=20,iNumItems=6, eReqTech=eTech_AutopsyMuton,  eReqItem=eItem_None)  
FoundryBalance=(eTech=eFoundry_AutomatedLasers,       iTime=7, iEngineers=10, iCash=100,iElerium=0, iAlloys=3,iFragments=15,iNumItems=0, eReqTech=eTech_HeavyLasers,  eReqItem=eItem_None)
FoundryBalance=(eTech=eFoundry_AutomatedPlasma,       iTime=7, iEngineers=20,iCash=200,iElerium=30,iAlloys=4,iFragments=30,iNumItems=0, eReqTech=eTech_Plasma_Heavy,  eReqItem=eItem_None)
FoundryBalance=(eTech=eFoundry_AdvancedFlight,        iTime=14,iEngineers=25,iCash=325,iElerium=50,iAlloys=5,iFragments=0, iNumItems=2, eReqTech=eTech_Armor_ArchAngel, eReqItem=eItem_None)
FoundryBalance=(eTech=eFoundry_AdvancedConstruction,  iTime=14,iEngineers=30,iCash=375,iElerium=30,iAlloys=5,iFragments=20,iNumItems=2, eReqTech=eTech_AutopsySectopod, eReqItem=eItem_None)
FoundryBalance=(eTech=eFoundry_VehicleRepair,         iTime=14,iEngineers=20,iCash=175,iElerium=10,iAlloys=3,iFragments=0, iNumItems=4, eReqTech=eTech_AutopsyHeavyFloater,eReqItem=eItem_None)
FoundryBalance=(eTech=eFoundry_PistolI,               iTime=7, iEngineers=5, iCash=75, iElerium=0, iAlloys=0, iFragments=5, iNumItems=0, eReqTech=eTech_None,    eReqItem=eItem_None)
FoundryBalance=(eTech=eFoundry_PistolII,              iTime=7, iEngineers=10,iCash=150,iElerium=0, iAlloys=2,iFragments=25,iNumItems=0, eReqTech=eTech_LaserWeapons,  eReqItem=eItem_None)
FoundryBalance=(eTech=eFoundry_PistolIII,             iTime=14,iEngineers=20,iCash=250,iElerium=20,iAlloys=2,iFragments=50,iNumItems=0, eReqTech=eTech_Plasma_Pistol,  eReqItem=eItem_None)
FoundryBalance=(eTech=eFoundry_SHIVSuppression,       iTime=7, iEngineers=15,iCash=40, iElerium=0, iAlloys=0, iFragments=0, iNumItems=0, eReqTech=eTech_None,    eReqItem=eItem_None)                  
FoundryBalance=(eTech=eFoundry_StealthSatellites,     iTime=7, iEngineers=20,iCash=150,iElerium=20,iAlloys=20,iFragments=0, iNumItems=3, eReqTech=eTech_AlienNavigation, eReqItem=eItem_None)
FoundryBalance=(eTech=eFoundry_Scope,                 iTime=7, iEngineers=10,iCash=75, iElerium=0, iAlloys=0, iFragments=15,iNumItems=0, eReqTech=eTech_WeaponFragments, eReqItem=eItem_None)
; OTS Upgrades  士官学校升级项目所需的钱和条件
OTSBalance=(eTech=eOTS_Will_I,   iCash=200, eRank=eRank_Major)
OTSBalance=(eTech=eOTS_SquadSize_I,  iCash=50, eRank=eRank_Sergeant)
OTSBalance=(eTech=eOTS_XP_I,   iCash=125, eRank=eRank_Sergeant)
OTSBalance=(eTech=eOTS_HP_I,   iCash=150, eRank=eRank_Lieutenant)
OTSBalance=(eTech=eOTS_SquadSize_II, iCash=75, eRank=eRank_Captain)
OTSBalance=(eTech=eOTS_XP_II,   iCash=250, eRank=eRank_Major)
OTSBalance=(eTech=eOTS_HP_II,   iCash=275, eRank=eRank_Colonel)
; Techs  各类研究技术所需的资源和时间
TechBalance=(eTech=eTech_WeaponFragments, iTime=2,  iAlloys=0,  iElerium=0,  iNumFragments=5,  iNumItems=0)
TechBalance=(eTech=eTech_AlienMaterials, iTime=2,  iAlloys=0,  iElerium=0,  iNumFragments=5,  iNumItems=0)
TechBalance=(eTech=eTech_Exp_Warfare,  iTime=3,  iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=0)
TechBalance=(eTech=eTech_Xenobiology,  iTime=2,  iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=4)
TechBalance=(eTech=eTech_LaserWeapons,  iTime=6,  iAlloys=1,  iElerium=0,  iNumFragments=1,  iNumItems=0)
TechBalance=(eTech=eTech_PrecisionLasers, iTime=8,  iAlloys=1,  iElerium=0,  iNumFragments=1,  iNumItems=0)
TechBalance=(eTech=eTech_HeavyLasers,  iTime=8,  iAlloys=1,  iElerium=0,  iNumFragments=1,  iNumItems=0)
TechBalance=(eTech=eTech_Plasma_Pistol,  iTime=15, iAlloys=0,  iElerium=5,  iNumFragments=4, iNumItems=1)
TechBalance=(eTech=eTech_Plasma_Light,  iTime=17, iAlloys=0,  iElerium=5,  iNumFragments=4, iNumItems=1)
TechBalance=(eTech=eTech_Plasma_Rifle,  iTime=17, iAlloys=1, iElerium=10, iNumFragments=4, iNumItems=1)
TechBalance=(eTech=eTech_Plasma_Heavy,  iTime=17, iAlloys=1, iElerium=10, iNumFragments=4, iNumItems=1)
TechBalance=(eTech=eTech_Plasma_Sniper,  iTime=15, iAlloys=1, iElerium=10, iNumFragments=5, iNumItems=0)
TechBalance=(eTech=eTech_Alloy_Cannon,  iTime=15, iAlloys=2, iElerium=5,  iNumFragments=4, iNumItems=0)
TechBalance=(eTech=eTech_BlasterLauncher, iTime=20, iAlloys=2, iElerium=10, iNumFragments=7, iNumItems=0)
TechBalance=(eTech=eTech_Plasma_Cannon,  iTime=10, iAlloys=0,  iElerium=10, iNumFragments=3, iNumItems=0)
TechBalance=(eTech=eTech_EMP,    iTime=20, iAlloys=0,  iElerium=20, iNumFragments=0,  iNumItems=40)
TechBalance=(eTech=eTech_Fusion_Launcher, iTime=15, iAlloys=10, iElerium=20, iNumFragments=5, iNumItems=0)
TechBalance=(eTech=eTech_ArcThrower,  iTime=3,  iAlloys=0,  iElerium=0,  iNumFragments=1, iNumItems=0)
TechBalance=(eTech=eTech_BaseShard,   iTime=3,  iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=0)
TechBalance=(eTech=eTech_AlienNavigation, iTime=5,  iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=2)
TechBalance=(eTech=eTech_UFOPowerSource, iTime=7,  iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=1)
TechBalance=(eTech=eTech_Firestorm,   iTime=15, iAlloys=10, iElerium=10,  iNumFragments=5, iNumItems=0)
TechBalance=(eTech=eTech_Elerium,   iTime=7,  iAlloys=0,  iElerium=10, iNumFragments=0,  iNumItems=0)
TechBalance=(eTech=eTech_Armor_Carapace, iTime=7,  iAlloys=10, iElerium=0,  iNumFragments=0,  iNumItems=0)
TechBalance=(eTech=eTech_Armor_Skeleton, iTime=10, iAlloys=15, iElerium=0,  iNumFragments=0,  iNumItems=0)
TechBalance=(eTech=eTech_Armor_Titan,  iTime=20, iAlloys=15, iElerium=5,  iNumFragments=0,  iNumItems=0)
TechBalance=(eTech=eTech_Armor_Ghost,  iTime=17, iAlloys=15, iElerium=15, iNumFragments=0,  iNumItems=0)
TechBalance=(eTech=eTech_Armor_ArchAngel, iTime=17, iAlloys=15, iElerium=15, iNumFragments=0,  iNumItems=0)
TechBalance=(eTech=eTech_PsiArmor,   iTime=15, iAlloys=10, iElerium=10, iNumFragments=0,  iNumItems=0)
TechBalance=(eTech=eTech_Hyperwave,   iTime=8,  iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=0)
TechBalance=(eTech=eTech_PsiLink,   iTime=10, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=0)
TechBalance=(eTech=eTech_InterrogateSectoid,   iTime=2, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=0)
TechBalance=(eTech=eTech_InterrogateFloater,   iTime=2, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=0)
TechBalance=(eTech=eTech_InterrogateMuton,    iTime=2, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=0)
TechBalance=(eTech=eTech_InterrogateThinMan,   iTime=2, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=0)
TechBalance=(eTech=eTech_InterrogateEthereal,   iTime=10,iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=0)
TechBalance=(eTech=eTech_InterrogateBerserker,   iTime=2, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=0)
TechBalance=(eTech=eTech_InterrogateMutonElite,   iTime=2, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=0)
TechBalance=(eTech=eTech_InterrogateHeavyFloater,  iTime=2, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=0)
TechBalance=(eTech=eTech_InterrogateSectoidCommander, iTime=6, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=0)
TechBalance=(eTech=eTech_AutopsySectoid,   iTime=2, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=1)
TechBalance=(eTech=eTech_AutopsyFloater,   iTime=2, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=1)
TechBalance=(eTech=eTech_AutopsyMuton,    iTime=2, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=1)
TechBalance=(eTech=eTech_AutopsyThinMan,   iTime=2, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=1)
TechBalance=(eTech=eTech_AutopsyCryssalid,   iTime=2, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=1)
TechBalance=(eTech=eTech_AutopsyEthereal,   iTime=6, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=1)
TechBalance=(eTech=eTech_AutopsyCyberdisc,   iTime=2, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=1)
TechBalance=(eTech=eTech_AutopsyDrone,    iTime=2, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=1)
TechBalance=(eTech=eTech_AutopsySectopod,   iTime=2, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=1)
TechBalance=(eTech=eTech_AutopsyBerserker,   iTime=2, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=1)
TechBalance=(eTech=eTech_AutopsyMutonElite,   iTime=2, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=1)
TechBalance=(eTech=eTech_AutopsyHeavyFloater,  iTime=2, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=1)
TechBalance=(eTech=eTech_AutopsySectoidCommander, iTime=3, iAlloys=0,  iElerium=0,  iNumFragments=0,  iNumItems=1)
               
[XComGame.XComPrecomputedPath]
BlasterBombSpeed=500.0f

  • 幽浮
幽浮
(2)幽浮

幽浮系列是2K Marin旗下的经典游戏系列,目前的三部游戏《幽浮未知敌人》《幽浮内部敌人》《调查局:幽浮解密》都是以FPS游戏《幽浮》作为起点,涵盖了动作、策略与第三人称射击。

...更多>>
  • 幽浮:未知敌人简体中文版

    06-28 / 5.48G

    推荐理由:《幽浮:未知敌人》是一款将回合制与即时战略相结合的3D游戏,游戏中玩家将会成为一个名叫“XCOM”的秘密军事
  • 调查局:幽浮解密

    07-06 / 9.68G

    推荐理由:《调查局:幽浮解密》是一款2K开发的经典射击游戏“幽浮”的重制版,游戏从FPS变为了第三人称射击,游戏的故

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