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幽浮:未知敌人,幽浮未知敌人和内部敌人区别

玖凉 530
大家好,幽浮未知敌人和内部敌人区别笔者为玩家解答幽浮:未知敌人问题。幽浮未知敌人和内部敌人区别,幽浮未知敌人安卓汉化版下载很多人还不理解,现在让我们一起来学习下幽浮:未知敌人,希望能帮助到您!

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=6iBaseOTSWillIncrease=2iRandOTSWillIncrease=4SoldierStatProgression=(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=1FundingBalance=1FundingBalance=1; Country Funding AmountsFundingAmounts=180 ;USAFundingAmounts=150 ;RussiaFundingAmounts=100 ;ChinaFundingAmounts=100 ;UKFundingAmounts=100 ;GermanyFundingAmounts=80 ;FranceFundingAmounts=100 ;JapanFundingAmounts=60 ;IndiaFundingAmounts=60 ;AustraliaFundingAmounts=0 ;ItalyFundingAmounts=0 ;SouthKoreaFundingAmounts=0 ;TurkeyFundingAmounts=0 ;IndonesiaFundingAmounts=0 ;SpainFundingAmounts=0akistanFundingAmounts=100 ;CanadaFundingAmounts=0 ;IranFundingAmounts=0 ;IsraelFundingAmounts=70 ;EgyptFundingAmounts=80 ;BrazilFundingAmounts=70 ;ArgentinaFundingAmounts=50 ;MexicoFundingAmounts=80 ;SouthAfricaFundingAmounts=0 ;SaudiArabiaFundingAmounts=0 ;UkraineFundingAmounts=100 ;NigeriaFundingAmounts=0 ;VenezuelaFundingAmounts=0 ;GreeceFundingAmounts=0 ;ColumbiaFundingAmounts=0ortugalFundingAmounts=0 ;SwedenFundingAmounts=0 ;IrelandFundingAmounts=0 ;ScotlandFundingAmounts=0 ;NorwayFundingAmounts=0 ;NetherlandsFundingAmounts=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=0m_iPsiXPLevels=0m_iPsiXPLevels=50m_iPsiXPLevels=120m_iPsiXPLevels=10000000士兵加官进爵的经验; Soldier XP Levels (Rookie, Squaddie, Corporal, Sergeant, Lieutenant, Captain, Major, Colonel)m_iSoldierXPLevels=0m_iSoldierXPLevels=90m_iSoldierXPLevels=300m_iSoldierXPLevels=510m_iSoldierXPLevels=745m_iSoldierXPLevels=1100m_iSoldierXPLevels=1560m_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 constsCYBERDISC_ELERIUM=4HFLOATER_ELERIUM=2DRONE_ELERIUM=2SECTOPOD_ELERIUM=10CYBERDISC_ALLOYS=8HFLOATER_ALLOYS=4DRONE_ALLOYS=4SECTOPOD_ALLOYS=15MIN_SCATTER=90SHOOT_WHEN_PANICKED=5; Chance of offscreen kills resulting in zombies on Chryssalid terror missionsTerrorInfectionChance=0TerrorInfectionChance=0TerrorInfectionChance=0.5TerrorInfectionChance=1ThinManPlagueSlider=5ThinManPlagueSlider=5ThinManPlagueSlider=10ThinManPlagueSlider=10DeathBlossomSlider=5DeathBlossomSlider=5DeathBlossomSlider=10DeathBlossomSlider=20BloodCallSlider=5BloodCallSlider=5BloodCallSlider=10BloodCallSlider=10AlienGrenadeSlider=0.25AlienGrenadeSlider=0.25AlienGrenadeSlider=1AlienGrenadeSlider=10; Maximum number of aliens that can be attacking you at one time.-1 == no limit.MaxActiveAIUnits=5MaxActiveAIUnits=5MaxActiveAIUnits=-1MaxActiveAIUnits=-1CLOSE_RANGE = 14.0fASSAULT_LONG_RANGE_MAX_PENALTY = -40AIM_CLIMB = 3.0fASSAULT_AIM_CLIMB = 4fSNIPER_AIM_FALL = -2.0fABDUCTION_LURK_PCT=50SMALL_UFO_LURK_PCT=0LARGE_UFO_LURK_PCT=50GRAPPLE_DIST=15MAX_CRIT_WOUND=90FragmentBalance=0.25FragmentBalance=0.25FragmentBalance=0.25FragmentBalance=0.25; Strategy Game ConstantsABDUCTION_REWARD_CASH=200ABDUCTION_REWARD_SCI=4ABDUCTION_REWARD_ENG=4COUNCIL_DAY=20COUNCIL_RAND_DAYS=7COUNCIL_FUNDING_MULTIPLIER_EASY = 1.5fCOUNCIL_FUNDING_MULTIPLIER_NORMAL = 1COUNCIL_FUNDING_MULTIPLIER_HARD = 1COUNCIL_FUNDING_MULTIPLIER_CLASSIC= 1ShowUFOsOnMission=0; Detect the UFOs that are carrying out abductions and terror missionsAI_TERRORIZE_MOST_PANICKED = 75LATE_UFO_CHANCE = 50 ; Chance of Aliens sending out a second UFO in the months after you've defeated the baseEARLY_UFO_CHANCE = 50UFO_LIMIT = 2UFO_INTERCEPTION_PCT=66 ; Chance that a UFO will require interception; Main Balance FactorsTECH_TIME_BALANCE=6.66ITEM_TIME_BALANCE=1ITEM_CREDIT_BALANCE=1ITEM_ELERIUM_BALANCE=1ITEM_ALLOY_BALANCE=1 FACILITY_COST_BALANCE=1 FACILITY_MAINTENANCE_BALANCE=1FACILITY_TIME_BALANCE=1 ALLOY_UFO_BALANCE=2.5ALLOY_UFO_BALANCE=2ALLOY_UFO_BALANCE=2ALLOY_UFO_BALANCE=2UFO_ELERIUM_PER_POWER_SOURCE=30UFO_ELERIUM_PER_POWER_SOURCE=25UFO_ELERIUM_PER_POWER_SOURCE=25UFO_ELERIUM_PER_POWER_SOURCE=25不同的UFO类型掉合金数量(估计)UFOAlloys=30 ;eShip_UFOSmallScoutUFOAlloys=60 ;eShip_UFOLargeScoutUFOAlloys=80 ;eShip_UFOAbductorUFOAlloys=100 ;eShip_UFOSupplyUFOAlloys=130 ;eShip_UFOBattleUFOAlloys=60 ;eShip_UFOEtherealMIN_WRECKED_ALLOYS=0.5MAX_WRECKED_ALLOYS=0.9MAX_LOST_WRECKED_ELERIUM=0.75MIN_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/LaboratoriesNUM_STARTING_SCIENTISTS=5初始科学家数量LAB_MINIMUM=6LAB_MULTIPLE=5LAB_BONUS=1.2LAB_ADJACENCY_BONUS=1.1; Engineering/WorkshopsNUM_STARTING_ENGINEERS=5初始工程师数量WORKSHOP_MINIMUM=6WORKSHOP_MULTIPLE=10WORKSHOP_REBATE_PCT=7WORKSHOP_ENG_BONUS=5UPLINK_MULTIPLE=10NEXUS_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80ROOKIE_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 ValuesBASE_DAYS_INJURED_TANK = 1RAND_DAYS_INJURED_TANK = 4ALLOY_SHIV_HP_BONUS = 8HOVER_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 = 2000BASE_FUNDING = 2750BASE_FUNDING = 2750BASE_FUNDING = 950BASE_FUNDING = 800HQ_BASE_POWER = 800HQ_BASE_POWER = 850HQ_BASE_POWER = 800HQ_BASE_POWER = 800POWER_NORMAL = 6POWER_THERMAL = 20POWER_ELERIUM = 30POWER_ADJACENCY_BONUS = 2NUM_STARTING_STEAM_VENTS = 3INTERCEPTOR_REFUEL_RATE=24INTERCEPTOR_REPAIR_HOURS=168INTERCEPTOR_REARM_HOURS = 24 INTERCEPTOR_TRANSFER_TIME = 72BASE_SKYRANGER_MAINTENANCE = 20SKYRANGER_CAPACITY = 4 UPLINK_CAPACITY = 2UPLINK_ADJACENCY_BONUS = 1NEXUS_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 ValuesUFO_PS_SURVIVE = 33UFO_NAV_SURVIVE = 50UFO_STASIS_SURVIVE = 25UFO_SURGERY_SURVIVE = 25UFO_ENTERTAINMENT_SURVIVE = 25UFO_FOOD_SURVIVE = 25UFO_HYPERWAVE_SURVIVE = 100UFO_FUSION_SURVIVE = 100UFO_PSI_LINK_SURVIVE = 100 UFO_FIND_STEALTH_SAT = 25UFO_FIND_SAT = 100UFO_SECOND_PASS_FIND_STEALTH_SAT=50UFO_SECOND_PASS_FIND_SAT=100anic Values各种恐慌度增长降低的条件(各种难度下的)PANIC_TERROR_CONTINENT=2PANIC_TERROR_COUNTRY=2PANIC_UFO_SHOOTDOWN=-1PANIC_UFO_ASSAULT=-1PANIC_SAT_DESTROYED_CONTINENT=1PANIC_SAT_DESTROYED_COUNTRY=2PANIC_SAT_ADDED_COUNTRY=-2PANIC_SAT_ADDED_CONTINENT=0PANIC_ALIENBASE_CONQUERED=-2PANIC_UFO_IGNORED=2PANIC_UFO_ESCAPED=1PANIC_ABDUCTION_COUNTRY_EASY=1PANIC_ABDUCTION_COUNTRY_NORMAL=1PANIC_ABDUCTION_COUNTRY_HARD=1PANIC_ABDUCTION_COUNTRY_CLASSIC=2PANIC_ABDUCTION_CONTINENT_EASY=1PANIC_ABDUCTION_CONTINENT_NORMAL=1PANIC_ABDUCTION_CONTINENT_HARD=1PANIC_ABDUCTION_CONTINENT_CLASSIC=1PANIC_ABDUCTION_THWARTED_CONTINENT=0PANIC_ABDUCTION_THWARTED_COUNTRY=-3STARTING_PANIC_EASY=0STARTING_PANIC_NORMAL=0STARTING_PANIC_HARD=8STARTING_PANIC_CLASSIC=16PANIC_DEFECT_THRESHHOLD_EASY=5PANIC_DEFECT_THRESHHOLD_NORMAL=5PANIC_DEFECT_THRESHHOLD_HARD=5PANIC_DEFECT_THRESHHOLD_CLASSIC=5PANIC_DEFECT_THRESHHOLD_NOT_HELPED_EASY=5PANIC_DEFECT_THRESHHOLD_NOT_HELPED_NORMAL=5PANIC_DEFECT_THRESHHOLD_NOT_HELPED_HARD=5PANIC_DEFECT_THRESHHOLD_NOT_HELPED_CLASSIC=5PANIC_DEFECTIONS_PER_MONTH_EASY=1PANIC_DEFECTIONS_PER_MONTH_NORMAL=2PANIC_DEFECTIONS_PER_MONTH_HARD=3PANIC_DEFECTIONS_PER_MONTH_CLASSIC=8PANIC_DEFECT_CHANCE_PER_BLOCK_EASY=10PANIC_DEFECT_CHANCE_PER_BLOCK_NORMAL=10PANIC_DEFECT_CHANCE_PER_BLOCK_HARD=10PANIC_DEFECT_CHANCE_PER_BLOCK_CLASSIC=10SAT_HELP_DEFECT=1 ;If country has satellite, "Chance of Leaving"*SAT_HELP_DEFECTSAT_HELP_DEFECT=1SAT_HELP_DEFECT=1SAT_HELP_DEFECT=1SAT_NEARBY_HELP_DEFECT=1 ;Else If continent has one or more satellite, "Chance of Leaving"*SAT_NEARBY_HELP_DEFECTSAT_NEARBY_HELP_DEFECT=1SAT_NEARBY_HELP_DEFECT=1SAT_NEARBY_HELP_DEFECT=1SAT_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_CHANCESAT_PANIC_REDUCTION_PER_MONTH=1SAT_PANIC_REDUCTION_PER_MONTH=1SAT_PANIC_REDUCTION_PER_MONTH=1PANIC_5_REDUCTION_CHANCE=100PANIC_5_REDUCTION_CHANCE=100PANIC_5_REDUCTION_CHANCE=50PANIC_5_REDUCTION_CHANCE=50PANIC_4_REDUCTION_CHANCE=50PANIC_4_REDUCTION_CHANCE=50PANIC_4_REDUCTION_CHANCE=25PANIC_4_REDUCTION_CHANCE=25PANIC_LOW_REDUCTION_CHANCE=25PANIC_LOW_REDUCTION_CHANCE=25PANIC_LOW_REDUCTION_CHANCE=10PANIC_LOW_REDUCTION_CHANCE=10;Continent BonusesCB_FUNDING_BONUS=30CB_FUTURECOMBAT_BONUS=50CB_AIRANDSPACE_BONUS=50CB_EXPERT_BONUS=50;Second Wave二周目的设定ENABLE_SECOND_WAVE = 0SW_FLANK_CRIT=100SW_COVER_INCREASE=1.5fSW_SATELLITE_INCREASE=1.45fSW_ELERIUM_HALFLIFE=24SW_ELERIUM_LOSS=0.05fSW_ABDUCTION_SITES=4SW_RARE_PSI=8SW_MARATHON=2.0fSW_MORE_POWER=2.0fSPECIES_POINT_LIMIT=500KILL_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_NORMALFacilityBalance=( 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_THERMALFacilityBalance=( eFacility=eFacility_EleriumGenerator, iCash=275,iElerium=30,iAlloys=4, iMaintenance=29, iTime=14, iPower=30);MAKE SURE TO SYNC THIS WITH POWER_ELERIUMFacilityBalance=( 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 (3)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>> 下载 幽浮:未知敌人简体中文版

08-01 / 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 下载 幽浮:内部敌人(XCOM:Enemy Within)

11-14 / 0KB

推荐理由:《幽浮:内部敌人》是回合制战略游戏良心之作——《幽浮:未知敌人》的第一部资料片,游戏不需要原版即可独立 下载 调查局:幽浮解密

08-21 / 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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