Difference between revisions of "Unused Features (EU2012)"

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All of the data on this page is taken from the following game files:
+
All of the code/data on this page is taken from legacy code present in the following game files:
 
* XComGame.INT
 
* XComGame.INT
 
* XComStrategyGame.INT
 
* XComStrategyGame.INT
 +
 +
There are differences between these files on the demo and the latest patch.
  
 
==Additional Continent and Bonus==
 
==Additional Continent and Bonus==
 +
Most likely for Australia - probably dropped for game balance/design.
 
*ContinentBonusNames[eCB_Panic]="\"Tireless Diplomacy\""
 
*ContinentBonusNames[eCB_Panic]="\"Tireless Diplomacy\""
 
*ContinentBonusDesc[eCB_Panic]="The rise of panic is slowed worldwide."
 
*ContinentBonusDesc[eCB_Panic]="The rise of panic is slowed worldwide."
  
 
==Soldier Status==
 
==Soldier Status==
 +
Additional soldier status while in the Barracks?
 
*m_arrSoldierStatus[eStatus_Fatigued]="Tired"
 
*m_arrSoldierStatus[eStatus_Fatigued]="Tired"
 
*m_arrSoldierStatus[eStatus_Exhausted]="Exhausted"
 
*m_arrSoldierStatus[eStatus_Exhausted]="Exhausted"
  
 
==Soldier Attitude==
 
==Soldier Attitude==
m_strAttitudeProfessional=PROFESSIONAL
+
*m_strAttitudeProfessional=PROFESSIONAL
m_strAttitudeBrash=BRASH
+
*m_strAttitudeBrash=BRASH
  
 
==Staff Monthly Costs==
 
==Staff Monthly Costs==
 +
As in the original game but it seems that it was later dropped.
 
*m_strSalary="Staff Salaries"
 
*m_strSalary="Staff Salaries"
  
 
==Game Objectives==
 
==Game Objectives==
GameObjectiveNames[eObj_ObtainShards]="Obtain More Outsider shards."
+
Most likely there was a requirement for a certain number of Shards before being able to research them and unlock the Alien Base. It may be also possible that there was more than 1 Alien Base present during the game.
 +
*GameObjectiveNames[eObj_ObtainShards]="Obtain More Outsider shards."
  
 
==Transfer Jets to Nation==
 
==Transfer Jets to Nation==
m_strLabelFCFinishedJetTransfer="A Jet transfer has successfully taken place in <XGParam:StrValue0/>. Return to the Situation Room to claim your reward."
+
The same way that nations offer credits for the transfer of satellites, the same happened for interceptors.
 +
*m_strLabelFCFinishedJetTransfer="A Jet transfer has successfully taken place in <XGParam:StrValue0/>. Return to the Situation Room to claim your reward."
  
 
==Extra aircraft weapons==
 
==Extra aircraft weapons==
*ShipWeaponNames[eShipWeapon_Cannon]=Phoenix Cannon
+
The Stingray was a craft weapon from the original game. The UFO weapons may be used in the Overseer.
 
*ShipWeaponNames[eShipWeapon_Stingray]=Stingray
 
*ShipWeaponNames[eShipWeapon_Stingray]=Stingray
 
*ShipWeaponNames[eShipWeapon_UFOPlasmaI]="UFO Weapon I"
 
*ShipWeaponNames[eShipWeapon_UFOPlasmaI]="UFO Weapon I"
Line 31: Line 38:
  
 
==End Game Stats include Playstyle==
 
==End Game Stats include Playstyle==
 +
Additional end game stats. Seems to be determined regarding a player's priorites while playing.
 
*m_strPlayLabel="Playstyle:"
 
*m_strPlayLabel="Playstyle:"
 
**m_strSummTitle="Game Summary"
 
**m_strSummTitle="Game Summary"
Line 50: Line 58:
 
==Different Research Path==
 
==Different Research Path==
 
===Additional steps to rech Alien Materials, Alien Weapons and New Fightercraft===
 
===Additional steps to rech Alien Materials, Alien Weapons and New Fightercraft===
 +
There are separate entries for Alien Alloys and Alien Materials, so it seems that there was an additional step for researching them. The same happens with UFO Flight, which was a research topic on the original game (UFO Construction) necessary before researching New Fighter Craft.
 +
 
*TechTypeCodeName[eTech_UFOFlight]="UFO Flight"
 
*TechTypeCodeName[eTech_UFOFlight]="UFO Flight"
 
*TechTypeNames[eTech_AlienAlloys]="Alien Alloys"
 
*TechTypeNames[eTech_AlienAlloys]="Alien Alloys"
Line 56: Line 66:
  
 
===Individual Research for Laser weaponry===
 
===Individual Research for Laser weaponry===
 +
Instead of the grouping of Laser Pistol and Laser Rifle into Laser Weapons, Laser Sniper Rifle and Scatter Laser into Precision Lasers and Heavy Laser and Laser Cannon into Heavy Lasers, all of them seem to have been separate research topics.
 
*TechTypeSummary[eTech_Laser_Pistol]="\"The alien weapons recovered so far are remarkably advanced, so much so that we hardly know how to study them, let alone use them. However, just from our initial examination, we've already gained important insights into portable laser technology.\""
 
*TechTypeSummary[eTech_Laser_Pistol]="\"The alien weapons recovered so far are remarkably advanced, so much so that we hardly know how to study them, let alone use them. However, just from our initial examination, we've already gained important insights into portable laser technology.\""
 
*TechTypeSummary[eTech_Laser_Rifle]="\"Based on our research into the alien weapon fragments, we believe it's possible to develop rifle-class laser weapons with greater range and damage output. Our early prototypes have been encouraging, if a bit... inconsistent.\""
 
*TechTypeSummary[eTech_Laser_Rifle]="\"Based on our research into the alien weapon fragments, we believe it's possible to develop rifle-class laser weapons with greater range and damage output. Our early prototypes have been encouraging, if a bit... inconsistent.\""
Line 65: Line 76:
 
==Unit Weapons and Items==
 
==Unit Weapons and Items==
 
===Weapons and Equipment===
 
===Weapons and Equipment===
 +
Bait Grenade most likely is another name for Flash Bang Grenade.
 
*[XGAmmo_BaitGrenade]
 
*[XGAmmo_BaitGrenade]
 +
*m_aItemNames[eItem_FlashBang]="Flash Grenade"
 +
*m_strPenaltyFlashBang=Flash Bang
 +
Hand to Hand combat?
 
*[XGAmmo_PlasmaBlade]
 
*[XGAmmo_PlasmaBlade]
 
**m_strWeapon="Plasma Blade"
 
**m_strWeapon="Plasma Blade"
 +
For science missions?
 
*[XGAmmo_ScienceDevice]
 
*[XGAmmo_ScienceDevice]
 +
There are separate entries for Stun Rod (from the original game) and Arc Thrower.
 
*[XGAmmo_Stun Rod]
 
*[XGAmmo_Stun Rod]
 +
Battle Scanner seems to have been an item rather than an ability at one point.
 +
*m_aItemNames[eItem_BattleScanner]="Battle Scanner"
 
*m_aItemNamesPlural[eItem_BattleScanner]="Battle Scanners"
 
*m_aItemNamesPlural[eItem_BattleScanner]="Battle Scanners"
*m_aItemNames[eItem_FlashBang]="Flash Grenade"
+
Additional Grenades
*m_strPenaltyFlashBang=Flash Bang
 
*m_aItemNames[eItem_AlienGrenade]="Alien Grenade"
 
 
*m_aItemNames[eItem_NeutronGrenade]="Neutron Grenade"
 
*m_aItemNames[eItem_NeutronGrenade]="Neutron Grenade"
 
*m_aItemNames[eItem_SectoidGrenade]="Sectoid Grenade"
 
*m_aItemNames[eItem_SectoidGrenade]="Sectoid Grenade"
Line 79: Line 96:
 
*m_aItemNames[eItem_ThinManGrenade]="Thin Man Grenade"
 
*m_aItemNames[eItem_ThinManGrenade]="Thin Man Grenade"
 
*m_aItemNames[eItem_PsiGrenade]="Psi Grenade"
 
*m_aItemNames[eItem_PsiGrenade]="Psi Grenade"
*m_aItemNames[eItem_BattleScanner]="Battle Scanner"
 
  
 
===Armor===
 
===Armor===
 +
Each advanced armor seems to have had several different versions, each with unique abilities.
 
*[XGArmor_LevelIIHeavy]
 
*[XGArmor_LevelIIHeavy]
 
**m_strName="Heavy Carapace Armor"
 
**m_strName="Heavy Carapace Armor"
Line 107: Line 124:
  
 
===Alien Artifacts===
 
===Alien Artifacts===
 +
Additional alien artifacts present during missions.
 
*[XGArtifact_MummyPod]
 
*[XGArtifact_MummyPod]
 
**m_strName="Mummy Pod"
 
**m_strName="Mummy Pod"
Line 165: Line 183:
  
 
===Item Properties===
 
===Item Properties===
 +
This property may actually be used with the Total Loss option of Second Wave
 
*m_strArmorExplodeFragments=<XGParam:StrValue0/> armor explodes into fragments!
 
*m_strArmorExplodeFragments=<XGParam:StrValue0/> armor explodes into fragments!
  
Line 248: Line 267:
  
 
==Second Wave==
 
==Second Wave==
 +
Additional option.
 
m_arrGameplayToggleTitle[eGO_MoreAbductionSites]=The Blitz
 
m_arrGameplayToggleTitle[eGO_MoreAbductionSites]=The Blitz
 
m_arrGameplayToggleDesc[eGO_MoreAbductionSites]=The aliens will target a larger number of cities every time they launch an abduction attack.
 
m_arrGameplayToggleDesc[eGO_MoreAbductionSites]=The aliens will target a larger number of cities every time they launch an abduction attack.
  
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Enemy Unknown (2012)]]

Revision as of 09:06, 5 May 2013

All of the code/data on this page is taken from legacy code present in the following game files:

  • XComGame.INT
  • XComStrategyGame.INT

There are differences between these files on the demo and the latest patch.

Additional Continent and Bonus

Most likely for Australia - probably dropped for game balance/design.

  • ContinentBonusNames[eCB_Panic]="\"Tireless Diplomacy\""
  • ContinentBonusDesc[eCB_Panic]="The rise of panic is slowed worldwide."

Soldier Status

Additional soldier status while in the Barracks?

  • m_arrSoldierStatus[eStatus_Fatigued]="Tired"
  • m_arrSoldierStatus[eStatus_Exhausted]="Exhausted"

Soldier Attitude

  • m_strAttitudeProfessional=PROFESSIONAL
  • m_strAttitudeBrash=BRASH

Staff Monthly Costs

As in the original game but it seems that it was later dropped.

  • m_strSalary="Staff Salaries"

Game Objectives

Most likely there was a requirement for a certain number of Shards before being able to research them and unlock the Alien Base. It may be also possible that there was more than 1 Alien Base present during the game.

  • GameObjectiveNames[eObj_ObtainShards]="Obtain More Outsider shards."

Transfer Jets to Nation

The same way that nations offer credits for the transfer of satellites, the same happened for interceptors.

  • m_strLabelFCFinishedJetTransfer="A Jet transfer has successfully taken place in <XGParam:StrValue0/>. Return to the Situation Room to claim your reward."

Extra aircraft weapons

The Stingray was a craft weapon from the original game. The UFO weapons may be used in the Overseer.

  • ShipWeaponNames[eShipWeapon_Stingray]=Stingray
  • ShipWeaponNames[eShipWeapon_UFOPlasmaI]="UFO Weapon I"
  • ShipWeaponNames[eShipWeapon_UFOPlasmaII]="UFO Weapon II"

End Game Stats include Playstyle

Additional end game stats. Seems to be determined regarding a player's priorites while playing.

  • m_strPlayLabel="Playstyle:"
    • m_strSummTitle="Game Summary"
    • m_strCombatTitle="Combat"
    • m_strSpecialistsTitle="Science/Engineering"
    • m_strResourcesTitle="Resources"
    • m_strLossTitle="Game Summary"
    • DAYS="Days"
    • PCT="%"
    • m_strWin="Victory"
    • m_strLose="Defeat"
    • m_aPlaystyleDesc[ePlaystyle_PerfectHero]="Immortal Hero"
    • m_aPlaystyleDesc[ePlaystyle_Underdog]="Underdog"
    • m_aPlaystyleDesc[ePlaystyle_Science]="Genius"
    • m_aPlaystyleDesc[ePlaystyle_Combat]="Warlord"
    • m_aPlaystyleDesc[ePlaystyle_Money]="Magnate"

Different Research Path

Additional steps to rech Alien Materials, Alien Weapons and New Fightercraft

There are separate entries for Alien Alloys and Alien Materials, so it seems that there was an additional step for researching them. The same happens with UFO Flight, which was a research topic on the original game (UFO Construction) necessary before researching New Fighter Craft.

  • TechTypeCodeName[eTech_UFOFlight]="UFO Flight"
  • TechTypeNames[eTech_AlienAlloys]="Alien Alloys"
  • TechTypeSummary[eTech_AlienAlloys]="\"The alloys used in the fabrication of the alien weapons and technology are like nothing we've ever seen. Light, flexible, and considerably stronger than any known material.\""
  • TechTypeSummary[eTech_AlienWeaponry]="\"These fragments are all that remain of the powerful alien weaponry we've encountered so far. Still, there is much that we could learn from them while working to advance our own weapons systems.\""

Individual Research for Laser weaponry

Instead of the grouping of Laser Pistol and Laser Rifle into Laser Weapons, Laser Sniper Rifle and Scatter Laser into Precision Lasers and Heavy Laser and Laser Cannon into Heavy Lasers, all of them seem to have been separate research topics.

  • TechTypeSummary[eTech_Laser_Pistol]="\"The alien weapons recovered so far are remarkably advanced, so much so that we hardly know how to study them, let alone use them. However, just from our initial examination, we've already gained important insights into portable laser technology.\""
  • TechTypeSummary[eTech_Laser_Rifle]="\"Based on our research into the alien weapon fragments, we believe it's possible to develop rifle-class laser weapons with greater range and damage output. Our early prototypes have been encouraging, if a bit... inconsistent.\""
  • TechTypeSummary[eTech_Laser_Shotgun]="\"Although much of our efforts have been focused on harnessing laser weaponry for precision firing, we've theorized a number of other interesting variations. One of our more promising concepts is a hand-held weapon that generates a wide field of fire at close range, but rapidly diffuses over longer distances. This could prove to be a devastating close-combat weapon.\""
  • TechTypeSummary[eTech_Laser_Heavy]="\"Our experiments with extreme density power packs and enhanced optics have led to weapon design capable of dwarfing the output of our previous lasers. In addition to this heavy-class weapon, we may be able to adapt this technology for fitment on to our fleet of interceptors.\""
  • TechTypeSummary[eTech_Laser_Sniper]="\"With our continued advancement in the field of laser optics, we believe we've devised a power pack capable of generating a single focused beam that remains effective even at extreme range with minimal blooming.\""
  • TechTypeSummary[eTech_Laser_Cannon]="\"We've finally developed a plausible blueprint for an oversized lens that would allow for us to fabricate a vehicle-mounted laser weapon. Although it would obviously be too large for tactical use, we believe it would be ideal for one of our interceptors.\""

Unit Weapons and Items

Weapons and Equipment

Bait Grenade most likely is another name for Flash Bang Grenade.

  • [XGAmmo_BaitGrenade]
  • m_aItemNames[eItem_FlashBang]="Flash Grenade"
  • m_strPenaltyFlashBang=Flash Bang

Hand to Hand combat?

  • [XGAmmo_PlasmaBlade]
    • m_strWeapon="Plasma Blade"

For science missions?

  • [XGAmmo_ScienceDevice]

There are separate entries for Stun Rod (from the original game) and Arc Thrower.

  • [XGAmmo_Stun Rod]

Battle Scanner seems to have been an item rather than an ability at one point.

  • m_aItemNames[eItem_BattleScanner]="Battle Scanner"
  • m_aItemNamesPlural[eItem_BattleScanner]="Battle Scanners"

Additional Grenades

  • m_aItemNames[eItem_NeutronGrenade]="Neutron Grenade"
  • m_aItemNames[eItem_SectoidGrenade]="Sectoid Grenade"
  • m_aItemNames[eItem_FloaterGrenade]="Floater Grenade"
  • m_aItemNames[eItem_ThinManGrenade]="Thin Man Grenade"
  • m_aItemNames[eItem_PsiGrenade]="Psi Grenade"

Armor

Each advanced armor seems to have had several different versions, each with unique abilities.

  • [XGArmor_LevelIIHeavy]
    • m_strName="Heavy Carapace Armor"
    • m_strNotes="The Heavy Carapace Armor allows a soldier to withstand heavy damage while wielding two weapons at once. Inventory and mobility, however, are severly restricted."
  • [XGArmor_LevelIILight]
    • m_strName="Light Carapace Armor"
    • m_strNotes="The Light Carapace Armor is extremely light and flexible, while still offering a significant defense against alien weapons. A soldier in this armor can climb almost any surface, though they cannot carry as much gear."
  • [XGArmor_LevelIIMedium]
    • m_strName="Carapace Armor"
    • m_strNotes="The Carapace Armor is both stronger and lighter than our conventional armor, allowing soldiers to carry more gear even as they withstand greater damage."
  • [XGArmor_LevelIIIHeavy]
    • m_strName="Golem Armor"
    • m_strNotes="The Golem is impervious to damage."
    • m_aItemNames[eItem_ArmorGolem]="Golem Armor"
  • [XGArmor_LevelIIILight]
    • m_strName="Ghost Armor"
    • m_strNotes="The Ghost is capable of vanishing from sight."
  • [XGArmor_LevelIIIMedium]
    • m_strName="Titan Armor"
    • m_strNotes="The Titan armor provides an excellent defense against alien weapons."
  • [XGArmor_LevelIIIMediumAir]
    • m_strName="Archangel Armor"
    • m_strNotes="The Archangel is capable of flight."
  • m_aItemNames[eItem_ArmorGoliath]="Goliath Armor"

Alien Artifacts

Additional alien artifacts present during missions.

  • [XGArtifact_MummyPod]
    • m_strName="Mummy Pod"
    • m_aItemNamesPlural[eItem_MummyPod]="Mummy Pods"
  • [XGArtifact_Technology]

m_strName="Alien Technology"

  • [XGArtifact_CommunicationsDevice]
    • m_strName="Alien Communication Device"
    • m_strHelp="Using this loot will give +2 to the soldiers TAC for the remainder of combat. If not used, loot can be disassembled for parts back at HQ.
  • [XGArtifact_AlienSalvage_Food]
    • m_strName="Alien Salvage Food"
  • [XGArtifact_AlienSalvage_Technology]
    • m_strName="Alien Salvage Technology"
  • [XGArtifact_AlienSalvage_Entertainment]
    • m_strName="Alien Salvage Entertainment"
  • [XGArtifact_MedicalStation]
    • m_strName="Alien Medical Station"
    • m_strHelp="Using this loot will fully restore a soldier's hit points. If not used, loot can be disassembled for parts back at HQ."
    • m_aItemNamesPlural[eItem_MedicalStation]="Medical Stations"
  • [XGArtifact_Alien_Beacon]
    • m_strName="Alien Beacon"
    • m_strHelp="Use this beacon to deactivate the power core."
    • m_aItemNamesPlural[eItem_Alien_Beacon]="Alien Beacons"
  • [XGArtifact_Interact]
    • m_strName="Alien Console"
    • m_strHelp="Hack this console."
    • m_aItemNamesPlural[eItem_Alien_Console]="Alien Consoles"
    • m_aItemNamesPlural[eItem_Alien_Interact]="Alien Interactions"
  • [XGArtifact_Salvage]
    • m_strName="Alien Salvage"
    • m_strHelp="Take this salvage back to your base."
    • m_aItemNamesPlural[eItem_Alien_Salvage]="Alien Salvages"
  • [XGArtifact_UFO_I]

m_strName="UFO Hull Section"

  • [XGArtifact_UFO_II]
    • m_strName="Hyperwave Transmitter"
  • [XGArtifact_UFO_III]
    • m_strName="Plasma Cannons"
  • [XGArtifact_UFO_IV]
    • m_strName="UFO Power Core"

[XGArtifact_UFO_V]

    • m_strName="Psi Link"
    • m_strName="UFO Hull Section"
  • [XGArtifact_AlienIntelligence]
    • m_strName="Alien Intelligence"
    • m_aItemNamesPlural[eItem_AlienIntel]="Alien Intel"
  • m_aItemNamesPlural[eItem_CommStation]="Comm Stations"
  • m_aItemNamesPlural[eItem_Alien_WeaponsLocker]="Alien Weapons Lockers"
  • m_aItemNamesPlural[eItem_FogPod]="Alien Fog Devices"
    • m_aItemNamesPlural[eItem_Alien_Storage]="Alien Storage"
    • m_aItemNamesPlural[eItem_Alien_Bomb]="Alien Bombs"
  • XGAlienLoot]
    • m_strAlienDeviceDefused=Alien Device has been defused!
    • m_strSFXBoom=... (BOOM) ...
    • m_strSelfBlowSingular=Turns until alien device self-destructs: <XGParam:IntValue0/>
    • m_strSelfBlowPlural=Turns until alien device self-destructs: <XGParam:IntValue0/>
    • m_strFoundAlienDevice=<XGParam:StrValue0/> found an Alien Device!

Item Properties

This property may actually be used with the Total Loss option of Second Wave

  • m_strArmorExplodeFragments=<XGParam:StrValue0/> armor explodes into fragments!

Skirmish Mode

  • [XGBattleDesc]
    • m_strSkirmishOpName="Tactical Skirmish"
    • m_sLocation="%sCITY, %sSTATE %sCOUNTRY"
    • m_aCities[0]="Animosa"
    • m_aCities[1]="Liberty"
    • m_aCities[2]="Grapevine"
    • m_aCities[3]="Gallop"
    • m_aCities[4]="Kearney"
    • m_aCities[5]="Neosho"
    • m_aCities[6]="Oxford"
    • m_aCities[7]="Enid"
    • m_aCities[8]="Hayes"
    • m_aCities[9]="Woodall"
    • m_aCities[10]="Goodland"
    • m_aCities[11]="Excelsior Springs"
    • m_aCities[12]="Lexington"
    • m_aCities[13]="Empire Falls"
    • m_aStates[0]="Missouri"
    • m_aStates[1]="Iowa"
    • m_aStates[2]="Kansas"
    • m_aStates[3]="Nebraska"
    • m_aStates[4]="Minnesota"
    • m_aStates[5]="Michigan"
    • m_aStates[6]="Wisconsin"
    • m_aStates[7]="Oklahoma"
    • m_aStates[8]="Arkansas"
    • m_aStates[9]="Texas"
    • m_aStates[10]="Colorado"
    • m_aStates[11]="Utah"
    • m_aStates[12]="Idaho"
    • m_aCountries[0]="U.S.A"
    • m_aCountries[1]="U.S.A"

Battle Results

  • m_strUFO="UFO Intercepted!"
  • m_strTerror="City Defended!"
  • m_strActI="Alien Base Destroyed!"

*m_strActII="Alien Destroyer Neutralized!"

  • m_sAliensKilled="Aliens killed:"
  • m_sXComKilled="XCOM Casualties:"
  • m_strPanicReduced="Panic Level Reduced by"
  • m_strPanicUnchanged="Panic Level Unchanged."

*m_sBonusShortMission="Mission completed in 10 turns:"

  • m_sBonusNoCasualties="No XCOM Casualties:"
  • m_strBonus="Bonus!"
  • m_strPaniHelp="Shooting down UFOs is the easiest way to reduce panic."

*m_sArtifactsRecovered="Total Alien Artifacts Recovered:"

  • m_sArtifactTip="The Engineering facility can break down Alien Artifacts into parts."

Inventory Item Slots

  • m_arrLocationNames[eSlot_RightBack]="Right Back"
  • m_arrLocationNames[eSlot_LeftBack]="Left Back"
  • m_arrLocationNames[eSlot_RightHand]="Right Hand"
  • m_arrLocationNames[eSlot_LeftHand]="Left Hand"
  • m_arrLocationNames[eSlot_Grapple]="Grapple"
  • m_arrLocationNames[eSlot_RightThigh]="Right Thigh"
  • m_arrLocationNames[eSlot_LeftThigh]="Left Thigh"
  • m_arrLocationNames[eSlot_LeftBelt]="Left Belt"
  • m_arrLocationNames[eSlot_LeftBoot]="Left Boot"
  • m_arrLocationNames[eSlot_RightBoot]="Right Boot"
  • m_arrLocationNames[eSlot_RightChest]="Right Chest"
  • m_arrLocationNames[eSlot_LeftChest]="Left Chest"
  • m_arrLocationNames[eSlot_RightForearm]="Right Forearm"
  • m_arrLocationNames[eSlot_RightSling]="Right Sling"
  • m_arrLocationNames[eSlot_RearBackPack]="Rear BackPack"
  • m_arrLocationNames[eSlot_PsiSource]="Psi Source"
  • m_arrLocationNames[eSlot_Head]="Head"
  • m_arrLocationNames[eSlot_CenterChest]="Center Chest"
  • m_arrLocationNames[eSlot_ChestCannon]="Chest Cannon"
  • m_arrLocationNames[eSlot_None]="None"

Alien Flora

CS_ABM_Alien_Flora SoundNodeWave] SpokenText="Another intriguing discovery... that appears to be a form of alien flora. This could imply the aliens are attempting to establish a long-term habitat on Earth, with conditions more suitable to their physiology."

Grey Market Facility

[Council_GreyMarketUnlock SoundNodeWave] SpokenText="The XCOM project has made excellent progress under your leadership, Commander. As a result of your efforts, this Council has agreed to authorize the sale of certain... extraterrestrial artifacts... exclusively to our individual member nations. Your... discretion... in this matter is expected."

Second Wave

Additional option. m_arrGameplayToggleTitle[eGO_MoreAbductionSites]=The Blitz m_arrGameplayToggleDesc[eGO_MoreAbductionSites]=The aliens will target a larger number of cities every time they launch an abduction attack.