Показаны значения в оригинале Long War и на, что изменили
DefaultGameData.ini
MISSION_FAIL_LOW_PANIC=20 10
MISSION_FAIL_HIGH_PANIC=40 30
MISSION_REWARD_LOW_DAYS=21 31
MISSION_REWARD_LOW_MULT=0.5f 0.75f
MISSION_REWARD_MED_DAYS=41 51
MISSION_REWARD_MED_MULT=0.75f 1
MISSION_REWARD_SOLDIER_LOW_LEVEL=1 2
MISSION_REWARD_SOLDIER_MED_LEVEL=2 3
MISSION_REWARD_SOLDIER_HIGH_LEVEL=3 4
SLINGSHOT_LOWFRIENDS_START_DAY=65 51
REQUEST_WINDOW1_MIN_DAY=5 14
REQUEST_WINDOW1_MAX_DAY=15 21
NUM_PER_CLASS_DISTRIBUTION=4 8 ;to determine what classes your soldiers get, all classes are added this number of times to an array
[XComStrategyGame.XGStrategyActorNativeBase]
HQASSAULT_REINFORCEMENT_CAPACITY=12 8 ; This is the number of soldiers you'll be forced to equip before the XCOM HQ assault. Only eight will appear in the mission. Allowed range is 8 to 12.
BLUESHIRT_WILL_MOD=0 -10
BLUESHIRT_HP_MOD=0 -1
DefaultGameCore.ini
Characters=( strName="", iType=eChar_Floater, Will=20 10
Characters=( strName="", iType=eChar_Thinman, Will=25 15
Characters=( strName="", iType=eChar_Muton, Will=30 10
Characters=( strName="", iType=eChar_MutonElite, Will=40 20
Characters=( strName="", iType=eChar_EtherealUber, Will=200 150
Characters=( strName="", iType=eChar_Outsider, Will=100 20
BalanceMods_Easy=( eType=eChar_Soldier, iDefense=0 10
BalanceMods_Easy=( eType=eChar_Tank, iDefense=0 10
BalanceMods_Easy=( eType=eChar_Sectoid, iAim=-10 0
BalanceMods_Easy=( eType=eChar_Floater, iAim=-10 0
BalanceMods_Easy=( eType=eChar_Thinman, iAim=-10 0
BalanceMods_Easy=( eType=eChar_Muton, iAim=-10 0
BalanceMods_Easy=( eType=eChar_Cyberdisc, iAim=-10 0
BalanceMods_Easy=( eType=eChar_SectoidCommander, iAim=-10 0
BalanceMods_Easy=( eType=eChar_FloaterHeavy, iAim=-10 0
BalanceMods_Easy=( eType=eChar_MutonElite, iAim=-10 0
BalanceMods_Easy=( eType=eChar_Ethereal, iAim=-10 0
BalanceMods_Easy=( eType=eChar_Chryssalid, iAim=-10 0
BalanceMods_Easy=( eType=eChar_Zombie, iAim=-10 0
BalanceMods_Easy=( eType=eChar_MutonBerserker, iAim=-10 0
BalanceMods_Easy=( eType=eChar_Sectopod, iAim=-10 0
BalanceMods_Easy=( eType=eChar_Drone, iAim=-10 0
BalanceMods_Easy=( eType=eChar_Outsider, iAim=-10 0
BalanceMods_Easy=( eType=eChar_EtherealUber, iAim=-10 0
BalanceMods_Easy=( eType=eChar_BattleScanner, iAim=-10 0
BalanceMods_Easy=( eType=eChar_Mechtoid, iAim=-10 0
BalanceMods_Easy=( eType=eChar_Seeker, iAim=-10 0
BalanceMods_Easy=( eType=eChar_ExaltOperative, iAim=-10 0
BalanceMods_Easy=( eType=eChar_ExaltSniper, iAim=-10 0
BalanceMods_Easy=( eType=eChar_ExaltHeavy, iAim=-10 0
BalanceMods_Easy=( eType=eChar_ExaltMedic, iAim=-10 0
BalanceMods_Easy=( eType=eChar_ExaltEliteOperative, iAim=-10 0
BalanceMods_Easy=( eType=eChar_ExaltEliteSniper, iAim=-10 0
BalanceMods_Easy=( eType=eChar_ExaltEliteHeavy, iAim=-10 0
BalanceMods_Easy=( eType=eChar_ExaltEliteMedic, iAim=-10 0
; XCOM HQ Initial Power Supply -- Do not relocate! The game reads these into an array in the order it encounters them, so it needs to be here for the class deco options to work.
HQ_BASE_POWER=30; 36 Normal
m_iSoldierXPLevels=120 100
m_iSoldierXPLevels=350 300
m_iSoldierXPLevels=700 600
m_iSoldierXPLevels=1200 1000
m_iSoldierXPLevels=1900 1500
m_iSoldierXPLevels=2800 2000
m_iSoldierXPLevels=4000 3500
ThinManPlagueSlider=5 3 ; Normal
DeathBlossomSlider=5 3 ; Normal
BloodCallSlider=8 5 ; Normal
AlienGrenadeSlider=6 4 ; Normal
SmokeGrenadeSlider=5 3 ; Normal
; Country Funding Multiplier by Difficulty Level; use this to give the system more total cash to give to XCOM
FundingBalance=1 1.2 ; Normal
CYBERDISC_ELERIUM=20 21 ; 2.0 2.1
HFLOATER_ELERIUM=610 1015 ; Floater = 0.5, H. Floater = 1.0 Floater = 1.0, H. Floater = 1.0
DRONE_ELERIUM=804 1608 ; Seeker = 0.8, Drone = 0.4 Seeker = 1.6, Drone = 0.8
SECTOPOD_ELERIUM=50 70 ; 5.0 7.0
MECHTOID_ELERIUM=25 50 ; 2.5 5.0
CYBERDISC_ALLOYS=40 80 ; 4.0 8.0
HFLOATER_ALLOYS=615 1220 ; Floater = 0.5, H. Floater = 1.5 Floater = 1.6, H. Floater = 2.0
DRONE_ALLOYS=1005 1510 ; Seeker = 1.0, Drone = 0.5 Seeker = 1.5, Drone = 1.5
SECTOPOD_ALLOYS=100 150 ; 10.0 15.0
MECHTOID_ALLOYS=60 120 ; 6.0 12.0
MECHTOID_MELD=20 50 ; 2 5
HFLOATER_MELD=408 3030 ; Floater = 0.4, H. Floater = 0.8 Floater = 3.0, H. Floater = 3.0
WORKSHOP_REBATE_PCT=10 5 ; Value is the alloy/elerium rebate for the first workshop, with additional workshops the bonus scales asympotically to 50%
NUM_STARTING_STEAM_VENTS=2 3 ; сколько точек пара
; Ангар
INTERCEPTOR_REPAIR_HOURS=600 48 ; сколько надо часов, чтобы восстановить полностью поврежденный перехватчик. Часов на ремонт перехватчика с 100% урона. Установка этого ниже 75, как сообщается, вызывает ошибку.
INTERCEPTOR_REARM_HOURS=168 12 ; Часов на перевооружение
INTERCEPTOR_TRANSFER_TIME=36 24 ; Часов, чтобы отправить перехватчик на другой континент
; Начальный Размер Отряда.
SKYRANGER_CAPACITY = 6 8
; Country defection values
PANIC_DEFECT_THRESHHOLD_EASY=95 100 ; Normal;
PANIC_DEFECT_THRESHHOLD_NOT_HELPED_EASY=95 100
SAT_PANIC_REDUCTION_PER_MONTH=5 10 ; Normal;
SAT_PANIC_REDUCTION_PER_MONTH=5 10
SAT_PANIC_REDUCTION_PER_MONTH=5 10
SAT_PANIC_REDUCTION_PER_MONTH=5 10
PANIC_5_REDUCTION_CHANCE=50 100 ; Normal
PANIC_4_REDUCTION_CHANCE=10 50 ; Normal;