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		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=66370</id>
		<title>Mods (Long War)</title>
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		<updated>2015-07-04T22:59:43Z</updated>

		<summary type="html">&lt;p&gt;Thekcpiper: /* iceofwolf&amp;#039;s Modification Package */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Beginners Guide==&lt;br /&gt;
&lt;br /&gt;
Long War has made it easy for individual users to tweak parts of the game for their own preference. Unless otherwise noted, code changes occur in the &amp;lt;code&amp;gt;DefaultGameCore.ini&amp;lt;/code&amp;gt; file; this is commonly referred to as the DGC.ini. For a typical Windows user, this file can be found at &amp;lt;code&amp;gt;C:/Program Files x86/Steam/SteamApps/common(OR your username)/XCom-enemy-unknown/XEW/XComGame/Config&amp;lt;/code&amp;gt;. It is recommended that you download and use &#039;&#039;&#039;Notepad++&#039;&#039;&#039; to alter defaultgamecore.ini because it is visually easier to use and numbers the lines (which may be referenced in this page).&lt;br /&gt;
&lt;br /&gt;
Another useful tool is the free software &#039;&#039;&#039;WinMerge&#039;&#039;&#039;. WinMerge allows you to open two text files (like the DGC.ini) side by side and compare differences between them. This is useful when Long War is updated. To easily preserve the custom modifications you did on a previous version, open a backup copy of your old DGC.ini and the new updated version DGC.ini. WinMerge will help you quickly identify differences and apply all your previous modifications to the new Long War version.&lt;br /&gt;
&lt;br /&gt;
Note for OS X users, you will need to modify &amp;lt;code&amp;gt;XComGameCore.ini&amp;lt;/code&amp;gt;, which is located at &amp;lt;code&amp;gt;~/Library/Application Support/Feral Interactive/XCOM Enemy Unknown/XEW/MacInit/XComGameCore.ini&amp;lt;/code&amp;gt;. Some users suggest that you update &amp;lt;code&amp;gt;~/Application Support/Steam/SteamApps/common/XCom-Enemy-Unknown/XCOMData/XEW/XComGame/Config/DefaultGameCore.ini&amp;lt;/code&amp;gt; as well to be safe.  You can use the built in program TextEdit or (better) TextWrangler.&lt;br /&gt;
&lt;br /&gt;
==Base Changes==&lt;br /&gt;
&lt;br /&gt;
===Energy Changes===&lt;br /&gt;
&lt;br /&gt;
Alternative Fission and Thermo changes are proposed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
________________Pwr__Cost__Cost/Pwr_____&lt;br /&gt;
Fission Current --- 6 --- $120 --- $20.00&lt;br /&gt;
Fission Change --- 8 --- $150 --- $18.75&lt;br /&gt;
&lt;br /&gt;
Thermo Current -- 25 -- $350 --- $14.00&lt;br /&gt;
Thermo Change -- 20 -- $300 --- $15.00&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition, increase Adjacency bonus from +3 power to +4.&lt;br /&gt;
&lt;br /&gt;
With this, Fission is still less efficient than a thermo, however players shouldn&#039;t feel like they are getting an extra difficulty tacked on because they didn&#039;t get a good steam vent. Now if there is a good steam vent, it&#039;s simply a bonus. To change these options, examine lines 1395 and line 1800.&lt;br /&gt;
&lt;br /&gt;
===Start Date Change===&lt;br /&gt;
To start the campaign at a different date than March 1st. Change the value found in &amp;lt;code&amp;gt;defaultgamedata.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appearance Changes===&lt;br /&gt;
&lt;br /&gt;
How to Remove the Gene Mod Armor:&lt;br /&gt;
&lt;br /&gt;
This will replace the gene mod armor with a sleeved chest plate. However, said chest plate was designed to have shoulder pads, which are missing, so there will be a noticeable gap with either gene mods or those who use tactical vests instead of tactical armor. The gap is textured, so it won&#039;t break any models. You can still add shoulder pads by using decos ingame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Use CTRL + F To find the following&lt;br /&gt;
&lt;br /&gt;
UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar_GM,ArchetypeName=&amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Remove both GMs from &amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now the game will read the normal armor instead of the GM version. &lt;br /&gt;
You can choose to do this to specific models, or use find and replace to change them all. &lt;br /&gt;
To use find and replace, I recommend you find _GM&amp;quot; and _GM. and replace them with &amp;quot; and . respectively.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to change default color, and headgear.&lt;br /&gt;
&lt;br /&gt;
In your DefaultGameCore.ini file, you&#039;ll be able to find lines that alter the rookie&#039;s starting color, and headgear, as well as the first time they are promoted to a class. Acceptable values, and their definitions, can be found here.&lt;br /&gt;
http://wiki.tesnexus.com/index.php?title=Initial_soldier_appearance_-_XCOM:EU_2012#Tables (&amp;lt; Someone hyperlink that for me, please.)&lt;br /&gt;
&lt;br /&gt;
Note that you must make these changes &#039;&#039;&#039;before&#039;&#039;&#039; starting a new game for them to take effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
If you press &amp;quot;CTRL + F&amp;quot;, you will open up the find menu. Locate the comment;&lt;br /&gt;
&lt;br /&gt;
; Initial soldier appearance&lt;br /&gt;
&lt;br /&gt;
and you will find directly below it;&lt;br /&gt;
&lt;br /&gt;
DEFENDER_MEDIKIT	= 6		; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)&lt;br /&gt;
COUNCIL_STAT_BONUS	= -1	; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)&lt;br /&gt;
ShowUFOsOnMission	= -1	; Rookie headgear; See readme for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.&lt;br /&gt;
&lt;br /&gt;
Use the values linked above to find exactly what you want. &lt;br /&gt;
To change the promotes, find the following lines directly below the rookie&#039;s section, and change the numbers to any value between 0-32 or -1 for no change.&lt;br /&gt;
&lt;br /&gt;
; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!&lt;br /&gt;
HQ_BASE_POWER = 32			; Sniper Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Sniper Headgear&lt;br /&gt;
HQ_BASE_POWER = 15			; Scout Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Scout Headgear&lt;br /&gt;
HQ_BASE_POWER = 12			; Rocketeer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Rocketeer Headgear&lt;br /&gt;
HQ_BASE_POWER = 9			; Gunner Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Gunner Headgear&lt;br /&gt;
HQ_BASE_POWER = 29			; Medic Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Medic Headgear&lt;br /&gt;
HQ_BASE_POWER = 22			; Engineer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Engineer Headgear&lt;br /&gt;
HQ_BASE_POWER = 21			; Assault Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Assault Headgear&lt;br /&gt;
HQ_BASE_POWER = 19			; Infantry Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Infantry Headgear&lt;br /&gt;
&lt;br /&gt;
Please note, that any text after a ; is a comment, and editing anything past them will do nothing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MECs earn full XP for kills===&lt;br /&gt;
This change requires Hex Editor.&lt;br /&gt;
&lt;br /&gt;
* Open XComGame.upk file in \Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole folder with HxD&lt;br /&gt;
* Search -&amp;gt; Find -&amp;gt; Datatype Hex-Values: A0 00 E7 85 00 00 38 3F 2C &#039;&#039;&#039;02&#039;&#039;&#039; 16&lt;br /&gt;
* Replace 02 with 01.&lt;br /&gt;
&lt;br /&gt;
This will eliminate the penalty. Setting it to 03 will give them 1/3rd of XP for kills.[http://www.reddit.com/r/Xcom/comments/2g04ye/lw_in_vanilla_mecs_earn_half_the_xp_for_kills/ckerbtf]&lt;br /&gt;
&lt;br /&gt;
==INI Meld editing==&lt;br /&gt;
===Item Costs===&lt;br /&gt;
Costs in engineering can be edited in the DefaultGameCore.INI file. As you most limited resource will probably be Meld, and the way the data is in the .ini file, this will help your inner engineer&#039;s itch to want to build items. Beginning about halfway down, you will start to see &amp;quot;iElerium=&amp;quot; lines. Comments helpfully point out that these are both the Meld &#039;&#039;and&#039;&#039; Elerium entries. You may want to keep an untouched INI file and/or use the UFOPaedia&#039;s pages as references. Now for editing:&lt;br /&gt;
&lt;br /&gt;
As you can see in the [[Armor_%28Long_War%29#MEC_Armor|Armor]] section, the MEC suits of Warden, Sentinel, and Paladin cost, respectively, 20 meld and 20 Elerium, 40 Meld and 30 Elerium, 60 meld and 50 Elerium for their fabrication costs (on top of credits and alloys). In the .ini file, they are, again respectively, simply labeled &amp;quot;; MEC-1&amp;quot;, &amp;quot;; MEC-2&amp;quot;, &amp;quot;; MEC-3&amp;quot;. Now see that the &amp;quot;IElerium=&amp;quot; values are, once more respectively, 20020, 40030, 60050. As you can see, there is a placeholder 0 in any given iElerium entry-- for any item that has a Meld cost. As this section focuses on just meld editing, this won&#039;t be editing the Elerium cost (and will assume you won&#039;t, as you don&#039;t want to make the Long War _too_ easy). Therefore, you will only be editing the value &#039;&#039;in front&#039;&#039; of the placeholder 0.&lt;br /&gt;
&lt;br /&gt;
Ergo: changing 20020, 40030, 60050 to, say, 5020 (note it goes from 5 to 4 intergers), 20030, 30050 would change the meld costs of Warden armor from 20 to 5 units of Meld, Sentinel from 40 to 20, and Paladin from 60 to 30 (while not changing the Elerium costs). Again, note that changing the Warden&#039;s &amp;quot;20&amp;quot; to &amp;quot;5&amp;quot; -- and &#039;&#039;not&#039;&#039; &amp;quot;05&amp;quot; -- in front of the &#039;placeholder&#039; 0 will reduce the cost from 20 to 5 units of Meld. This method works on all the &amp;quot;iElerium=&amp;quot; entries under the &amp;quot;; Gear&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
Near the bottom of the file, you will find &amp;quot;; Gene Mod Configuration&amp;quot;. Depending on your choice of editor, the entries may not line up, so be aware that in this section, &amp;quot;iAlloys=&amp;quot; is the variable set for Meld cost for gene mods. As these variables are more simply written, merely edit them to your desired cost. And for reference, &amp;quot;iTime=&amp;quot; entries are for how long each mod requires a soldier to be inside the Gene Lab&#039;s tanks, and &amp;quot;iEng=&amp;quot; are the penalty hours added to fatigue.&lt;br /&gt;
&lt;br /&gt;
===Meld Expiration Timer===&lt;br /&gt;
In &amp;lt;code&amp;gt;DefaultRandomSpawns.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will find the lines:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
[XComLZMutator.XComMeldSpawnMutator]&lt;br /&gt;
&lt;br /&gt;
NumContainers = 3&lt;br /&gt;
DestroyedOnTurn = (DistToPlayer / (96 * 8)) * EqSlope + EqConst (96 * 8 - mobility in UU)&lt;br /&gt;
EqSlope = 1.5&lt;br /&gt;
&lt;br /&gt;
EqConst = 1&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By increasing the number after EqSlope (default 1.55), you can increase the number of turns it takes before meld expires.&lt;br /&gt;
&lt;br /&gt;
==Second Wave Option Changes==&lt;br /&gt;
&lt;br /&gt;
===Aiming Angles===&lt;br /&gt;
&lt;br /&gt;
It may be the case that 90 degrees is too small of an arc for cover to provide full protection, so we can cut the aiming angle down to 30 degrees. This gives your cover a 120 degree arc in which it provides full protection, so you can easily fight enemies so long as you&#039;re not stupid about picking your cover.&lt;br /&gt;
&lt;br /&gt;
You can change the settings in defaultgamecore.ini, and there is a diagram in there to help explain it:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Top down view&lt;br /&gt;
;&lt;br /&gt;
;     B  &lt;br /&gt;
;      \ &lt;br /&gt;
;       \&lt;br /&gt;
;  A-----^&lt;br /&gt;
;        T&lt;br /&gt;
;&lt;br /&gt;
; T is a target with cover in the direction of &#039;^&#039;.&lt;br /&gt;
; A is a shooter with the maximum aiming angle aim bonus &lt;br /&gt;
; B is a shooter with the minimum aiming angle aim bonus&lt;br /&gt;
; The aiming angle bonus increases linearly in the angle range between A and B&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
SW_AIMING_ANGLE_THRESHOLD= 30.0f; 45.0f; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90&lt;br /&gt;
SW_AIMING_ANGLE_MINBONUS=5      ; Shooter B&#039;s aiming angle bonus is SW_AIMING_ANGLE_MINBONUS&lt;br /&gt;
SW_AIMING_ANGLE_MAXBONUS=-5     ; Shooter A&#039;s aiming angle bonus is [T&#039;s Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The option for 45 degrees is commented out, and replaced it with 30 degrees. With these settings, 30 degrees to parallel (60 degrees off of perpendicular), gives a +5 to hit. Just shy of the 90 degree flank, it&#039;s +(coverbonus - 5) to hit.&lt;br /&gt;
&lt;br /&gt;
===Red Fog===&lt;br /&gt;
&#039;&#039;&#039;Mobility Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Q: Given that the mobility penalty in the DGC.ini is listed in the format &amp;quot;6.0f&amp;quot;, what does this mean?&lt;br /&gt;
&lt;br /&gt;
A: It means that at most there is a -6 mobility penalty that would be applied at 0% health. Since it can&#039;t hit 0% health, effectively the worst mobility penalty achievable is -5 mobility if severely wounded. This value is measured in meters, the same scaling units that are shown in the barracks view. The mobility stat is an integer value measured in meters, and each tile is 1.5 meters x 1.5 meters, so 5 mobility = 3.33 tiles roughly.&lt;br /&gt;
&lt;br /&gt;
Both the aim and mobility red fog penalties are subtractive, not multiplicative.&lt;br /&gt;
&lt;br /&gt;
For example, the poison/acid mobility debuff is a 25% multiplicative penalty. The unit loses 25% of its maximum movement, so a unit with 14 mobility would have 14 * 0.75 = 10.5 rounded down to 10 mobility, which is effectively -4 mobility.&lt;br /&gt;
&lt;br /&gt;
The %-based mobility penalties are:&lt;br /&gt;
Mindfray - 50% mobility penalty&lt;br /&gt;
Flashbang - 40% mobility penalty&lt;br /&gt;
Poison/acid - 25% mobility penalty&lt;br /&gt;
Catching breath - 75% mobility penalty&lt;br /&gt;
&lt;br /&gt;
All %-based mobility penalties are applied AFTER the additive/subtractive mobility modifiers (Red Fog, perks, inventory).&lt;br /&gt;
&lt;br /&gt;
Thus to make Red Fog carry more significant movement penalty:&lt;br /&gt;
&lt;br /&gt;
    Search for SW_COVER_INCREASE and edit it to =9.9f&lt;br /&gt;
&lt;br /&gt;
==Weapon and Item Changes==&lt;br /&gt;
&lt;br /&gt;
===The MEC Nuclear Option===&lt;br /&gt;
&lt;br /&gt;
For players that are not too fond of the grenade launcher for the MEC, they can switch its functionality to a last-ditch-option onboard nuclear reactor overload weapon. Find the line in defaultgamecore.ini that begins: &lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher, &lt;br /&gt;
&lt;br /&gt;
And replace the entire line with:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher,       ABILITIES[0]=eAbility_MEC_GrenadeLauncher, 	ABILITIES[1]=0,                      ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Mec, 		Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Explosive, Properties[4]=0,               Properties[5]=0,        iDamage=275,  iEnvironmentDamage=750, iRange=1,  iReactionRange=30, iReactionAngle=200, iRadius=700,  iCritical=0,  iOffenseBonus=0,  iSuppression=0,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By loading out the grenade launcher on a MEC, this will give you an option to overload the MECs (hypothetical) nuclear reactor resulting in a massive explosion that is guaranteed to kill/destroy everything (including the MEC) in a wide radius surrounding the MEC. Use only in cases of extreme clusterfuck/heroism.&lt;br /&gt;
&lt;br /&gt;
===Arc Thrower===&lt;br /&gt;
&lt;br /&gt;
With the release of B15, the code required for a pistol slot Arc Thrower is included in the DGC.ini. To make the change, all you need to do is comment out (add a &amp;quot;;&amp;quot;) the default line for the arc thrower and remove the comment located several lines lower. Essentially you tell the game to stop reading the default line of arc thrower code and begin reading the pre-built code enabling the pistol slot. It is explained in the comments of the DGC.ini.&lt;br /&gt;
&lt;br /&gt;
It is possible to equip the arc thrower as a pistol. Adjust the default line&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to allow for pistol slot only &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Pistol, Properties[4]=eWP_Backpack, Properties[5]=eWP_Secondary, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(Properies[5] of the Arc Thrower item was set to eWP_Pistol)&lt;br /&gt;
&lt;br /&gt;
To increase the range of the Arc Thrower to normal vision range, replace line 1673 in DefaultGameCore.ini with this:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Itembalance_Normal=(eItem=eItem_ArcThrower,					iCash=100,	iElerium=0,		iAlloys=94000,		iTime=10,	iEng=20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The iAlloys field for the Arc Thrower item was set to 94000)&lt;br /&gt;
&lt;br /&gt;
Remember that each item has 2 different listings.&lt;br /&gt;
&lt;br /&gt;
==iceofwolf&#039;s Modification Package==&lt;br /&gt;
Consider removing or updating as b13 INIs will not work with 15e&lt;br /&gt;
&lt;br /&gt;
This package is recommended with Red Fog and Aiming Angles enabled. Red Fog, so that every hit point has meaning; and Aiming Angles, so that proper or improper positioning makes a bigger difference.&lt;br /&gt;
&lt;br /&gt;
===General Disclaimer===&lt;br /&gt;
Posted by request. This package was a personal rebalancing of several aspects exposed in the DefaultGameCore.ini. These changes were played in early to early-mid; their balance is untested in late-mid to late game. They were made in &#039;&#039;&#039;Long War beta 13&#039;&#039;&#039; and may not work with earlier or later betas. Please include information on all mods made to the game, including .ini modifications, when reporting bugs or providing feedback to the mod developers.&lt;br /&gt;
&lt;br /&gt;
Although the majority of the modifications made to the Long War mod were made as soon as beta 13 was downloaded, some were added as the game was played. Some modifications that are included in the linked file may have been missed in the wiki detail due to poor personal changelog habits.&lt;br /&gt;
&lt;br /&gt;
Please thank the devs of Long War not only for the Long War mod itself, but more importantly, for opening up the XCOM game so that players can alter their mod to suit individual preferences.&lt;br /&gt;
&lt;br /&gt;
===DefaultGameCore.ini===&lt;br /&gt;
This link will be removed at request of the moderators of this page or at request of the developers of the Long War mod.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/t9ojup01xhaua2t/DefaultGameCore.ini Dropbox Link]&lt;br /&gt;
&lt;br /&gt;
===XCOM Unit Modifications===&lt;br /&gt;
Soldier starting stats vary by much greater margins.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Soldier&amp;lt;/code&amp;gt; and edit the Will entry to =30&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Easy=( eType=eChar_Soldier,             iDamage=0,  iCritHit=0&amp;lt;/code&amp;gt; and edit the iDefense entry to =15&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_AIM=&amp;lt;/code&amp;gt; and edit it to =45&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HIGH_MOBILITY&amp;lt;/code&amp;gt; and edit it to =-15 (that&#039;s negative 15; it&#039;s necessary for how the game rolls random stats)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_WILL&amp;lt;/code&amp;gt; and edit it to =10&lt;br /&gt;
&lt;br /&gt;
Starting barracks is filled with 64 eager rookies. With the above variation in stats, the additional bodies may be needed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;NUM_STARTING_SOLDIERS&amp;lt;/code&amp;gt; and edit it to =64&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers are easier to field. (If it were possible, I&#039;d make this a binary check: If the soldier&#039;s Will exceeds the power he is trying for, then he succeeds; if not, he fails. I&#039;d also obscure the percentage chance. Since no such code is exposed, everybody gets psi if they spend the time to do it.)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_GIFT_CHANCE&amp;lt;/code&amp;gt; and edit it to =.99&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_TRAINING_HOURS&amp;lt;/code&amp;gt; and edit it to =144&lt;br /&gt;
&lt;br /&gt;
Psi XP requirements reduced.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;; Psi XP Levels&amp;lt;/code&amp;gt; and alter the required XP as desired.&lt;br /&gt;
&lt;br /&gt;
===Equipment Modifications===&lt;br /&gt;
Laser Sniper Rifle, Scatter Laser and Laser Strike Rifle all have ballistic ammo levels. Further weapon tiers were not modified because the effect on game balance could not be directly observed; modify higher tiers to your own liking.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle,    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,			 ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_MoveLimited,   Properties[2]=0,   			  Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0,    iCritical=25, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Sniper Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun,          ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Assault,    Properties[1]=eWP_Rifle,     	 Properties[2]=0,                 Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=60, iRange=30,  iReactionRange=14, iReactionAngle=360, iRadius=0,    iCritical=20, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Laser&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227,         				    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0, 			      ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_Overheats,   	 Properties[2]=eWP_MoveLimited,   Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=36,  iReactionRange=36, iReactionAngle=200, iRadius=0,    iCritical=15, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Strike Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All armor small item equippables confer the Secondary Heart perk.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating,				iCash=100,	iElerium=0,		iAlloys=4020,		iTime=10,	iEng=35);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor,			iCash=0,	iElerium=0,		iAlloys=4005,		iTime=7,	iEng=15);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=94&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=94,  								iCash=60,	iElerium=5002,	iAlloys=4003,		iTime=7,	iEng=30)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=95&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=95,								iCash=-1,	iElerium=0,		iAlloys=4000,		iTime=-1,	iEng=-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=220&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=220,								iCash=70,	iElerium=0,		iAlloys=4010,		iTime=7,	iEng=12);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tactical Modifications===&lt;br /&gt;
Flying provides no defensive bonus. This also causes flying units to be counted as exposed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;AIR_EVADE_DEF&amp;lt;/code&amp;gt; and edit it to =0&lt;br /&gt;
&lt;br /&gt;
===Resource Modifications===&lt;br /&gt;
Mechtoids and Floaters provide significantly more Meld.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;MECHTOID_MELD&amp;lt;/code&amp;gt; and edit it to =80&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HFLOATER_MELD&amp;lt;/code&amp;gt; and edit it to =1030&lt;br /&gt;
&lt;br /&gt;
Strategy game altered so that resources are more plentiful and all items are cheaper, but take longer to build. Net result can be gamed, arguably: rushing an item will result in the same credit, alloy and elerium cost as the base LW mod, but will take 75% of the time it would take in the base LW mod -- but this also adds a Meld cost.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ABDUCTION_REWARD_CASH&amp;lt;/code&amp;gt; and edit it to =300&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_TIME_BALANCE&amp;lt;/code&amp;gt; and edit it to =1.5&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_CREDIT_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ELERIUM_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ALLOY_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_MELD_BALANCE&amp;lt;/code&amp;gt; and edit it to =.25&lt;br /&gt;
&lt;br /&gt;
===Enemy Unit Modifications===&lt;br /&gt;
Thin Man poison spit reduced to range of 5.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague,                   ABILITIES[0]=eAbility_Plague,         ABILITIES[1]=0,                            ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Support,    Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Backpack,  Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=45,  iRange=5,  iReactionRange=25, iReactionAngle=200, iRadius=144,  iCritical=0,  iOffenseBonus=0,  iSuppression=202, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes removed from all Chryssalid units.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0, iDefense=5,	iHP=1, 	iMobility=0,	iWill=0); Lightning Reflexes (removed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Exalt and Elite Exalt that have not been promoted to navigator/leader have significantly reduced hit points, putting all Exalt into one-shot territory. Their offensive capabilities have not been altered.&lt;br /&gt;
:Search the Characters block (the first major block of text after armors) for any entry with &amp;quot;Exalt&amp;quot; in the name. Find &amp;lt;code&amp;gt;HP=&amp;lt;/code&amp;gt; on that line. Adjust as desired.&lt;br /&gt;
&lt;br /&gt;
All alien and Exalt final forms have been disabled, except the leader/navigator. This final upgrade would normally occur at &amp;quot;alien research threshold&amp;quot; 900, which is a rough estimate of how many days have passed since the beginning of the game, modified by alien research efforts. These final upgrades give the aliens substantially higher stats and seem to have been intended to provide a sense of urgency and/or provoke the player to finish the game (to be fair, two to three years is plenty long enough). This file disables them simply because the author of the package modding the mod doesn&#039;t like them.&lt;br /&gt;
&lt;br /&gt;
To re-enable these super upgrades or to disable earlier upgrades, search for &amp;lt;code&amp;gt;; ALIEN AUTOMATIC UPGRADES&amp;lt;/code&amp;gt;. The section that follows details all of the upgrades each non-XCOM unit can receive over time, most of which start at &amp;quot;210&amp;quot;. Place a semicolon at the beginning of any line which you want to disable, or remove the semicolon from each unit line you want to re-enable.&lt;br /&gt;
&lt;br /&gt;
Note that, despite denying aliens and Exalt their final upgrades and restricting Exalt starting HP, leader/navigator types of each alien will remain a significant threat.&lt;br /&gt;
&lt;br /&gt;
== PatcherGUI Mods ==&lt;br /&gt;
=== Improved Neural Feedback ===&lt;br /&gt;
&lt;br /&gt;
Roughly 2.5x the feedback damage&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
//This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool&lt;br /&gt;
UPK_FILE = XComGame.upk&lt;br /&gt;
OBJECT = XGUnit.ApplyNeuralFeedback : AUTO&lt;br /&gt;
[BEFORE_CODE]&lt;br /&gt;
/*(0x0ACB/0x078F)*/ 0F 00 &amp;lt;.iDmg&amp;gt; FA 91 93 38 44 AB 38 3F 19 1A 25 00 &amp;lt;.kTarget&amp;gt; [@] &amp;lt;XGUnitNativeBase.GetWill.ReturnValue&amp;gt; 00 ( 1B &amp;lt;GetWill&amp;gt; 16 ) 1E &amp;lt;%f 1.3&amp;gt; 16 1B &amp;lt;GetWill&amp;gt; 16 16 2C 0A 16 26 16 &lt;br /&gt;
&lt;br /&gt;
[AFTER_CODE]&lt;br /&gt;
/*(0x0ACB/0x078F)*/ 0F 00 &amp;lt;.iDmg&amp;gt; FA 91 93 38 44 AB 38 3F 19 1A 25 00 &amp;lt;.kTarget&amp;gt; [@] &amp;lt;XGUnitNativeBase.GetWill.ReturnValue&amp;gt; 00 ( 1B &amp;lt;GetWill&amp;gt; 16 ) 1E &amp;lt;%f 1.7&amp;gt; 16 1B &amp;lt;GetWill&amp;gt; 16 16 2C 0A 16 26 16 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Double Damage XCOM Aircraft Weapons ===&lt;br /&gt;
&lt;br /&gt;
XCOM aircraft weapons have been modified to do double damage (armor penetration unchanged). Alien air weapons unchanged. Use PatcherGUI to implement.&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
//This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool&lt;br /&gt;
UPK_FILE = XComStrategyGame.upk&lt;br /&gt;
OBJECT = XGItemTree.UpdateShips : AUTO&lt;br /&gt;
[REPLACEMENT_CODE]&lt;br /&gt;
/*(0x0000/0x0000)*/ 0F 01 &amp;lt;@m_iCurrentCategory&amp;gt; FB 91 1B &amp;lt;STAT_GetStat&amp;gt; 26 16 2C 1E 16 2C 00 2C 20 16 &lt;br /&gt;
/*(0x001F/0x001B)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 02 1D &amp;lt;%i 2000&amp;gt; 2C 0A 2C 08 25 25 16 &lt;br /&gt;
/*(0x0036/0x0032)*/ 07 [@label_0x0048] 72 1B &amp;lt;ENGINEERING&amp;gt; 16 2A 16 &lt;br /&gt;
/*(0x0046/0x0042)*/ 	04 0B &lt;br /&gt;
/*(0x0048/0x0044)*/ [#label_0x0048]&lt;br /&gt;
/*(0x0048/0x0044)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 01 1D &amp;lt;%i 1500&amp;gt; 92 2C 0A 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 2500&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 05 92 2C 00 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x00EB/0x00DB)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 03 1D &amp;lt;%i 3500&amp;gt; 92 2C 0F 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 4000&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 19 92 2C 05 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x018E/0x0172)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 04 1D &amp;lt;%i 3000&amp;gt; 2C 2A 92 1D &amp;lt;%i 750&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 2C 03 16 &lt;br /&gt;
/*(0x01B9/0x0199)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 12 2C 0F 16 &lt;br /&gt;
/*(0x01E4/0x01C0)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 06 1D &amp;lt;%i 1700&amp;gt; 2C 19 92 1D &amp;lt;%i 4000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1E 2C 02 16 &lt;br /&gt;
/*(0x020F/0x01E7)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 07 1D &amp;lt;%i 1200&amp;gt; 2C 12 92 1D &amp;lt;%i 5000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 00 16 &lt;br /&gt;
/*(0x023A/0x020E)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 08 1D &amp;lt;%i 2000&amp;gt; 2C 23 92 1D &amp;lt;%i 9000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 24 2C 14 16 &lt;br /&gt;
/*(0x0265/0x0235)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 09 1D &amp;lt;%i 3500&amp;gt; 2C 3C 92 1D &amp;lt;%i 2500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 28 2C 19 16 &lt;br /&gt;
/*(0x0290/0x025C)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0A 1D &amp;lt;%i 2500&amp;gt; 2C 28 92 1D &amp;lt;%i 850&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 0C 2C 07 16 &lt;br /&gt;
/*(0x02BB/0x0283)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0B 1D &amp;lt;%i 2600&amp;gt; 2C 20 92 1D &amp;lt;%i 1500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 05 2C 07 16 &lt;br /&gt;
/*(0x02E6/0x02AA)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0C 1D &amp;lt;%i 1500&amp;gt; 2C 18 92 1D &amp;lt;%i 3500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 2C 03 16 &lt;br /&gt;
/*(0x0311/0x02D1)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0D 1D &amp;lt;%i 1300&amp;gt; 2C 14 92 1D &amp;lt;%i 6000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 19 2C 00 16 &lt;br /&gt;
/*(0x033C/0x02F8)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0E 1D &amp;lt;%i 1400&amp;gt; 2C 23 92 1D &amp;lt;%i 8000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1C 2C 12 16 &lt;br /&gt;
/*(0x0367/0x031F)*/ 07 [@label_0x0391] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 08 16 &lt;br /&gt;
/*(0x0377/0x032B)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 05 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 09 4A 16 &lt;br /&gt;
/*(0x0391/0x0341)*/ [#label_0x0391]&lt;br /&gt;
/*(0x0391/0x0341)*/ 07 [@label_0x03BC] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0A 16 &lt;br /&gt;
/*(0x03A1/0x034D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0A 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 4F 2C 08 2C 08 16 &lt;br /&gt;
/*(0x03BC/0x0364)*/ [#label_0x03BC]&lt;br /&gt;
/*(0x03BC/0x0364)*/ 07 [@label_0x0402] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0C 16 &lt;br /&gt;
/*(0x03CC/0x0370)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 06 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 51 2C 09 2C 08 16 &lt;br /&gt;
/*(0x03E7/0x0387)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0D 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 52 2C 09 2C 08 16 &lt;br /&gt;
/*(0x0402/0x039E)*/ [#label_0x0402]&lt;br /&gt;
/*(0x0402/0x039E)*/ 07 [@label_0x0473] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 12 16 &lt;br /&gt;
/*(0x0412/0x03AA)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0B 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 08 2C 08 16 &lt;br /&gt;
/*(0x042D/0x03C1)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0E 01 &amp;lt;@m_strSizeVeryLarge&amp;gt; 24 54 2C 09 2C 09 16 &lt;br /&gt;
/*(0x0448/0x03D8)*/ 	1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 14 16 &lt;br /&gt;
/*(0x0473/0x03FF)*/ [#label_0x0473]&lt;br /&gt;
/*(0x0473/0x03FF)*/ 07 [@label_0x051C] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 2C 16 ) &lt;br /&gt;
/*(0x0498/0x0420)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 460&amp;gt; 2C 12 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0519/0x0491)*/ 	06 [@label_0x059D] &lt;br /&gt;
/*(0x051C/0x0494)*/ [#label_0x051C]&lt;br /&gt;
/*(0x051C/0x0494)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 280&amp;gt; 2C 05 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x059D/0x0505)*/ [#label_0x059D]&lt;br /&gt;
/*(0x059D/0x0505)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 02 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 1.5&amp;gt; 1D &amp;lt;%i 400&amp;gt; 2C 0A 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x061E/0x0576)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 03 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 2&amp;gt; 1D &amp;lt;%i 680&amp;gt; 2C 00 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x069F/0x05E7)*/ 07 [@label_0x0748] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 22 16 ) &lt;br /&gt;
/*(0x06C4/0x0608)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 600&amp;gt; 2C 0B 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0745/0x0679)*/ 	06 [@label_0x07C9] &lt;br /&gt;
/*(0x0748/0x067C)*/ [#label_0x0748]&lt;br /&gt;
/*(0x0748/0x067C)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 580&amp;gt; 2C 05 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x07C9/0x06ED)*/ [#label_0x07C9]&lt;br /&gt;
/*(0x07C9/0x06ED)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 05 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 1300&amp;gt; 2C 16 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x084A/0x075E)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 06 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.55&amp;gt; 1D &amp;lt;%i 620&amp;gt; 2C 1E 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x08CB/0x07CF)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 07 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1.25&amp;gt; 1D &amp;lt;%i 2400&amp;gt; 2C 1A 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x094C/0x0840)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 08 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.15&amp;gt; 92 1D &amp;lt;%i 450&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 92 2C 21 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x09BA/0x08A2)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 09 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 800&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 92 2C 28 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A28/0x0904)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 0A 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 1300&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 32 92 2C 2D 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A96/0x0966)*/ 07 [@label_0x0AF0] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1B 16 ) &lt;br /&gt;
/*(0x0ABB/0x0987)*/ 	1B &amp;lt;BuildShip&amp;gt; 26 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 44 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AD5/0x099D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 03 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 45 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AF0/0x09B4)*/ [#label_0x0AF0]&lt;br /&gt;
/*(0x0AF0/0x09B4)*/ 1B &amp;lt;UpdateAllShipTemplates&amp;gt; 16 &lt;br /&gt;
/*(0x0AFA/0x09BE)*/ 04 0B &lt;br /&gt;
/*(0x0AFC/0x09C0)*/ 53&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Thekcpiper</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=66369</id>
		<title>Mods (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=66369"/>
		<updated>2015-07-04T22:59:07Z</updated>

		<summary type="html">&lt;p&gt;Thekcpiper: /* iceofwolf&amp;#039;s Modification Package */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Beginners Guide==&lt;br /&gt;
&lt;br /&gt;
Long War has made it easy for individual users to tweak parts of the game for their own preference. Unless otherwise noted, code changes occur in the &amp;lt;code&amp;gt;DefaultGameCore.ini&amp;lt;/code&amp;gt; file; this is commonly referred to as the DGC.ini. For a typical Windows user, this file can be found at &amp;lt;code&amp;gt;C:/Program Files x86/Steam/SteamApps/common(OR your username)/XCom-enemy-unknown/XEW/XComGame/Config&amp;lt;/code&amp;gt;. It is recommended that you download and use &#039;&#039;&#039;Notepad++&#039;&#039;&#039; to alter defaultgamecore.ini because it is visually easier to use and numbers the lines (which may be referenced in this page).&lt;br /&gt;
&lt;br /&gt;
Another useful tool is the free software &#039;&#039;&#039;WinMerge&#039;&#039;&#039;. WinMerge allows you to open two text files (like the DGC.ini) side by side and compare differences between them. This is useful when Long War is updated. To easily preserve the custom modifications you did on a previous version, open a backup copy of your old DGC.ini and the new updated version DGC.ini. WinMerge will help you quickly identify differences and apply all your previous modifications to the new Long War version.&lt;br /&gt;
&lt;br /&gt;
Note for OS X users, you will need to modify &amp;lt;code&amp;gt;XComGameCore.ini&amp;lt;/code&amp;gt;, which is located at &amp;lt;code&amp;gt;~/Library/Application Support/Feral Interactive/XCOM Enemy Unknown/XEW/MacInit/XComGameCore.ini&amp;lt;/code&amp;gt;. Some users suggest that you update &amp;lt;code&amp;gt;~/Application Support/Steam/SteamApps/common/XCom-Enemy-Unknown/XCOMData/XEW/XComGame/Config/DefaultGameCore.ini&amp;lt;/code&amp;gt; as well to be safe.  You can use the built in program TextEdit or (better) TextWrangler.&lt;br /&gt;
&lt;br /&gt;
==Base Changes==&lt;br /&gt;
&lt;br /&gt;
===Energy Changes===&lt;br /&gt;
&lt;br /&gt;
Alternative Fission and Thermo changes are proposed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
________________Pwr__Cost__Cost/Pwr_____&lt;br /&gt;
Fission Current --- 6 --- $120 --- $20.00&lt;br /&gt;
Fission Change --- 8 --- $150 --- $18.75&lt;br /&gt;
&lt;br /&gt;
Thermo Current -- 25 -- $350 --- $14.00&lt;br /&gt;
Thermo Change -- 20 -- $300 --- $15.00&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition, increase Adjacency bonus from +3 power to +4.&lt;br /&gt;
&lt;br /&gt;
With this, Fission is still less efficient than a thermo, however players shouldn&#039;t feel like they are getting an extra difficulty tacked on because they didn&#039;t get a good steam vent. Now if there is a good steam vent, it&#039;s simply a bonus. To change these options, examine lines 1395 and line 1800.&lt;br /&gt;
&lt;br /&gt;
===Start Date Change===&lt;br /&gt;
To start the campaign at a different date than March 1st. Change the value found in &amp;lt;code&amp;gt;defaultgamedata.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appearance Changes===&lt;br /&gt;
&lt;br /&gt;
How to Remove the Gene Mod Armor:&lt;br /&gt;
&lt;br /&gt;
This will replace the gene mod armor with a sleeved chest plate. However, said chest plate was designed to have shoulder pads, which are missing, so there will be a noticeable gap with either gene mods or those who use tactical vests instead of tactical armor. The gap is textured, so it won&#039;t break any models. You can still add shoulder pads by using decos ingame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Use CTRL + F To find the following&lt;br /&gt;
&lt;br /&gt;
UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar_GM,ArchetypeName=&amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Remove both GMs from &amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now the game will read the normal armor instead of the GM version. &lt;br /&gt;
You can choose to do this to specific models, or use find and replace to change them all. &lt;br /&gt;
To use find and replace, I recommend you find _GM&amp;quot; and _GM. and replace them with &amp;quot; and . respectively.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to change default color, and headgear.&lt;br /&gt;
&lt;br /&gt;
In your DefaultGameCore.ini file, you&#039;ll be able to find lines that alter the rookie&#039;s starting color, and headgear, as well as the first time they are promoted to a class. Acceptable values, and their definitions, can be found here.&lt;br /&gt;
http://wiki.tesnexus.com/index.php?title=Initial_soldier_appearance_-_XCOM:EU_2012#Tables (&amp;lt; Someone hyperlink that for me, please.)&lt;br /&gt;
&lt;br /&gt;
Note that you must make these changes &#039;&#039;&#039;before&#039;&#039;&#039; starting a new game for them to take effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
If you press &amp;quot;CTRL + F&amp;quot;, you will open up the find menu. Locate the comment;&lt;br /&gt;
&lt;br /&gt;
; Initial soldier appearance&lt;br /&gt;
&lt;br /&gt;
and you will find directly below it;&lt;br /&gt;
&lt;br /&gt;
DEFENDER_MEDIKIT	= 6		; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)&lt;br /&gt;
COUNCIL_STAT_BONUS	= -1	; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)&lt;br /&gt;
ShowUFOsOnMission	= -1	; Rookie headgear; See readme for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.&lt;br /&gt;
&lt;br /&gt;
Use the values linked above to find exactly what you want. &lt;br /&gt;
To change the promotes, find the following lines directly below the rookie&#039;s section, and change the numbers to any value between 0-32 or -1 for no change.&lt;br /&gt;
&lt;br /&gt;
; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!&lt;br /&gt;
HQ_BASE_POWER = 32			; Sniper Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Sniper Headgear&lt;br /&gt;
HQ_BASE_POWER = 15			; Scout Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Scout Headgear&lt;br /&gt;
HQ_BASE_POWER = 12			; Rocketeer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Rocketeer Headgear&lt;br /&gt;
HQ_BASE_POWER = 9			; Gunner Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Gunner Headgear&lt;br /&gt;
HQ_BASE_POWER = 29			; Medic Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Medic Headgear&lt;br /&gt;
HQ_BASE_POWER = 22			; Engineer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Engineer Headgear&lt;br /&gt;
HQ_BASE_POWER = 21			; Assault Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Assault Headgear&lt;br /&gt;
HQ_BASE_POWER = 19			; Infantry Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Infantry Headgear&lt;br /&gt;
&lt;br /&gt;
Please note, that any text after a ; is a comment, and editing anything past them will do nothing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MECs earn full XP for kills===&lt;br /&gt;
This change requires Hex Editor.&lt;br /&gt;
&lt;br /&gt;
* Open XComGame.upk file in \Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole folder with HxD&lt;br /&gt;
* Search -&amp;gt; Find -&amp;gt; Datatype Hex-Values: A0 00 E7 85 00 00 38 3F 2C &#039;&#039;&#039;02&#039;&#039;&#039; 16&lt;br /&gt;
* Replace 02 with 01.&lt;br /&gt;
&lt;br /&gt;
This will eliminate the penalty. Setting it to 03 will give them 1/3rd of XP for kills.[http://www.reddit.com/r/Xcom/comments/2g04ye/lw_in_vanilla_mecs_earn_half_the_xp_for_kills/ckerbtf]&lt;br /&gt;
&lt;br /&gt;
==INI Meld editing==&lt;br /&gt;
===Item Costs===&lt;br /&gt;
Costs in engineering can be edited in the DefaultGameCore.INI file. As you most limited resource will probably be Meld, and the way the data is in the .ini file, this will help your inner engineer&#039;s itch to want to build items. Beginning about halfway down, you will start to see &amp;quot;iElerium=&amp;quot; lines. Comments helpfully point out that these are both the Meld &#039;&#039;and&#039;&#039; Elerium entries. You may want to keep an untouched INI file and/or use the UFOPaedia&#039;s pages as references. Now for editing:&lt;br /&gt;
&lt;br /&gt;
As you can see in the [[Armor_%28Long_War%29#MEC_Armor|Armor]] section, the MEC suits of Warden, Sentinel, and Paladin cost, respectively, 20 meld and 20 Elerium, 40 Meld and 30 Elerium, 60 meld and 50 Elerium for their fabrication costs (on top of credits and alloys). In the .ini file, they are, again respectively, simply labeled &amp;quot;; MEC-1&amp;quot;, &amp;quot;; MEC-2&amp;quot;, &amp;quot;; MEC-3&amp;quot;. Now see that the &amp;quot;IElerium=&amp;quot; values are, once more respectively, 20020, 40030, 60050. As you can see, there is a placeholder 0 in any given iElerium entry-- for any item that has a Meld cost. As this section focuses on just meld editing, this won&#039;t be editing the Elerium cost (and will assume you won&#039;t, as you don&#039;t want to make the Long War _too_ easy). Therefore, you will only be editing the value &#039;&#039;in front&#039;&#039; of the placeholder 0.&lt;br /&gt;
&lt;br /&gt;
Ergo: changing 20020, 40030, 60050 to, say, 5020 (note it goes from 5 to 4 intergers), 20030, 30050 would change the meld costs of Warden armor from 20 to 5 units of Meld, Sentinel from 40 to 20, and Paladin from 60 to 30 (while not changing the Elerium costs). Again, note that changing the Warden&#039;s &amp;quot;20&amp;quot; to &amp;quot;5&amp;quot; -- and &#039;&#039;not&#039;&#039; &amp;quot;05&amp;quot; -- in front of the &#039;placeholder&#039; 0 will reduce the cost from 20 to 5 units of Meld. This method works on all the &amp;quot;iElerium=&amp;quot; entries under the &amp;quot;; Gear&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
Near the bottom of the file, you will find &amp;quot;; Gene Mod Configuration&amp;quot;. Depending on your choice of editor, the entries may not line up, so be aware that in this section, &amp;quot;iAlloys=&amp;quot; is the variable set for Meld cost for gene mods. As these variables are more simply written, merely edit them to your desired cost. And for reference, &amp;quot;iTime=&amp;quot; entries are for how long each mod requires a soldier to be inside the Gene Lab&#039;s tanks, and &amp;quot;iEng=&amp;quot; are the penalty hours added to fatigue.&lt;br /&gt;
&lt;br /&gt;
===Meld Expiration Timer===&lt;br /&gt;
In &amp;lt;code&amp;gt;DefaultRandomSpawns.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will find the lines:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
[XComLZMutator.XComMeldSpawnMutator]&lt;br /&gt;
&lt;br /&gt;
NumContainers = 3&lt;br /&gt;
DestroyedOnTurn = (DistToPlayer / (96 * 8)) * EqSlope + EqConst (96 * 8 - mobility in UU)&lt;br /&gt;
EqSlope = 1.5&lt;br /&gt;
&lt;br /&gt;
EqConst = 1&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By increasing the number after EqSlope (default 1.55), you can increase the number of turns it takes before meld expires.&lt;br /&gt;
&lt;br /&gt;
==Second Wave Option Changes==&lt;br /&gt;
&lt;br /&gt;
===Aiming Angles===&lt;br /&gt;
&lt;br /&gt;
It may be the case that 90 degrees is too small of an arc for cover to provide full protection, so we can cut the aiming angle down to 30 degrees. This gives your cover a 120 degree arc in which it provides full protection, so you can easily fight enemies so long as you&#039;re not stupid about picking your cover.&lt;br /&gt;
&lt;br /&gt;
You can change the settings in defaultgamecore.ini, and there is a diagram in there to help explain it:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Top down view&lt;br /&gt;
;&lt;br /&gt;
;     B  &lt;br /&gt;
;      \ &lt;br /&gt;
;       \&lt;br /&gt;
;  A-----^&lt;br /&gt;
;        T&lt;br /&gt;
;&lt;br /&gt;
; T is a target with cover in the direction of &#039;^&#039;.&lt;br /&gt;
; A is a shooter with the maximum aiming angle aim bonus &lt;br /&gt;
; B is a shooter with the minimum aiming angle aim bonus&lt;br /&gt;
; The aiming angle bonus increases linearly in the angle range between A and B&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
SW_AIMING_ANGLE_THRESHOLD= 30.0f; 45.0f; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90&lt;br /&gt;
SW_AIMING_ANGLE_MINBONUS=5      ; Shooter B&#039;s aiming angle bonus is SW_AIMING_ANGLE_MINBONUS&lt;br /&gt;
SW_AIMING_ANGLE_MAXBONUS=-5     ; Shooter A&#039;s aiming angle bonus is [T&#039;s Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The option for 45 degrees is commented out, and replaced it with 30 degrees. With these settings, 30 degrees to parallel (60 degrees off of perpendicular), gives a +5 to hit. Just shy of the 90 degree flank, it&#039;s +(coverbonus - 5) to hit.&lt;br /&gt;
&lt;br /&gt;
===Red Fog===&lt;br /&gt;
&#039;&#039;&#039;Mobility Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Q: Given that the mobility penalty in the DGC.ini is listed in the format &amp;quot;6.0f&amp;quot;, what does this mean?&lt;br /&gt;
&lt;br /&gt;
A: It means that at most there is a -6 mobility penalty that would be applied at 0% health. Since it can&#039;t hit 0% health, effectively the worst mobility penalty achievable is -5 mobility if severely wounded. This value is measured in meters, the same scaling units that are shown in the barracks view. The mobility stat is an integer value measured in meters, and each tile is 1.5 meters x 1.5 meters, so 5 mobility = 3.33 tiles roughly.&lt;br /&gt;
&lt;br /&gt;
Both the aim and mobility red fog penalties are subtractive, not multiplicative.&lt;br /&gt;
&lt;br /&gt;
For example, the poison/acid mobility debuff is a 25% multiplicative penalty. The unit loses 25% of its maximum movement, so a unit with 14 mobility would have 14 * 0.75 = 10.5 rounded down to 10 mobility, which is effectively -4 mobility.&lt;br /&gt;
&lt;br /&gt;
The %-based mobility penalties are:&lt;br /&gt;
Mindfray - 50% mobility penalty&lt;br /&gt;
Flashbang - 40% mobility penalty&lt;br /&gt;
Poison/acid - 25% mobility penalty&lt;br /&gt;
Catching breath - 75% mobility penalty&lt;br /&gt;
&lt;br /&gt;
All %-based mobility penalties are applied AFTER the additive/subtractive mobility modifiers (Red Fog, perks, inventory).&lt;br /&gt;
&lt;br /&gt;
Thus to make Red Fog carry more significant movement penalty:&lt;br /&gt;
&lt;br /&gt;
    Search for SW_COVER_INCREASE and edit it to =9.9f&lt;br /&gt;
&lt;br /&gt;
==Weapon and Item Changes==&lt;br /&gt;
&lt;br /&gt;
===The MEC Nuclear Option===&lt;br /&gt;
&lt;br /&gt;
For players that are not too fond of the grenade launcher for the MEC, they can switch its functionality to a last-ditch-option onboard nuclear reactor overload weapon. Find the line in defaultgamecore.ini that begins: &lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher, &lt;br /&gt;
&lt;br /&gt;
And replace the entire line with:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher,       ABILITIES[0]=eAbility_MEC_GrenadeLauncher, 	ABILITIES[1]=0,                      ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Mec, 		Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Explosive, Properties[4]=0,               Properties[5]=0,        iDamage=275,  iEnvironmentDamage=750, iRange=1,  iReactionRange=30, iReactionAngle=200, iRadius=700,  iCritical=0,  iOffenseBonus=0,  iSuppression=0,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By loading out the grenade launcher on a MEC, this will give you an option to overload the MECs (hypothetical) nuclear reactor resulting in a massive explosion that is guaranteed to kill/destroy everything (including the MEC) in a wide radius surrounding the MEC. Use only in cases of extreme clusterfuck/heroism.&lt;br /&gt;
&lt;br /&gt;
===Arc Thrower===&lt;br /&gt;
&lt;br /&gt;
With the release of B15, the code required for a pistol slot Arc Thrower is included in the DGC.ini. To make the change, all you need to do is comment out (add a &amp;quot;;&amp;quot;) the default line for the arc thrower and remove the comment located several lines lower. Essentially you tell the game to stop reading the default line of arc thrower code and begin reading the pre-built code enabling the pistol slot. It is explained in the comments of the DGC.ini.&lt;br /&gt;
&lt;br /&gt;
It is possible to equip the arc thrower as a pistol. Adjust the default line&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to allow for pistol slot only &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Pistol, Properties[4]=eWP_Backpack, Properties[5]=eWP_Secondary, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(Properies[5] of the Arc Thrower item was set to eWP_Pistol)&lt;br /&gt;
&lt;br /&gt;
To increase the range of the Arc Thrower to normal vision range, replace line 1673 in DefaultGameCore.ini with this:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Itembalance_Normal=(eItem=eItem_ArcThrower,					iCash=100,	iElerium=0,		iAlloys=94000,		iTime=10,	iEng=20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The iAlloys field for the Arc Thrower item was set to 94000)&lt;br /&gt;
&lt;br /&gt;
Remember that each item has 2 different listings.&lt;br /&gt;
&lt;br /&gt;
==iceofwolf&#039;s Modification Package==&lt;br /&gt;
Consider removing or updating as b13 INIs will not work with 15e&lt;br /&gt;
&lt;br /&gt;
This package is recommended with Red Fog and Aiming Angles enabled. Red Fog, so that every hit point has meaning; and Aiming Angles, so that proper or improper positioning makes a bigger difference.&lt;br /&gt;
&lt;br /&gt;
===General Disclaimer===&lt;br /&gt;
Posted by request. This package was a personal rebalancing of several aspects exposed in the DefaultGameCore.ini. These changes were played in early to early-mid; their balance is untested in late-mid to late game. They were made in Long War beta 13 and may not work with earlier or later betas. Please include information on all mods made to the game, including .ini modifications, when reporting bugs or providing feedback to the mod developers.&lt;br /&gt;
&lt;br /&gt;
Although the majority of the modifications made to the Long War mod were made as soon as beta 13 was downloaded, some were added as the game was played. Some modifications that are included in the linked file may have been missed in the wiki detail due to poor personal changelog habits.&lt;br /&gt;
&lt;br /&gt;
Please thank the devs of Long War not only for the Long War mod itself, but more importantly, for opening up the XCOM game so that players can alter their mod to suit individual preferences.&lt;br /&gt;
&lt;br /&gt;
===DefaultGameCore.ini===&lt;br /&gt;
This link will be removed at request of the moderators of this page or at request of the developers of the Long War mod.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/t9ojup01xhaua2t/DefaultGameCore.ini Dropbox Link]&lt;br /&gt;
&lt;br /&gt;
===XCOM Unit Modifications===&lt;br /&gt;
Soldier starting stats vary by much greater margins.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Soldier&amp;lt;/code&amp;gt; and edit the Will entry to =30&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Easy=( eType=eChar_Soldier,             iDamage=0,  iCritHit=0&amp;lt;/code&amp;gt; and edit the iDefense entry to =15&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_AIM=&amp;lt;/code&amp;gt; and edit it to =45&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HIGH_MOBILITY&amp;lt;/code&amp;gt; and edit it to =-15 (that&#039;s negative 15; it&#039;s necessary for how the game rolls random stats)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_WILL&amp;lt;/code&amp;gt; and edit it to =10&lt;br /&gt;
&lt;br /&gt;
Starting barracks is filled with 64 eager rookies. With the above variation in stats, the additional bodies may be needed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;NUM_STARTING_SOLDIERS&amp;lt;/code&amp;gt; and edit it to =64&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers are easier to field. (If it were possible, I&#039;d make this a binary check: If the soldier&#039;s Will exceeds the power he is trying for, then he succeeds; if not, he fails. I&#039;d also obscure the percentage chance. Since no such code is exposed, everybody gets psi if they spend the time to do it.)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_GIFT_CHANCE&amp;lt;/code&amp;gt; and edit it to =.99&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_TRAINING_HOURS&amp;lt;/code&amp;gt; and edit it to =144&lt;br /&gt;
&lt;br /&gt;
Psi XP requirements reduced.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;; Psi XP Levels&amp;lt;/code&amp;gt; and alter the required XP as desired.&lt;br /&gt;
&lt;br /&gt;
===Equipment Modifications===&lt;br /&gt;
Laser Sniper Rifle, Scatter Laser and Laser Strike Rifle all have ballistic ammo levels. Further weapon tiers were not modified because the effect on game balance could not be directly observed; modify higher tiers to your own liking.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle,    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,			 ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_MoveLimited,   Properties[2]=0,   			  Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0,    iCritical=25, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Sniper Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun,          ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Assault,    Properties[1]=eWP_Rifle,     	 Properties[2]=0,                 Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=60, iRange=30,  iReactionRange=14, iReactionAngle=360, iRadius=0,    iCritical=20, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Laser&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227,         				    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0, 			      ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_Overheats,   	 Properties[2]=eWP_MoveLimited,   Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=36,  iReactionRange=36, iReactionAngle=200, iRadius=0,    iCritical=15, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Strike Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All armor small item equippables confer the Secondary Heart perk.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating,				iCash=100,	iElerium=0,		iAlloys=4020,		iTime=10,	iEng=35);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor,			iCash=0,	iElerium=0,		iAlloys=4005,		iTime=7,	iEng=15);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=94&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=94,  								iCash=60,	iElerium=5002,	iAlloys=4003,		iTime=7,	iEng=30)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=95&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=95,								iCash=-1,	iElerium=0,		iAlloys=4000,		iTime=-1,	iEng=-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=220&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=220,								iCash=70,	iElerium=0,		iAlloys=4010,		iTime=7,	iEng=12);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tactical Modifications===&lt;br /&gt;
Flying provides no defensive bonus. This also causes flying units to be counted as exposed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;AIR_EVADE_DEF&amp;lt;/code&amp;gt; and edit it to =0&lt;br /&gt;
&lt;br /&gt;
===Resource Modifications===&lt;br /&gt;
Mechtoids and Floaters provide significantly more Meld.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;MECHTOID_MELD&amp;lt;/code&amp;gt; and edit it to =80&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HFLOATER_MELD&amp;lt;/code&amp;gt; and edit it to =1030&lt;br /&gt;
&lt;br /&gt;
Strategy game altered so that resources are more plentiful and all items are cheaper, but take longer to build. Net result can be gamed, arguably: rushing an item will result in the same credit, alloy and elerium cost as the base LW mod, but will take 75% of the time it would take in the base LW mod -- but this also adds a Meld cost.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ABDUCTION_REWARD_CASH&amp;lt;/code&amp;gt; and edit it to =300&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_TIME_BALANCE&amp;lt;/code&amp;gt; and edit it to =1.5&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_CREDIT_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ELERIUM_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ALLOY_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_MELD_BALANCE&amp;lt;/code&amp;gt; and edit it to =.25&lt;br /&gt;
&lt;br /&gt;
===Enemy Unit Modifications===&lt;br /&gt;
Thin Man poison spit reduced to range of 5.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague,                   ABILITIES[0]=eAbility_Plague,         ABILITIES[1]=0,                            ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Support,    Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Backpack,  Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=45,  iRange=5,  iReactionRange=25, iReactionAngle=200, iRadius=144,  iCritical=0,  iOffenseBonus=0,  iSuppression=202, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes removed from all Chryssalid units.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0, iDefense=5,	iHP=1, 	iMobility=0,	iWill=0); Lightning Reflexes (removed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Exalt and Elite Exalt that have not been promoted to navigator/leader have significantly reduced hit points, putting all Exalt into one-shot territory. Their offensive capabilities have not been altered.&lt;br /&gt;
:Search the Characters block (the first major block of text after armors) for any entry with &amp;quot;Exalt&amp;quot; in the name. Find &amp;lt;code&amp;gt;HP=&amp;lt;/code&amp;gt; on that line. Adjust as desired.&lt;br /&gt;
&lt;br /&gt;
All alien and Exalt final forms have been disabled, except the leader/navigator. This final upgrade would normally occur at &amp;quot;alien research threshold&amp;quot; 900, which is a rough estimate of how many days have passed since the beginning of the game, modified by alien research efforts. These final upgrades give the aliens substantially higher stats and seem to have been intended to provide a sense of urgency and/or provoke the player to finish the game (to be fair, two to three years is plenty long enough). This file disables them simply because the author of the package modding the mod doesn&#039;t like them.&lt;br /&gt;
&lt;br /&gt;
To re-enable these super upgrades or to disable earlier upgrades, search for &amp;lt;code&amp;gt;; ALIEN AUTOMATIC UPGRADES&amp;lt;/code&amp;gt;. The section that follows details all of the upgrades each non-XCOM unit can receive over time, most of which start at &amp;quot;210&amp;quot;. Place a semicolon at the beginning of any line which you want to disable, or remove the semicolon from each unit line you want to re-enable.&lt;br /&gt;
&lt;br /&gt;
Note that, despite denying aliens and Exalt their final upgrades and restricting Exalt starting HP, leader/navigator types of each alien will remain a significant threat.&lt;br /&gt;
&lt;br /&gt;
== PatcherGUI Mods ==&lt;br /&gt;
=== Improved Neural Feedback ===&lt;br /&gt;
&lt;br /&gt;
Roughly 2.5x the feedback damage&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
//This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool&lt;br /&gt;
UPK_FILE = XComGame.upk&lt;br /&gt;
OBJECT = XGUnit.ApplyNeuralFeedback : AUTO&lt;br /&gt;
[BEFORE_CODE]&lt;br /&gt;
/*(0x0ACB/0x078F)*/ 0F 00 &amp;lt;.iDmg&amp;gt; FA 91 93 38 44 AB 38 3F 19 1A 25 00 &amp;lt;.kTarget&amp;gt; [@] &amp;lt;XGUnitNativeBase.GetWill.ReturnValue&amp;gt; 00 ( 1B &amp;lt;GetWill&amp;gt; 16 ) 1E &amp;lt;%f 1.3&amp;gt; 16 1B &amp;lt;GetWill&amp;gt; 16 16 2C 0A 16 26 16 &lt;br /&gt;
&lt;br /&gt;
[AFTER_CODE]&lt;br /&gt;
/*(0x0ACB/0x078F)*/ 0F 00 &amp;lt;.iDmg&amp;gt; FA 91 93 38 44 AB 38 3F 19 1A 25 00 &amp;lt;.kTarget&amp;gt; [@] &amp;lt;XGUnitNativeBase.GetWill.ReturnValue&amp;gt; 00 ( 1B &amp;lt;GetWill&amp;gt; 16 ) 1E &amp;lt;%f 1.7&amp;gt; 16 1B &amp;lt;GetWill&amp;gt; 16 16 2C 0A 16 26 16 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Double Damage XCOM Aircraft Weapons ===&lt;br /&gt;
&lt;br /&gt;
XCOM aircraft weapons have been modified to do double damage (armor penetration unchanged). Alien air weapons unchanged. Use PatcherGUI to implement.&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
//This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool&lt;br /&gt;
UPK_FILE = XComStrategyGame.upk&lt;br /&gt;
OBJECT = XGItemTree.UpdateShips : AUTO&lt;br /&gt;
[REPLACEMENT_CODE]&lt;br /&gt;
/*(0x0000/0x0000)*/ 0F 01 &amp;lt;@m_iCurrentCategory&amp;gt; FB 91 1B &amp;lt;STAT_GetStat&amp;gt; 26 16 2C 1E 16 2C 00 2C 20 16 &lt;br /&gt;
/*(0x001F/0x001B)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 02 1D &amp;lt;%i 2000&amp;gt; 2C 0A 2C 08 25 25 16 &lt;br /&gt;
/*(0x0036/0x0032)*/ 07 [@label_0x0048] 72 1B &amp;lt;ENGINEERING&amp;gt; 16 2A 16 &lt;br /&gt;
/*(0x0046/0x0042)*/ 	04 0B &lt;br /&gt;
/*(0x0048/0x0044)*/ [#label_0x0048]&lt;br /&gt;
/*(0x0048/0x0044)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 01 1D &amp;lt;%i 1500&amp;gt; 92 2C 0A 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 2500&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 05 92 2C 00 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x00EB/0x00DB)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 03 1D &amp;lt;%i 3500&amp;gt; 92 2C 0F 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 4000&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 19 92 2C 05 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x018E/0x0172)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 04 1D &amp;lt;%i 3000&amp;gt; 2C 2A 92 1D &amp;lt;%i 750&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 2C 03 16 &lt;br /&gt;
/*(0x01B9/0x0199)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 12 2C 0F 16 &lt;br /&gt;
/*(0x01E4/0x01C0)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 06 1D &amp;lt;%i 1700&amp;gt; 2C 19 92 1D &amp;lt;%i 4000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1E 2C 02 16 &lt;br /&gt;
/*(0x020F/0x01E7)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 07 1D &amp;lt;%i 1200&amp;gt; 2C 12 92 1D &amp;lt;%i 5000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 00 16 &lt;br /&gt;
/*(0x023A/0x020E)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 08 1D &amp;lt;%i 2000&amp;gt; 2C 23 92 1D &amp;lt;%i 9000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 24 2C 14 16 &lt;br /&gt;
/*(0x0265/0x0235)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 09 1D &amp;lt;%i 3500&amp;gt; 2C 3C 92 1D &amp;lt;%i 2500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 28 2C 19 16 &lt;br /&gt;
/*(0x0290/0x025C)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0A 1D &amp;lt;%i 2500&amp;gt; 2C 28 92 1D &amp;lt;%i 850&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 0C 2C 07 16 &lt;br /&gt;
/*(0x02BB/0x0283)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0B 1D &amp;lt;%i 2600&amp;gt; 2C 20 92 1D &amp;lt;%i 1500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 05 2C 07 16 &lt;br /&gt;
/*(0x02E6/0x02AA)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0C 1D &amp;lt;%i 1500&amp;gt; 2C 18 92 1D &amp;lt;%i 3500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 2C 03 16 &lt;br /&gt;
/*(0x0311/0x02D1)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0D 1D &amp;lt;%i 1300&amp;gt; 2C 14 92 1D &amp;lt;%i 6000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 19 2C 00 16 &lt;br /&gt;
/*(0x033C/0x02F8)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0E 1D &amp;lt;%i 1400&amp;gt; 2C 23 92 1D &amp;lt;%i 8000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1C 2C 12 16 &lt;br /&gt;
/*(0x0367/0x031F)*/ 07 [@label_0x0391] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 08 16 &lt;br /&gt;
/*(0x0377/0x032B)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 05 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 09 4A 16 &lt;br /&gt;
/*(0x0391/0x0341)*/ [#label_0x0391]&lt;br /&gt;
/*(0x0391/0x0341)*/ 07 [@label_0x03BC] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0A 16 &lt;br /&gt;
/*(0x03A1/0x034D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0A 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 4F 2C 08 2C 08 16 &lt;br /&gt;
/*(0x03BC/0x0364)*/ [#label_0x03BC]&lt;br /&gt;
/*(0x03BC/0x0364)*/ 07 [@label_0x0402] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0C 16 &lt;br /&gt;
/*(0x03CC/0x0370)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 06 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 51 2C 09 2C 08 16 &lt;br /&gt;
/*(0x03E7/0x0387)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0D 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 52 2C 09 2C 08 16 &lt;br /&gt;
/*(0x0402/0x039E)*/ [#label_0x0402]&lt;br /&gt;
/*(0x0402/0x039E)*/ 07 [@label_0x0473] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 12 16 &lt;br /&gt;
/*(0x0412/0x03AA)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0B 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 08 2C 08 16 &lt;br /&gt;
/*(0x042D/0x03C1)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0E 01 &amp;lt;@m_strSizeVeryLarge&amp;gt; 24 54 2C 09 2C 09 16 &lt;br /&gt;
/*(0x0448/0x03D8)*/ 	1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 14 16 &lt;br /&gt;
/*(0x0473/0x03FF)*/ [#label_0x0473]&lt;br /&gt;
/*(0x0473/0x03FF)*/ 07 [@label_0x051C] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 2C 16 ) &lt;br /&gt;
/*(0x0498/0x0420)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 460&amp;gt; 2C 12 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0519/0x0491)*/ 	06 [@label_0x059D] &lt;br /&gt;
/*(0x051C/0x0494)*/ [#label_0x051C]&lt;br /&gt;
/*(0x051C/0x0494)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 280&amp;gt; 2C 05 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x059D/0x0505)*/ [#label_0x059D]&lt;br /&gt;
/*(0x059D/0x0505)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 02 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 1.5&amp;gt; 1D &amp;lt;%i 400&amp;gt; 2C 0A 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x061E/0x0576)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 03 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 2&amp;gt; 1D &amp;lt;%i 680&amp;gt; 2C 00 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x069F/0x05E7)*/ 07 [@label_0x0748] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 22 16 ) &lt;br /&gt;
/*(0x06C4/0x0608)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 600&amp;gt; 2C 0B 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0745/0x0679)*/ 	06 [@label_0x07C9] &lt;br /&gt;
/*(0x0748/0x067C)*/ [#label_0x0748]&lt;br /&gt;
/*(0x0748/0x067C)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 580&amp;gt; 2C 05 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x07C9/0x06ED)*/ [#label_0x07C9]&lt;br /&gt;
/*(0x07C9/0x06ED)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 05 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 1300&amp;gt; 2C 16 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x084A/0x075E)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 06 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.55&amp;gt; 1D &amp;lt;%i 620&amp;gt; 2C 1E 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x08CB/0x07CF)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 07 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1.25&amp;gt; 1D &amp;lt;%i 2400&amp;gt; 2C 1A 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x094C/0x0840)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 08 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.15&amp;gt; 92 1D &amp;lt;%i 450&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 92 2C 21 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x09BA/0x08A2)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 09 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 800&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 92 2C 28 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A28/0x0904)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 0A 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 1300&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 32 92 2C 2D 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A96/0x0966)*/ 07 [@label_0x0AF0] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1B 16 ) &lt;br /&gt;
/*(0x0ABB/0x0987)*/ 	1B &amp;lt;BuildShip&amp;gt; 26 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 44 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AD5/0x099D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 03 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 45 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AF0/0x09B4)*/ [#label_0x0AF0]&lt;br /&gt;
/*(0x0AF0/0x09B4)*/ 1B &amp;lt;UpdateAllShipTemplates&amp;gt; 16 &lt;br /&gt;
/*(0x0AFA/0x09BE)*/ 04 0B &lt;br /&gt;
/*(0x0AFC/0x09C0)*/ 53&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Thekcpiper</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=66368</id>
		<title>Mods (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=66368"/>
		<updated>2015-07-04T22:57:09Z</updated>

		<summary type="html">&lt;p&gt;Thekcpiper: /* PatcherGUI Mods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Beginners Guide==&lt;br /&gt;
&lt;br /&gt;
Long War has made it easy for individual users to tweak parts of the game for their own preference. Unless otherwise noted, code changes occur in the &amp;lt;code&amp;gt;DefaultGameCore.ini&amp;lt;/code&amp;gt; file; this is commonly referred to as the DGC.ini. For a typical Windows user, this file can be found at &amp;lt;code&amp;gt;C:/Program Files x86/Steam/SteamApps/common(OR your username)/XCom-enemy-unknown/XEW/XComGame/Config&amp;lt;/code&amp;gt;. It is recommended that you download and use &#039;&#039;&#039;Notepad++&#039;&#039;&#039; to alter defaultgamecore.ini because it is visually easier to use and numbers the lines (which may be referenced in this page).&lt;br /&gt;
&lt;br /&gt;
Another useful tool is the free software &#039;&#039;&#039;WinMerge&#039;&#039;&#039;. WinMerge allows you to open two text files (like the DGC.ini) side by side and compare differences between them. This is useful when Long War is updated. To easily preserve the custom modifications you did on a previous version, open a backup copy of your old DGC.ini and the new updated version DGC.ini. WinMerge will help you quickly identify differences and apply all your previous modifications to the new Long War version.&lt;br /&gt;
&lt;br /&gt;
Note for OS X users, you will need to modify &amp;lt;code&amp;gt;XComGameCore.ini&amp;lt;/code&amp;gt;, which is located at &amp;lt;code&amp;gt;~/Library/Application Support/Feral Interactive/XCOM Enemy Unknown/XEW/MacInit/XComGameCore.ini&amp;lt;/code&amp;gt;. Some users suggest that you update &amp;lt;code&amp;gt;~/Application Support/Steam/SteamApps/common/XCom-Enemy-Unknown/XCOMData/XEW/XComGame/Config/DefaultGameCore.ini&amp;lt;/code&amp;gt; as well to be safe.  You can use the built in program TextEdit or (better) TextWrangler.&lt;br /&gt;
&lt;br /&gt;
==Base Changes==&lt;br /&gt;
&lt;br /&gt;
===Energy Changes===&lt;br /&gt;
&lt;br /&gt;
Alternative Fission and Thermo changes are proposed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
________________Pwr__Cost__Cost/Pwr_____&lt;br /&gt;
Fission Current --- 6 --- $120 --- $20.00&lt;br /&gt;
Fission Change --- 8 --- $150 --- $18.75&lt;br /&gt;
&lt;br /&gt;
Thermo Current -- 25 -- $350 --- $14.00&lt;br /&gt;
Thermo Change -- 20 -- $300 --- $15.00&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition, increase Adjacency bonus from +3 power to +4.&lt;br /&gt;
&lt;br /&gt;
With this, Fission is still less efficient than a thermo, however players shouldn&#039;t feel like they are getting an extra difficulty tacked on because they didn&#039;t get a good steam vent. Now if there is a good steam vent, it&#039;s simply a bonus. To change these options, examine lines 1395 and line 1800.&lt;br /&gt;
&lt;br /&gt;
===Start Date Change===&lt;br /&gt;
To start the campaign at a different date than March 1st. Change the value found in &amp;lt;code&amp;gt;defaultgamedata.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appearance Changes===&lt;br /&gt;
&lt;br /&gt;
How to Remove the Gene Mod Armor:&lt;br /&gt;
&lt;br /&gt;
This will replace the gene mod armor with a sleeved chest plate. However, said chest plate was designed to have shoulder pads, which are missing, so there will be a noticeable gap with either gene mods or those who use tactical vests instead of tactical armor. The gap is textured, so it won&#039;t break any models. You can still add shoulder pads by using decos ingame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Use CTRL + F To find the following&lt;br /&gt;
&lt;br /&gt;
UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar_GM,ArchetypeName=&amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Remove both GMs from &amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now the game will read the normal armor instead of the GM version. &lt;br /&gt;
You can choose to do this to specific models, or use find and replace to change them all. &lt;br /&gt;
To use find and replace, I recommend you find _GM&amp;quot; and _GM. and replace them with &amp;quot; and . respectively.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to change default color, and headgear.&lt;br /&gt;
&lt;br /&gt;
In your DefaultGameCore.ini file, you&#039;ll be able to find lines that alter the rookie&#039;s starting color, and headgear, as well as the first time they are promoted to a class. Acceptable values, and their definitions, can be found here.&lt;br /&gt;
http://wiki.tesnexus.com/index.php?title=Initial_soldier_appearance_-_XCOM:EU_2012#Tables (&amp;lt; Someone hyperlink that for me, please.)&lt;br /&gt;
&lt;br /&gt;
Note that you must make these changes &#039;&#039;&#039;before&#039;&#039;&#039; starting a new game for them to take effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
If you press &amp;quot;CTRL + F&amp;quot;, you will open up the find menu. Locate the comment;&lt;br /&gt;
&lt;br /&gt;
; Initial soldier appearance&lt;br /&gt;
&lt;br /&gt;
and you will find directly below it;&lt;br /&gt;
&lt;br /&gt;
DEFENDER_MEDIKIT	= 6		; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)&lt;br /&gt;
COUNCIL_STAT_BONUS	= -1	; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)&lt;br /&gt;
ShowUFOsOnMission	= -1	; Rookie headgear; See readme for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.&lt;br /&gt;
&lt;br /&gt;
Use the values linked above to find exactly what you want. &lt;br /&gt;
To change the promotes, find the following lines directly below the rookie&#039;s section, and change the numbers to any value between 0-32 or -1 for no change.&lt;br /&gt;
&lt;br /&gt;
; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!&lt;br /&gt;
HQ_BASE_POWER = 32			; Sniper Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Sniper Headgear&lt;br /&gt;
HQ_BASE_POWER = 15			; Scout Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Scout Headgear&lt;br /&gt;
HQ_BASE_POWER = 12			; Rocketeer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Rocketeer Headgear&lt;br /&gt;
HQ_BASE_POWER = 9			; Gunner Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Gunner Headgear&lt;br /&gt;
HQ_BASE_POWER = 29			; Medic Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Medic Headgear&lt;br /&gt;
HQ_BASE_POWER = 22			; Engineer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Engineer Headgear&lt;br /&gt;
HQ_BASE_POWER = 21			; Assault Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Assault Headgear&lt;br /&gt;
HQ_BASE_POWER = 19			; Infantry Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Infantry Headgear&lt;br /&gt;
&lt;br /&gt;
Please note, that any text after a ; is a comment, and editing anything past them will do nothing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MECs earn full XP for kills===&lt;br /&gt;
This change requires Hex Editor.&lt;br /&gt;
&lt;br /&gt;
* Open XComGame.upk file in \Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole folder with HxD&lt;br /&gt;
* Search -&amp;gt; Find -&amp;gt; Datatype Hex-Values: A0 00 E7 85 00 00 38 3F 2C &#039;&#039;&#039;02&#039;&#039;&#039; 16&lt;br /&gt;
* Replace 02 with 01.&lt;br /&gt;
&lt;br /&gt;
This will eliminate the penalty. Setting it to 03 will give them 1/3rd of XP for kills.[http://www.reddit.com/r/Xcom/comments/2g04ye/lw_in_vanilla_mecs_earn_half_the_xp_for_kills/ckerbtf]&lt;br /&gt;
&lt;br /&gt;
==INI Meld editing==&lt;br /&gt;
===Item Costs===&lt;br /&gt;
Costs in engineering can be edited in the DefaultGameCore.INI file. As you most limited resource will probably be Meld, and the way the data is in the .ini file, this will help your inner engineer&#039;s itch to want to build items. Beginning about halfway down, you will start to see &amp;quot;iElerium=&amp;quot; lines. Comments helpfully point out that these are both the Meld &#039;&#039;and&#039;&#039; Elerium entries. You may want to keep an untouched INI file and/or use the UFOPaedia&#039;s pages as references. Now for editing:&lt;br /&gt;
&lt;br /&gt;
As you can see in the [[Armor_%28Long_War%29#MEC_Armor|Armor]] section, the MEC suits of Warden, Sentinel, and Paladin cost, respectively, 20 meld and 20 Elerium, 40 Meld and 30 Elerium, 60 meld and 50 Elerium for their fabrication costs (on top of credits and alloys). In the .ini file, they are, again respectively, simply labeled &amp;quot;; MEC-1&amp;quot;, &amp;quot;; MEC-2&amp;quot;, &amp;quot;; MEC-3&amp;quot;. Now see that the &amp;quot;IElerium=&amp;quot; values are, once more respectively, 20020, 40030, 60050. As you can see, there is a placeholder 0 in any given iElerium entry-- for any item that has a Meld cost. As this section focuses on just meld editing, this won&#039;t be editing the Elerium cost (and will assume you won&#039;t, as you don&#039;t want to make the Long War _too_ easy). Therefore, you will only be editing the value &#039;&#039;in front&#039;&#039; of the placeholder 0.&lt;br /&gt;
&lt;br /&gt;
Ergo: changing 20020, 40030, 60050 to, say, 5020 (note it goes from 5 to 4 intergers), 20030, 30050 would change the meld costs of Warden armor from 20 to 5 units of Meld, Sentinel from 40 to 20, and Paladin from 60 to 30 (while not changing the Elerium costs). Again, note that changing the Warden&#039;s &amp;quot;20&amp;quot; to &amp;quot;5&amp;quot; -- and &#039;&#039;not&#039;&#039; &amp;quot;05&amp;quot; -- in front of the &#039;placeholder&#039; 0 will reduce the cost from 20 to 5 units of Meld. This method works on all the &amp;quot;iElerium=&amp;quot; entries under the &amp;quot;; Gear&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
Near the bottom of the file, you will find &amp;quot;; Gene Mod Configuration&amp;quot;. Depending on your choice of editor, the entries may not line up, so be aware that in this section, &amp;quot;iAlloys=&amp;quot; is the variable set for Meld cost for gene mods. As these variables are more simply written, merely edit them to your desired cost. And for reference, &amp;quot;iTime=&amp;quot; entries are for how long each mod requires a soldier to be inside the Gene Lab&#039;s tanks, and &amp;quot;iEng=&amp;quot; are the penalty hours added to fatigue.&lt;br /&gt;
&lt;br /&gt;
===Meld Expiration Timer===&lt;br /&gt;
In &amp;lt;code&amp;gt;DefaultRandomSpawns.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will find the lines:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
[XComLZMutator.XComMeldSpawnMutator]&lt;br /&gt;
&lt;br /&gt;
NumContainers = 3&lt;br /&gt;
DestroyedOnTurn = (DistToPlayer / (96 * 8)) * EqSlope + EqConst (96 * 8 - mobility in UU)&lt;br /&gt;
EqSlope = 1.5&lt;br /&gt;
&lt;br /&gt;
EqConst = 1&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By increasing the number after EqSlope (default 1.55), you can increase the number of turns it takes before meld expires.&lt;br /&gt;
&lt;br /&gt;
==Second Wave Option Changes==&lt;br /&gt;
&lt;br /&gt;
===Aiming Angles===&lt;br /&gt;
&lt;br /&gt;
It may be the case that 90 degrees is too small of an arc for cover to provide full protection, so we can cut the aiming angle down to 30 degrees. This gives your cover a 120 degree arc in which it provides full protection, so you can easily fight enemies so long as you&#039;re not stupid about picking your cover.&lt;br /&gt;
&lt;br /&gt;
You can change the settings in defaultgamecore.ini, and there is a diagram in there to help explain it:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Top down view&lt;br /&gt;
;&lt;br /&gt;
;     B  &lt;br /&gt;
;      \ &lt;br /&gt;
;       \&lt;br /&gt;
;  A-----^&lt;br /&gt;
;        T&lt;br /&gt;
;&lt;br /&gt;
; T is a target with cover in the direction of &#039;^&#039;.&lt;br /&gt;
; A is a shooter with the maximum aiming angle aim bonus &lt;br /&gt;
; B is a shooter with the minimum aiming angle aim bonus&lt;br /&gt;
; The aiming angle bonus increases linearly in the angle range between A and B&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
SW_AIMING_ANGLE_THRESHOLD= 30.0f; 45.0f; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90&lt;br /&gt;
SW_AIMING_ANGLE_MINBONUS=5      ; Shooter B&#039;s aiming angle bonus is SW_AIMING_ANGLE_MINBONUS&lt;br /&gt;
SW_AIMING_ANGLE_MAXBONUS=-5     ; Shooter A&#039;s aiming angle bonus is [T&#039;s Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The option for 45 degrees is commented out, and replaced it with 30 degrees. With these settings, 30 degrees to parallel (60 degrees off of perpendicular), gives a +5 to hit. Just shy of the 90 degree flank, it&#039;s +(coverbonus - 5) to hit.&lt;br /&gt;
&lt;br /&gt;
===Red Fog===&lt;br /&gt;
&#039;&#039;&#039;Mobility Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Q: Given that the mobility penalty in the DGC.ini is listed in the format &amp;quot;6.0f&amp;quot;, what does this mean?&lt;br /&gt;
&lt;br /&gt;
A: It means that at most there is a -6 mobility penalty that would be applied at 0% health. Since it can&#039;t hit 0% health, effectively the worst mobility penalty achievable is -5 mobility if severely wounded. This value is measured in meters, the same scaling units that are shown in the barracks view. The mobility stat is an integer value measured in meters, and each tile is 1.5 meters x 1.5 meters, so 5 mobility = 3.33 tiles roughly.&lt;br /&gt;
&lt;br /&gt;
Both the aim and mobility red fog penalties are subtractive, not multiplicative.&lt;br /&gt;
&lt;br /&gt;
For example, the poison/acid mobility debuff is a 25% multiplicative penalty. The unit loses 25% of its maximum movement, so a unit with 14 mobility would have 14 * 0.75 = 10.5 rounded down to 10 mobility, which is effectively -4 mobility.&lt;br /&gt;
&lt;br /&gt;
The %-based mobility penalties are:&lt;br /&gt;
Mindfray - 50% mobility penalty&lt;br /&gt;
Flashbang - 40% mobility penalty&lt;br /&gt;
Poison/acid - 25% mobility penalty&lt;br /&gt;
Catching breath - 75% mobility penalty&lt;br /&gt;
&lt;br /&gt;
All %-based mobility penalties are applied AFTER the additive/subtractive mobility modifiers (Red Fog, perks, inventory).&lt;br /&gt;
&lt;br /&gt;
Thus to make Red Fog carry more significant movement penalty:&lt;br /&gt;
&lt;br /&gt;
    Search for SW_COVER_INCREASE and edit it to =9.9f&lt;br /&gt;
&lt;br /&gt;
==Weapon and Item Changes==&lt;br /&gt;
&lt;br /&gt;
===The MEC Nuclear Option===&lt;br /&gt;
&lt;br /&gt;
For players that are not too fond of the grenade launcher for the MEC, they can switch its functionality to a last-ditch-option onboard nuclear reactor overload weapon. Find the line in defaultgamecore.ini that begins: &lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher, &lt;br /&gt;
&lt;br /&gt;
And replace the entire line with:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher,       ABILITIES[0]=eAbility_MEC_GrenadeLauncher, 	ABILITIES[1]=0,                      ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Mec, 		Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Explosive, Properties[4]=0,               Properties[5]=0,        iDamage=275,  iEnvironmentDamage=750, iRange=1,  iReactionRange=30, iReactionAngle=200, iRadius=700,  iCritical=0,  iOffenseBonus=0,  iSuppression=0,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By loading out the grenade launcher on a MEC, this will give you an option to overload the MECs (hypothetical) nuclear reactor resulting in a massive explosion that is guaranteed to kill/destroy everything (including the MEC) in a wide radius surrounding the MEC. Use only in cases of extreme clusterfuck/heroism.&lt;br /&gt;
&lt;br /&gt;
===Arc Thrower===&lt;br /&gt;
&lt;br /&gt;
With the release of B15, the code required for a pistol slot Arc Thrower is included in the DGC.ini. To make the change, all you need to do is comment out (add a &amp;quot;;&amp;quot;) the default line for the arc thrower and remove the comment located several lines lower. Essentially you tell the game to stop reading the default line of arc thrower code and begin reading the pre-built code enabling the pistol slot. It is explained in the comments of the DGC.ini.&lt;br /&gt;
&lt;br /&gt;
It is possible to equip the arc thrower as a pistol. Adjust the default line&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to allow for pistol slot only &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Pistol, Properties[4]=eWP_Backpack, Properties[5]=eWP_Secondary, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(Properies[5] of the Arc Thrower item was set to eWP_Pistol)&lt;br /&gt;
&lt;br /&gt;
To increase the range of the Arc Thrower to normal vision range, replace line 1673 in DefaultGameCore.ini with this:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Itembalance_Normal=(eItem=eItem_ArcThrower,					iCash=100,	iElerium=0,		iAlloys=94000,		iTime=10,	iEng=20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The iAlloys field for the Arc Thrower item was set to 94000)&lt;br /&gt;
&lt;br /&gt;
Remember that each item has 2 different listings.&lt;br /&gt;
&lt;br /&gt;
==iceofwolf&#039;s Modification Package==&lt;br /&gt;
This package is recommended with Red Fog and Aiming Angles enabled. Red Fog, so that every hit point has meaning; and Aiming Angles, so that proper or improper positioning makes a bigger difference.&lt;br /&gt;
&lt;br /&gt;
===General Disclaimer===&lt;br /&gt;
Posted by request. This package was a personal rebalancing of several aspects exposed in the DefaultGameCore.ini. These changes were played in early to early-mid; their balance is untested in late-mid to late game. They were made in Long War beta 13 and may not work with earlier or later betas. Please include information on all mods made to the game, including .ini modifications, when reporting bugs or providing feedback to the mod developers.&lt;br /&gt;
&lt;br /&gt;
Although the majority of the modifications made to the Long War mod were made as soon as beta 13 was downloaded, some were added as the game was played. Some modifications that are included in the linked file may have been missed in the wiki detail due to poor personal changelog habits.&lt;br /&gt;
&lt;br /&gt;
Please thank the devs of Long War not only for the Long War mod itself, but more importantly, for opening up the XCOM game so that players can alter their mod to suit individual preferences.&lt;br /&gt;
&lt;br /&gt;
===DefaultGameCore.ini===&lt;br /&gt;
This link will be removed at request of the moderators of this page or at request of the developers of the Long War mod.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/t9ojup01xhaua2t/DefaultGameCore.ini Dropbox Link]&lt;br /&gt;
&lt;br /&gt;
===XCOM Unit Modifications===&lt;br /&gt;
Soldier starting stats vary by much greater margins.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Soldier&amp;lt;/code&amp;gt; and edit the Will entry to =30&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Easy=( eType=eChar_Soldier,             iDamage=0,  iCritHit=0&amp;lt;/code&amp;gt; and edit the iDefense entry to =15&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_AIM=&amp;lt;/code&amp;gt; and edit it to =45&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HIGH_MOBILITY&amp;lt;/code&amp;gt; and edit it to =-15 (that&#039;s negative 15; it&#039;s necessary for how the game rolls random stats)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_WILL&amp;lt;/code&amp;gt; and edit it to =10&lt;br /&gt;
&lt;br /&gt;
Starting barracks is filled with 64 eager rookies. With the above variation in stats, the additional bodies may be needed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;NUM_STARTING_SOLDIERS&amp;lt;/code&amp;gt; and edit it to =64&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers are easier to field. (If it were possible, I&#039;d make this a binary check: If the soldier&#039;s Will exceeds the power he is trying for, then he succeeds; if not, he fails. I&#039;d also obscure the percentage chance. Since no such code is exposed, everybody gets psi if they spend the time to do it.)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_GIFT_CHANCE&amp;lt;/code&amp;gt; and edit it to =.99&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_TRAINING_HOURS&amp;lt;/code&amp;gt; and edit it to =144&lt;br /&gt;
&lt;br /&gt;
Psi XP requirements reduced.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;; Psi XP Levels&amp;lt;/code&amp;gt; and alter the required XP as desired.&lt;br /&gt;
&lt;br /&gt;
===Equipment Modifications===&lt;br /&gt;
Laser Sniper Rifle, Scatter Laser and Laser Strike Rifle all have ballistic ammo levels. Further weapon tiers were not modified because the effect on game balance could not be directly observed; modify higher tiers to your own liking.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle,    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,			 ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_MoveLimited,   Properties[2]=0,   			  Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0,    iCritical=25, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Sniper Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun,          ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Assault,    Properties[1]=eWP_Rifle,     	 Properties[2]=0,                 Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=60, iRange=30,  iReactionRange=14, iReactionAngle=360, iRadius=0,    iCritical=20, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Laser&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227,         				    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0, 			      ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_Overheats,   	 Properties[2]=eWP_MoveLimited,   Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=36,  iReactionRange=36, iReactionAngle=200, iRadius=0,    iCritical=15, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Strike Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All armor small item equippables confer the Secondary Heart perk.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating,				iCash=100,	iElerium=0,		iAlloys=4020,		iTime=10,	iEng=35);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor,			iCash=0,	iElerium=0,		iAlloys=4005,		iTime=7,	iEng=15);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=94&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=94,  								iCash=60,	iElerium=5002,	iAlloys=4003,		iTime=7,	iEng=30)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=95&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=95,								iCash=-1,	iElerium=0,		iAlloys=4000,		iTime=-1,	iEng=-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=220&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=220,								iCash=70,	iElerium=0,		iAlloys=4010,		iTime=7,	iEng=12);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tactical Modifications===&lt;br /&gt;
Flying provides no defensive bonus. This also causes flying units to be counted as exposed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;AIR_EVADE_DEF&amp;lt;/code&amp;gt; and edit it to =0&lt;br /&gt;
&lt;br /&gt;
===Resource Modifications===&lt;br /&gt;
Mechtoids and Floaters provide significantly more Meld.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;MECHTOID_MELD&amp;lt;/code&amp;gt; and edit it to =80&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HFLOATER_MELD&amp;lt;/code&amp;gt; and edit it to =1030&lt;br /&gt;
&lt;br /&gt;
Strategy game altered so that resources are more plentiful and all items are cheaper, but take longer to build. Net result can be gamed, arguably: rushing an item will result in the same credit, alloy and elerium cost as the base LW mod, but will take 75% of the time it would take in the base LW mod -- but this also adds a Meld cost.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ABDUCTION_REWARD_CASH&amp;lt;/code&amp;gt; and edit it to =300&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_TIME_BALANCE&amp;lt;/code&amp;gt; and edit it to =1.5&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_CREDIT_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ELERIUM_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ALLOY_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_MELD_BALANCE&amp;lt;/code&amp;gt; and edit it to =.25&lt;br /&gt;
&lt;br /&gt;
===Enemy Unit Modifications===&lt;br /&gt;
Thin Man poison spit reduced to range of 5.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague,                   ABILITIES[0]=eAbility_Plague,         ABILITIES[1]=0,                            ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Support,    Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Backpack,  Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=45,  iRange=5,  iReactionRange=25, iReactionAngle=200, iRadius=144,  iCritical=0,  iOffenseBonus=0,  iSuppression=202, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes removed from all Chryssalid units.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0, iDefense=5,	iHP=1, 	iMobility=0,	iWill=0); Lightning Reflexes (removed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Exalt and Elite Exalt that have not been promoted to navigator/leader have significantly reduced hit points, putting all Exalt into one-shot territory. Their offensive capabilities have not been altered.&lt;br /&gt;
:Search the Characters block (the first major block of text after armors) for any entry with &amp;quot;Exalt&amp;quot; in the name. Find &amp;lt;code&amp;gt;HP=&amp;lt;/code&amp;gt; on that line. Adjust as desired.&lt;br /&gt;
&lt;br /&gt;
All alien and Exalt final forms have been disabled, except the leader/navigator. This final upgrade would normally occur at &amp;quot;alien research threshold&amp;quot; 900, which is a rough estimate of how many days have passed since the beginning of the game, modified by alien research efforts. These final upgrades give the aliens substantially higher stats and seem to have been intended to provide a sense of urgency and/or provoke the player to finish the game (to be fair, two to three years is plenty long enough). This file disables them simply because the author of the package modding the mod doesn&#039;t like them.&lt;br /&gt;
&lt;br /&gt;
To re-enable these super upgrades or to disable earlier upgrades, search for &amp;lt;code&amp;gt;; ALIEN AUTOMATIC UPGRADES&amp;lt;/code&amp;gt;. The section that follows details all of the upgrades each non-XCOM unit can receive over time, most of which start at &amp;quot;210&amp;quot;. Place a semicolon at the beginning of any line which you want to disable, or remove the semicolon from each unit line you want to re-enable.&lt;br /&gt;
&lt;br /&gt;
Note that, despite denying aliens and Exalt their final upgrades and restricting Exalt starting HP, leader/navigator types of each alien will remain a significant threat.&lt;br /&gt;
&lt;br /&gt;
== PatcherGUI Mods ==&lt;br /&gt;
=== Improved Neural Feedback ===&lt;br /&gt;
&lt;br /&gt;
Roughly 2.5x the feedback damage&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
//This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool&lt;br /&gt;
UPK_FILE = XComGame.upk&lt;br /&gt;
OBJECT = XGUnit.ApplyNeuralFeedback : AUTO&lt;br /&gt;
[BEFORE_CODE]&lt;br /&gt;
/*(0x0ACB/0x078F)*/ 0F 00 &amp;lt;.iDmg&amp;gt; FA 91 93 38 44 AB 38 3F 19 1A 25 00 &amp;lt;.kTarget&amp;gt; [@] &amp;lt;XGUnitNativeBase.GetWill.ReturnValue&amp;gt; 00 ( 1B &amp;lt;GetWill&amp;gt; 16 ) 1E &amp;lt;%f 1.3&amp;gt; 16 1B &amp;lt;GetWill&amp;gt; 16 16 2C 0A 16 26 16 &lt;br /&gt;
&lt;br /&gt;
[AFTER_CODE]&lt;br /&gt;
/*(0x0ACB/0x078F)*/ 0F 00 &amp;lt;.iDmg&amp;gt; FA 91 93 38 44 AB 38 3F 19 1A 25 00 &amp;lt;.kTarget&amp;gt; [@] &amp;lt;XGUnitNativeBase.GetWill.ReturnValue&amp;gt; 00 ( 1B &amp;lt;GetWill&amp;gt; 16 ) 1E &amp;lt;%f 1.7&amp;gt; 16 1B &amp;lt;GetWill&amp;gt; 16 16 2C 0A 16 26 16 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Double Damage XCOM Aircraft Weapons ===&lt;br /&gt;
&lt;br /&gt;
XCOM aircraft weapons have been modified to do double damage (armor penetration unchanged). Alien air weapons unchanged. Use PatcherGUI to implement.&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
//This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool&lt;br /&gt;
UPK_FILE = XComStrategyGame.upk&lt;br /&gt;
OBJECT = XGItemTree.UpdateShips : AUTO&lt;br /&gt;
[REPLACEMENT_CODE]&lt;br /&gt;
/*(0x0000/0x0000)*/ 0F 01 &amp;lt;@m_iCurrentCategory&amp;gt; FB 91 1B &amp;lt;STAT_GetStat&amp;gt; 26 16 2C 1E 16 2C 00 2C 20 16 &lt;br /&gt;
/*(0x001F/0x001B)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 02 1D &amp;lt;%i 2000&amp;gt; 2C 0A 2C 08 25 25 16 &lt;br /&gt;
/*(0x0036/0x0032)*/ 07 [@label_0x0048] 72 1B &amp;lt;ENGINEERING&amp;gt; 16 2A 16 &lt;br /&gt;
/*(0x0046/0x0042)*/ 	04 0B &lt;br /&gt;
/*(0x0048/0x0044)*/ [#label_0x0048]&lt;br /&gt;
/*(0x0048/0x0044)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 01 1D &amp;lt;%i 1500&amp;gt; 92 2C 0A 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 2500&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 05 92 2C 00 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x00EB/0x00DB)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 03 1D &amp;lt;%i 3500&amp;gt; 92 2C 0F 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 4000&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 19 92 2C 05 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x018E/0x0172)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 04 1D &amp;lt;%i 3000&amp;gt; 2C 2A 92 1D &amp;lt;%i 750&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 2C 03 16 &lt;br /&gt;
/*(0x01B9/0x0199)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 12 2C 0F 16 &lt;br /&gt;
/*(0x01E4/0x01C0)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 06 1D &amp;lt;%i 1700&amp;gt; 2C 19 92 1D &amp;lt;%i 4000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1E 2C 02 16 &lt;br /&gt;
/*(0x020F/0x01E7)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 07 1D &amp;lt;%i 1200&amp;gt; 2C 12 92 1D &amp;lt;%i 5000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 00 16 &lt;br /&gt;
/*(0x023A/0x020E)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 08 1D &amp;lt;%i 2000&amp;gt; 2C 23 92 1D &amp;lt;%i 9000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 24 2C 14 16 &lt;br /&gt;
/*(0x0265/0x0235)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 09 1D &amp;lt;%i 3500&amp;gt; 2C 3C 92 1D &amp;lt;%i 2500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 28 2C 19 16 &lt;br /&gt;
/*(0x0290/0x025C)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0A 1D &amp;lt;%i 2500&amp;gt; 2C 28 92 1D &amp;lt;%i 850&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 0C 2C 07 16 &lt;br /&gt;
/*(0x02BB/0x0283)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0B 1D &amp;lt;%i 2600&amp;gt; 2C 20 92 1D &amp;lt;%i 1500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 05 2C 07 16 &lt;br /&gt;
/*(0x02E6/0x02AA)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0C 1D &amp;lt;%i 1500&amp;gt; 2C 18 92 1D &amp;lt;%i 3500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 2C 03 16 &lt;br /&gt;
/*(0x0311/0x02D1)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0D 1D &amp;lt;%i 1300&amp;gt; 2C 14 92 1D &amp;lt;%i 6000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 19 2C 00 16 &lt;br /&gt;
/*(0x033C/0x02F8)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0E 1D &amp;lt;%i 1400&amp;gt; 2C 23 92 1D &amp;lt;%i 8000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1C 2C 12 16 &lt;br /&gt;
/*(0x0367/0x031F)*/ 07 [@label_0x0391] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 08 16 &lt;br /&gt;
/*(0x0377/0x032B)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 05 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 09 4A 16 &lt;br /&gt;
/*(0x0391/0x0341)*/ [#label_0x0391]&lt;br /&gt;
/*(0x0391/0x0341)*/ 07 [@label_0x03BC] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0A 16 &lt;br /&gt;
/*(0x03A1/0x034D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0A 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 4F 2C 08 2C 08 16 &lt;br /&gt;
/*(0x03BC/0x0364)*/ [#label_0x03BC]&lt;br /&gt;
/*(0x03BC/0x0364)*/ 07 [@label_0x0402] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0C 16 &lt;br /&gt;
/*(0x03CC/0x0370)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 06 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 51 2C 09 2C 08 16 &lt;br /&gt;
/*(0x03E7/0x0387)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0D 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 52 2C 09 2C 08 16 &lt;br /&gt;
/*(0x0402/0x039E)*/ [#label_0x0402]&lt;br /&gt;
/*(0x0402/0x039E)*/ 07 [@label_0x0473] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 12 16 &lt;br /&gt;
/*(0x0412/0x03AA)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0B 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 08 2C 08 16 &lt;br /&gt;
/*(0x042D/0x03C1)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0E 01 &amp;lt;@m_strSizeVeryLarge&amp;gt; 24 54 2C 09 2C 09 16 &lt;br /&gt;
/*(0x0448/0x03D8)*/ 	1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 14 16 &lt;br /&gt;
/*(0x0473/0x03FF)*/ [#label_0x0473]&lt;br /&gt;
/*(0x0473/0x03FF)*/ 07 [@label_0x051C] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 2C 16 ) &lt;br /&gt;
/*(0x0498/0x0420)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 460&amp;gt; 2C 12 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0519/0x0491)*/ 	06 [@label_0x059D] &lt;br /&gt;
/*(0x051C/0x0494)*/ [#label_0x051C]&lt;br /&gt;
/*(0x051C/0x0494)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 280&amp;gt; 2C 05 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x059D/0x0505)*/ [#label_0x059D]&lt;br /&gt;
/*(0x059D/0x0505)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 02 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 1.5&amp;gt; 1D &amp;lt;%i 400&amp;gt; 2C 0A 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x061E/0x0576)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 03 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 2&amp;gt; 1D &amp;lt;%i 680&amp;gt; 2C 00 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x069F/0x05E7)*/ 07 [@label_0x0748] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 22 16 ) &lt;br /&gt;
/*(0x06C4/0x0608)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 600&amp;gt; 2C 0B 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0745/0x0679)*/ 	06 [@label_0x07C9] &lt;br /&gt;
/*(0x0748/0x067C)*/ [#label_0x0748]&lt;br /&gt;
/*(0x0748/0x067C)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 580&amp;gt; 2C 05 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x07C9/0x06ED)*/ [#label_0x07C9]&lt;br /&gt;
/*(0x07C9/0x06ED)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 05 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 1300&amp;gt; 2C 16 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x084A/0x075E)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 06 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.55&amp;gt; 1D &amp;lt;%i 620&amp;gt; 2C 1E 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x08CB/0x07CF)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 07 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1.25&amp;gt; 1D &amp;lt;%i 2400&amp;gt; 2C 1A 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x094C/0x0840)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 08 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.15&amp;gt; 92 1D &amp;lt;%i 450&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 92 2C 21 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x09BA/0x08A2)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 09 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 800&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 92 2C 28 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A28/0x0904)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 0A 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 1300&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 32 92 2C 2D 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A96/0x0966)*/ 07 [@label_0x0AF0] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1B 16 ) &lt;br /&gt;
/*(0x0ABB/0x0987)*/ 	1B &amp;lt;BuildShip&amp;gt; 26 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 44 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AD5/0x099D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 03 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 45 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AF0/0x09B4)*/ [#label_0x0AF0]&lt;br /&gt;
/*(0x0AF0/0x09B4)*/ 1B &amp;lt;UpdateAllShipTemplates&amp;gt; 16 &lt;br /&gt;
/*(0x0AFA/0x09BE)*/ 04 0B &lt;br /&gt;
/*(0x0AFC/0x09C0)*/ 53&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Thekcpiper</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=66330</id>
		<title>Mods (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=66330"/>
		<updated>2015-07-04T01:33:01Z</updated>

		<summary type="html">&lt;p&gt;Thekcpiper: /* Double Damage XCOM Aircraft Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Beginners Guide==&lt;br /&gt;
&lt;br /&gt;
Long War has made it easy for individual users to tweak parts of the game for their own preference. Unless otherwise noted, code changes occur in the &amp;lt;code&amp;gt;DefaultGameCore.ini&amp;lt;/code&amp;gt; file; this is commonly referred to as the DGC.ini. For a typical Windows user, this file can be found at &amp;lt;code&amp;gt;C:/Program Files x86/Steam/SteamApps/common(OR your username)/XCom-enemy-unknown/XEW/XComGame/Config&amp;lt;/code&amp;gt;. It is recommended that you download and use &#039;&#039;&#039;Notepad++&#039;&#039;&#039; to alter defaultgamecore.ini because it is visually easier to use and numbers the lines (which may be referenced in this page).&lt;br /&gt;
&lt;br /&gt;
Another useful tool is the free software &#039;&#039;&#039;WinMerge&#039;&#039;&#039;. WinMerge allows you to open two text files (like the DGC.ini) side by side and compare differences between them. This is useful when Long War is updated. To easily preserve the custom modifications you did on a previous version, open a backup copy of your old DGC.ini and the new updated version DGC.ini. WinMerge will help you quickly identify differences and apply all your previous modifications to the new Long War version.&lt;br /&gt;
&lt;br /&gt;
Note for OS X users, you will need to modify &amp;lt;code&amp;gt;XComGameCore.ini&amp;lt;/code&amp;gt;, which is located at &amp;lt;code&amp;gt;~/Library/Application Support/Feral Interactive/XCOM Enemy Unknown/XEW/MacInit/XComGameCore.ini&amp;lt;/code&amp;gt;. Some users suggest that you update &amp;lt;code&amp;gt;~/Application Support/Steam/SteamApps/common/XCom-Enemy-Unknown/XCOMData/XEW/XComGame/Config/DefaultGameCore.ini&amp;lt;/code&amp;gt; as well to be safe.  You can use the built in program TextEdit or (better) TextWrangler.&lt;br /&gt;
&lt;br /&gt;
==Base Changes==&lt;br /&gt;
&lt;br /&gt;
===Energy Changes===&lt;br /&gt;
&lt;br /&gt;
Alternative Fission and Thermo changes are proposed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
________________Pwr__Cost__Cost/Pwr_____&lt;br /&gt;
Fission Current --- 6 --- $120 --- $20.00&lt;br /&gt;
Fission Change --- 8 --- $150 --- $18.75&lt;br /&gt;
&lt;br /&gt;
Thermo Current -- 25 -- $350 --- $14.00&lt;br /&gt;
Thermo Change -- 20 -- $300 --- $15.00&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition, increase Adjacency bonus from +3 power to +4.&lt;br /&gt;
&lt;br /&gt;
With this, Fission is still less efficient than a thermo, however players shouldn&#039;t feel like they are getting an extra difficulty tacked on because they didn&#039;t get a good steam vent. Now if there is a good steam vent, it&#039;s simply a bonus. To change these options, examine lines 1395 and line 1800.&lt;br /&gt;
&lt;br /&gt;
===Start Date Change===&lt;br /&gt;
To start the campaign at a different date than March 1st. Change the value found in &amp;lt;code&amp;gt;defaultgamedata.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appearance Changes===&lt;br /&gt;
&lt;br /&gt;
How to Remove the Gene Mod Armor:&lt;br /&gt;
&lt;br /&gt;
This will replace the gene mod armor with a sleeved chest plate. However, said chest plate was designed to have shoulder pads, which are missing, so there will be a noticeable gap with either gene mods or those who use tactical vests instead of tactical armor. The gap is textured, so it won&#039;t break any models. You can still add shoulder pads by using decos ingame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Use CTRL + F To find the following&lt;br /&gt;
&lt;br /&gt;
UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar_GM,ArchetypeName=&amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Remove both GMs from &amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now the game will read the normal armor instead of the GM version. &lt;br /&gt;
You can choose to do this to specific models, or use find and replace to change them all. &lt;br /&gt;
To use find and replace, I recommend you find _GM&amp;quot; and _GM. and replace them with &amp;quot; and . respectively.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to change default color, and headgear.&lt;br /&gt;
&lt;br /&gt;
In your DefaultGameCore.ini file, you&#039;ll be able to find lines that alter the rookie&#039;s starting color, and headgear, as well as the first time they are promoted to a class. Acceptable values, and their definitions, can be found here.&lt;br /&gt;
http://wiki.tesnexus.com/index.php?title=Initial_soldier_appearance_-_XCOM:EU_2012#Tables (&amp;lt; Someone hyperlink that for me, please.)&lt;br /&gt;
&lt;br /&gt;
Note that you must make these changes &#039;&#039;&#039;before&#039;&#039;&#039; starting a new game for them to take effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
If you press &amp;quot;CTRL + F&amp;quot;, you will open up the find menu. Locate the comment;&lt;br /&gt;
&lt;br /&gt;
; Initial soldier appearance&lt;br /&gt;
&lt;br /&gt;
and you will find directly below it;&lt;br /&gt;
&lt;br /&gt;
DEFENDER_MEDIKIT	= 6		; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)&lt;br /&gt;
COUNCIL_STAT_BONUS	= -1	; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)&lt;br /&gt;
ShowUFOsOnMission	= -1	; Rookie headgear; See readme for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.&lt;br /&gt;
&lt;br /&gt;
Use the values linked above to find exactly what you want. &lt;br /&gt;
To change the promotes, find the following lines directly below the rookie&#039;s section, and change the numbers to any value between 0-32 or -1 for no change.&lt;br /&gt;
&lt;br /&gt;
; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!&lt;br /&gt;
HQ_BASE_POWER = 32			; Sniper Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Sniper Headgear&lt;br /&gt;
HQ_BASE_POWER = 15			; Scout Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Scout Headgear&lt;br /&gt;
HQ_BASE_POWER = 12			; Rocketeer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Rocketeer Headgear&lt;br /&gt;
HQ_BASE_POWER = 9			; Gunner Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Gunner Headgear&lt;br /&gt;
HQ_BASE_POWER = 29			; Medic Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Medic Headgear&lt;br /&gt;
HQ_BASE_POWER = 22			; Engineer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Engineer Headgear&lt;br /&gt;
HQ_BASE_POWER = 21			; Assault Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Assault Headgear&lt;br /&gt;
HQ_BASE_POWER = 19			; Infantry Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Infantry Headgear&lt;br /&gt;
&lt;br /&gt;
Please note, that any text after a ; is a comment, and editing anything past them will do nothing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MECs earn full XP for kills===&lt;br /&gt;
This change requires Hex Editor.&lt;br /&gt;
&lt;br /&gt;
* Open XComGame.upk file in \Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole folder with HxD&lt;br /&gt;
* Search -&amp;gt; Find -&amp;gt; Datatype Hex-Values: A0 00 E7 85 00 00 38 3F 2C &#039;&#039;&#039;02&#039;&#039;&#039; 16&lt;br /&gt;
* Replace 02 with 01.&lt;br /&gt;
&lt;br /&gt;
This will eliminate the penalty. Setting it to 03 will give them 1/3rd of XP for kills.[http://www.reddit.com/r/Xcom/comments/2g04ye/lw_in_vanilla_mecs_earn_half_the_xp_for_kills/ckerbtf]&lt;br /&gt;
&lt;br /&gt;
==INI Meld editing==&lt;br /&gt;
===Item Costs===&lt;br /&gt;
Costs in engineering can be edited in the DefaultGameCore.INI file. As you most limited resource will probably be Meld, and the way the data is in the .ini file, this will help your inner engineer&#039;s itch to want to build items. Beginning about halfway down, you will start to see &amp;quot;iElerium=&amp;quot; lines. Comments helpfully point out that these are both the Meld &#039;&#039;and&#039;&#039; Elerium entries. You may want to keep an untouched INI file and/or use the UFOPaedia&#039;s pages as references. Now for editing:&lt;br /&gt;
&lt;br /&gt;
As you can see in the [[Armor_%28Long_War%29#MEC_Armor|Armor]] section, the MEC suits of Warden, Sentinel, and Paladin cost, respectively, 20 meld and 20 Elerium, 40 Meld and 30 Elerium, 60 meld and 50 Elerium for their fabrication costs (on top of credits and alloys). In the .ini file, they are, again respectively, simply labeled &amp;quot;; MEC-1&amp;quot;, &amp;quot;; MEC-2&amp;quot;, &amp;quot;; MEC-3&amp;quot;. Now see that the &amp;quot;IElerium=&amp;quot; values are, once more respectively, 20020, 40030, 60050. As you can see, there is a placeholder 0 in any given iElerium entry-- for any item that has a Meld cost. As this section focuses on just meld editing, this won&#039;t be editing the Elerium cost (and will assume you won&#039;t, as you don&#039;t want to make the Long War _too_ easy). Therefore, you will only be editing the value &#039;&#039;in front&#039;&#039; of the placeholder 0.&lt;br /&gt;
&lt;br /&gt;
Ergo: changing 20020, 40030, 60050 to, say, 5020 (note it goes from 5 to 4 intergers), 20030, 30050 would change the meld costs of Warden armor from 20 to 5 units of Meld, Sentinel from 40 to 20, and Paladin from 60 to 30 (while not changing the Elerium costs). Again, note that changing the Warden&#039;s &amp;quot;20&amp;quot; to &amp;quot;5&amp;quot; -- and &#039;&#039;not&#039;&#039; &amp;quot;05&amp;quot; -- in front of the &#039;placeholder&#039; 0 will reduce the cost from 20 to 5 units of Meld. This method works on all the &amp;quot;iElerium=&amp;quot; entries under the &amp;quot;; Gear&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
Near the bottom of the file, you will find &amp;quot;; Gene Mod Configuration&amp;quot;. Depending on your choice of editor, the entries may not line up, so be aware that in this section, &amp;quot;iAlloys=&amp;quot; is the variable set for Meld cost for gene mods. As these variables are more simply written, merely edit them to your desired cost. And for reference, &amp;quot;iTime=&amp;quot; entries are for how long each mod requires a soldier to be inside the Gene Lab&#039;s tanks, and &amp;quot;iEng=&amp;quot; are the penalty hours added to fatigue.&lt;br /&gt;
&lt;br /&gt;
===Meld Expiration Timer===&lt;br /&gt;
In &amp;lt;code&amp;gt;DefaultRandomSpawns.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will find the lines:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
[XComLZMutator.XComMeldSpawnMutator]&lt;br /&gt;
&lt;br /&gt;
NumContainers = 3&lt;br /&gt;
DestroyedOnTurn = (DistToPlayer / (96 * 8)) * EqSlope + EqConst (96 * 8 - mobility in UU)&lt;br /&gt;
EqSlope = 1.5&lt;br /&gt;
&lt;br /&gt;
EqConst = 1&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By increasing the number after EqSlope (default 1.55), you can increase the number of turns it takes before meld expires.&lt;br /&gt;
&lt;br /&gt;
==Second Wave Option Changes==&lt;br /&gt;
&lt;br /&gt;
===Aiming Angles===&lt;br /&gt;
&lt;br /&gt;
It may be the case that 90 degrees is too small of an arc for cover to provide full protection, so we can cut the aiming angle down to 30 degrees. This gives your cover a 120 degree arc in which it provides full protection, so you can easily fight enemies so long as you&#039;re not stupid about picking your cover.&lt;br /&gt;
&lt;br /&gt;
You can change the settings in defaultgamecore.ini, and there is a diagram in there to help explain it:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Top down view&lt;br /&gt;
;&lt;br /&gt;
;     B  &lt;br /&gt;
;      \ &lt;br /&gt;
;       \&lt;br /&gt;
;  A-----^&lt;br /&gt;
;        T&lt;br /&gt;
;&lt;br /&gt;
; T is a target with cover in the direction of &#039;^&#039;.&lt;br /&gt;
; A is a shooter with the maximum aiming angle aim bonus &lt;br /&gt;
; B is a shooter with the minimum aiming angle aim bonus&lt;br /&gt;
; The aiming angle bonus increases linearly in the angle range between A and B&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
SW_AIMING_ANGLE_THRESHOLD= 30.0f; 45.0f; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90&lt;br /&gt;
SW_AIMING_ANGLE_MINBONUS=5      ; Shooter B&#039;s aiming angle bonus is SW_AIMING_ANGLE_MINBONUS&lt;br /&gt;
SW_AIMING_ANGLE_MAXBONUS=-5     ; Shooter A&#039;s aiming angle bonus is [T&#039;s Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The option for 45 degrees is commented out, and replaced it with 30 degrees. With these settings, 30 degrees to parallel (60 degrees off of perpendicular), gives a +5 to hit. Just shy of the 90 degree flank, it&#039;s +(coverbonus - 5) to hit.&lt;br /&gt;
&lt;br /&gt;
===Red Fog===&lt;br /&gt;
&#039;&#039;&#039;Mobility Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Q: Given that the mobility penalty in the DGC.ini is listed in the format &amp;quot;6.0f&amp;quot;, what does this mean?&lt;br /&gt;
&lt;br /&gt;
A: It means that at most there is a -6 mobility penalty that would be applied at 0% health. Since it can&#039;t hit 0% health, effectively the worst mobility penalty achievable is -5 mobility if severely wounded. This value is measured in meters, the same scaling units that are shown in the barracks view. The mobility stat is an integer value measured in meters, and each tile is 1.5 meters x 1.5 meters, so 5 mobility = 3.33 tiles roughly.&lt;br /&gt;
&lt;br /&gt;
Both the aim and mobility red fog penalties are subtractive, not multiplicative.&lt;br /&gt;
&lt;br /&gt;
For example, the poison/acid mobility debuff is a 25% multiplicative penalty. The unit loses 25% of its maximum movement, so a unit with 14 mobility would have 14 * 0.75 = 10.5 rounded down to 10 mobility, which is effectively -4 mobility.&lt;br /&gt;
&lt;br /&gt;
The %-based mobility penalties are:&lt;br /&gt;
Mindfray - 50% mobility penalty&lt;br /&gt;
Flashbang - 40% mobility penalty&lt;br /&gt;
Poison/acid - 25% mobility penalty&lt;br /&gt;
Catching breath - 75% mobility penalty&lt;br /&gt;
&lt;br /&gt;
All %-based mobility penalties are applied AFTER the additive/subtractive mobility modifiers (Red Fog, perks, inventory).&lt;br /&gt;
&lt;br /&gt;
Thus to make Red Fog carry more significant movement penalty:&lt;br /&gt;
&lt;br /&gt;
    Search for SW_COVER_INCREASE and edit it to =9.9f&lt;br /&gt;
&lt;br /&gt;
==Weapon and Item Changes==&lt;br /&gt;
&lt;br /&gt;
===The MEC Nuclear Option===&lt;br /&gt;
&lt;br /&gt;
For players that are not too fond of the grenade launcher for the MEC, they can switch its functionality to a last-ditch-option onboard nuclear reactor overload weapon. Find the line in defaultgamecore.ini that begins: &lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher, &lt;br /&gt;
&lt;br /&gt;
And replace the entire line with:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher,       ABILITIES[0]=eAbility_MEC_GrenadeLauncher, 	ABILITIES[1]=0,                      ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Mec, 		Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Explosive, Properties[4]=0,               Properties[5]=0,        iDamage=275,  iEnvironmentDamage=750, iRange=1,  iReactionRange=30, iReactionAngle=200, iRadius=700,  iCritical=0,  iOffenseBonus=0,  iSuppression=0,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By loading out the grenade launcher on a MEC, this will give you an option to overload the MECs (hypothetical) nuclear reactor resulting in a massive explosion that is guaranteed to kill/destroy everything (including the MEC) in a wide radius surrounding the MEC. Use only in cases of extreme clusterfuck/heroism.&lt;br /&gt;
&lt;br /&gt;
===Arc Thrower===&lt;br /&gt;
&lt;br /&gt;
With the release of B15, the code required for a pistol slot Arc Thrower is included in the DGC.ini. To make the change, all you need to do is comment out (add a &amp;quot;;&amp;quot;) the default line for the arc thrower and remove the comment located several lines lower. Essentially you tell the game to stop reading the default line of arc thrower code and begin reading the pre-built code enabling the pistol slot. It is explained in the comments of the DGC.ini.&lt;br /&gt;
&lt;br /&gt;
It is possible to equip the arc thrower as a pistol. Adjust the default line&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to allow for pistol slot only &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Pistol, Properties[4]=eWP_Backpack, Properties[5]=eWP_Secondary, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(Properies[5] of the Arc Thrower item was set to eWP_Pistol)&lt;br /&gt;
&lt;br /&gt;
To increase the range of the Arc Thrower to normal vision range, replace line 1673 in DefaultGameCore.ini with this:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Itembalance_Normal=(eItem=eItem_ArcThrower,					iCash=100,	iElerium=0,		iAlloys=94000,		iTime=10,	iEng=20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The iAlloys field for the Arc Thrower item was set to 94000)&lt;br /&gt;
&lt;br /&gt;
Remember that each item has 2 different listings.&lt;br /&gt;
&lt;br /&gt;
==iceofwolf&#039;s Modification Package==&lt;br /&gt;
This package is recommended with Red Fog and Aiming Angles enabled. Red Fog, so that every hit point has meaning; and Aiming Angles, so that proper or improper positioning makes a bigger difference.&lt;br /&gt;
&lt;br /&gt;
===General Disclaimer===&lt;br /&gt;
Posted by request. This package was a personal rebalancing of several aspects exposed in the DefaultGameCore.ini. These changes were played in early to early-mid; their balance is untested in late-mid to late game. They were made in Long War beta 13 and may not work with earlier or later betas. Please include information on all mods made to the game, including .ini modifications, when reporting bugs or providing feedback to the mod developers.&lt;br /&gt;
&lt;br /&gt;
Although the majority of the modifications made to the Long War mod were made as soon as beta 13 was downloaded, some were added as the game was played. Some modifications that are included in the linked file may have been missed in the wiki detail due to poor personal changelog habits.&lt;br /&gt;
&lt;br /&gt;
Please thank the devs of Long War not only for the Long War mod itself, but more importantly, for opening up the XCOM game so that players can alter their mod to suit individual preferences.&lt;br /&gt;
&lt;br /&gt;
===DefaultGameCore.ini===&lt;br /&gt;
This link will be removed at request of the moderators of this page or at request of the developers of the Long War mod.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/t9ojup01xhaua2t/DefaultGameCore.ini Dropbox Link]&lt;br /&gt;
&lt;br /&gt;
===XCOM Unit Modifications===&lt;br /&gt;
Soldier starting stats vary by much greater margins.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Soldier&amp;lt;/code&amp;gt; and edit the Will entry to =30&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Easy=( eType=eChar_Soldier,             iDamage=0,  iCritHit=0&amp;lt;/code&amp;gt; and edit the iDefense entry to =15&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_AIM=&amp;lt;/code&amp;gt; and edit it to =45&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HIGH_MOBILITY&amp;lt;/code&amp;gt; and edit it to =-15 (that&#039;s negative 15; it&#039;s necessary for how the game rolls random stats)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_WILL&amp;lt;/code&amp;gt; and edit it to =10&lt;br /&gt;
&lt;br /&gt;
Starting barracks is filled with 64 eager rookies. With the above variation in stats, the additional bodies may be needed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;NUM_STARTING_SOLDIERS&amp;lt;/code&amp;gt; and edit it to =64&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers are easier to field. (If it were possible, I&#039;d make this a binary check: If the soldier&#039;s Will exceeds the power he is trying for, then he succeeds; if not, he fails. I&#039;d also obscure the percentage chance. Since no such code is exposed, everybody gets psi if they spend the time to do it.)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_GIFT_CHANCE&amp;lt;/code&amp;gt; and edit it to =.99&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_TRAINING_HOURS&amp;lt;/code&amp;gt; and edit it to =144&lt;br /&gt;
&lt;br /&gt;
Psi XP requirements reduced.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;; Psi XP Levels&amp;lt;/code&amp;gt; and alter the required XP as desired.&lt;br /&gt;
&lt;br /&gt;
===Equipment Modifications===&lt;br /&gt;
Laser Sniper Rifle, Scatter Laser and Laser Strike Rifle all have ballistic ammo levels. Further weapon tiers were not modified because the effect on game balance could not be directly observed; modify higher tiers to your own liking.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle,    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,			 ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_MoveLimited,   Properties[2]=0,   			  Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0,    iCritical=25, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Sniper Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun,          ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Assault,    Properties[1]=eWP_Rifle,     	 Properties[2]=0,                 Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=60, iRange=30,  iReactionRange=14, iReactionAngle=360, iRadius=0,    iCritical=20, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Laser&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227,         				    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0, 			      ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_Overheats,   	 Properties[2]=eWP_MoveLimited,   Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=36,  iReactionRange=36, iReactionAngle=200, iRadius=0,    iCritical=15, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Strike Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All armor small item equippables confer the Secondary Heart perk.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating,				iCash=100,	iElerium=0,		iAlloys=4020,		iTime=10,	iEng=35);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor,			iCash=0,	iElerium=0,		iAlloys=4005,		iTime=7,	iEng=15);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=94&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=94,  								iCash=60,	iElerium=5002,	iAlloys=4003,		iTime=7,	iEng=30)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=95&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=95,								iCash=-1,	iElerium=0,		iAlloys=4000,		iTime=-1,	iEng=-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=220&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=220,								iCash=70,	iElerium=0,		iAlloys=4010,		iTime=7,	iEng=12);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tactical Modifications===&lt;br /&gt;
Flying provides no defensive bonus. This also causes flying units to be counted as exposed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;AIR_EVADE_DEF&amp;lt;/code&amp;gt; and edit it to =0&lt;br /&gt;
&lt;br /&gt;
===Resource Modifications===&lt;br /&gt;
Mechtoids and Floaters provide significantly more Meld.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;MECHTOID_MELD&amp;lt;/code&amp;gt; and edit it to =80&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HFLOATER_MELD&amp;lt;/code&amp;gt; and edit it to =1030&lt;br /&gt;
&lt;br /&gt;
Strategy game altered so that resources are more plentiful and all items are cheaper, but take longer to build. Net result can be gamed, arguably: rushing an item will result in the same credit, alloy and elerium cost as the base LW mod, but will take 75% of the time it would take in the base LW mod -- but this also adds a Meld cost.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ABDUCTION_REWARD_CASH&amp;lt;/code&amp;gt; and edit it to =300&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_TIME_BALANCE&amp;lt;/code&amp;gt; and edit it to =1.5&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_CREDIT_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ELERIUM_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ALLOY_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_MELD_BALANCE&amp;lt;/code&amp;gt; and edit it to =.25&lt;br /&gt;
&lt;br /&gt;
===Enemy Unit Modifications===&lt;br /&gt;
Thin Man poison spit reduced to range of 5.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague,                   ABILITIES[0]=eAbility_Plague,         ABILITIES[1]=0,                            ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Support,    Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Backpack,  Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=45,  iRange=5,  iReactionRange=25, iReactionAngle=200, iRadius=144,  iCritical=0,  iOffenseBonus=0,  iSuppression=202, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes removed from all Chryssalid units.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0, iDefense=5,	iHP=1, 	iMobility=0,	iWill=0); Lightning Reflexes (removed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Exalt and Elite Exalt that have not been promoted to navigator/leader have significantly reduced hit points, putting all Exalt into one-shot territory. Their offensive capabilities have not been altered.&lt;br /&gt;
:Search the Characters block (the first major block of text after armors) for any entry with &amp;quot;Exalt&amp;quot; in the name. Find &amp;lt;code&amp;gt;HP=&amp;lt;/code&amp;gt; on that line. Adjust as desired.&lt;br /&gt;
&lt;br /&gt;
All alien and Exalt final forms have been disabled, except the leader/navigator. This final upgrade would normally occur at &amp;quot;alien research threshold&amp;quot; 900, which is a rough estimate of how many days have passed since the beginning of the game, modified by alien research efforts. These final upgrades give the aliens substantially higher stats and seem to have been intended to provide a sense of urgency and/or provoke the player to finish the game (to be fair, two to three years is plenty long enough). This file disables them simply because the author of the package modding the mod doesn&#039;t like them.&lt;br /&gt;
&lt;br /&gt;
To re-enable these super upgrades or to disable earlier upgrades, search for &amp;lt;code&amp;gt;; ALIEN AUTOMATIC UPGRADES&amp;lt;/code&amp;gt;. The section that follows details all of the upgrades each non-XCOM unit can receive over time, most of which start at &amp;quot;210&amp;quot;. Place a semicolon at the beginning of any line which you want to disable, or remove the semicolon from each unit line you want to re-enable.&lt;br /&gt;
&lt;br /&gt;
Note that, despite denying aliens and Exalt their final upgrades and restricting Exalt starting HP, leader/navigator types of each alien will remain a significant threat.&lt;br /&gt;
&lt;br /&gt;
== PatcherGUI Mods ==&lt;br /&gt;
=== Double Damage XCOM Aircraft Weapons ===&lt;br /&gt;
&lt;br /&gt;
XCOM aircraft weapons have been modified to do double damage (armor penetration unchanged). Alien air weapons unchanged. Use PatcherGUI to implement.&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
//This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool&lt;br /&gt;
UPK_FILE = XComStrategyGame.upk&lt;br /&gt;
OBJECT = XGItemTree.UpdateShips : AUTO&lt;br /&gt;
[REPLACEMENT_CODE]&lt;br /&gt;
/*(0x0000/0x0000)*/ 0F 01 &amp;lt;@m_iCurrentCategory&amp;gt; FB 91 1B &amp;lt;STAT_GetStat&amp;gt; 26 16 2C 1E 16 2C 00 2C 20 16 &lt;br /&gt;
/*(0x001F/0x001B)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 02 1D &amp;lt;%i 2000&amp;gt; 2C 0A 2C 08 25 25 16 &lt;br /&gt;
/*(0x0036/0x0032)*/ 07 [@label_0x0048] 72 1B &amp;lt;ENGINEERING&amp;gt; 16 2A 16 &lt;br /&gt;
/*(0x0046/0x0042)*/ 	04 0B &lt;br /&gt;
/*(0x0048/0x0044)*/ [#label_0x0048]&lt;br /&gt;
/*(0x0048/0x0044)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 01 1D &amp;lt;%i 1500&amp;gt; 92 2C 0A 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 2500&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 05 92 2C 00 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x00EB/0x00DB)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 03 1D &amp;lt;%i 3500&amp;gt; 92 2C 0F 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 4000&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 19 92 2C 05 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x018E/0x0172)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 04 1D &amp;lt;%i 3000&amp;gt; 2C 2A 92 1D &amp;lt;%i 750&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 2C 03 16 &lt;br /&gt;
/*(0x01B9/0x0199)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 12 2C 0F 16 &lt;br /&gt;
/*(0x01E4/0x01C0)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 06 1D &amp;lt;%i 1700&amp;gt; 2C 19 92 1D &amp;lt;%i 4000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1E 2C 02 16 &lt;br /&gt;
/*(0x020F/0x01E7)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 07 1D &amp;lt;%i 1200&amp;gt; 2C 12 92 1D &amp;lt;%i 5000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 00 16 &lt;br /&gt;
/*(0x023A/0x020E)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 08 1D &amp;lt;%i 2000&amp;gt; 2C 23 92 1D &amp;lt;%i 9000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 24 2C 14 16 &lt;br /&gt;
/*(0x0265/0x0235)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 09 1D &amp;lt;%i 3500&amp;gt; 2C 3C 92 1D &amp;lt;%i 2500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 28 2C 19 16 &lt;br /&gt;
/*(0x0290/0x025C)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0A 1D &amp;lt;%i 2500&amp;gt; 2C 28 92 1D &amp;lt;%i 850&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 0C 2C 07 16 &lt;br /&gt;
/*(0x02BB/0x0283)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0B 1D &amp;lt;%i 2600&amp;gt; 2C 20 92 1D &amp;lt;%i 1500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 05 2C 07 16 &lt;br /&gt;
/*(0x02E6/0x02AA)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0C 1D &amp;lt;%i 1500&amp;gt; 2C 18 92 1D &amp;lt;%i 3500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 2C 03 16 &lt;br /&gt;
/*(0x0311/0x02D1)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0D 1D &amp;lt;%i 1300&amp;gt; 2C 14 92 1D &amp;lt;%i 6000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 19 2C 00 16 &lt;br /&gt;
/*(0x033C/0x02F8)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0E 1D &amp;lt;%i 1400&amp;gt; 2C 23 92 1D &amp;lt;%i 8000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1C 2C 12 16 &lt;br /&gt;
/*(0x0367/0x031F)*/ 07 [@label_0x0391] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 08 16 &lt;br /&gt;
/*(0x0377/0x032B)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 05 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 09 4A 16 &lt;br /&gt;
/*(0x0391/0x0341)*/ [#label_0x0391]&lt;br /&gt;
/*(0x0391/0x0341)*/ 07 [@label_0x03BC] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0A 16 &lt;br /&gt;
/*(0x03A1/0x034D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0A 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 4F 2C 08 2C 08 16 &lt;br /&gt;
/*(0x03BC/0x0364)*/ [#label_0x03BC]&lt;br /&gt;
/*(0x03BC/0x0364)*/ 07 [@label_0x0402] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0C 16 &lt;br /&gt;
/*(0x03CC/0x0370)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 06 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 51 2C 09 2C 08 16 &lt;br /&gt;
/*(0x03E7/0x0387)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0D 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 52 2C 09 2C 08 16 &lt;br /&gt;
/*(0x0402/0x039E)*/ [#label_0x0402]&lt;br /&gt;
/*(0x0402/0x039E)*/ 07 [@label_0x0473] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 12 16 &lt;br /&gt;
/*(0x0412/0x03AA)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0B 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 08 2C 08 16 &lt;br /&gt;
/*(0x042D/0x03C1)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0E 01 &amp;lt;@m_strSizeVeryLarge&amp;gt; 24 54 2C 09 2C 09 16 &lt;br /&gt;
/*(0x0448/0x03D8)*/ 	1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 14 16 &lt;br /&gt;
/*(0x0473/0x03FF)*/ [#label_0x0473]&lt;br /&gt;
/*(0x0473/0x03FF)*/ 07 [@label_0x051C] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 2C 16 ) &lt;br /&gt;
/*(0x0498/0x0420)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 460&amp;gt; 2C 12 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0519/0x0491)*/ 	06 [@label_0x059D] &lt;br /&gt;
/*(0x051C/0x0494)*/ [#label_0x051C]&lt;br /&gt;
/*(0x051C/0x0494)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 280&amp;gt; 2C 05 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x059D/0x0505)*/ [#label_0x059D]&lt;br /&gt;
/*(0x059D/0x0505)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 02 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 1.5&amp;gt; 1D &amp;lt;%i 400&amp;gt; 2C 0A 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x061E/0x0576)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 03 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 2&amp;gt; 1D &amp;lt;%i 680&amp;gt; 2C 00 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x069F/0x05E7)*/ 07 [@label_0x0748] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 22 16 ) &lt;br /&gt;
/*(0x06C4/0x0608)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 600&amp;gt; 2C 0B 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0745/0x0679)*/ 	06 [@label_0x07C9] &lt;br /&gt;
/*(0x0748/0x067C)*/ [#label_0x0748]&lt;br /&gt;
/*(0x0748/0x067C)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 580&amp;gt; 2C 05 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x07C9/0x06ED)*/ [#label_0x07C9]&lt;br /&gt;
/*(0x07C9/0x06ED)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 05 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 1300&amp;gt; 2C 16 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x084A/0x075E)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 06 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.55&amp;gt; 1D &amp;lt;%i 620&amp;gt; 2C 1E 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x08CB/0x07CF)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 07 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1.25&amp;gt; 1D &amp;lt;%i 2400&amp;gt; 2C 1A 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x094C/0x0840)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 08 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.15&amp;gt; 92 1D &amp;lt;%i 450&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 92 2C 21 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x09BA/0x08A2)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 09 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 800&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 92 2C 28 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A28/0x0904)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 0A 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 1300&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 32 92 2C 2D 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A96/0x0966)*/ 07 [@label_0x0AF0] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1B 16 ) &lt;br /&gt;
/*(0x0ABB/0x0987)*/ 	1B &amp;lt;BuildShip&amp;gt; 26 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 44 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AD5/0x099D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 03 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 45 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AF0/0x09B4)*/ [#label_0x0AF0]&lt;br /&gt;
/*(0x0AF0/0x09B4)*/ 1B &amp;lt;UpdateAllShipTemplates&amp;gt; 16 &lt;br /&gt;
/*(0x0AFA/0x09BE)*/ 04 0B &lt;br /&gt;
/*(0x0AFC/0x09C0)*/ 53&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Thekcpiper</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=66329</id>
		<title>Mods (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=66329"/>
		<updated>2015-07-04T01:16:28Z</updated>

		<summary type="html">&lt;p&gt;Thekcpiper: /* Double Damage XCOM Aircraft Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Beginners Guide==&lt;br /&gt;
&lt;br /&gt;
Long War has made it easy for individual users to tweak parts of the game for their own preference. Unless otherwise noted, code changes occur in the &amp;lt;code&amp;gt;DefaultGameCore.ini&amp;lt;/code&amp;gt; file; this is commonly referred to as the DGC.ini. For a typical Windows user, this file can be found at &amp;lt;code&amp;gt;C:/Program Files x86/Steam/SteamApps/common(OR your username)/XCom-enemy-unknown/XEW/XComGame/Config&amp;lt;/code&amp;gt;. It is recommended that you download and use &#039;&#039;&#039;Notepad++&#039;&#039;&#039; to alter defaultgamecore.ini because it is visually easier to use and numbers the lines (which may be referenced in this page).&lt;br /&gt;
&lt;br /&gt;
Another useful tool is the free software &#039;&#039;&#039;WinMerge&#039;&#039;&#039;. WinMerge allows you to open two text files (like the DGC.ini) side by side and compare differences between them. This is useful when Long War is updated. To easily preserve the custom modifications you did on a previous version, open a backup copy of your old DGC.ini and the new updated version DGC.ini. WinMerge will help you quickly identify differences and apply all your previous modifications to the new Long War version.&lt;br /&gt;
&lt;br /&gt;
Note for OS X users, you will need to modify &amp;lt;code&amp;gt;XComGameCore.ini&amp;lt;/code&amp;gt;, which is located at &amp;lt;code&amp;gt;~/Library/Application Support/Feral Interactive/XCOM Enemy Unknown/XEW/MacInit/XComGameCore.ini&amp;lt;/code&amp;gt;. Some users suggest that you update &amp;lt;code&amp;gt;~/Application Support/Steam/SteamApps/common/XCom-Enemy-Unknown/XCOMData/XEW/XComGame/Config/DefaultGameCore.ini&amp;lt;/code&amp;gt; as well to be safe.  You can use the built in program TextEdit or (better) TextWrangler.&lt;br /&gt;
&lt;br /&gt;
==Base Changes==&lt;br /&gt;
&lt;br /&gt;
===Energy Changes===&lt;br /&gt;
&lt;br /&gt;
Alternative Fission and Thermo changes are proposed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
________________Pwr__Cost__Cost/Pwr_____&lt;br /&gt;
Fission Current --- 6 --- $120 --- $20.00&lt;br /&gt;
Fission Change --- 8 --- $150 --- $18.75&lt;br /&gt;
&lt;br /&gt;
Thermo Current -- 25 -- $350 --- $14.00&lt;br /&gt;
Thermo Change -- 20 -- $300 --- $15.00&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition, increase Adjacency bonus from +3 power to +4.&lt;br /&gt;
&lt;br /&gt;
With this, Fission is still less efficient than a thermo, however players shouldn&#039;t feel like they are getting an extra difficulty tacked on because they didn&#039;t get a good steam vent. Now if there is a good steam vent, it&#039;s simply a bonus. To change these options, examine lines 1395 and line 1800.&lt;br /&gt;
&lt;br /&gt;
===Start Date Change===&lt;br /&gt;
To start the campaign at a different date than March 1st. Change the value found in &amp;lt;code&amp;gt;defaultgamedata.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appearance Changes===&lt;br /&gt;
&lt;br /&gt;
How to Remove the Gene Mod Armor:&lt;br /&gt;
&lt;br /&gt;
This will replace the gene mod armor with a sleeved chest plate. However, said chest plate was designed to have shoulder pads, which are missing, so there will be a noticeable gap with either gene mods or those who use tactical vests instead of tactical armor. The gap is textured, so it won&#039;t break any models. You can still add shoulder pads by using decos ingame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Use CTRL + F To find the following&lt;br /&gt;
&lt;br /&gt;
UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar_GM,ArchetypeName=&amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Remove both GMs from &amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now the game will read the normal armor instead of the GM version. &lt;br /&gt;
You can choose to do this to specific models, or use find and replace to change them all. &lt;br /&gt;
To use find and replace, I recommend you find _GM&amp;quot; and _GM. and replace them with &amp;quot; and . respectively.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to change default color, and headgear.&lt;br /&gt;
&lt;br /&gt;
In your DefaultGameCore.ini file, you&#039;ll be able to find lines that alter the rookie&#039;s starting color, and headgear, as well as the first time they are promoted to a class. Acceptable values, and their definitions, can be found here.&lt;br /&gt;
http://wiki.tesnexus.com/index.php?title=Initial_soldier_appearance_-_XCOM:EU_2012#Tables (&amp;lt; Someone hyperlink that for me, please.)&lt;br /&gt;
&lt;br /&gt;
Note that you must make these changes &#039;&#039;&#039;before&#039;&#039;&#039; starting a new game for them to take effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
If you press &amp;quot;CTRL + F&amp;quot;, you will open up the find menu. Locate the comment;&lt;br /&gt;
&lt;br /&gt;
; Initial soldier appearance&lt;br /&gt;
&lt;br /&gt;
and you will find directly below it;&lt;br /&gt;
&lt;br /&gt;
DEFENDER_MEDIKIT	= 6		; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)&lt;br /&gt;
COUNCIL_STAT_BONUS	= -1	; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)&lt;br /&gt;
ShowUFOsOnMission	= -1	; Rookie headgear; See readme for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.&lt;br /&gt;
&lt;br /&gt;
Use the values linked above to find exactly what you want. &lt;br /&gt;
To change the promotes, find the following lines directly below the rookie&#039;s section, and change the numbers to any value between 0-32 or -1 for no change.&lt;br /&gt;
&lt;br /&gt;
; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!&lt;br /&gt;
HQ_BASE_POWER = 32			; Sniper Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Sniper Headgear&lt;br /&gt;
HQ_BASE_POWER = 15			; Scout Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Scout Headgear&lt;br /&gt;
HQ_BASE_POWER = 12			; Rocketeer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Rocketeer Headgear&lt;br /&gt;
HQ_BASE_POWER = 9			; Gunner Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Gunner Headgear&lt;br /&gt;
HQ_BASE_POWER = 29			; Medic Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Medic Headgear&lt;br /&gt;
HQ_BASE_POWER = 22			; Engineer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Engineer Headgear&lt;br /&gt;
HQ_BASE_POWER = 21			; Assault Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Assault Headgear&lt;br /&gt;
HQ_BASE_POWER = 19			; Infantry Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Infantry Headgear&lt;br /&gt;
&lt;br /&gt;
Please note, that any text after a ; is a comment, and editing anything past them will do nothing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MECs earn full XP for kills===&lt;br /&gt;
This change requires Hex Editor.&lt;br /&gt;
&lt;br /&gt;
* Open XComGame.upk file in \Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole folder with HxD&lt;br /&gt;
* Search -&amp;gt; Find -&amp;gt; Datatype Hex-Values: A0 00 E7 85 00 00 38 3F 2C &#039;&#039;&#039;02&#039;&#039;&#039; 16&lt;br /&gt;
* Replace 02 with 01.&lt;br /&gt;
&lt;br /&gt;
This will eliminate the penalty. Setting it to 03 will give them 1/3rd of XP for kills.[http://www.reddit.com/r/Xcom/comments/2g04ye/lw_in_vanilla_mecs_earn_half_the_xp_for_kills/ckerbtf]&lt;br /&gt;
&lt;br /&gt;
==INI Meld editing==&lt;br /&gt;
===Item Costs===&lt;br /&gt;
Costs in engineering can be edited in the DefaultGameCore.INI file. As you most limited resource will probably be Meld, and the way the data is in the .ini file, this will help your inner engineer&#039;s itch to want to build items. Beginning about halfway down, you will start to see &amp;quot;iElerium=&amp;quot; lines. Comments helpfully point out that these are both the Meld &#039;&#039;and&#039;&#039; Elerium entries. You may want to keep an untouched INI file and/or use the UFOPaedia&#039;s pages as references. Now for editing:&lt;br /&gt;
&lt;br /&gt;
As you can see in the [[Armor_%28Long_War%29#MEC_Armor|Armor]] section, the MEC suits of Warden, Sentinel, and Paladin cost, respectively, 20 meld and 20 Elerium, 40 Meld and 30 Elerium, 60 meld and 50 Elerium for their fabrication costs (on top of credits and alloys). In the .ini file, they are, again respectively, simply labeled &amp;quot;; MEC-1&amp;quot;, &amp;quot;; MEC-2&amp;quot;, &amp;quot;; MEC-3&amp;quot;. Now see that the &amp;quot;IElerium=&amp;quot; values are, once more respectively, 20020, 40030, 60050. As you can see, there is a placeholder 0 in any given iElerium entry-- for any item that has a Meld cost. As this section focuses on just meld editing, this won&#039;t be editing the Elerium cost (and will assume you won&#039;t, as you don&#039;t want to make the Long War _too_ easy). Therefore, you will only be editing the value &#039;&#039;in front&#039;&#039; of the placeholder 0.&lt;br /&gt;
&lt;br /&gt;
Ergo: changing 20020, 40030, 60050 to, say, 5020 (note it goes from 5 to 4 intergers), 20030, 30050 would change the meld costs of Warden armor from 20 to 5 units of Meld, Sentinel from 40 to 20, and Paladin from 60 to 30 (while not changing the Elerium costs). Again, note that changing the Warden&#039;s &amp;quot;20&amp;quot; to &amp;quot;5&amp;quot; -- and &#039;&#039;not&#039;&#039; &amp;quot;05&amp;quot; -- in front of the &#039;placeholder&#039; 0 will reduce the cost from 20 to 5 units of Meld. This method works on all the &amp;quot;iElerium=&amp;quot; entries under the &amp;quot;; Gear&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
Near the bottom of the file, you will find &amp;quot;; Gene Mod Configuration&amp;quot;. Depending on your choice of editor, the entries may not line up, so be aware that in this section, &amp;quot;iAlloys=&amp;quot; is the variable set for Meld cost for gene mods. As these variables are more simply written, merely edit them to your desired cost. And for reference, &amp;quot;iTime=&amp;quot; entries are for how long each mod requires a soldier to be inside the Gene Lab&#039;s tanks, and &amp;quot;iEng=&amp;quot; are the penalty hours added to fatigue.&lt;br /&gt;
&lt;br /&gt;
===Meld Expiration Timer===&lt;br /&gt;
In &amp;lt;code&amp;gt;DefaultRandomSpawns.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will find the lines:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
[XComLZMutator.XComMeldSpawnMutator]&lt;br /&gt;
&lt;br /&gt;
NumContainers = 3&lt;br /&gt;
DestroyedOnTurn = (DistToPlayer / (96 * 8)) * EqSlope + EqConst (96 * 8 - mobility in UU)&lt;br /&gt;
EqSlope = 1.5&lt;br /&gt;
&lt;br /&gt;
EqConst = 1&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By increasing the number after EqSlope (default 1.55), you can increase the number of turns it takes before meld expires.&lt;br /&gt;
&lt;br /&gt;
==Second Wave Option Changes==&lt;br /&gt;
&lt;br /&gt;
===Aiming Angles===&lt;br /&gt;
&lt;br /&gt;
It may be the case that 90 degrees is too small of an arc for cover to provide full protection, so we can cut the aiming angle down to 30 degrees. This gives your cover a 120 degree arc in which it provides full protection, so you can easily fight enemies so long as you&#039;re not stupid about picking your cover.&lt;br /&gt;
&lt;br /&gt;
You can change the settings in defaultgamecore.ini, and there is a diagram in there to help explain it:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Top down view&lt;br /&gt;
;&lt;br /&gt;
;     B  &lt;br /&gt;
;      \ &lt;br /&gt;
;       \&lt;br /&gt;
;  A-----^&lt;br /&gt;
;        T&lt;br /&gt;
;&lt;br /&gt;
; T is a target with cover in the direction of &#039;^&#039;.&lt;br /&gt;
; A is a shooter with the maximum aiming angle aim bonus &lt;br /&gt;
; B is a shooter with the minimum aiming angle aim bonus&lt;br /&gt;
; The aiming angle bonus increases linearly in the angle range between A and B&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
SW_AIMING_ANGLE_THRESHOLD= 30.0f; 45.0f; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90&lt;br /&gt;
SW_AIMING_ANGLE_MINBONUS=5      ; Shooter B&#039;s aiming angle bonus is SW_AIMING_ANGLE_MINBONUS&lt;br /&gt;
SW_AIMING_ANGLE_MAXBONUS=-5     ; Shooter A&#039;s aiming angle bonus is [T&#039;s Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The option for 45 degrees is commented out, and replaced it with 30 degrees. With these settings, 30 degrees to parallel (60 degrees off of perpendicular), gives a +5 to hit. Just shy of the 90 degree flank, it&#039;s +(coverbonus - 5) to hit.&lt;br /&gt;
&lt;br /&gt;
===Red Fog===&lt;br /&gt;
&#039;&#039;&#039;Mobility Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Q: Given that the mobility penalty in the DGC.ini is listed in the format &amp;quot;6.0f&amp;quot;, what does this mean?&lt;br /&gt;
&lt;br /&gt;
A: It means that at most there is a -6 mobility penalty that would be applied at 0% health. Since it can&#039;t hit 0% health, effectively the worst mobility penalty achievable is -5 mobility if severely wounded. This value is measured in meters, the same scaling units that are shown in the barracks view. The mobility stat is an integer value measured in meters, and each tile is 1.5 meters x 1.5 meters, so 5 mobility = 3.33 tiles roughly.&lt;br /&gt;
&lt;br /&gt;
Both the aim and mobility red fog penalties are subtractive, not multiplicative.&lt;br /&gt;
&lt;br /&gt;
For example, the poison/acid mobility debuff is a 25% multiplicative penalty. The unit loses 25% of its maximum movement, so a unit with 14 mobility would have 14 * 0.75 = 10.5 rounded down to 10 mobility, which is effectively -4 mobility.&lt;br /&gt;
&lt;br /&gt;
The %-based mobility penalties are:&lt;br /&gt;
Mindfray - 50% mobility penalty&lt;br /&gt;
Flashbang - 40% mobility penalty&lt;br /&gt;
Poison/acid - 25% mobility penalty&lt;br /&gt;
Catching breath - 75% mobility penalty&lt;br /&gt;
&lt;br /&gt;
All %-based mobility penalties are applied AFTER the additive/subtractive mobility modifiers (Red Fog, perks, inventory).&lt;br /&gt;
&lt;br /&gt;
Thus to make Red Fog carry more significant movement penalty:&lt;br /&gt;
&lt;br /&gt;
    Search for SW_COVER_INCREASE and edit it to =9.9f&lt;br /&gt;
&lt;br /&gt;
==Weapon and Item Changes==&lt;br /&gt;
&lt;br /&gt;
===The MEC Nuclear Option===&lt;br /&gt;
&lt;br /&gt;
For players that are not too fond of the grenade launcher for the MEC, they can switch its functionality to a last-ditch-option onboard nuclear reactor overload weapon. Find the line in defaultgamecore.ini that begins: &lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher, &lt;br /&gt;
&lt;br /&gt;
And replace the entire line with:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher,       ABILITIES[0]=eAbility_MEC_GrenadeLauncher, 	ABILITIES[1]=0,                      ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Mec, 		Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Explosive, Properties[4]=0,               Properties[5]=0,        iDamage=275,  iEnvironmentDamage=750, iRange=1,  iReactionRange=30, iReactionAngle=200, iRadius=700,  iCritical=0,  iOffenseBonus=0,  iSuppression=0,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By loading out the grenade launcher on a MEC, this will give you an option to overload the MECs (hypothetical) nuclear reactor resulting in a massive explosion that is guaranteed to kill/destroy everything (including the MEC) in a wide radius surrounding the MEC. Use only in cases of extreme clusterfuck/heroism.&lt;br /&gt;
&lt;br /&gt;
===Arc Thrower===&lt;br /&gt;
&lt;br /&gt;
With the release of B15, the code required for a pistol slot Arc Thrower is included in the DGC.ini. To make the change, all you need to do is comment out (add a &amp;quot;;&amp;quot;) the default line for the arc thrower and remove the comment located several lines lower. Essentially you tell the game to stop reading the default line of arc thrower code and begin reading the pre-built code enabling the pistol slot. It is explained in the comments of the DGC.ini.&lt;br /&gt;
&lt;br /&gt;
It is possible to equip the arc thrower as a pistol. Adjust the default line&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to allow for pistol slot only &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Pistol, Properties[4]=eWP_Backpack, Properties[5]=eWP_Secondary, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(Properies[5] of the Arc Thrower item was set to eWP_Pistol)&lt;br /&gt;
&lt;br /&gt;
To increase the range of the Arc Thrower to normal vision range, replace line 1673 in DefaultGameCore.ini with this:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Itembalance_Normal=(eItem=eItem_ArcThrower,					iCash=100,	iElerium=0,		iAlloys=94000,		iTime=10,	iEng=20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The iAlloys field for the Arc Thrower item was set to 94000)&lt;br /&gt;
&lt;br /&gt;
Remember that each item has 2 different listings.&lt;br /&gt;
&lt;br /&gt;
==iceofwolf&#039;s Modification Package==&lt;br /&gt;
This package is recommended with Red Fog and Aiming Angles enabled. Red Fog, so that every hit point has meaning; and Aiming Angles, so that proper or improper positioning makes a bigger difference.&lt;br /&gt;
&lt;br /&gt;
===General Disclaimer===&lt;br /&gt;
Posted by request. This package was a personal rebalancing of several aspects exposed in the DefaultGameCore.ini. These changes were played in early to early-mid; their balance is untested in late-mid to late game. They were made in Long War beta 13 and may not work with earlier or later betas. Please include information on all mods made to the game, including .ini modifications, when reporting bugs or providing feedback to the mod developers.&lt;br /&gt;
&lt;br /&gt;
Although the majority of the modifications made to the Long War mod were made as soon as beta 13 was downloaded, some were added as the game was played. Some modifications that are included in the linked file may have been missed in the wiki detail due to poor personal changelog habits.&lt;br /&gt;
&lt;br /&gt;
Please thank the devs of Long War not only for the Long War mod itself, but more importantly, for opening up the XCOM game so that players can alter their mod to suit individual preferences.&lt;br /&gt;
&lt;br /&gt;
===DefaultGameCore.ini===&lt;br /&gt;
This link will be removed at request of the moderators of this page or at request of the developers of the Long War mod.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/t9ojup01xhaua2t/DefaultGameCore.ini Dropbox Link]&lt;br /&gt;
&lt;br /&gt;
===XCOM Unit Modifications===&lt;br /&gt;
Soldier starting stats vary by much greater margins.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Soldier&amp;lt;/code&amp;gt; and edit the Will entry to =30&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Easy=( eType=eChar_Soldier,             iDamage=0,  iCritHit=0&amp;lt;/code&amp;gt; and edit the iDefense entry to =15&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_AIM=&amp;lt;/code&amp;gt; and edit it to =45&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HIGH_MOBILITY&amp;lt;/code&amp;gt; and edit it to =-15 (that&#039;s negative 15; it&#039;s necessary for how the game rolls random stats)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_WILL&amp;lt;/code&amp;gt; and edit it to =10&lt;br /&gt;
&lt;br /&gt;
Starting barracks is filled with 64 eager rookies. With the above variation in stats, the additional bodies may be needed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;NUM_STARTING_SOLDIERS&amp;lt;/code&amp;gt; and edit it to =64&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers are easier to field. (If it were possible, I&#039;d make this a binary check: If the soldier&#039;s Will exceeds the power he is trying for, then he succeeds; if not, he fails. I&#039;d also obscure the percentage chance. Since no such code is exposed, everybody gets psi if they spend the time to do it.)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_GIFT_CHANCE&amp;lt;/code&amp;gt; and edit it to =.99&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_TRAINING_HOURS&amp;lt;/code&amp;gt; and edit it to =144&lt;br /&gt;
&lt;br /&gt;
Psi XP requirements reduced.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;; Psi XP Levels&amp;lt;/code&amp;gt; and alter the required XP as desired.&lt;br /&gt;
&lt;br /&gt;
===Equipment Modifications===&lt;br /&gt;
Laser Sniper Rifle, Scatter Laser and Laser Strike Rifle all have ballistic ammo levels. Further weapon tiers were not modified because the effect on game balance could not be directly observed; modify higher tiers to your own liking.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle,    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,			 ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_MoveLimited,   Properties[2]=0,   			  Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0,    iCritical=25, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Sniper Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun,          ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Assault,    Properties[1]=eWP_Rifle,     	 Properties[2]=0,                 Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=60, iRange=30,  iReactionRange=14, iReactionAngle=360, iRadius=0,    iCritical=20, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Laser&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227,         				    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0, 			      ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_Overheats,   	 Properties[2]=eWP_MoveLimited,   Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=36,  iReactionRange=36, iReactionAngle=200, iRadius=0,    iCritical=15, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Strike Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All armor small item equippables confer the Secondary Heart perk.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating,				iCash=100,	iElerium=0,		iAlloys=4020,		iTime=10,	iEng=35);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor,			iCash=0,	iElerium=0,		iAlloys=4005,		iTime=7,	iEng=15);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=94&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=94,  								iCash=60,	iElerium=5002,	iAlloys=4003,		iTime=7,	iEng=30)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=95&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=95,								iCash=-1,	iElerium=0,		iAlloys=4000,		iTime=-1,	iEng=-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=220&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=220,								iCash=70,	iElerium=0,		iAlloys=4010,		iTime=7,	iEng=12);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tactical Modifications===&lt;br /&gt;
Flying provides no defensive bonus. This also causes flying units to be counted as exposed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;AIR_EVADE_DEF&amp;lt;/code&amp;gt; and edit it to =0&lt;br /&gt;
&lt;br /&gt;
===Resource Modifications===&lt;br /&gt;
Mechtoids and Floaters provide significantly more Meld.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;MECHTOID_MELD&amp;lt;/code&amp;gt; and edit it to =80&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HFLOATER_MELD&amp;lt;/code&amp;gt; and edit it to =1030&lt;br /&gt;
&lt;br /&gt;
Strategy game altered so that resources are more plentiful and all items are cheaper, but take longer to build. Net result can be gamed, arguably: rushing an item will result in the same credit, alloy and elerium cost as the base LW mod, but will take 75% of the time it would take in the base LW mod -- but this also adds a Meld cost.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ABDUCTION_REWARD_CASH&amp;lt;/code&amp;gt; and edit it to =300&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_TIME_BALANCE&amp;lt;/code&amp;gt; and edit it to =1.5&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_CREDIT_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ELERIUM_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ALLOY_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_MELD_BALANCE&amp;lt;/code&amp;gt; and edit it to =.25&lt;br /&gt;
&lt;br /&gt;
===Enemy Unit Modifications===&lt;br /&gt;
Thin Man poison spit reduced to range of 5.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague,                   ABILITIES[0]=eAbility_Plague,         ABILITIES[1]=0,                            ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Support,    Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Backpack,  Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=45,  iRange=5,  iReactionRange=25, iReactionAngle=200, iRadius=144,  iCritical=0,  iOffenseBonus=0,  iSuppression=202, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes removed from all Chryssalid units.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0, iDefense=5,	iHP=1, 	iMobility=0,	iWill=0); Lightning Reflexes (removed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Exalt and Elite Exalt that have not been promoted to navigator/leader have significantly reduced hit points, putting all Exalt into one-shot territory. Their offensive capabilities have not been altered.&lt;br /&gt;
:Search the Characters block (the first major block of text after armors) for any entry with &amp;quot;Exalt&amp;quot; in the name. Find &amp;lt;code&amp;gt;HP=&amp;lt;/code&amp;gt; on that line. Adjust as desired.&lt;br /&gt;
&lt;br /&gt;
All alien and Exalt final forms have been disabled, except the leader/navigator. This final upgrade would normally occur at &amp;quot;alien research threshold&amp;quot; 900, which is a rough estimate of how many days have passed since the beginning of the game, modified by alien research efforts. These final upgrades give the aliens substantially higher stats and seem to have been intended to provide a sense of urgency and/or provoke the player to finish the game (to be fair, two to three years is plenty long enough). This file disables them simply because the author of the package modding the mod doesn&#039;t like them.&lt;br /&gt;
&lt;br /&gt;
To re-enable these super upgrades or to disable earlier upgrades, search for &amp;lt;code&amp;gt;; ALIEN AUTOMATIC UPGRADES&amp;lt;/code&amp;gt;. The section that follows details all of the upgrades each non-XCOM unit can receive over time, most of which start at &amp;quot;210&amp;quot;. Place a semicolon at the beginning of any line which you want to disable, or remove the semicolon from each unit line you want to re-enable.&lt;br /&gt;
&lt;br /&gt;
Note that, despite denying aliens and Exalt their final upgrades and restricting Exalt starting HP, leader/navigator types of each alien will remain a significant threat.&lt;br /&gt;
&lt;br /&gt;
== PatcherGUI Mods ==&lt;br /&gt;
=== Double Damage XCOM Aircraft Weapons ===&lt;br /&gt;
&lt;br /&gt;
XCOM aircraft weapons have been modified to do double damage (armor penetration unchanged). Alien air weapons unchanged. Use PatcherGUI to implement.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; width=&amp;quot;90%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
|+ &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
//This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool&lt;br /&gt;
UPK_FILE = XComStrategyGame.upk&lt;br /&gt;
OBJECT = XGItemTree.UpdateShips : AUTO&lt;br /&gt;
[REPLACEMENT_CODE]&lt;br /&gt;
/*(0x0000/0x0000)*/ 0F 01 &amp;lt;@m_iCurrentCategory&amp;gt; FB 91 1B &amp;lt;STAT_GetStat&amp;gt; 26 16 2C 1E 16 2C 00 2C 20 16 &lt;br /&gt;
/*(0x001F/0x001B)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 02 1D &amp;lt;%i 2000&amp;gt; 2C 0A 2C 08 25 25 16 &lt;br /&gt;
/*(0x0036/0x0032)*/ 07 [@label_0x0048] 72 1B &amp;lt;ENGINEERING&amp;gt; 16 2A 16 &lt;br /&gt;
/*(0x0046/0x0042)*/ 	04 0B &lt;br /&gt;
/*(0x0048/0x0044)*/ [#label_0x0048]&lt;br /&gt;
/*(0x0048/0x0044)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 01 1D &amp;lt;%i 1500&amp;gt; 92 2C 0A 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 2500&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 05 92 2C 00 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x00EB/0x00DB)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 03 1D &amp;lt;%i 3500&amp;gt; 92 2C 0F 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 4000&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 19 92 2C 05 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x018E/0x0172)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 04 1D &amp;lt;%i 3000&amp;gt; 2C 2A 92 1D &amp;lt;%i 750&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 2C 03 16 &lt;br /&gt;
/*(0x01B9/0x0199)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 12 2C 0F 16 &lt;br /&gt;
/*(0x01E4/0x01C0)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 06 1D &amp;lt;%i 1700&amp;gt; 2C 19 92 1D &amp;lt;%i 4000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1E 2C 02 16 &lt;br /&gt;
/*(0x020F/0x01E7)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 07 1D &amp;lt;%i 1200&amp;gt; 2C 12 92 1D &amp;lt;%i 5000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 00 16 &lt;br /&gt;
/*(0x023A/0x020E)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 08 1D &amp;lt;%i 2000&amp;gt; 2C 23 92 1D &amp;lt;%i 9000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 24 2C 14 16 &lt;br /&gt;
/*(0x0265/0x0235)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 09 1D &amp;lt;%i 3500&amp;gt; 2C 3C 92 1D &amp;lt;%i 2500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 28 2C 19 16 &lt;br /&gt;
/*(0x0290/0x025C)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0A 1D &amp;lt;%i 2500&amp;gt; 2C 28 92 1D &amp;lt;%i 850&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 0C 2C 07 16 &lt;br /&gt;
/*(0x02BB/0x0283)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0B 1D &amp;lt;%i 2600&amp;gt; 2C 20 92 1D &amp;lt;%i 1500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 05 2C 07 16 &lt;br /&gt;
/*(0x02E6/0x02AA)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0C 1D &amp;lt;%i 1500&amp;gt; 2C 18 92 1D &amp;lt;%i 3500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 2C 03 16 &lt;br /&gt;
/*(0x0311/0x02D1)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0D 1D &amp;lt;%i 1300&amp;gt; 2C 14 92 1D &amp;lt;%i 6000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 19 2C 00 16 &lt;br /&gt;
/*(0x033C/0x02F8)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0E 1D &amp;lt;%i 1400&amp;gt; 2C 23 92 1D &amp;lt;%i 8000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1C 2C 12 16 &lt;br /&gt;
/*(0x0367/0x031F)*/ 07 [@label_0x0391] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 08 16 &lt;br /&gt;
/*(0x0377/0x032B)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 05 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 09 4A 16 &lt;br /&gt;
/*(0x0391/0x0341)*/ [#label_0x0391]&lt;br /&gt;
/*(0x0391/0x0341)*/ 07 [@label_0x03BC] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0A 16 &lt;br /&gt;
/*(0x03A1/0x034D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0A 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 4F 2C 08 2C 08 16 &lt;br /&gt;
/*(0x03BC/0x0364)*/ [#label_0x03BC]&lt;br /&gt;
/*(0x03BC/0x0364)*/ 07 [@label_0x0402] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0C 16 &lt;br /&gt;
/*(0x03CC/0x0370)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 06 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 51 2C 09 2C 08 16 &lt;br /&gt;
/*(0x03E7/0x0387)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0D 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 52 2C 09 2C 08 16 &lt;br /&gt;
/*(0x0402/0x039E)*/ [#label_0x0402]&lt;br /&gt;
/*(0x0402/0x039E)*/ 07 [@label_0x0473] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 12 16 &lt;br /&gt;
/*(0x0412/0x03AA)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0B 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 08 2C 08 16 &lt;br /&gt;
/*(0x042D/0x03C1)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0E 01 &amp;lt;@m_strSizeVeryLarge&amp;gt; 24 54 2C 09 2C 09 16 &lt;br /&gt;
/*(0x0448/0x03D8)*/ 	1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 14 16 &lt;br /&gt;
/*(0x0473/0x03FF)*/ [#label_0x0473]&lt;br /&gt;
/*(0x0473/0x03FF)*/ 07 [@label_0x051C] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 2C 16 ) &lt;br /&gt;
/*(0x0498/0x0420)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 460&amp;gt; 2C 12 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0519/0x0491)*/ 	06 [@label_0x059D] &lt;br /&gt;
/*(0x051C/0x0494)*/ [#label_0x051C]&lt;br /&gt;
/*(0x051C/0x0494)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 280&amp;gt; 2C 05 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x059D/0x0505)*/ [#label_0x059D]&lt;br /&gt;
/*(0x059D/0x0505)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 02 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 1.5&amp;gt; 1D &amp;lt;%i 400&amp;gt; 2C 0A 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x061E/0x0576)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 03 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 2&amp;gt; 1D &amp;lt;%i 680&amp;gt; 2C 00 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x069F/0x05E7)*/ 07 [@label_0x0748] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 22 16 ) &lt;br /&gt;
/*(0x06C4/0x0608)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 600&amp;gt; 2C 0B 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0745/0x0679)*/ 	06 [@label_0x07C9] &lt;br /&gt;
/*(0x0748/0x067C)*/ [#label_0x0748]&lt;br /&gt;
/*(0x0748/0x067C)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 580&amp;gt; 2C 05 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x07C9/0x06ED)*/ [#label_0x07C9]&lt;br /&gt;
/*(0x07C9/0x06ED)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 05 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 1300&amp;gt; 2C 16 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x084A/0x075E)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 06 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.55&amp;gt; 1D &amp;lt;%i 620&amp;gt; 2C 1E 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x08CB/0x07CF)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 07 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1.25&amp;gt; 1D &amp;lt;%i 2400&amp;gt; 2C 1A 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x094C/0x0840)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 08 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.15&amp;gt; 92 1D &amp;lt;%i 450&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 92 2C 21 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x09BA/0x08A2)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 09 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 800&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 92 2C 28 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A28/0x0904)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 0A 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 1300&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 32 92 2C 2D 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A96/0x0966)*/ 07 [@label_0x0AF0] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1B 16 ) &lt;br /&gt;
/*(0x0ABB/0x0987)*/ 	1B &amp;lt;BuildShip&amp;gt; 26 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 44 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AD5/0x099D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 03 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 45 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AF0/0x09B4)*/ [#label_0x0AF0]&lt;br /&gt;
/*(0x0AF0/0x09B4)*/ 1B &amp;lt;UpdateAllShipTemplates&amp;gt; 16 &lt;br /&gt;
/*(0x0AFA/0x09BE)*/ 04 0B &lt;br /&gt;
/*(0x0AFC/0x09C0)*/ 53&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Thekcpiper</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=66328</id>
		<title>Mods (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=66328"/>
		<updated>2015-07-04T01:08:02Z</updated>

		<summary type="html">&lt;p&gt;Thekcpiper: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Beginners Guide==&lt;br /&gt;
&lt;br /&gt;
Long War has made it easy for individual users to tweak parts of the game for their own preference. Unless otherwise noted, code changes occur in the &amp;lt;code&amp;gt;DefaultGameCore.ini&amp;lt;/code&amp;gt; file; this is commonly referred to as the DGC.ini. For a typical Windows user, this file can be found at &amp;lt;code&amp;gt;C:/Program Files x86/Steam/SteamApps/common(OR your username)/XCom-enemy-unknown/XEW/XComGame/Config&amp;lt;/code&amp;gt;. It is recommended that you download and use &#039;&#039;&#039;Notepad++&#039;&#039;&#039; to alter defaultgamecore.ini because it is visually easier to use and numbers the lines (which may be referenced in this page).&lt;br /&gt;
&lt;br /&gt;
Another useful tool is the free software &#039;&#039;&#039;WinMerge&#039;&#039;&#039;. WinMerge allows you to open two text files (like the DGC.ini) side by side and compare differences between them. This is useful when Long War is updated. To easily preserve the custom modifications you did on a previous version, open a backup copy of your old DGC.ini and the new updated version DGC.ini. WinMerge will help you quickly identify differences and apply all your previous modifications to the new Long War version.&lt;br /&gt;
&lt;br /&gt;
Note for OS X users, you will need to modify &amp;lt;code&amp;gt;XComGameCore.ini&amp;lt;/code&amp;gt;, which is located at &amp;lt;code&amp;gt;~/Library/Application Support/Feral Interactive/XCOM Enemy Unknown/XEW/MacInit/XComGameCore.ini&amp;lt;/code&amp;gt;. Some users suggest that you update &amp;lt;code&amp;gt;~/Application Support/Steam/SteamApps/common/XCom-Enemy-Unknown/XCOMData/XEW/XComGame/Config/DefaultGameCore.ini&amp;lt;/code&amp;gt; as well to be safe.  You can use the built in program TextEdit or (better) TextWrangler.&lt;br /&gt;
&lt;br /&gt;
==Base Changes==&lt;br /&gt;
&lt;br /&gt;
===Energy Changes===&lt;br /&gt;
&lt;br /&gt;
Alternative Fission and Thermo changes are proposed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
________________Pwr__Cost__Cost/Pwr_____&lt;br /&gt;
Fission Current --- 6 --- $120 --- $20.00&lt;br /&gt;
Fission Change --- 8 --- $150 --- $18.75&lt;br /&gt;
&lt;br /&gt;
Thermo Current -- 25 -- $350 --- $14.00&lt;br /&gt;
Thermo Change -- 20 -- $300 --- $15.00&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition, increase Adjacency bonus from +3 power to +4.&lt;br /&gt;
&lt;br /&gt;
With this, Fission is still less efficient than a thermo, however players shouldn&#039;t feel like they are getting an extra difficulty tacked on because they didn&#039;t get a good steam vent. Now if there is a good steam vent, it&#039;s simply a bonus. To change these options, examine lines 1395 and line 1800.&lt;br /&gt;
&lt;br /&gt;
===Start Date Change===&lt;br /&gt;
To start the campaign at a different date than March 1st. Change the value found in &amp;lt;code&amp;gt;defaultgamedata.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appearance Changes===&lt;br /&gt;
&lt;br /&gt;
How to Remove the Gene Mod Armor:&lt;br /&gt;
&lt;br /&gt;
This will replace the gene mod armor with a sleeved chest plate. However, said chest plate was designed to have shoulder pads, which are missing, so there will be a noticeable gap with either gene mods or those who use tactical vests instead of tactical armor. The gap is textured, so it won&#039;t break any models. You can still add shoulder pads by using decos ingame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Use CTRL + F To find the following&lt;br /&gt;
&lt;br /&gt;
UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar_GM,ArchetypeName=&amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Remove both GMs from &amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now the game will read the normal armor instead of the GM version. &lt;br /&gt;
You can choose to do this to specific models, or use find and replace to change them all. &lt;br /&gt;
To use find and replace, I recommend you find _GM&amp;quot; and _GM. and replace them with &amp;quot; and . respectively.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to change default color, and headgear.&lt;br /&gt;
&lt;br /&gt;
In your DefaultGameCore.ini file, you&#039;ll be able to find lines that alter the rookie&#039;s starting color, and headgear, as well as the first time they are promoted to a class. Acceptable values, and their definitions, can be found here.&lt;br /&gt;
http://wiki.tesnexus.com/index.php?title=Initial_soldier_appearance_-_XCOM:EU_2012#Tables (&amp;lt; Someone hyperlink that for me, please.)&lt;br /&gt;
&lt;br /&gt;
Note that you must make these changes &#039;&#039;&#039;before&#039;&#039;&#039; starting a new game for them to take effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
If you press &amp;quot;CTRL + F&amp;quot;, you will open up the find menu. Locate the comment;&lt;br /&gt;
&lt;br /&gt;
; Initial soldier appearance&lt;br /&gt;
&lt;br /&gt;
and you will find directly below it;&lt;br /&gt;
&lt;br /&gt;
DEFENDER_MEDIKIT	= 6		; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)&lt;br /&gt;
COUNCIL_STAT_BONUS	= -1	; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)&lt;br /&gt;
ShowUFOsOnMission	= -1	; Rookie headgear; See readme for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.&lt;br /&gt;
&lt;br /&gt;
Use the values linked above to find exactly what you want. &lt;br /&gt;
To change the promotes, find the following lines directly below the rookie&#039;s section, and change the numbers to any value between 0-32 or -1 for no change.&lt;br /&gt;
&lt;br /&gt;
; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!&lt;br /&gt;
HQ_BASE_POWER = 32			; Sniper Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Sniper Headgear&lt;br /&gt;
HQ_BASE_POWER = 15			; Scout Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Scout Headgear&lt;br /&gt;
HQ_BASE_POWER = 12			; Rocketeer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Rocketeer Headgear&lt;br /&gt;
HQ_BASE_POWER = 9			; Gunner Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Gunner Headgear&lt;br /&gt;
HQ_BASE_POWER = 29			; Medic Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Medic Headgear&lt;br /&gt;
HQ_BASE_POWER = 22			; Engineer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Engineer Headgear&lt;br /&gt;
HQ_BASE_POWER = 21			; Assault Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Assault Headgear&lt;br /&gt;
HQ_BASE_POWER = 19			; Infantry Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Infantry Headgear&lt;br /&gt;
&lt;br /&gt;
Please note, that any text after a ; is a comment, and editing anything past them will do nothing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MECs earn full XP for kills===&lt;br /&gt;
This change requires Hex Editor.&lt;br /&gt;
&lt;br /&gt;
* Open XComGame.upk file in \Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole folder with HxD&lt;br /&gt;
* Search -&amp;gt; Find -&amp;gt; Datatype Hex-Values: A0 00 E7 85 00 00 38 3F 2C &#039;&#039;&#039;02&#039;&#039;&#039; 16&lt;br /&gt;
* Replace 02 with 01.&lt;br /&gt;
&lt;br /&gt;
This will eliminate the penalty. Setting it to 03 will give them 1/3rd of XP for kills.[http://www.reddit.com/r/Xcom/comments/2g04ye/lw_in_vanilla_mecs_earn_half_the_xp_for_kills/ckerbtf]&lt;br /&gt;
&lt;br /&gt;
==INI Meld editing==&lt;br /&gt;
===Item Costs===&lt;br /&gt;
Costs in engineering can be edited in the DefaultGameCore.INI file. As you most limited resource will probably be Meld, and the way the data is in the .ini file, this will help your inner engineer&#039;s itch to want to build items. Beginning about halfway down, you will start to see &amp;quot;iElerium=&amp;quot; lines. Comments helpfully point out that these are both the Meld &#039;&#039;and&#039;&#039; Elerium entries. You may want to keep an untouched INI file and/or use the UFOPaedia&#039;s pages as references. Now for editing:&lt;br /&gt;
&lt;br /&gt;
As you can see in the [[Armor_%28Long_War%29#MEC_Armor|Armor]] section, the MEC suits of Warden, Sentinel, and Paladin cost, respectively, 20 meld and 20 Elerium, 40 Meld and 30 Elerium, 60 meld and 50 Elerium for their fabrication costs (on top of credits and alloys). In the .ini file, they are, again respectively, simply labeled &amp;quot;; MEC-1&amp;quot;, &amp;quot;; MEC-2&amp;quot;, &amp;quot;; MEC-3&amp;quot;. Now see that the &amp;quot;IElerium=&amp;quot; values are, once more respectively, 20020, 40030, 60050. As you can see, there is a placeholder 0 in any given iElerium entry-- for any item that has a Meld cost. As this section focuses on just meld editing, this won&#039;t be editing the Elerium cost (and will assume you won&#039;t, as you don&#039;t want to make the Long War _too_ easy). Therefore, you will only be editing the value &#039;&#039;in front&#039;&#039; of the placeholder 0.&lt;br /&gt;
&lt;br /&gt;
Ergo: changing 20020, 40030, 60050 to, say, 5020 (note it goes from 5 to 4 intergers), 20030, 30050 would change the meld costs of Warden armor from 20 to 5 units of Meld, Sentinel from 40 to 20, and Paladin from 60 to 30 (while not changing the Elerium costs). Again, note that changing the Warden&#039;s &amp;quot;20&amp;quot; to &amp;quot;5&amp;quot; -- and &#039;&#039;not&#039;&#039; &amp;quot;05&amp;quot; -- in front of the &#039;placeholder&#039; 0 will reduce the cost from 20 to 5 units of Meld. This method works on all the &amp;quot;iElerium=&amp;quot; entries under the &amp;quot;; Gear&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
Near the bottom of the file, you will find &amp;quot;; Gene Mod Configuration&amp;quot;. Depending on your choice of editor, the entries may not line up, so be aware that in this section, &amp;quot;iAlloys=&amp;quot; is the variable set for Meld cost for gene mods. As these variables are more simply written, merely edit them to your desired cost. And for reference, &amp;quot;iTime=&amp;quot; entries are for how long each mod requires a soldier to be inside the Gene Lab&#039;s tanks, and &amp;quot;iEng=&amp;quot; are the penalty hours added to fatigue.&lt;br /&gt;
&lt;br /&gt;
===Meld Expiration Timer===&lt;br /&gt;
In &amp;lt;code&amp;gt;DefaultRandomSpawns.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will find the lines:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
[XComLZMutator.XComMeldSpawnMutator]&lt;br /&gt;
&lt;br /&gt;
NumContainers = 3&lt;br /&gt;
DestroyedOnTurn = (DistToPlayer / (96 * 8)) * EqSlope + EqConst (96 * 8 - mobility in UU)&lt;br /&gt;
EqSlope = 1.5&lt;br /&gt;
&lt;br /&gt;
EqConst = 1&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By increasing the number after EqSlope (default 1.55), you can increase the number of turns it takes before meld expires.&lt;br /&gt;
&lt;br /&gt;
==Second Wave Option Changes==&lt;br /&gt;
&lt;br /&gt;
===Aiming Angles===&lt;br /&gt;
&lt;br /&gt;
It may be the case that 90 degrees is too small of an arc for cover to provide full protection, so we can cut the aiming angle down to 30 degrees. This gives your cover a 120 degree arc in which it provides full protection, so you can easily fight enemies so long as you&#039;re not stupid about picking your cover.&lt;br /&gt;
&lt;br /&gt;
You can change the settings in defaultgamecore.ini, and there is a diagram in there to help explain it:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Top down view&lt;br /&gt;
;&lt;br /&gt;
;     B  &lt;br /&gt;
;      \ &lt;br /&gt;
;       \&lt;br /&gt;
;  A-----^&lt;br /&gt;
;        T&lt;br /&gt;
;&lt;br /&gt;
; T is a target with cover in the direction of &#039;^&#039;.&lt;br /&gt;
; A is a shooter with the maximum aiming angle aim bonus &lt;br /&gt;
; B is a shooter with the minimum aiming angle aim bonus&lt;br /&gt;
; The aiming angle bonus increases linearly in the angle range between A and B&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
SW_AIMING_ANGLE_THRESHOLD= 30.0f; 45.0f; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90&lt;br /&gt;
SW_AIMING_ANGLE_MINBONUS=5      ; Shooter B&#039;s aiming angle bonus is SW_AIMING_ANGLE_MINBONUS&lt;br /&gt;
SW_AIMING_ANGLE_MAXBONUS=-5     ; Shooter A&#039;s aiming angle bonus is [T&#039;s Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The option for 45 degrees is commented out, and replaced it with 30 degrees. With these settings, 30 degrees to parallel (60 degrees off of perpendicular), gives a +5 to hit. Just shy of the 90 degree flank, it&#039;s +(coverbonus - 5) to hit.&lt;br /&gt;
&lt;br /&gt;
===Red Fog===&lt;br /&gt;
&#039;&#039;&#039;Mobility Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Q: Given that the mobility penalty in the DGC.ini is listed in the format &amp;quot;6.0f&amp;quot;, what does this mean?&lt;br /&gt;
&lt;br /&gt;
A: It means that at most there is a -6 mobility penalty that would be applied at 0% health. Since it can&#039;t hit 0% health, effectively the worst mobility penalty achievable is -5 mobility if severely wounded. This value is measured in meters, the same scaling units that are shown in the barracks view. The mobility stat is an integer value measured in meters, and each tile is 1.5 meters x 1.5 meters, so 5 mobility = 3.33 tiles roughly.&lt;br /&gt;
&lt;br /&gt;
Both the aim and mobility red fog penalties are subtractive, not multiplicative.&lt;br /&gt;
&lt;br /&gt;
For example, the poison/acid mobility debuff is a 25% multiplicative penalty. The unit loses 25% of its maximum movement, so a unit with 14 mobility would have 14 * 0.75 = 10.5 rounded down to 10 mobility, which is effectively -4 mobility.&lt;br /&gt;
&lt;br /&gt;
The %-based mobility penalties are:&lt;br /&gt;
Mindfray - 50% mobility penalty&lt;br /&gt;
Flashbang - 40% mobility penalty&lt;br /&gt;
Poison/acid - 25% mobility penalty&lt;br /&gt;
Catching breath - 75% mobility penalty&lt;br /&gt;
&lt;br /&gt;
All %-based mobility penalties are applied AFTER the additive/subtractive mobility modifiers (Red Fog, perks, inventory).&lt;br /&gt;
&lt;br /&gt;
Thus to make Red Fog carry more significant movement penalty:&lt;br /&gt;
&lt;br /&gt;
    Search for SW_COVER_INCREASE and edit it to =9.9f&lt;br /&gt;
&lt;br /&gt;
==Weapon and Item Changes==&lt;br /&gt;
&lt;br /&gt;
===The MEC Nuclear Option===&lt;br /&gt;
&lt;br /&gt;
For players that are not too fond of the grenade launcher for the MEC, they can switch its functionality to a last-ditch-option onboard nuclear reactor overload weapon. Find the line in defaultgamecore.ini that begins: &lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher, &lt;br /&gt;
&lt;br /&gt;
And replace the entire line with:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher,       ABILITIES[0]=eAbility_MEC_GrenadeLauncher, 	ABILITIES[1]=0,                      ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Mec, 		Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Explosive, Properties[4]=0,               Properties[5]=0,        iDamage=275,  iEnvironmentDamage=750, iRange=1,  iReactionRange=30, iReactionAngle=200, iRadius=700,  iCritical=0,  iOffenseBonus=0,  iSuppression=0,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By loading out the grenade launcher on a MEC, this will give you an option to overload the MECs (hypothetical) nuclear reactor resulting in a massive explosion that is guaranteed to kill/destroy everything (including the MEC) in a wide radius surrounding the MEC. Use only in cases of extreme clusterfuck/heroism.&lt;br /&gt;
&lt;br /&gt;
===Arc Thrower===&lt;br /&gt;
&lt;br /&gt;
With the release of B15, the code required for a pistol slot Arc Thrower is included in the DGC.ini. To make the change, all you need to do is comment out (add a &amp;quot;;&amp;quot;) the default line for the arc thrower and remove the comment located several lines lower. Essentially you tell the game to stop reading the default line of arc thrower code and begin reading the pre-built code enabling the pistol slot. It is explained in the comments of the DGC.ini.&lt;br /&gt;
&lt;br /&gt;
It is possible to equip the arc thrower as a pistol. Adjust the default line&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to allow for pistol slot only &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Pistol, Properties[4]=eWP_Backpack, Properties[5]=eWP_Secondary, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(Properies[5] of the Arc Thrower item was set to eWP_Pistol)&lt;br /&gt;
&lt;br /&gt;
To increase the range of the Arc Thrower to normal vision range, replace line 1673 in DefaultGameCore.ini with this:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Itembalance_Normal=(eItem=eItem_ArcThrower,					iCash=100,	iElerium=0,		iAlloys=94000,		iTime=10,	iEng=20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The iAlloys field for the Arc Thrower item was set to 94000)&lt;br /&gt;
&lt;br /&gt;
Remember that each item has 2 different listings.&lt;br /&gt;
&lt;br /&gt;
==iceofwolf&#039;s Modification Package==&lt;br /&gt;
This package is recommended with Red Fog and Aiming Angles enabled. Red Fog, so that every hit point has meaning; and Aiming Angles, so that proper or improper positioning makes a bigger difference.&lt;br /&gt;
&lt;br /&gt;
===General Disclaimer===&lt;br /&gt;
Posted by request. This package was a personal rebalancing of several aspects exposed in the DefaultGameCore.ini. These changes were played in early to early-mid; their balance is untested in late-mid to late game. They were made in Long War beta 13 and may not work with earlier or later betas. Please include information on all mods made to the game, including .ini modifications, when reporting bugs or providing feedback to the mod developers.&lt;br /&gt;
&lt;br /&gt;
Although the majority of the modifications made to the Long War mod were made as soon as beta 13 was downloaded, some were added as the game was played. Some modifications that are included in the linked file may have been missed in the wiki detail due to poor personal changelog habits.&lt;br /&gt;
&lt;br /&gt;
Please thank the devs of Long War not only for the Long War mod itself, but more importantly, for opening up the XCOM game so that players can alter their mod to suit individual preferences.&lt;br /&gt;
&lt;br /&gt;
===DefaultGameCore.ini===&lt;br /&gt;
This link will be removed at request of the moderators of this page or at request of the developers of the Long War mod.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/t9ojup01xhaua2t/DefaultGameCore.ini Dropbox Link]&lt;br /&gt;
&lt;br /&gt;
===XCOM Unit Modifications===&lt;br /&gt;
Soldier starting stats vary by much greater margins.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Soldier&amp;lt;/code&amp;gt; and edit the Will entry to =30&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Easy=( eType=eChar_Soldier,             iDamage=0,  iCritHit=0&amp;lt;/code&amp;gt; and edit the iDefense entry to =15&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_AIM=&amp;lt;/code&amp;gt; and edit it to =45&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HIGH_MOBILITY&amp;lt;/code&amp;gt; and edit it to =-15 (that&#039;s negative 15; it&#039;s necessary for how the game rolls random stats)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_WILL&amp;lt;/code&amp;gt; and edit it to =10&lt;br /&gt;
&lt;br /&gt;
Starting barracks is filled with 64 eager rookies. With the above variation in stats, the additional bodies may be needed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;NUM_STARTING_SOLDIERS&amp;lt;/code&amp;gt; and edit it to =64&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers are easier to field. (If it were possible, I&#039;d make this a binary check: If the soldier&#039;s Will exceeds the power he is trying for, then he succeeds; if not, he fails. I&#039;d also obscure the percentage chance. Since no such code is exposed, everybody gets psi if they spend the time to do it.)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_GIFT_CHANCE&amp;lt;/code&amp;gt; and edit it to =.99&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_TRAINING_HOURS&amp;lt;/code&amp;gt; and edit it to =144&lt;br /&gt;
&lt;br /&gt;
Psi XP requirements reduced.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;; Psi XP Levels&amp;lt;/code&amp;gt; and alter the required XP as desired.&lt;br /&gt;
&lt;br /&gt;
===Equipment Modifications===&lt;br /&gt;
Laser Sniper Rifle, Scatter Laser and Laser Strike Rifle all have ballistic ammo levels. Further weapon tiers were not modified because the effect on game balance could not be directly observed; modify higher tiers to your own liking.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle,    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,			 ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_MoveLimited,   Properties[2]=0,   			  Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0,    iCritical=25, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Sniper Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun,          ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Assault,    Properties[1]=eWP_Rifle,     	 Properties[2]=0,                 Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=60, iRange=30,  iReactionRange=14, iReactionAngle=360, iRadius=0,    iCritical=20, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Laser&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227,         				    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0, 			      ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_Overheats,   	 Properties[2]=eWP_MoveLimited,   Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=36,  iReactionRange=36, iReactionAngle=200, iRadius=0,    iCritical=15, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Strike Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All armor small item equippables confer the Secondary Heart perk.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating,				iCash=100,	iElerium=0,		iAlloys=4020,		iTime=10,	iEng=35);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor,			iCash=0,	iElerium=0,		iAlloys=4005,		iTime=7,	iEng=15);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=94&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=94,  								iCash=60,	iElerium=5002,	iAlloys=4003,		iTime=7,	iEng=30)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=95&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=95,								iCash=-1,	iElerium=0,		iAlloys=4000,		iTime=-1,	iEng=-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=220&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=220,								iCash=70,	iElerium=0,		iAlloys=4010,		iTime=7,	iEng=12);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tactical Modifications===&lt;br /&gt;
Flying provides no defensive bonus. This also causes flying units to be counted as exposed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;AIR_EVADE_DEF&amp;lt;/code&amp;gt; and edit it to =0&lt;br /&gt;
&lt;br /&gt;
===Resource Modifications===&lt;br /&gt;
Mechtoids and Floaters provide significantly more Meld.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;MECHTOID_MELD&amp;lt;/code&amp;gt; and edit it to =80&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HFLOATER_MELD&amp;lt;/code&amp;gt; and edit it to =1030&lt;br /&gt;
&lt;br /&gt;
Strategy game altered so that resources are more plentiful and all items are cheaper, but take longer to build. Net result can be gamed, arguably: rushing an item will result in the same credit, alloy and elerium cost as the base LW mod, but will take 75% of the time it would take in the base LW mod -- but this also adds a Meld cost.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ABDUCTION_REWARD_CASH&amp;lt;/code&amp;gt; and edit it to =300&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_TIME_BALANCE&amp;lt;/code&amp;gt; and edit it to =1.5&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_CREDIT_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ELERIUM_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ALLOY_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_MELD_BALANCE&amp;lt;/code&amp;gt; and edit it to =.25&lt;br /&gt;
&lt;br /&gt;
===Enemy Unit Modifications===&lt;br /&gt;
Thin Man poison spit reduced to range of 5.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague,                   ABILITIES[0]=eAbility_Plague,         ABILITIES[1]=0,                            ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Support,    Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Backpack,  Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=45,  iRange=5,  iReactionRange=25, iReactionAngle=200, iRadius=144,  iCritical=0,  iOffenseBonus=0,  iSuppression=202, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes removed from all Chryssalid units.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0, iDefense=5,	iHP=1, 	iMobility=0,	iWill=0); Lightning Reflexes (removed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Exalt and Elite Exalt that have not been promoted to navigator/leader have significantly reduced hit points, putting all Exalt into one-shot territory. Their offensive capabilities have not been altered.&lt;br /&gt;
:Search the Characters block (the first major block of text after armors) for any entry with &amp;quot;Exalt&amp;quot; in the name. Find &amp;lt;code&amp;gt;HP=&amp;lt;/code&amp;gt; on that line. Adjust as desired.&lt;br /&gt;
&lt;br /&gt;
All alien and Exalt final forms have been disabled, except the leader/navigator. This final upgrade would normally occur at &amp;quot;alien research threshold&amp;quot; 900, which is a rough estimate of how many days have passed since the beginning of the game, modified by alien research efforts. These final upgrades give the aliens substantially higher stats and seem to have been intended to provide a sense of urgency and/or provoke the player to finish the game (to be fair, two to three years is plenty long enough). This file disables them simply because the author of the package modding the mod doesn&#039;t like them.&lt;br /&gt;
&lt;br /&gt;
To re-enable these super upgrades or to disable earlier upgrades, search for &amp;lt;code&amp;gt;; ALIEN AUTOMATIC UPGRADES&amp;lt;/code&amp;gt;. The section that follows details all of the upgrades each non-XCOM unit can receive over time, most of which start at &amp;quot;210&amp;quot;. Place a semicolon at the beginning of any line which you want to disable, or remove the semicolon from each unit line you want to re-enable.&lt;br /&gt;
&lt;br /&gt;
Note that, despite denying aliens and Exalt their final upgrades and restricting Exalt starting HP, leader/navigator types of each alien will remain a significant threat.&lt;br /&gt;
&lt;br /&gt;
== PatcherGUI Mods ==&lt;br /&gt;
=== Double Damage XCOM Aircraft Weapons ===&lt;br /&gt;
&lt;br /&gt;
XCOM aircraft weapons have been modified to do double damage (armor penetration unchanged). Alien air weapons unchanged. Use PatcherGUI to implement.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
//This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool&lt;br /&gt;
UPK_FILE = XComStrategyGame.upk&lt;br /&gt;
OBJECT = XGItemTree.UpdateShips : AUTO&lt;br /&gt;
[REPLACEMENT_CODE]&lt;br /&gt;
/*(0x0000/0x0000)*/ 0F 01 &amp;lt;@m_iCurrentCategory&amp;gt; FB 91 1B &amp;lt;STAT_GetStat&amp;gt; 26 16 2C 1E 16 2C 00 2C 20 16 &lt;br /&gt;
/*(0x001F/0x001B)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 02 1D &amp;lt;%i 2000&amp;gt; 2C 0A 2C 08 25 25 16 &lt;br /&gt;
/*(0x0036/0x0032)*/ 07 [@label_0x0048] 72 1B &amp;lt;ENGINEERING&amp;gt; 16 2A 16 &lt;br /&gt;
/*(0x0046/0x0042)*/ 	04 0B &lt;br /&gt;
/*(0x0048/0x0044)*/ [#label_0x0048]&lt;br /&gt;
/*(0x0048/0x0044)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 01 1D &amp;lt;%i 1500&amp;gt; 92 2C 0A 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 2500&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 05 92 2C 00 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x00EB/0x00DB)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 03 1D &amp;lt;%i 3500&amp;gt; 92 2C 0F 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 4000&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 19 92 2C 05 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x018E/0x0172)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 04 1D &amp;lt;%i 3000&amp;gt; 2C 2A 92 1D &amp;lt;%i 750&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 2C 03 16 &lt;br /&gt;
/*(0x01B9/0x0199)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 12 2C 0F 16 &lt;br /&gt;
/*(0x01E4/0x01C0)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 06 1D &amp;lt;%i 1700&amp;gt; 2C 19 92 1D &amp;lt;%i 4000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1E 2C 02 16 &lt;br /&gt;
/*(0x020F/0x01E7)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 07 1D &amp;lt;%i 1200&amp;gt; 2C 12 92 1D &amp;lt;%i 5000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 00 16 &lt;br /&gt;
/*(0x023A/0x020E)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 08 1D &amp;lt;%i 2000&amp;gt; 2C 23 92 1D &amp;lt;%i 9000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 24 2C 14 16 &lt;br /&gt;
/*(0x0265/0x0235)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 09 1D &amp;lt;%i 3500&amp;gt; 2C 3C 92 1D &amp;lt;%i 2500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 28 2C 19 16 &lt;br /&gt;
/*(0x0290/0x025C)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0A 1D &amp;lt;%i 2500&amp;gt; 2C 28 92 1D &amp;lt;%i 850&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 0C 2C 07 16 &lt;br /&gt;
/*(0x02BB/0x0283)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0B 1D &amp;lt;%i 2600&amp;gt; 2C 20 92 1D &amp;lt;%i 1500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 05 2C 07 16 &lt;br /&gt;
/*(0x02E6/0x02AA)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0C 1D &amp;lt;%i 1500&amp;gt; 2C 18 92 1D &amp;lt;%i 3500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 2C 03 16 &lt;br /&gt;
/*(0x0311/0x02D1)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0D 1D &amp;lt;%i 1300&amp;gt; 2C 14 92 1D &amp;lt;%i 6000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 19 2C 00 16 &lt;br /&gt;
/*(0x033C/0x02F8)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0E 1D &amp;lt;%i 1400&amp;gt; 2C 23 92 1D &amp;lt;%i 8000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1C 2C 12 16 &lt;br /&gt;
/*(0x0367/0x031F)*/ 07 [@label_0x0391] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 08 16 &lt;br /&gt;
/*(0x0377/0x032B)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 05 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 09 4A 16 &lt;br /&gt;
/*(0x0391/0x0341)*/ [#label_0x0391]&lt;br /&gt;
/*(0x0391/0x0341)*/ 07 [@label_0x03BC] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0A 16 &lt;br /&gt;
/*(0x03A1/0x034D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0A 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 4F 2C 08 2C 08 16 &lt;br /&gt;
/*(0x03BC/0x0364)*/ [#label_0x03BC]&lt;br /&gt;
/*(0x03BC/0x0364)*/ 07 [@label_0x0402] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0C 16 &lt;br /&gt;
/*(0x03CC/0x0370)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 06 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 51 2C 09 2C 08 16 &lt;br /&gt;
/*(0x03E7/0x0387)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0D 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 52 2C 09 2C 08 16 &lt;br /&gt;
/*(0x0402/0x039E)*/ [#label_0x0402]&lt;br /&gt;
/*(0x0402/0x039E)*/ 07 [@label_0x0473] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 12 16 &lt;br /&gt;
/*(0x0412/0x03AA)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0B 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 08 2C 08 16 &lt;br /&gt;
/*(0x042D/0x03C1)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0E 01 &amp;lt;@m_strSizeVeryLarge&amp;gt; 24 54 2C 09 2C 09 16 &lt;br /&gt;
/*(0x0448/0x03D8)*/ 	1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 14 16 &lt;br /&gt;
/*(0x0473/0x03FF)*/ [#label_0x0473]&lt;br /&gt;
/*(0x0473/0x03FF)*/ 07 [@label_0x051C] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 2C 16 ) &lt;br /&gt;
/*(0x0498/0x0420)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 460&amp;gt; 2C 12 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0519/0x0491)*/ 	06 [@label_0x059D] &lt;br /&gt;
/*(0x051C/0x0494)*/ [#label_0x051C]&lt;br /&gt;
/*(0x051C/0x0494)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 280&amp;gt; 2C 05 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x059D/0x0505)*/ [#label_0x059D]&lt;br /&gt;
/*(0x059D/0x0505)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 02 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 1.5&amp;gt; 1D &amp;lt;%i 400&amp;gt; 2C 0A 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x061E/0x0576)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 03 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 2&amp;gt; 1D &amp;lt;%i 680&amp;gt; 2C 00 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x069F/0x05E7)*/ 07 [@label_0x0748] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 22 16 ) &lt;br /&gt;
/*(0x06C4/0x0608)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 600&amp;gt; 2C 0B 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0745/0x0679)*/ 	06 [@label_0x07C9] &lt;br /&gt;
/*(0x0748/0x067C)*/ [#label_0x0748]&lt;br /&gt;
/*(0x0748/0x067C)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 580&amp;gt; 2C 05 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x07C9/0x06ED)*/ [#label_0x07C9]&lt;br /&gt;
/*(0x07C9/0x06ED)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 05 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 1300&amp;gt; 2C 16 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x084A/0x075E)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 06 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.55&amp;gt; 1D &amp;lt;%i 620&amp;gt; 2C 1E 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x08CB/0x07CF)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 07 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1.25&amp;gt; 1D &amp;lt;%i 2400&amp;gt; 2C 1A 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x094C/0x0840)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 08 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.15&amp;gt; 92 1D &amp;lt;%i 450&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 92 2C 21 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x09BA/0x08A2)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 09 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 800&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 92 2C 28 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A28/0x0904)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 0A 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 1300&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 32 92 2C 2D 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A96/0x0966)*/ 07 [@label_0x0AF0] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1B 16 ) &lt;br /&gt;
/*(0x0ABB/0x0987)*/ 	1B &amp;lt;BuildShip&amp;gt; 26 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 44 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AD5/0x099D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 03 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 45 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AF0/0x09B4)*/ [#label_0x0AF0]&lt;br /&gt;
/*(0x0AF0/0x09B4)*/ 1B &amp;lt;UpdateAllShipTemplates&amp;gt; 16 &lt;br /&gt;
/*(0x0AFA/0x09BE)*/ 04 0B &lt;br /&gt;
/*(0x0AFC/0x09C0)*/ 53&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Thekcpiper</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=66327</id>
		<title>Mods (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=66327"/>
		<updated>2015-07-04T01:07:31Z</updated>

		<summary type="html">&lt;p&gt;Thekcpiper: /* Weapon and Item Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Beginners Guide==&lt;br /&gt;
&lt;br /&gt;
Long War has made it easy for individual users to tweak parts of the game for their own preference. Unless otherwise noted, code changes occur in the &amp;lt;code&amp;gt;DefaultGameCore.ini&amp;lt;/code&amp;gt; file; this is commonly referred to as the DGC.ini. For a typical Windows user, this file can be found at &amp;lt;code&amp;gt;C:/Program Files x86/Steam/SteamApps/common(OR your username)/XCom-enemy-unknown/XEW/XComGame/Config&amp;lt;/code&amp;gt;. It is recommended that you download and use &#039;&#039;&#039;Notepad++&#039;&#039;&#039; to alter defaultgamecore.ini because it is visually easier to use and numbers the lines (which may be referenced in this page).&lt;br /&gt;
&lt;br /&gt;
Another useful tool is the free software &#039;&#039;&#039;WinMerge&#039;&#039;&#039;. WinMerge allows you to open two text files (like the DGC.ini) side by side and compare differences between them. This is useful when Long War is updated. To easily preserve the custom modifications you did on a previous version, open a backup copy of your old DGC.ini and the new updated version DGC.ini. WinMerge will help you quickly identify differences and apply all your previous modifications to the new Long War version.&lt;br /&gt;
&lt;br /&gt;
Note for OS X users, you will need to modify &amp;lt;code&amp;gt;XComGameCore.ini&amp;lt;/code&amp;gt;, which is located at &amp;lt;code&amp;gt;~/Library/Application Support/Feral Interactive/XCOM Enemy Unknown/XEW/MacInit/XComGameCore.ini&amp;lt;/code&amp;gt;. Some users suggest that you update &amp;lt;code&amp;gt;~/Application Support/Steam/SteamApps/common/XCom-Enemy-Unknown/XCOMData/XEW/XComGame/Config/DefaultGameCore.ini&amp;lt;/code&amp;gt; as well to be safe.  You can use the built in program TextEdit or (better) TextWrangler.&lt;br /&gt;
&lt;br /&gt;
==Base Changes==&lt;br /&gt;
&lt;br /&gt;
===Energy Changes===&lt;br /&gt;
&lt;br /&gt;
Alternative Fission and Thermo changes are proposed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
________________Pwr__Cost__Cost/Pwr_____&lt;br /&gt;
Fission Current --- 6 --- $120 --- $20.00&lt;br /&gt;
Fission Change --- 8 --- $150 --- $18.75&lt;br /&gt;
&lt;br /&gt;
Thermo Current -- 25 -- $350 --- $14.00&lt;br /&gt;
Thermo Change -- 20 -- $300 --- $15.00&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition, increase Adjacency bonus from +3 power to +4.&lt;br /&gt;
&lt;br /&gt;
With this, Fission is still less efficient than a thermo, however players shouldn&#039;t feel like they are getting an extra difficulty tacked on because they didn&#039;t get a good steam vent. Now if there is a good steam vent, it&#039;s simply a bonus. To change these options, examine lines 1395 and line 1800.&lt;br /&gt;
&lt;br /&gt;
===Start Date Change===&lt;br /&gt;
To start the campaign at a different date than March 1st. Change the value found in &amp;lt;code&amp;gt;defaultgamedata.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appearance Changes===&lt;br /&gt;
&lt;br /&gt;
How to Remove the Gene Mod Armor:&lt;br /&gt;
&lt;br /&gt;
This will replace the gene mod armor with a sleeved chest plate. However, said chest plate was designed to have shoulder pads, which are missing, so there will be a noticeable gap with either gene mods or those who use tactical vests instead of tactical armor. The gap is textured, so it won&#039;t break any models. You can still add shoulder pads by using decos ingame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Use CTRL + F To find the following&lt;br /&gt;
&lt;br /&gt;
UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar_GM,ArchetypeName=&amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Remove both GMs from &amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now the game will read the normal armor instead of the GM version. &lt;br /&gt;
You can choose to do this to specific models, or use find and replace to change them all. &lt;br /&gt;
To use find and replace, I recommend you find _GM&amp;quot; and _GM. and replace them with &amp;quot; and . respectively.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to change default color, and headgear.&lt;br /&gt;
&lt;br /&gt;
In your DefaultGameCore.ini file, you&#039;ll be able to find lines that alter the rookie&#039;s starting color, and headgear, as well as the first time they are promoted to a class. Acceptable values, and their definitions, can be found here.&lt;br /&gt;
http://wiki.tesnexus.com/index.php?title=Initial_soldier_appearance_-_XCOM:EU_2012#Tables (&amp;lt; Someone hyperlink that for me, please.)&lt;br /&gt;
&lt;br /&gt;
Note that you must make these changes &#039;&#039;&#039;before&#039;&#039;&#039; starting a new game for them to take effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
If you press &amp;quot;CTRL + F&amp;quot;, you will open up the find menu. Locate the comment;&lt;br /&gt;
&lt;br /&gt;
; Initial soldier appearance&lt;br /&gt;
&lt;br /&gt;
and you will find directly below it;&lt;br /&gt;
&lt;br /&gt;
DEFENDER_MEDIKIT	= 6		; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)&lt;br /&gt;
COUNCIL_STAT_BONUS	= -1	; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)&lt;br /&gt;
ShowUFOsOnMission	= -1	; Rookie headgear; See readme for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.&lt;br /&gt;
&lt;br /&gt;
Use the values linked above to find exactly what you want. &lt;br /&gt;
To change the promotes, find the following lines directly below the rookie&#039;s section, and change the numbers to any value between 0-32 or -1 for no change.&lt;br /&gt;
&lt;br /&gt;
; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!&lt;br /&gt;
HQ_BASE_POWER = 32			; Sniper Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Sniper Headgear&lt;br /&gt;
HQ_BASE_POWER = 15			; Scout Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Scout Headgear&lt;br /&gt;
HQ_BASE_POWER = 12			; Rocketeer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Rocketeer Headgear&lt;br /&gt;
HQ_BASE_POWER = 9			; Gunner Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Gunner Headgear&lt;br /&gt;
HQ_BASE_POWER = 29			; Medic Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Medic Headgear&lt;br /&gt;
HQ_BASE_POWER = 22			; Engineer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Engineer Headgear&lt;br /&gt;
HQ_BASE_POWER = 21			; Assault Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Assault Headgear&lt;br /&gt;
HQ_BASE_POWER = 19			; Infantry Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Infantry Headgear&lt;br /&gt;
&lt;br /&gt;
Please note, that any text after a ; is a comment, and editing anything past them will do nothing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MECs earn full XP for kills===&lt;br /&gt;
This change requires Hex Editor.&lt;br /&gt;
&lt;br /&gt;
* Open XComGame.upk file in \Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole folder with HxD&lt;br /&gt;
* Search -&amp;gt; Find -&amp;gt; Datatype Hex-Values: A0 00 E7 85 00 00 38 3F 2C &#039;&#039;&#039;02&#039;&#039;&#039; 16&lt;br /&gt;
* Replace 02 with 01.&lt;br /&gt;
&lt;br /&gt;
This will eliminate the penalty. Setting it to 03 will give them 1/3rd of XP for kills.[http://www.reddit.com/r/Xcom/comments/2g04ye/lw_in_vanilla_mecs_earn_half_the_xp_for_kills/ckerbtf]&lt;br /&gt;
&lt;br /&gt;
==INI Meld editing==&lt;br /&gt;
===Item Costs===&lt;br /&gt;
Costs in engineering can be edited in the DefaultGameCore.INI file. As you most limited resource will probably be Meld, and the way the data is in the .ini file, this will help your inner engineer&#039;s itch to want to build items. Beginning about halfway down, you will start to see &amp;quot;iElerium=&amp;quot; lines. Comments helpfully point out that these are both the Meld &#039;&#039;and&#039;&#039; Elerium entries. You may want to keep an untouched INI file and/or use the UFOPaedia&#039;s pages as references. Now for editing:&lt;br /&gt;
&lt;br /&gt;
As you can see in the [[Armor_%28Long_War%29#MEC_Armor|Armor]] section, the MEC suits of Warden, Sentinel, and Paladin cost, respectively, 20 meld and 20 Elerium, 40 Meld and 30 Elerium, 60 meld and 50 Elerium for their fabrication costs (on top of credits and alloys). In the .ini file, they are, again respectively, simply labeled &amp;quot;; MEC-1&amp;quot;, &amp;quot;; MEC-2&amp;quot;, &amp;quot;; MEC-3&amp;quot;. Now see that the &amp;quot;IElerium=&amp;quot; values are, once more respectively, 20020, 40030, 60050. As you can see, there is a placeholder 0 in any given iElerium entry-- for any item that has a Meld cost. As this section focuses on just meld editing, this won&#039;t be editing the Elerium cost (and will assume you won&#039;t, as you don&#039;t want to make the Long War _too_ easy). Therefore, you will only be editing the value &#039;&#039;in front&#039;&#039; of the placeholder 0.&lt;br /&gt;
&lt;br /&gt;
Ergo: changing 20020, 40030, 60050 to, say, 5020 (note it goes from 5 to 4 intergers), 20030, 30050 would change the meld costs of Warden armor from 20 to 5 units of Meld, Sentinel from 40 to 20, and Paladin from 60 to 30 (while not changing the Elerium costs). Again, note that changing the Warden&#039;s &amp;quot;20&amp;quot; to &amp;quot;5&amp;quot; -- and &#039;&#039;not&#039;&#039; &amp;quot;05&amp;quot; -- in front of the &#039;placeholder&#039; 0 will reduce the cost from 20 to 5 units of Meld. This method works on all the &amp;quot;iElerium=&amp;quot; entries under the &amp;quot;; Gear&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
Near the bottom of the file, you will find &amp;quot;; Gene Mod Configuration&amp;quot;. Depending on your choice of editor, the entries may not line up, so be aware that in this section, &amp;quot;iAlloys=&amp;quot; is the variable set for Meld cost for gene mods. As these variables are more simply written, merely edit them to your desired cost. And for reference, &amp;quot;iTime=&amp;quot; entries are for how long each mod requires a soldier to be inside the Gene Lab&#039;s tanks, and &amp;quot;iEng=&amp;quot; are the penalty hours added to fatigue.&lt;br /&gt;
&lt;br /&gt;
===Meld Expiration Timer===&lt;br /&gt;
In &amp;lt;code&amp;gt;DefaultRandomSpawns.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will find the lines:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
[XComLZMutator.XComMeldSpawnMutator]&lt;br /&gt;
&lt;br /&gt;
NumContainers = 3&lt;br /&gt;
DestroyedOnTurn = (DistToPlayer / (96 * 8)) * EqSlope + EqConst (96 * 8 - mobility in UU)&lt;br /&gt;
EqSlope = 1.5&lt;br /&gt;
&lt;br /&gt;
EqConst = 1&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By increasing the number after EqSlope (default 1.55), you can increase the number of turns it takes before meld expires.&lt;br /&gt;
&lt;br /&gt;
==Second Wave Option Changes==&lt;br /&gt;
&lt;br /&gt;
===Aiming Angles===&lt;br /&gt;
&lt;br /&gt;
It may be the case that 90 degrees is too small of an arc for cover to provide full protection, so we can cut the aiming angle down to 30 degrees. This gives your cover a 120 degree arc in which it provides full protection, so you can easily fight enemies so long as you&#039;re not stupid about picking your cover.&lt;br /&gt;
&lt;br /&gt;
You can change the settings in defaultgamecore.ini, and there is a diagram in there to help explain it:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Top down view&lt;br /&gt;
;&lt;br /&gt;
;     B  &lt;br /&gt;
;      \ &lt;br /&gt;
;       \&lt;br /&gt;
;  A-----^&lt;br /&gt;
;        T&lt;br /&gt;
;&lt;br /&gt;
; T is a target with cover in the direction of &#039;^&#039;.&lt;br /&gt;
; A is a shooter with the maximum aiming angle aim bonus &lt;br /&gt;
; B is a shooter with the minimum aiming angle aim bonus&lt;br /&gt;
; The aiming angle bonus increases linearly in the angle range between A and B&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
SW_AIMING_ANGLE_THRESHOLD= 30.0f; 45.0f; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90&lt;br /&gt;
SW_AIMING_ANGLE_MINBONUS=5      ; Shooter B&#039;s aiming angle bonus is SW_AIMING_ANGLE_MINBONUS&lt;br /&gt;
SW_AIMING_ANGLE_MAXBONUS=-5     ; Shooter A&#039;s aiming angle bonus is [T&#039;s Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The option for 45 degrees is commented out, and replaced it with 30 degrees. With these settings, 30 degrees to parallel (60 degrees off of perpendicular), gives a +5 to hit. Just shy of the 90 degree flank, it&#039;s +(coverbonus - 5) to hit.&lt;br /&gt;
&lt;br /&gt;
===Red Fog===&lt;br /&gt;
&#039;&#039;&#039;Mobility Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Q: Given that the mobility penalty in the DGC.ini is listed in the format &amp;quot;6.0f&amp;quot;, what does this mean?&lt;br /&gt;
&lt;br /&gt;
A: It means that at most there is a -6 mobility penalty that would be applied at 0% health. Since it can&#039;t hit 0% health, effectively the worst mobility penalty achievable is -5 mobility if severely wounded. This value is measured in meters, the same scaling units that are shown in the barracks view. The mobility stat is an integer value measured in meters, and each tile is 1.5 meters x 1.5 meters, so 5 mobility = 3.33 tiles roughly.&lt;br /&gt;
&lt;br /&gt;
Both the aim and mobility red fog penalties are subtractive, not multiplicative.&lt;br /&gt;
&lt;br /&gt;
For example, the poison/acid mobility debuff is a 25% multiplicative penalty. The unit loses 25% of its maximum movement, so a unit with 14 mobility would have 14 * 0.75 = 10.5 rounded down to 10 mobility, which is effectively -4 mobility.&lt;br /&gt;
&lt;br /&gt;
The %-based mobility penalties are:&lt;br /&gt;
Mindfray - 50% mobility penalty&lt;br /&gt;
Flashbang - 40% mobility penalty&lt;br /&gt;
Poison/acid - 25% mobility penalty&lt;br /&gt;
Catching breath - 75% mobility penalty&lt;br /&gt;
&lt;br /&gt;
All %-based mobility penalties are applied AFTER the additive/subtractive mobility modifiers (Red Fog, perks, inventory).&lt;br /&gt;
&lt;br /&gt;
Thus to make Red Fog carry more significant movement penalty:&lt;br /&gt;
&lt;br /&gt;
    Search for SW_COVER_INCREASE and edit it to =9.9f&lt;br /&gt;
&lt;br /&gt;
==Weapon and Item Changes==&lt;br /&gt;
&lt;br /&gt;
===The MEC Nuclear Option===&lt;br /&gt;
&lt;br /&gt;
For players that are not too fond of the grenade launcher for the MEC, they can switch its functionality to a last-ditch-option onboard nuclear reactor overload weapon. Find the line in defaultgamecore.ini that begins: &lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher, &lt;br /&gt;
&lt;br /&gt;
And replace the entire line with:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher,       ABILITIES[0]=eAbility_MEC_GrenadeLauncher, 	ABILITIES[1]=0,                      ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Mec, 		Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Explosive, Properties[4]=0,               Properties[5]=0,        iDamage=275,  iEnvironmentDamage=750, iRange=1,  iReactionRange=30, iReactionAngle=200, iRadius=700,  iCritical=0,  iOffenseBonus=0,  iSuppression=0,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By loading out the grenade launcher on a MEC, this will give you an option to overload the MECs (hypothetical) nuclear reactor resulting in a massive explosion that is guaranteed to kill/destroy everything (including the MEC) in a wide radius surrounding the MEC. Use only in cases of extreme clusterfuck/heroism.&lt;br /&gt;
&lt;br /&gt;
===Arc Thrower===&lt;br /&gt;
&lt;br /&gt;
With the release of B15, the code required for a pistol slot Arc Thrower is included in the DGC.ini. To make the change, all you need to do is comment out (add a &amp;quot;;&amp;quot;) the default line for the arc thrower and remove the comment located several lines lower. Essentially you tell the game to stop reading the default line of arc thrower code and begin reading the pre-built code enabling the pistol slot. It is explained in the comments of the DGC.ini.&lt;br /&gt;
&lt;br /&gt;
It is possible to equip the arc thrower as a pistol. Adjust the default line&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to allow for pistol slot only &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Pistol, Properties[4]=eWP_Backpack, Properties[5]=eWP_Secondary, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(Properies[5] of the Arc Thrower item was set to eWP_Pistol)&lt;br /&gt;
&lt;br /&gt;
To increase the range of the Arc Thrower to normal vision range, replace line 1673 in DefaultGameCore.ini with this:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Itembalance_Normal=(eItem=eItem_ArcThrower,					iCash=100,	iElerium=0,		iAlloys=94000,		iTime=10,	iEng=20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The iAlloys field for the Arc Thrower item was set to 94000)&lt;br /&gt;
&lt;br /&gt;
Remember that each item has 2 different listings.&lt;br /&gt;
&lt;br /&gt;
==iceofwolf&#039;s Modification Package==&lt;br /&gt;
This package is recommended with Red Fog and Aiming Angles enabled. Red Fog, so that every hit point has meaning; and Aiming Angles, so that proper or improper positioning makes a bigger difference.&lt;br /&gt;
&lt;br /&gt;
===General Disclaimer===&lt;br /&gt;
Posted by request. This package was a personal rebalancing of several aspects exposed in the DefaultGameCore.ini. These changes were played in early to early-mid; their balance is untested in late-mid to late game. They were made in Long War beta 13 and may not work with earlier or later betas. Please include information on all mods made to the game, including .ini modifications, when reporting bugs or providing feedback to the mod developers.&lt;br /&gt;
&lt;br /&gt;
Although the majority of the modifications made to the Long War mod were made as soon as beta 13 was downloaded, some were added as the game was played. Some modifications that are included in the linked file may have been missed in the wiki detail due to poor personal changelog habits.&lt;br /&gt;
&lt;br /&gt;
Please thank the devs of Long War not only for the Long War mod itself, but more importantly, for opening up the XCOM game so that players can alter their mod to suit individual preferences.&lt;br /&gt;
&lt;br /&gt;
===DefaultGameCore.ini===&lt;br /&gt;
This link will be removed at request of the moderators of this page or at request of the developers of the Long War mod.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/t9ojup01xhaua2t/DefaultGameCore.ini Dropbox Link]&lt;br /&gt;
&lt;br /&gt;
===XCOM Unit Modifications===&lt;br /&gt;
Soldier starting stats vary by much greater margins.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Soldier&amp;lt;/code&amp;gt; and edit the Will entry to =30&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Easy=( eType=eChar_Soldier,             iDamage=0,  iCritHit=0&amp;lt;/code&amp;gt; and edit the iDefense entry to =15&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_AIM=&amp;lt;/code&amp;gt; and edit it to =45&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HIGH_MOBILITY&amp;lt;/code&amp;gt; and edit it to =-15 (that&#039;s negative 15; it&#039;s necessary for how the game rolls random stats)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_WILL&amp;lt;/code&amp;gt; and edit it to =10&lt;br /&gt;
&lt;br /&gt;
Starting barracks is filled with 64 eager rookies. With the above variation in stats, the additional bodies may be needed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;NUM_STARTING_SOLDIERS&amp;lt;/code&amp;gt; and edit it to =64&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers are easier to field. (If it were possible, I&#039;d make this a binary check: If the soldier&#039;s Will exceeds the power he is trying for, then he succeeds; if not, he fails. I&#039;d also obscure the percentage chance. Since no such code is exposed, everybody gets psi if they spend the time to do it.)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_GIFT_CHANCE&amp;lt;/code&amp;gt; and edit it to =.99&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_TRAINING_HOURS&amp;lt;/code&amp;gt; and edit it to =144&lt;br /&gt;
&lt;br /&gt;
Psi XP requirements reduced.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;; Psi XP Levels&amp;lt;/code&amp;gt; and alter the required XP as desired.&lt;br /&gt;
&lt;br /&gt;
===Equipment Modifications===&lt;br /&gt;
Laser Sniper Rifle, Scatter Laser and Laser Strike Rifle all have ballistic ammo levels. Further weapon tiers were not modified because the effect on game balance could not be directly observed; modify higher tiers to your own liking.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle,    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,			 ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_MoveLimited,   Properties[2]=0,   			  Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0,    iCritical=25, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Sniper Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun,          ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Assault,    Properties[1]=eWP_Rifle,     	 Properties[2]=0,                 Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=60, iRange=30,  iReactionRange=14, iReactionAngle=360, iRadius=0,    iCritical=20, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Laser&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227,         				    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0, 			      ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_Overheats,   	 Properties[2]=eWP_MoveLimited,   Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=36,  iReactionRange=36, iReactionAngle=200, iRadius=0,    iCritical=15, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Strike Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All armor small item equippables confer the Secondary Heart perk.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating,				iCash=100,	iElerium=0,		iAlloys=4020,		iTime=10,	iEng=35);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor,			iCash=0,	iElerium=0,		iAlloys=4005,		iTime=7,	iEng=15);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=94&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=94,  								iCash=60,	iElerium=5002,	iAlloys=4003,		iTime=7,	iEng=30)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=95&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=95,								iCash=-1,	iElerium=0,		iAlloys=4000,		iTime=-1,	iEng=-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=220&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=220,								iCash=70,	iElerium=0,		iAlloys=4010,		iTime=7,	iEng=12);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tactical Modifications===&lt;br /&gt;
Flying provides no defensive bonus. This also causes flying units to be counted as exposed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;AIR_EVADE_DEF&amp;lt;/code&amp;gt; and edit it to =0&lt;br /&gt;
&lt;br /&gt;
===Resource Modifications===&lt;br /&gt;
Mechtoids and Floaters provide significantly more Meld.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;MECHTOID_MELD&amp;lt;/code&amp;gt; and edit it to =80&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HFLOATER_MELD&amp;lt;/code&amp;gt; and edit it to =1030&lt;br /&gt;
&lt;br /&gt;
Strategy game altered so that resources are more plentiful and all items are cheaper, but take longer to build. Net result can be gamed, arguably: rushing an item will result in the same credit, alloy and elerium cost as the base LW mod, but will take 75% of the time it would take in the base LW mod -- but this also adds a Meld cost.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ABDUCTION_REWARD_CASH&amp;lt;/code&amp;gt; and edit it to =300&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_TIME_BALANCE&amp;lt;/code&amp;gt; and edit it to =1.5&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_CREDIT_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ELERIUM_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ALLOY_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_MELD_BALANCE&amp;lt;/code&amp;gt; and edit it to =.25&lt;br /&gt;
&lt;br /&gt;
===Enemy Unit Modifications===&lt;br /&gt;
Thin Man poison spit reduced to range of 5.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague,                   ABILITIES[0]=eAbility_Plague,         ABILITIES[1]=0,                            ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Support,    Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Backpack,  Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=45,  iRange=5,  iReactionRange=25, iReactionAngle=200, iRadius=144,  iCritical=0,  iOffenseBonus=0,  iSuppression=202, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes removed from all Chryssalid units.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0, iDefense=5,	iHP=1, 	iMobility=0,	iWill=0); Lightning Reflexes (removed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Exalt and Elite Exalt that have not been promoted to navigator/leader have significantly reduced hit points, putting all Exalt into one-shot territory. Their offensive capabilities have not been altered.&lt;br /&gt;
:Search the Characters block (the first major block of text after armors) for any entry with &amp;quot;Exalt&amp;quot; in the name. Find &amp;lt;code&amp;gt;HP=&amp;lt;/code&amp;gt; on that line. Adjust as desired.&lt;br /&gt;
&lt;br /&gt;
All alien and Exalt final forms have been disabled, except the leader/navigator. This final upgrade would normally occur at &amp;quot;alien research threshold&amp;quot; 900, which is a rough estimate of how many days have passed since the beginning of the game, modified by alien research efforts. These final upgrades give the aliens substantially higher stats and seem to have been intended to provide a sense of urgency and/or provoke the player to finish the game (to be fair, two to three years is plenty long enough). This file disables them simply because the author of the package modding the mod doesn&#039;t like them.&lt;br /&gt;
&lt;br /&gt;
To re-enable these super upgrades or to disable earlier upgrades, search for &amp;lt;code&amp;gt;; ALIEN AUTOMATIC UPGRADES&amp;lt;/code&amp;gt;. The section that follows details all of the upgrades each non-XCOM unit can receive over time, most of which start at &amp;quot;210&amp;quot;. Place a semicolon at the beginning of any line which you want to disable, or remove the semicolon from each unit line you want to re-enable.&lt;br /&gt;
&lt;br /&gt;
Note that, despite denying aliens and Exalt their final upgrades and restricting Exalt starting HP, leader/navigator types of each alien will remain a significant threat.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Thekcpiper</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=66326</id>
		<title>Mods (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=66326"/>
		<updated>2015-07-04T00:57:15Z</updated>

		<summary type="html">&lt;p&gt;Thekcpiper: /* Double Damage XCOM Aircraft Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Beginners Guide==&lt;br /&gt;
&lt;br /&gt;
Long War has made it easy for individual users to tweak parts of the game for their own preference. Unless otherwise noted, code changes occur in the &amp;lt;code&amp;gt;DefaultGameCore.ini&amp;lt;/code&amp;gt; file; this is commonly referred to as the DGC.ini. For a typical Windows user, this file can be found at &amp;lt;code&amp;gt;C:/Program Files x86/Steam/SteamApps/common(OR your username)/XCom-enemy-unknown/XEW/XComGame/Config&amp;lt;/code&amp;gt;. It is recommended that you download and use &#039;&#039;&#039;Notepad++&#039;&#039;&#039; to alter defaultgamecore.ini because it is visually easier to use and numbers the lines (which may be referenced in this page).&lt;br /&gt;
&lt;br /&gt;
Another useful tool is the free software &#039;&#039;&#039;WinMerge&#039;&#039;&#039;. WinMerge allows you to open two text files (like the DGC.ini) side by side and compare differences between them. This is useful when Long War is updated. To easily preserve the custom modifications you did on a previous version, open a backup copy of your old DGC.ini and the new updated version DGC.ini. WinMerge will help you quickly identify differences and apply all your previous modifications to the new Long War version.&lt;br /&gt;
&lt;br /&gt;
Note for OS X users, you will need to modify &amp;lt;code&amp;gt;XComGameCore.ini&amp;lt;/code&amp;gt;, which is located at &amp;lt;code&amp;gt;~/Library/Application Support/Feral Interactive/XCOM Enemy Unknown/XEW/MacInit/XComGameCore.ini&amp;lt;/code&amp;gt;. Some users suggest that you update &amp;lt;code&amp;gt;~/Application Support/Steam/SteamApps/common/XCom-Enemy-Unknown/XCOMData/XEW/XComGame/Config/DefaultGameCore.ini&amp;lt;/code&amp;gt; as well to be safe.  You can use the built in program TextEdit or (better) TextWrangler.&lt;br /&gt;
&lt;br /&gt;
==Base Changes==&lt;br /&gt;
&lt;br /&gt;
===Energy Changes===&lt;br /&gt;
&lt;br /&gt;
Alternative Fission and Thermo changes are proposed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
________________Pwr__Cost__Cost/Pwr_____&lt;br /&gt;
Fission Current --- 6 --- $120 --- $20.00&lt;br /&gt;
Fission Change --- 8 --- $150 --- $18.75&lt;br /&gt;
&lt;br /&gt;
Thermo Current -- 25 -- $350 --- $14.00&lt;br /&gt;
Thermo Change -- 20 -- $300 --- $15.00&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition, increase Adjacency bonus from +3 power to +4.&lt;br /&gt;
&lt;br /&gt;
With this, Fission is still less efficient than a thermo, however players shouldn&#039;t feel like they are getting an extra difficulty tacked on because they didn&#039;t get a good steam vent. Now if there is a good steam vent, it&#039;s simply a bonus. To change these options, examine lines 1395 and line 1800.&lt;br /&gt;
&lt;br /&gt;
===Start Date Change===&lt;br /&gt;
To start the campaign at a different date than March 1st. Change the value found in &amp;lt;code&amp;gt;defaultgamedata.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appearance Changes===&lt;br /&gt;
&lt;br /&gt;
How to Remove the Gene Mod Armor:&lt;br /&gt;
&lt;br /&gt;
This will replace the gene mod armor with a sleeved chest plate. However, said chest plate was designed to have shoulder pads, which are missing, so there will be a noticeable gap with either gene mods or those who use tactical vests instead of tactical armor. The gap is textured, so it won&#039;t break any models. You can still add shoulder pads by using decos ingame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Use CTRL + F To find the following&lt;br /&gt;
&lt;br /&gt;
UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar_GM,ArchetypeName=&amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Remove both GMs from &amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now the game will read the normal armor instead of the GM version. &lt;br /&gt;
You can choose to do this to specific models, or use find and replace to change them all. &lt;br /&gt;
To use find and replace, I recommend you find _GM&amp;quot; and _GM. and replace them with &amp;quot; and . respectively.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to change default color, and headgear.&lt;br /&gt;
&lt;br /&gt;
In your DefaultGameCore.ini file, you&#039;ll be able to find lines that alter the rookie&#039;s starting color, and headgear, as well as the first time they are promoted to a class. Acceptable values, and their definitions, can be found here.&lt;br /&gt;
http://wiki.tesnexus.com/index.php?title=Initial_soldier_appearance_-_XCOM:EU_2012#Tables (&amp;lt; Someone hyperlink that for me, please.)&lt;br /&gt;
&lt;br /&gt;
Note that you must make these changes &#039;&#039;&#039;before&#039;&#039;&#039; starting a new game for them to take effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
If you press &amp;quot;CTRL + F&amp;quot;, you will open up the find menu. Locate the comment;&lt;br /&gt;
&lt;br /&gt;
; Initial soldier appearance&lt;br /&gt;
&lt;br /&gt;
and you will find directly below it;&lt;br /&gt;
&lt;br /&gt;
DEFENDER_MEDIKIT	= 6		; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)&lt;br /&gt;
COUNCIL_STAT_BONUS	= -1	; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)&lt;br /&gt;
ShowUFOsOnMission	= -1	; Rookie headgear; See readme for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.&lt;br /&gt;
&lt;br /&gt;
Use the values linked above to find exactly what you want. &lt;br /&gt;
To change the promotes, find the following lines directly below the rookie&#039;s section, and change the numbers to any value between 0-32 or -1 for no change.&lt;br /&gt;
&lt;br /&gt;
; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!&lt;br /&gt;
HQ_BASE_POWER = 32			; Sniper Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Sniper Headgear&lt;br /&gt;
HQ_BASE_POWER = 15			; Scout Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Scout Headgear&lt;br /&gt;
HQ_BASE_POWER = 12			; Rocketeer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Rocketeer Headgear&lt;br /&gt;
HQ_BASE_POWER = 9			; Gunner Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Gunner Headgear&lt;br /&gt;
HQ_BASE_POWER = 29			; Medic Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Medic Headgear&lt;br /&gt;
HQ_BASE_POWER = 22			; Engineer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Engineer Headgear&lt;br /&gt;
HQ_BASE_POWER = 21			; Assault Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Assault Headgear&lt;br /&gt;
HQ_BASE_POWER = 19			; Infantry Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Infantry Headgear&lt;br /&gt;
&lt;br /&gt;
Please note, that any text after a ; is a comment, and editing anything past them will do nothing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MECs earn full XP for kills===&lt;br /&gt;
This change requires Hex Editor.&lt;br /&gt;
&lt;br /&gt;
* Open XComGame.upk file in \Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole folder with HxD&lt;br /&gt;
* Search -&amp;gt; Find -&amp;gt; Datatype Hex-Values: A0 00 E7 85 00 00 38 3F 2C &#039;&#039;&#039;02&#039;&#039;&#039; 16&lt;br /&gt;
* Replace 02 with 01.&lt;br /&gt;
&lt;br /&gt;
This will eliminate the penalty. Setting it to 03 will give them 1/3rd of XP for kills.[http://www.reddit.com/r/Xcom/comments/2g04ye/lw_in_vanilla_mecs_earn_half_the_xp_for_kills/ckerbtf]&lt;br /&gt;
&lt;br /&gt;
==INI Meld editing==&lt;br /&gt;
===Item Costs===&lt;br /&gt;
Costs in engineering can be edited in the DefaultGameCore.INI file. As you most limited resource will probably be Meld, and the way the data is in the .ini file, this will help your inner engineer&#039;s itch to want to build items. Beginning about halfway down, you will start to see &amp;quot;iElerium=&amp;quot; lines. Comments helpfully point out that these are both the Meld &#039;&#039;and&#039;&#039; Elerium entries. You may want to keep an untouched INI file and/or use the UFOPaedia&#039;s pages as references. Now for editing:&lt;br /&gt;
&lt;br /&gt;
As you can see in the [[Armor_%28Long_War%29#MEC_Armor|Armor]] section, the MEC suits of Warden, Sentinel, and Paladin cost, respectively, 20 meld and 20 Elerium, 40 Meld and 30 Elerium, 60 meld and 50 Elerium for their fabrication costs (on top of credits and alloys). In the .ini file, they are, again respectively, simply labeled &amp;quot;; MEC-1&amp;quot;, &amp;quot;; MEC-2&amp;quot;, &amp;quot;; MEC-3&amp;quot;. Now see that the &amp;quot;IElerium=&amp;quot; values are, once more respectively, 20020, 40030, 60050. As you can see, there is a placeholder 0 in any given iElerium entry-- for any item that has a Meld cost. As this section focuses on just meld editing, this won&#039;t be editing the Elerium cost (and will assume you won&#039;t, as you don&#039;t want to make the Long War _too_ easy). Therefore, you will only be editing the value &#039;&#039;in front&#039;&#039; of the placeholder 0.&lt;br /&gt;
&lt;br /&gt;
Ergo: changing 20020, 40030, 60050 to, say, 5020 (note it goes from 5 to 4 intergers), 20030, 30050 would change the meld costs of Warden armor from 20 to 5 units of Meld, Sentinel from 40 to 20, and Paladin from 60 to 30 (while not changing the Elerium costs). Again, note that changing the Warden&#039;s &amp;quot;20&amp;quot; to &amp;quot;5&amp;quot; -- and &#039;&#039;not&#039;&#039; &amp;quot;05&amp;quot; -- in front of the &#039;placeholder&#039; 0 will reduce the cost from 20 to 5 units of Meld. This method works on all the &amp;quot;iElerium=&amp;quot; entries under the &amp;quot;; Gear&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
Near the bottom of the file, you will find &amp;quot;; Gene Mod Configuration&amp;quot;. Depending on your choice of editor, the entries may not line up, so be aware that in this section, &amp;quot;iAlloys=&amp;quot; is the variable set for Meld cost for gene mods. As these variables are more simply written, merely edit them to your desired cost. And for reference, &amp;quot;iTime=&amp;quot; entries are for how long each mod requires a soldier to be inside the Gene Lab&#039;s tanks, and &amp;quot;iEng=&amp;quot; are the penalty hours added to fatigue.&lt;br /&gt;
&lt;br /&gt;
===Meld Expiration Timer===&lt;br /&gt;
In &amp;lt;code&amp;gt;DefaultRandomSpawns.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will find the lines:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
[XComLZMutator.XComMeldSpawnMutator]&lt;br /&gt;
&lt;br /&gt;
NumContainers = 3&lt;br /&gt;
DestroyedOnTurn = (DistToPlayer / (96 * 8)) * EqSlope + EqConst (96 * 8 - mobility in UU)&lt;br /&gt;
EqSlope = 1.5&lt;br /&gt;
&lt;br /&gt;
EqConst = 1&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By increasing the number after EqSlope (default 1.55), you can increase the number of turns it takes before meld expires.&lt;br /&gt;
&lt;br /&gt;
==Second Wave Option Changes==&lt;br /&gt;
&lt;br /&gt;
===Aiming Angles===&lt;br /&gt;
&lt;br /&gt;
It may be the case that 90 degrees is too small of an arc for cover to provide full protection, so we can cut the aiming angle down to 30 degrees. This gives your cover a 120 degree arc in which it provides full protection, so you can easily fight enemies so long as you&#039;re not stupid about picking your cover.&lt;br /&gt;
&lt;br /&gt;
You can change the settings in defaultgamecore.ini, and there is a diagram in there to help explain it:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Top down view&lt;br /&gt;
;&lt;br /&gt;
;     B  &lt;br /&gt;
;      \ &lt;br /&gt;
;       \&lt;br /&gt;
;  A-----^&lt;br /&gt;
;        T&lt;br /&gt;
;&lt;br /&gt;
; T is a target with cover in the direction of &#039;^&#039;.&lt;br /&gt;
; A is a shooter with the maximum aiming angle aim bonus &lt;br /&gt;
; B is a shooter with the minimum aiming angle aim bonus&lt;br /&gt;
; The aiming angle bonus increases linearly in the angle range between A and B&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
SW_AIMING_ANGLE_THRESHOLD= 30.0f; 45.0f; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90&lt;br /&gt;
SW_AIMING_ANGLE_MINBONUS=5      ; Shooter B&#039;s aiming angle bonus is SW_AIMING_ANGLE_MINBONUS&lt;br /&gt;
SW_AIMING_ANGLE_MAXBONUS=-5     ; Shooter A&#039;s aiming angle bonus is [T&#039;s Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The option for 45 degrees is commented out, and replaced it with 30 degrees. With these settings, 30 degrees to parallel (60 degrees off of perpendicular), gives a +5 to hit. Just shy of the 90 degree flank, it&#039;s +(coverbonus - 5) to hit.&lt;br /&gt;
&lt;br /&gt;
===Red Fog===&lt;br /&gt;
&#039;&#039;&#039;Mobility Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Q: Given that the mobility penalty in the DGC.ini is listed in the format &amp;quot;6.0f&amp;quot;, what does this mean?&lt;br /&gt;
&lt;br /&gt;
A: It means that at most there is a -6 mobility penalty that would be applied at 0% health. Since it can&#039;t hit 0% health, effectively the worst mobility penalty achievable is -5 mobility if severely wounded. This value is measured in meters, the same scaling units that are shown in the barracks view. The mobility stat is an integer value measured in meters, and each tile is 1.5 meters x 1.5 meters, so 5 mobility = 3.33 tiles roughly.&lt;br /&gt;
&lt;br /&gt;
Both the aim and mobility red fog penalties are subtractive, not multiplicative.&lt;br /&gt;
&lt;br /&gt;
For example, the poison/acid mobility debuff is a 25% multiplicative penalty. The unit loses 25% of its maximum movement, so a unit with 14 mobility would have 14 * 0.75 = 10.5 rounded down to 10 mobility, which is effectively -4 mobility.&lt;br /&gt;
&lt;br /&gt;
The %-based mobility penalties are:&lt;br /&gt;
Mindfray - 50% mobility penalty&lt;br /&gt;
Flashbang - 40% mobility penalty&lt;br /&gt;
Poison/acid - 25% mobility penalty&lt;br /&gt;
Catching breath - 75% mobility penalty&lt;br /&gt;
&lt;br /&gt;
All %-based mobility penalties are applied AFTER the additive/subtractive mobility modifiers (Red Fog, perks, inventory).&lt;br /&gt;
&lt;br /&gt;
Thus to make Red Fog carry more significant movement penalty:&lt;br /&gt;
&lt;br /&gt;
    Search for SW_COVER_INCREASE and edit it to =9.9f&lt;br /&gt;
&lt;br /&gt;
==Weapon and Item Changes==&lt;br /&gt;
&lt;br /&gt;
===The MEC Nuclear Option===&lt;br /&gt;
&lt;br /&gt;
For players that are not too fond of the grenade launcher for the MEC, they can switch its functionality to a last-ditch-option onboard nuclear reactor overload weapon. Find the line in defaultgamecore.ini that begins: &lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher, &lt;br /&gt;
&lt;br /&gt;
And replace the entire line with:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher,       ABILITIES[0]=eAbility_MEC_GrenadeLauncher, 	ABILITIES[1]=0,                      ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Mec, 		Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Explosive, Properties[4]=0,               Properties[5]=0,        iDamage=275,  iEnvironmentDamage=750, iRange=1,  iReactionRange=30, iReactionAngle=200, iRadius=700,  iCritical=0,  iOffenseBonus=0,  iSuppression=0,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By loading out the grenade launcher on a MEC, this will give you an option to overload the MECs (hypothetical) nuclear reactor resulting in a massive explosion that is guaranteed to kill/destroy everything (including the MEC) in a wide radius surrounding the MEC. Use only in cases of extreme clusterfuck/heroism.&lt;br /&gt;
&lt;br /&gt;
===Arc Thrower===&lt;br /&gt;
&lt;br /&gt;
With the release of B15, the code required for a pistol slot Arc Thrower is included in the DGC.ini. To make the change, all you need to do is comment out (add a &amp;quot;;&amp;quot;) the default line for the arc thrower and remove the comment located several lines lower. Essentially you tell the game to stop reading the default line of arc thrower code and begin reading the pre-built code enabling the pistol slot. It is explained in the comments of the DGC.ini.&lt;br /&gt;
&lt;br /&gt;
It is possible to equip the arc thrower as a pistol. Adjust the default line&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to allow for pistol slot only &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Pistol, Properties[4]=eWP_Backpack, Properties[5]=eWP_Secondary, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(Properies[5] of the Arc Thrower item was set to eWP_Pistol)&lt;br /&gt;
&lt;br /&gt;
To increase the range of the Arc Thrower to normal vision range, replace line 1673 in DefaultGameCore.ini with this:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Itembalance_Normal=(eItem=eItem_ArcThrower,					iCash=100,	iElerium=0,		iAlloys=94000,		iTime=10,	iEng=20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The iAlloys field for the Arc Thrower item was set to 94000)&lt;br /&gt;
&lt;br /&gt;
Remember that each item has 2 different listings.&lt;br /&gt;
&lt;br /&gt;
=== Double Damage XCOM Aircraft Weapons ===&lt;br /&gt;
&lt;br /&gt;
XCOM aircraft weapons have been modified to do double damage (armor penetration unchanged). Alien air weapons unchanged. Use PatcherGUI to implement.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
//This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool&lt;br /&gt;
UPK_FILE = XComStrategyGame.upk&lt;br /&gt;
OBJECT = XGItemTree.UpdateShips : AUTO&lt;br /&gt;
[REPLACEMENT_CODE]&lt;br /&gt;
/*(0x0000/0x0000)*/ 0F 01 &amp;lt;@m_iCurrentCategory&amp;gt; FB 91 1B &amp;lt;STAT_GetStat&amp;gt; 26 16 2C 1E 16 2C 00 2C 20 16 &lt;br /&gt;
/*(0x001F/0x001B)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 02 1D &amp;lt;%i 2000&amp;gt; 2C 0A 2C 08 25 25 16 &lt;br /&gt;
/*(0x0036/0x0032)*/ 07 [@label_0x0048] 72 1B &amp;lt;ENGINEERING&amp;gt; 16 2A 16 &lt;br /&gt;
/*(0x0046/0x0042)*/ 	04 0B &lt;br /&gt;
/*(0x0048/0x0044)*/ [#label_0x0048]&lt;br /&gt;
/*(0x0048/0x0044)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 01 1D &amp;lt;%i 1500&amp;gt; 92 2C 0A 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 2500&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 05 92 2C 00 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x00EB/0x00DB)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 03 1D &amp;lt;%i 3500&amp;gt; 92 2C 0F 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 4000&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 19 92 2C 05 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x018E/0x0172)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 04 1D &amp;lt;%i 3000&amp;gt; 2C 2A 92 1D &amp;lt;%i 750&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 2C 03 16 &lt;br /&gt;
/*(0x01B9/0x0199)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 12 2C 0F 16 &lt;br /&gt;
/*(0x01E4/0x01C0)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 06 1D &amp;lt;%i 1700&amp;gt; 2C 19 92 1D &amp;lt;%i 4000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1E 2C 02 16 &lt;br /&gt;
/*(0x020F/0x01E7)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 07 1D &amp;lt;%i 1200&amp;gt; 2C 12 92 1D &amp;lt;%i 5000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 00 16 &lt;br /&gt;
/*(0x023A/0x020E)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 08 1D &amp;lt;%i 2000&amp;gt; 2C 23 92 1D &amp;lt;%i 9000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 24 2C 14 16 &lt;br /&gt;
/*(0x0265/0x0235)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 09 1D &amp;lt;%i 3500&amp;gt; 2C 3C 92 1D &amp;lt;%i 2500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 28 2C 19 16 &lt;br /&gt;
/*(0x0290/0x025C)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0A 1D &amp;lt;%i 2500&amp;gt; 2C 28 92 1D &amp;lt;%i 850&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 0C 2C 07 16 &lt;br /&gt;
/*(0x02BB/0x0283)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0B 1D &amp;lt;%i 2600&amp;gt; 2C 20 92 1D &amp;lt;%i 1500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 05 2C 07 16 &lt;br /&gt;
/*(0x02E6/0x02AA)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0C 1D &amp;lt;%i 1500&amp;gt; 2C 18 92 1D &amp;lt;%i 3500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 2C 03 16 &lt;br /&gt;
/*(0x0311/0x02D1)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0D 1D &amp;lt;%i 1300&amp;gt; 2C 14 92 1D &amp;lt;%i 6000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 19 2C 00 16 &lt;br /&gt;
/*(0x033C/0x02F8)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0E 1D &amp;lt;%i 1400&amp;gt; 2C 23 92 1D &amp;lt;%i 8000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1C 2C 12 16 &lt;br /&gt;
/*(0x0367/0x031F)*/ 07 [@label_0x0391] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 08 16 &lt;br /&gt;
/*(0x0377/0x032B)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 05 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 09 4A 16 &lt;br /&gt;
/*(0x0391/0x0341)*/ [#label_0x0391]&lt;br /&gt;
/*(0x0391/0x0341)*/ 07 [@label_0x03BC] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0A 16 &lt;br /&gt;
/*(0x03A1/0x034D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0A 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 4F 2C 08 2C 08 16 &lt;br /&gt;
/*(0x03BC/0x0364)*/ [#label_0x03BC]&lt;br /&gt;
/*(0x03BC/0x0364)*/ 07 [@label_0x0402] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0C 16 &lt;br /&gt;
/*(0x03CC/0x0370)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 06 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 51 2C 09 2C 08 16 &lt;br /&gt;
/*(0x03E7/0x0387)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0D 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 52 2C 09 2C 08 16 &lt;br /&gt;
/*(0x0402/0x039E)*/ [#label_0x0402]&lt;br /&gt;
/*(0x0402/0x039E)*/ 07 [@label_0x0473] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 12 16 &lt;br /&gt;
/*(0x0412/0x03AA)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0B 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 08 2C 08 16 &lt;br /&gt;
/*(0x042D/0x03C1)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0E 01 &amp;lt;@m_strSizeVeryLarge&amp;gt; 24 54 2C 09 2C 09 16 &lt;br /&gt;
/*(0x0448/0x03D8)*/ 	1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 14 16 &lt;br /&gt;
/*(0x0473/0x03FF)*/ [#label_0x0473]&lt;br /&gt;
/*(0x0473/0x03FF)*/ 07 [@label_0x051C] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 2C 16 ) &lt;br /&gt;
/*(0x0498/0x0420)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 460&amp;gt; 2C 12 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0519/0x0491)*/ 	06 [@label_0x059D] &lt;br /&gt;
/*(0x051C/0x0494)*/ [#label_0x051C]&lt;br /&gt;
/*(0x051C/0x0494)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 280&amp;gt; 2C 05 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x059D/0x0505)*/ [#label_0x059D]&lt;br /&gt;
/*(0x059D/0x0505)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 02 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 1.5&amp;gt; 1D &amp;lt;%i 400&amp;gt; 2C 0A 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x061E/0x0576)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 03 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 2&amp;gt; 1D &amp;lt;%i 680&amp;gt; 2C 00 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x069F/0x05E7)*/ 07 [@label_0x0748] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 22 16 ) &lt;br /&gt;
/*(0x06C4/0x0608)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 600&amp;gt; 2C 0B 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0745/0x0679)*/ 	06 [@label_0x07C9] &lt;br /&gt;
/*(0x0748/0x067C)*/ [#label_0x0748]&lt;br /&gt;
/*(0x0748/0x067C)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 580&amp;gt; 2C 05 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x07C9/0x06ED)*/ [#label_0x07C9]&lt;br /&gt;
/*(0x07C9/0x06ED)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 05 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 1300&amp;gt; 2C 16 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x084A/0x075E)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 06 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.55&amp;gt; 1D &amp;lt;%i 620&amp;gt; 2C 1E 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x08CB/0x07CF)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 07 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1.25&amp;gt; 1D &amp;lt;%i 2400&amp;gt; 2C 1A 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x094C/0x0840)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 08 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.15&amp;gt; 92 1D &amp;lt;%i 450&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 92 2C 21 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x09BA/0x08A2)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 09 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 800&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 92 2C 28 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A28/0x0904)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 0A 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 1300&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 32 92 2C 2D 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A96/0x0966)*/ 07 [@label_0x0AF0] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1B 16 ) &lt;br /&gt;
/*(0x0ABB/0x0987)*/ 	1B &amp;lt;BuildShip&amp;gt; 26 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 44 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AD5/0x099D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 03 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 45 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AF0/0x09B4)*/ [#label_0x0AF0]&lt;br /&gt;
/*(0x0AF0/0x09B4)*/ 1B &amp;lt;UpdateAllShipTemplates&amp;gt; 16 &lt;br /&gt;
/*(0x0AFA/0x09BE)*/ 04 0B &lt;br /&gt;
/*(0x0AFC/0x09C0)*/ 53&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==iceofwolf&#039;s Modification Package==&lt;br /&gt;
This package is recommended with Red Fog and Aiming Angles enabled. Red Fog, so that every hit point has meaning; and Aiming Angles, so that proper or improper positioning makes a bigger difference.&lt;br /&gt;
&lt;br /&gt;
===General Disclaimer===&lt;br /&gt;
Posted by request. This package was a personal rebalancing of several aspects exposed in the DefaultGameCore.ini. These changes were played in early to early-mid; their balance is untested in late-mid to late game. They were made in Long War beta 13 and may not work with earlier or later betas. Please include information on all mods made to the game, including .ini modifications, when reporting bugs or providing feedback to the mod developers.&lt;br /&gt;
&lt;br /&gt;
Although the majority of the modifications made to the Long War mod were made as soon as beta 13 was downloaded, some were added as the game was played. Some modifications that are included in the linked file may have been missed in the wiki detail due to poor personal changelog habits.&lt;br /&gt;
&lt;br /&gt;
Please thank the devs of Long War not only for the Long War mod itself, but more importantly, for opening up the XCOM game so that players can alter their mod to suit individual preferences.&lt;br /&gt;
&lt;br /&gt;
===DefaultGameCore.ini===&lt;br /&gt;
This link will be removed at request of the moderators of this page or at request of the developers of the Long War mod.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/t9ojup01xhaua2t/DefaultGameCore.ini Dropbox Link]&lt;br /&gt;
&lt;br /&gt;
===XCOM Unit Modifications===&lt;br /&gt;
Soldier starting stats vary by much greater margins.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Soldier&amp;lt;/code&amp;gt; and edit the Will entry to =30&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Easy=( eType=eChar_Soldier,             iDamage=0,  iCritHit=0&amp;lt;/code&amp;gt; and edit the iDefense entry to =15&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_AIM=&amp;lt;/code&amp;gt; and edit it to =45&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HIGH_MOBILITY&amp;lt;/code&amp;gt; and edit it to =-15 (that&#039;s negative 15; it&#039;s necessary for how the game rolls random stats)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_WILL&amp;lt;/code&amp;gt; and edit it to =10&lt;br /&gt;
&lt;br /&gt;
Starting barracks is filled with 64 eager rookies. With the above variation in stats, the additional bodies may be needed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;NUM_STARTING_SOLDIERS&amp;lt;/code&amp;gt; and edit it to =64&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers are easier to field. (If it were possible, I&#039;d make this a binary check: If the soldier&#039;s Will exceeds the power he is trying for, then he succeeds; if not, he fails. I&#039;d also obscure the percentage chance. Since no such code is exposed, everybody gets psi if they spend the time to do it.)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_GIFT_CHANCE&amp;lt;/code&amp;gt; and edit it to =.99&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_TRAINING_HOURS&amp;lt;/code&amp;gt; and edit it to =144&lt;br /&gt;
&lt;br /&gt;
Psi XP requirements reduced.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;; Psi XP Levels&amp;lt;/code&amp;gt; and alter the required XP as desired.&lt;br /&gt;
&lt;br /&gt;
===Equipment Modifications===&lt;br /&gt;
Laser Sniper Rifle, Scatter Laser and Laser Strike Rifle all have ballistic ammo levels. Further weapon tiers were not modified because the effect on game balance could not be directly observed; modify higher tiers to your own liking.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle,    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,			 ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_MoveLimited,   Properties[2]=0,   			  Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0,    iCritical=25, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Sniper Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun,          ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Assault,    Properties[1]=eWP_Rifle,     	 Properties[2]=0,                 Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=60, iRange=30,  iReactionRange=14, iReactionAngle=360, iRadius=0,    iCritical=20, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Laser&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227,         				    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0, 			      ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_Overheats,   	 Properties[2]=eWP_MoveLimited,   Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=36,  iReactionRange=36, iReactionAngle=200, iRadius=0,    iCritical=15, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Strike Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All armor small item equippables confer the Secondary Heart perk.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating,				iCash=100,	iElerium=0,		iAlloys=4020,		iTime=10,	iEng=35);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor,			iCash=0,	iElerium=0,		iAlloys=4005,		iTime=7,	iEng=15);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=94&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=94,  								iCash=60,	iElerium=5002,	iAlloys=4003,		iTime=7,	iEng=30)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=95&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=95,								iCash=-1,	iElerium=0,		iAlloys=4000,		iTime=-1,	iEng=-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=220&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=220,								iCash=70,	iElerium=0,		iAlloys=4010,		iTime=7,	iEng=12);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tactical Modifications===&lt;br /&gt;
Flying provides no defensive bonus. This also causes flying units to be counted as exposed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;AIR_EVADE_DEF&amp;lt;/code&amp;gt; and edit it to =0&lt;br /&gt;
&lt;br /&gt;
===Resource Modifications===&lt;br /&gt;
Mechtoids and Floaters provide significantly more Meld.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;MECHTOID_MELD&amp;lt;/code&amp;gt; and edit it to =80&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HFLOATER_MELD&amp;lt;/code&amp;gt; and edit it to =1030&lt;br /&gt;
&lt;br /&gt;
Strategy game altered so that resources are more plentiful and all items are cheaper, but take longer to build. Net result can be gamed, arguably: rushing an item will result in the same credit, alloy and elerium cost as the base LW mod, but will take 75% of the time it would take in the base LW mod -- but this also adds a Meld cost.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ABDUCTION_REWARD_CASH&amp;lt;/code&amp;gt; and edit it to =300&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_TIME_BALANCE&amp;lt;/code&amp;gt; and edit it to =1.5&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_CREDIT_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ELERIUM_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ALLOY_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_MELD_BALANCE&amp;lt;/code&amp;gt; and edit it to =.25&lt;br /&gt;
&lt;br /&gt;
===Enemy Unit Modifications===&lt;br /&gt;
Thin Man poison spit reduced to range of 5.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague,                   ABILITIES[0]=eAbility_Plague,         ABILITIES[1]=0,                            ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Support,    Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Backpack,  Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=45,  iRange=5,  iReactionRange=25, iReactionAngle=200, iRadius=144,  iCritical=0,  iOffenseBonus=0,  iSuppression=202, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes removed from all Chryssalid units.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0, iDefense=5,	iHP=1, 	iMobility=0,	iWill=0); Lightning Reflexes (removed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Exalt and Elite Exalt that have not been promoted to navigator/leader have significantly reduced hit points, putting all Exalt into one-shot territory. Their offensive capabilities have not been altered.&lt;br /&gt;
:Search the Characters block (the first major block of text after armors) for any entry with &amp;quot;Exalt&amp;quot; in the name. Find &amp;lt;code&amp;gt;HP=&amp;lt;/code&amp;gt; on that line. Adjust as desired.&lt;br /&gt;
&lt;br /&gt;
All alien and Exalt final forms have been disabled, except the leader/navigator. This final upgrade would normally occur at &amp;quot;alien research threshold&amp;quot; 900, which is a rough estimate of how many days have passed since the beginning of the game, modified by alien research efforts. These final upgrades give the aliens substantially higher stats and seem to have been intended to provide a sense of urgency and/or provoke the player to finish the game (to be fair, two to three years is plenty long enough). This file disables them simply because the author of the package modding the mod doesn&#039;t like them.&lt;br /&gt;
&lt;br /&gt;
To re-enable these super upgrades or to disable earlier upgrades, search for &amp;lt;code&amp;gt;; ALIEN AUTOMATIC UPGRADES&amp;lt;/code&amp;gt;. The section that follows details all of the upgrades each non-XCOM unit can receive over time, most of which start at &amp;quot;210&amp;quot;. Place a semicolon at the beginning of any line which you want to disable, or remove the semicolon from each unit line you want to re-enable.&lt;br /&gt;
&lt;br /&gt;
Note that, despite denying aliens and Exalt their final upgrades and restricting Exalt starting HP, leader/navigator types of each alien will remain a significant threat.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Thekcpiper</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=66325</id>
		<title>Mods (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=66325"/>
		<updated>2015-07-04T00:32:56Z</updated>

		<summary type="html">&lt;p&gt;Thekcpiper: /* Double Damage XCOM Aircraft Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Beginners Guide==&lt;br /&gt;
&lt;br /&gt;
Long War has made it easy for individual users to tweak parts of the game for their own preference. Unless otherwise noted, code changes occur in the &amp;lt;code&amp;gt;DefaultGameCore.ini&amp;lt;/code&amp;gt; file; this is commonly referred to as the DGC.ini. For a typical Windows user, this file can be found at &amp;lt;code&amp;gt;C:/Program Files x86/Steam/SteamApps/common(OR your username)/XCom-enemy-unknown/XEW/XComGame/Config&amp;lt;/code&amp;gt;. It is recommended that you download and use &#039;&#039;&#039;Notepad++&#039;&#039;&#039; to alter defaultgamecore.ini because it is visually easier to use and numbers the lines (which may be referenced in this page).&lt;br /&gt;
&lt;br /&gt;
Another useful tool is the free software &#039;&#039;&#039;WinMerge&#039;&#039;&#039;. WinMerge allows you to open two text files (like the DGC.ini) side by side and compare differences between them. This is useful when Long War is updated. To easily preserve the custom modifications you did on a previous version, open a backup copy of your old DGC.ini and the new updated version DGC.ini. WinMerge will help you quickly identify differences and apply all your previous modifications to the new Long War version.&lt;br /&gt;
&lt;br /&gt;
Note for OS X users, you will need to modify &amp;lt;code&amp;gt;XComGameCore.ini&amp;lt;/code&amp;gt;, which is located at &amp;lt;code&amp;gt;~/Library/Application Support/Feral Interactive/XCOM Enemy Unknown/XEW/MacInit/XComGameCore.ini&amp;lt;/code&amp;gt;. Some users suggest that you update &amp;lt;code&amp;gt;~/Application Support/Steam/SteamApps/common/XCom-Enemy-Unknown/XCOMData/XEW/XComGame/Config/DefaultGameCore.ini&amp;lt;/code&amp;gt; as well to be safe.  You can use the built in program TextEdit or (better) TextWrangler.&lt;br /&gt;
&lt;br /&gt;
==Base Changes==&lt;br /&gt;
&lt;br /&gt;
===Energy Changes===&lt;br /&gt;
&lt;br /&gt;
Alternative Fission and Thermo changes are proposed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
________________Pwr__Cost__Cost/Pwr_____&lt;br /&gt;
Fission Current --- 6 --- $120 --- $20.00&lt;br /&gt;
Fission Change --- 8 --- $150 --- $18.75&lt;br /&gt;
&lt;br /&gt;
Thermo Current -- 25 -- $350 --- $14.00&lt;br /&gt;
Thermo Change -- 20 -- $300 --- $15.00&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition, increase Adjacency bonus from +3 power to +4.&lt;br /&gt;
&lt;br /&gt;
With this, Fission is still less efficient than a thermo, however players shouldn&#039;t feel like they are getting an extra difficulty tacked on because they didn&#039;t get a good steam vent. Now if there is a good steam vent, it&#039;s simply a bonus. To change these options, examine lines 1395 and line 1800.&lt;br /&gt;
&lt;br /&gt;
===Start Date Change===&lt;br /&gt;
To start the campaign at a different date than March 1st. Change the value found in &amp;lt;code&amp;gt;defaultgamedata.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appearance Changes===&lt;br /&gt;
&lt;br /&gt;
How to Remove the Gene Mod Armor:&lt;br /&gt;
&lt;br /&gt;
This will replace the gene mod armor with a sleeved chest plate. However, said chest plate was designed to have shoulder pads, which are missing, so there will be a noticeable gap with either gene mods or those who use tactical vests instead of tactical armor. The gap is textured, so it won&#039;t break any models. You can still add shoulder pads by using decos ingame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Use CTRL + F To find the following&lt;br /&gt;
&lt;br /&gt;
UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar_GM,ArchetypeName=&amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Remove both GMs from &amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now the game will read the normal armor instead of the GM version. &lt;br /&gt;
You can choose to do this to specific models, or use find and replace to change them all. &lt;br /&gt;
To use find and replace, I recommend you find _GM&amp;quot; and _GM. and replace them with &amp;quot; and . respectively.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to change default color, and headgear.&lt;br /&gt;
&lt;br /&gt;
In your DefaultGameCore.ini file, you&#039;ll be able to find lines that alter the rookie&#039;s starting color, and headgear, as well as the first time they are promoted to a class. Acceptable values, and their definitions, can be found here.&lt;br /&gt;
http://wiki.tesnexus.com/index.php?title=Initial_soldier_appearance_-_XCOM:EU_2012#Tables (&amp;lt; Someone hyperlink that for me, please.)&lt;br /&gt;
&lt;br /&gt;
Note that you must make these changes &#039;&#039;&#039;before&#039;&#039;&#039; starting a new game for them to take effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
If you press &amp;quot;CTRL + F&amp;quot;, you will open up the find menu. Locate the comment;&lt;br /&gt;
&lt;br /&gt;
; Initial soldier appearance&lt;br /&gt;
&lt;br /&gt;
and you will find directly below it;&lt;br /&gt;
&lt;br /&gt;
DEFENDER_MEDIKIT	= 6		; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)&lt;br /&gt;
COUNCIL_STAT_BONUS	= -1	; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)&lt;br /&gt;
ShowUFOsOnMission	= -1	; Rookie headgear; See readme for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.&lt;br /&gt;
&lt;br /&gt;
Use the values linked above to find exactly what you want. &lt;br /&gt;
To change the promotes, find the following lines directly below the rookie&#039;s section, and change the numbers to any value between 0-32 or -1 for no change.&lt;br /&gt;
&lt;br /&gt;
; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!&lt;br /&gt;
HQ_BASE_POWER = 32			; Sniper Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Sniper Headgear&lt;br /&gt;
HQ_BASE_POWER = 15			; Scout Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Scout Headgear&lt;br /&gt;
HQ_BASE_POWER = 12			; Rocketeer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Rocketeer Headgear&lt;br /&gt;
HQ_BASE_POWER = 9			; Gunner Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Gunner Headgear&lt;br /&gt;
HQ_BASE_POWER = 29			; Medic Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Medic Headgear&lt;br /&gt;
HQ_BASE_POWER = 22			; Engineer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Engineer Headgear&lt;br /&gt;
HQ_BASE_POWER = 21			; Assault Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Assault Headgear&lt;br /&gt;
HQ_BASE_POWER = 19			; Infantry Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Infantry Headgear&lt;br /&gt;
&lt;br /&gt;
Please note, that any text after a ; is a comment, and editing anything past them will do nothing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MECs earn full XP for kills===&lt;br /&gt;
This change requires Hex Editor.&lt;br /&gt;
&lt;br /&gt;
* Open XComGame.upk file in \Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole folder with HxD&lt;br /&gt;
* Search -&amp;gt; Find -&amp;gt; Datatype Hex-Values: A0 00 E7 85 00 00 38 3F 2C &#039;&#039;&#039;02&#039;&#039;&#039; 16&lt;br /&gt;
* Replace 02 with 01.&lt;br /&gt;
&lt;br /&gt;
This will eliminate the penalty. Setting it to 03 will give them 1/3rd of XP for kills.[http://www.reddit.com/r/Xcom/comments/2g04ye/lw_in_vanilla_mecs_earn_half_the_xp_for_kills/ckerbtf]&lt;br /&gt;
&lt;br /&gt;
==INI Meld editing==&lt;br /&gt;
===Item Costs===&lt;br /&gt;
Costs in engineering can be edited in the DefaultGameCore.INI file. As you most limited resource will probably be Meld, and the way the data is in the .ini file, this will help your inner engineer&#039;s itch to want to build items. Beginning about halfway down, you will start to see &amp;quot;iElerium=&amp;quot; lines. Comments helpfully point out that these are both the Meld &#039;&#039;and&#039;&#039; Elerium entries. You may want to keep an untouched INI file and/or use the UFOPaedia&#039;s pages as references. Now for editing:&lt;br /&gt;
&lt;br /&gt;
As you can see in the [[Armor_%28Long_War%29#MEC_Armor|Armor]] section, the MEC suits of Warden, Sentinel, and Paladin cost, respectively, 20 meld and 20 Elerium, 40 Meld and 30 Elerium, 60 meld and 50 Elerium for their fabrication costs (on top of credits and alloys). In the .ini file, they are, again respectively, simply labeled &amp;quot;; MEC-1&amp;quot;, &amp;quot;; MEC-2&amp;quot;, &amp;quot;; MEC-3&amp;quot;. Now see that the &amp;quot;IElerium=&amp;quot; values are, once more respectively, 20020, 40030, 60050. As you can see, there is a placeholder 0 in any given iElerium entry-- for any item that has a Meld cost. As this section focuses on just meld editing, this won&#039;t be editing the Elerium cost (and will assume you won&#039;t, as you don&#039;t want to make the Long War _too_ easy). Therefore, you will only be editing the value &#039;&#039;in front&#039;&#039; of the placeholder 0.&lt;br /&gt;
&lt;br /&gt;
Ergo: changing 20020, 40030, 60050 to, say, 5020 (note it goes from 5 to 4 intergers), 20030, 30050 would change the meld costs of Warden armor from 20 to 5 units of Meld, Sentinel from 40 to 20, and Paladin from 60 to 30 (while not changing the Elerium costs). Again, note that changing the Warden&#039;s &amp;quot;20&amp;quot; to &amp;quot;5&amp;quot; -- and &#039;&#039;not&#039;&#039; &amp;quot;05&amp;quot; -- in front of the &#039;placeholder&#039; 0 will reduce the cost from 20 to 5 units of Meld. This method works on all the &amp;quot;iElerium=&amp;quot; entries under the &amp;quot;; Gear&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
Near the bottom of the file, you will find &amp;quot;; Gene Mod Configuration&amp;quot;. Depending on your choice of editor, the entries may not line up, so be aware that in this section, &amp;quot;iAlloys=&amp;quot; is the variable set for Meld cost for gene mods. As these variables are more simply written, merely edit them to your desired cost. And for reference, &amp;quot;iTime=&amp;quot; entries are for how long each mod requires a soldier to be inside the Gene Lab&#039;s tanks, and &amp;quot;iEng=&amp;quot; are the penalty hours added to fatigue.&lt;br /&gt;
&lt;br /&gt;
===Meld Expiration Timer===&lt;br /&gt;
In &amp;lt;code&amp;gt;DefaultRandomSpawns.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will find the lines:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
[XComLZMutator.XComMeldSpawnMutator]&lt;br /&gt;
&lt;br /&gt;
NumContainers = 3&lt;br /&gt;
DestroyedOnTurn = (DistToPlayer / (96 * 8)) * EqSlope + EqConst (96 * 8 - mobility in UU)&lt;br /&gt;
EqSlope = 1.5&lt;br /&gt;
&lt;br /&gt;
EqConst = 1&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By increasing the number after EqSlope (default 1.55), you can increase the number of turns it takes before meld expires.&lt;br /&gt;
&lt;br /&gt;
==Second Wave Option Changes==&lt;br /&gt;
&lt;br /&gt;
===Aiming Angles===&lt;br /&gt;
&lt;br /&gt;
It may be the case that 90 degrees is too small of an arc for cover to provide full protection, so we can cut the aiming angle down to 30 degrees. This gives your cover a 120 degree arc in which it provides full protection, so you can easily fight enemies so long as you&#039;re not stupid about picking your cover.&lt;br /&gt;
&lt;br /&gt;
You can change the settings in defaultgamecore.ini, and there is a diagram in there to help explain it:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Top down view&lt;br /&gt;
;&lt;br /&gt;
;     B  &lt;br /&gt;
;      \ &lt;br /&gt;
;       \&lt;br /&gt;
;  A-----^&lt;br /&gt;
;        T&lt;br /&gt;
;&lt;br /&gt;
; T is a target with cover in the direction of &#039;^&#039;.&lt;br /&gt;
; A is a shooter with the maximum aiming angle aim bonus &lt;br /&gt;
; B is a shooter with the minimum aiming angle aim bonus&lt;br /&gt;
; The aiming angle bonus increases linearly in the angle range between A and B&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
SW_AIMING_ANGLE_THRESHOLD= 30.0f; 45.0f; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90&lt;br /&gt;
SW_AIMING_ANGLE_MINBONUS=5      ; Shooter B&#039;s aiming angle bonus is SW_AIMING_ANGLE_MINBONUS&lt;br /&gt;
SW_AIMING_ANGLE_MAXBONUS=-5     ; Shooter A&#039;s aiming angle bonus is [T&#039;s Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The option for 45 degrees is commented out, and replaced it with 30 degrees. With these settings, 30 degrees to parallel (60 degrees off of perpendicular), gives a +5 to hit. Just shy of the 90 degree flank, it&#039;s +(coverbonus - 5) to hit.&lt;br /&gt;
&lt;br /&gt;
===Red Fog===&lt;br /&gt;
&#039;&#039;&#039;Mobility Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Q: Given that the mobility penalty in the DGC.ini is listed in the format &amp;quot;6.0f&amp;quot;, what does this mean?&lt;br /&gt;
&lt;br /&gt;
A: It means that at most there is a -6 mobility penalty that would be applied at 0% health. Since it can&#039;t hit 0% health, effectively the worst mobility penalty achievable is -5 mobility if severely wounded. This value is measured in meters, the same scaling units that are shown in the barracks view. The mobility stat is an integer value measured in meters, and each tile is 1.5 meters x 1.5 meters, so 5 mobility = 3.33 tiles roughly.&lt;br /&gt;
&lt;br /&gt;
Both the aim and mobility red fog penalties are subtractive, not multiplicative.&lt;br /&gt;
&lt;br /&gt;
For example, the poison/acid mobility debuff is a 25% multiplicative penalty. The unit loses 25% of its maximum movement, so a unit with 14 mobility would have 14 * 0.75 = 10.5 rounded down to 10 mobility, which is effectively -4 mobility.&lt;br /&gt;
&lt;br /&gt;
The %-based mobility penalties are:&lt;br /&gt;
Mindfray - 50% mobility penalty&lt;br /&gt;
Flashbang - 40% mobility penalty&lt;br /&gt;
Poison/acid - 25% mobility penalty&lt;br /&gt;
Catching breath - 75% mobility penalty&lt;br /&gt;
&lt;br /&gt;
All %-based mobility penalties are applied AFTER the additive/subtractive mobility modifiers (Red Fog, perks, inventory).&lt;br /&gt;
&lt;br /&gt;
Thus to make Red Fog carry more significant movement penalty:&lt;br /&gt;
&lt;br /&gt;
    Search for SW_COVER_INCREASE and edit it to =9.9f&lt;br /&gt;
&lt;br /&gt;
==Weapon and Item Changes==&lt;br /&gt;
&lt;br /&gt;
===The MEC Nuclear Option===&lt;br /&gt;
&lt;br /&gt;
For players that are not too fond of the grenade launcher for the MEC, they can switch its functionality to a last-ditch-option onboard nuclear reactor overload weapon. Find the line in defaultgamecore.ini that begins: &lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher, &lt;br /&gt;
&lt;br /&gt;
And replace the entire line with:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher,       ABILITIES[0]=eAbility_MEC_GrenadeLauncher, 	ABILITIES[1]=0,                      ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Mec, 		Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Explosive, Properties[4]=0,               Properties[5]=0,        iDamage=275,  iEnvironmentDamage=750, iRange=1,  iReactionRange=30, iReactionAngle=200, iRadius=700,  iCritical=0,  iOffenseBonus=0,  iSuppression=0,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By loading out the grenade launcher on a MEC, this will give you an option to overload the MECs (hypothetical) nuclear reactor resulting in a massive explosion that is guaranteed to kill/destroy everything (including the MEC) in a wide radius surrounding the MEC. Use only in cases of extreme clusterfuck/heroism.&lt;br /&gt;
&lt;br /&gt;
===Arc Thrower===&lt;br /&gt;
&lt;br /&gt;
With the release of B15, the code required for a pistol slot Arc Thrower is included in the DGC.ini. To make the change, all you need to do is comment out (add a &amp;quot;;&amp;quot;) the default line for the arc thrower and remove the comment located several lines lower. Essentially you tell the game to stop reading the default line of arc thrower code and begin reading the pre-built code enabling the pistol slot. It is explained in the comments of the DGC.ini.&lt;br /&gt;
&lt;br /&gt;
It is possible to equip the arc thrower as a pistol. Adjust the default line&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to allow for pistol slot only &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Pistol, Properties[4]=eWP_Backpack, Properties[5]=eWP_Secondary, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(Properies[5] of the Arc Thrower item was set to eWP_Pistol)&lt;br /&gt;
&lt;br /&gt;
To increase the range of the Arc Thrower to normal vision range, replace line 1673 in DefaultGameCore.ini with this:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Itembalance_Normal=(eItem=eItem_ArcThrower,					iCash=100,	iElerium=0,		iAlloys=94000,		iTime=10,	iEng=20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The iAlloys field for the Arc Thrower item was set to 94000)&lt;br /&gt;
&lt;br /&gt;
Remember that each item has 2 different listings.&lt;br /&gt;
&lt;br /&gt;
=== Double Damage XCOM Aircraft Weapons ===&lt;br /&gt;
&lt;br /&gt;
XCOM aircraft weapons have been modified to do double damage (armor penetration unchanged).  Use PatcherGUI to implement.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
//This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool&lt;br /&gt;
UPK_FILE = XComStrategyGame.upk&lt;br /&gt;
OBJECT = XGItemTree.UpdateShips : AUTO&lt;br /&gt;
[REPLACEMENT_CODE]&lt;br /&gt;
/*(0x0000/0x0000)*/ 0F 01 &amp;lt;@m_iCurrentCategory&amp;gt; FB 91 1B &amp;lt;STAT_GetStat&amp;gt; 26 16 2C 1E 16 2C 00 2C 20 16 &lt;br /&gt;
/*(0x001F/0x001B)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 02 1D &amp;lt;%i 2000&amp;gt; 2C 0A 2C 08 25 25 16 &lt;br /&gt;
/*(0x0036/0x0032)*/ 07 [@label_0x0048] 72 1B &amp;lt;ENGINEERING&amp;gt; 16 2A 16 &lt;br /&gt;
/*(0x0046/0x0042)*/ 	04 0B &lt;br /&gt;
/*(0x0048/0x0044)*/ [#label_0x0048]&lt;br /&gt;
/*(0x0048/0x0044)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 01 1D &amp;lt;%i 1500&amp;gt; 92 2C 0A 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 2500&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 05 92 2C 00 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x00EB/0x00DB)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 03 1D &amp;lt;%i 3500&amp;gt; 92 2C 0F 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 4000&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 19 92 2C 05 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x018E/0x0172)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 04 1D &amp;lt;%i 3000&amp;gt; 2C 2A 92 1D &amp;lt;%i 750&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 2C 03 16 &lt;br /&gt;
/*(0x01B9/0x0199)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 12 2C 0F 16 &lt;br /&gt;
/*(0x01E4/0x01C0)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 06 1D &amp;lt;%i 1700&amp;gt; 2C 19 92 1D &amp;lt;%i 4000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1E 2C 02 16 &lt;br /&gt;
/*(0x020F/0x01E7)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 07 1D &amp;lt;%i 1200&amp;gt; 2C 12 92 1D &amp;lt;%i 5000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 00 16 &lt;br /&gt;
/*(0x023A/0x020E)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 08 1D &amp;lt;%i 2000&amp;gt; 2C 23 92 1D &amp;lt;%i 9000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 24 2C 14 16 &lt;br /&gt;
/*(0x0265/0x0235)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 09 1D &amp;lt;%i 3500&amp;gt; 2C 3C 92 1D &amp;lt;%i 2500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 28 2C 19 16 &lt;br /&gt;
/*(0x0290/0x025C)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0A 1D &amp;lt;%i 2500&amp;gt; 2C 28 92 1D &amp;lt;%i 850&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 0C 2C 07 16 &lt;br /&gt;
/*(0x02BB/0x0283)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0B 1D &amp;lt;%i 2600&amp;gt; 2C 20 92 1D &amp;lt;%i 1500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 05 2C 07 16 &lt;br /&gt;
/*(0x02E6/0x02AA)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0C 1D &amp;lt;%i 1500&amp;gt; 2C 18 92 1D &amp;lt;%i 3500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 2C 03 16 &lt;br /&gt;
/*(0x0311/0x02D1)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0D 1D &amp;lt;%i 1300&amp;gt; 2C 14 92 1D &amp;lt;%i 6000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 19 2C 00 16 &lt;br /&gt;
/*(0x033C/0x02F8)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0E 1D &amp;lt;%i 1400&amp;gt; 2C 23 92 1D &amp;lt;%i 8000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1C 2C 12 16 &lt;br /&gt;
/*(0x0367/0x031F)*/ 07 [@label_0x0391] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 08 16 &lt;br /&gt;
/*(0x0377/0x032B)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 05 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 09 4A 16 &lt;br /&gt;
/*(0x0391/0x0341)*/ [#label_0x0391]&lt;br /&gt;
/*(0x0391/0x0341)*/ 07 [@label_0x03BC] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0A 16 &lt;br /&gt;
/*(0x03A1/0x034D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0A 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 4F 2C 08 2C 08 16 &lt;br /&gt;
/*(0x03BC/0x0364)*/ [#label_0x03BC]&lt;br /&gt;
/*(0x03BC/0x0364)*/ 07 [@label_0x0402] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0C 16 &lt;br /&gt;
/*(0x03CC/0x0370)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 06 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 51 2C 09 2C 08 16 &lt;br /&gt;
/*(0x03E7/0x0387)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0D 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 52 2C 09 2C 08 16 &lt;br /&gt;
/*(0x0402/0x039E)*/ [#label_0x0402]&lt;br /&gt;
/*(0x0402/0x039E)*/ 07 [@label_0x0473] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 12 16 &lt;br /&gt;
/*(0x0412/0x03AA)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0B 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 08 2C 08 16 &lt;br /&gt;
/*(0x042D/0x03C1)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0E 01 &amp;lt;@m_strSizeVeryLarge&amp;gt; 24 54 2C 09 2C 09 16 &lt;br /&gt;
/*(0x0448/0x03D8)*/ 	1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 14 16 &lt;br /&gt;
/*(0x0473/0x03FF)*/ [#label_0x0473]&lt;br /&gt;
/*(0x0473/0x03FF)*/ 07 [@label_0x051C] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 2C 16 ) &lt;br /&gt;
/*(0x0498/0x0420)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 460&amp;gt; 2C 12 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0519/0x0491)*/ 	06 [@label_0x059D] &lt;br /&gt;
/*(0x051C/0x0494)*/ [#label_0x051C]&lt;br /&gt;
/*(0x051C/0x0494)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 280&amp;gt; 2C 05 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x059D/0x0505)*/ [#label_0x059D]&lt;br /&gt;
/*(0x059D/0x0505)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 02 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 1.5&amp;gt; 1D &amp;lt;%i 400&amp;gt; 2C 0A 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x061E/0x0576)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 03 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 2&amp;gt; 1D &amp;lt;%i 680&amp;gt; 2C 00 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x069F/0x05E7)*/ 07 [@label_0x0748] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 22 16 ) &lt;br /&gt;
/*(0x06C4/0x0608)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 600&amp;gt; 2C 0B 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0745/0x0679)*/ 	06 [@label_0x07C9] &lt;br /&gt;
/*(0x0748/0x067C)*/ [#label_0x0748]&lt;br /&gt;
/*(0x0748/0x067C)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 580&amp;gt; 2C 05 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x07C9/0x06ED)*/ [#label_0x07C9]&lt;br /&gt;
/*(0x07C9/0x06ED)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 05 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 1300&amp;gt; 2C 16 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x084A/0x075E)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 06 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.55&amp;gt; 1D &amp;lt;%i 620&amp;gt; 2C 1E 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x08CB/0x07CF)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 07 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1.25&amp;gt; 1D &amp;lt;%i 2400&amp;gt; 2C 1A 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x094C/0x0840)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 08 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.15&amp;gt; 92 1D &amp;lt;%i 450&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 92 2C 21 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x09BA/0x08A2)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 09 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 800&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 92 2C 28 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A28/0x0904)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 0A 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 1300&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 32 92 2C 2D 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A96/0x0966)*/ 07 [@label_0x0AF0] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1B 16 ) &lt;br /&gt;
/*(0x0ABB/0x0987)*/ 	1B &amp;lt;BuildShip&amp;gt; 26 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 44 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AD5/0x099D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 03 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 45 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AF0/0x09B4)*/ [#label_0x0AF0]&lt;br /&gt;
/*(0x0AF0/0x09B4)*/ 1B &amp;lt;UpdateAllShipTemplates&amp;gt; 16 &lt;br /&gt;
/*(0x0AFA/0x09BE)*/ 04 0B &lt;br /&gt;
/*(0x0AFC/0x09C0)*/ 53&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==iceofwolf&#039;s Modification Package==&lt;br /&gt;
This package is recommended with Red Fog and Aiming Angles enabled. Red Fog, so that every hit point has meaning; and Aiming Angles, so that proper or improper positioning makes a bigger difference.&lt;br /&gt;
&lt;br /&gt;
===General Disclaimer===&lt;br /&gt;
Posted by request. This package was a personal rebalancing of several aspects exposed in the DefaultGameCore.ini. These changes were played in early to early-mid; their balance is untested in late-mid to late game. They were made in Long War beta 13 and may not work with earlier or later betas. Please include information on all mods made to the game, including .ini modifications, when reporting bugs or providing feedback to the mod developers.&lt;br /&gt;
&lt;br /&gt;
Although the majority of the modifications made to the Long War mod were made as soon as beta 13 was downloaded, some were added as the game was played. Some modifications that are included in the linked file may have been missed in the wiki detail due to poor personal changelog habits.&lt;br /&gt;
&lt;br /&gt;
Please thank the devs of Long War not only for the Long War mod itself, but more importantly, for opening up the XCOM game so that players can alter their mod to suit individual preferences.&lt;br /&gt;
&lt;br /&gt;
===DefaultGameCore.ini===&lt;br /&gt;
This link will be removed at request of the moderators of this page or at request of the developers of the Long War mod.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/t9ojup01xhaua2t/DefaultGameCore.ini Dropbox Link]&lt;br /&gt;
&lt;br /&gt;
===XCOM Unit Modifications===&lt;br /&gt;
Soldier starting stats vary by much greater margins.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Soldier&amp;lt;/code&amp;gt; and edit the Will entry to =30&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Easy=( eType=eChar_Soldier,             iDamage=0,  iCritHit=0&amp;lt;/code&amp;gt; and edit the iDefense entry to =15&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_AIM=&amp;lt;/code&amp;gt; and edit it to =45&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HIGH_MOBILITY&amp;lt;/code&amp;gt; and edit it to =-15 (that&#039;s negative 15; it&#039;s necessary for how the game rolls random stats)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_WILL&amp;lt;/code&amp;gt; and edit it to =10&lt;br /&gt;
&lt;br /&gt;
Starting barracks is filled with 64 eager rookies. With the above variation in stats, the additional bodies may be needed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;NUM_STARTING_SOLDIERS&amp;lt;/code&amp;gt; and edit it to =64&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers are easier to field. (If it were possible, I&#039;d make this a binary check: If the soldier&#039;s Will exceeds the power he is trying for, then he succeeds; if not, he fails. I&#039;d also obscure the percentage chance. Since no such code is exposed, everybody gets psi if they spend the time to do it.)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_GIFT_CHANCE&amp;lt;/code&amp;gt; and edit it to =.99&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_TRAINING_HOURS&amp;lt;/code&amp;gt; and edit it to =144&lt;br /&gt;
&lt;br /&gt;
Psi XP requirements reduced.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;; Psi XP Levels&amp;lt;/code&amp;gt; and alter the required XP as desired.&lt;br /&gt;
&lt;br /&gt;
===Equipment Modifications===&lt;br /&gt;
Laser Sniper Rifle, Scatter Laser and Laser Strike Rifle all have ballistic ammo levels. Further weapon tiers were not modified because the effect on game balance could not be directly observed; modify higher tiers to your own liking.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle,    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,			 ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_MoveLimited,   Properties[2]=0,   			  Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0,    iCritical=25, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Sniper Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun,          ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Assault,    Properties[1]=eWP_Rifle,     	 Properties[2]=0,                 Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=60, iRange=30,  iReactionRange=14, iReactionAngle=360, iRadius=0,    iCritical=20, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Laser&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227,         				    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0, 			      ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_Overheats,   	 Properties[2]=eWP_MoveLimited,   Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=36,  iReactionRange=36, iReactionAngle=200, iRadius=0,    iCritical=15, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Strike Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All armor small item equippables confer the Secondary Heart perk.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating,				iCash=100,	iElerium=0,		iAlloys=4020,		iTime=10,	iEng=35);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor,			iCash=0,	iElerium=0,		iAlloys=4005,		iTime=7,	iEng=15);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=94&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=94,  								iCash=60,	iElerium=5002,	iAlloys=4003,		iTime=7,	iEng=30)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=95&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=95,								iCash=-1,	iElerium=0,		iAlloys=4000,		iTime=-1,	iEng=-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=220&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=220,								iCash=70,	iElerium=0,		iAlloys=4010,		iTime=7,	iEng=12);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tactical Modifications===&lt;br /&gt;
Flying provides no defensive bonus. This also causes flying units to be counted as exposed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;AIR_EVADE_DEF&amp;lt;/code&amp;gt; and edit it to =0&lt;br /&gt;
&lt;br /&gt;
===Resource Modifications===&lt;br /&gt;
Mechtoids and Floaters provide significantly more Meld.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;MECHTOID_MELD&amp;lt;/code&amp;gt; and edit it to =80&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HFLOATER_MELD&amp;lt;/code&amp;gt; and edit it to =1030&lt;br /&gt;
&lt;br /&gt;
Strategy game altered so that resources are more plentiful and all items are cheaper, but take longer to build. Net result can be gamed, arguably: rushing an item will result in the same credit, alloy and elerium cost as the base LW mod, but will take 75% of the time it would take in the base LW mod -- but this also adds a Meld cost.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ABDUCTION_REWARD_CASH&amp;lt;/code&amp;gt; and edit it to =300&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_TIME_BALANCE&amp;lt;/code&amp;gt; and edit it to =1.5&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_CREDIT_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ELERIUM_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ALLOY_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_MELD_BALANCE&amp;lt;/code&amp;gt; and edit it to =.25&lt;br /&gt;
&lt;br /&gt;
===Enemy Unit Modifications===&lt;br /&gt;
Thin Man poison spit reduced to range of 5.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague,                   ABILITIES[0]=eAbility_Plague,         ABILITIES[1]=0,                            ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Support,    Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Backpack,  Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=45,  iRange=5,  iReactionRange=25, iReactionAngle=200, iRadius=144,  iCritical=0,  iOffenseBonus=0,  iSuppression=202, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes removed from all Chryssalid units.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0, iDefense=5,	iHP=1, 	iMobility=0,	iWill=0); Lightning Reflexes (removed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Exalt and Elite Exalt that have not been promoted to navigator/leader have significantly reduced hit points, putting all Exalt into one-shot territory. Their offensive capabilities have not been altered.&lt;br /&gt;
:Search the Characters block (the first major block of text after armors) for any entry with &amp;quot;Exalt&amp;quot; in the name. Find &amp;lt;code&amp;gt;HP=&amp;lt;/code&amp;gt; on that line. Adjust as desired.&lt;br /&gt;
&lt;br /&gt;
All alien and Exalt final forms have been disabled, except the leader/navigator. This final upgrade would normally occur at &amp;quot;alien research threshold&amp;quot; 900, which is a rough estimate of how many days have passed since the beginning of the game, modified by alien research efforts. These final upgrades give the aliens substantially higher stats and seem to have been intended to provide a sense of urgency and/or provoke the player to finish the game (to be fair, two to three years is plenty long enough). This file disables them simply because the author of the package modding the mod doesn&#039;t like them.&lt;br /&gt;
&lt;br /&gt;
To re-enable these super upgrades or to disable earlier upgrades, search for &amp;lt;code&amp;gt;; ALIEN AUTOMATIC UPGRADES&amp;lt;/code&amp;gt;. The section that follows details all of the upgrades each non-XCOM unit can receive over time, most of which start at &amp;quot;210&amp;quot;. Place a semicolon at the beginning of any line which you want to disable, or remove the semicolon from each unit line you want to re-enable.&lt;br /&gt;
&lt;br /&gt;
Note that, despite denying aliens and Exalt their final upgrades and restricting Exalt starting HP, leader/navigator types of each alien will remain a significant threat.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Thekcpiper</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=66324</id>
		<title>Mods (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=66324"/>
		<updated>2015-07-04T00:29:53Z</updated>

		<summary type="html">&lt;p&gt;Thekcpiper: /* Double Damage XCOM Aircraft Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Beginners Guide==&lt;br /&gt;
&lt;br /&gt;
Long War has made it easy for individual users to tweak parts of the game for their own preference. Unless otherwise noted, code changes occur in the &amp;lt;code&amp;gt;DefaultGameCore.ini&amp;lt;/code&amp;gt; file; this is commonly referred to as the DGC.ini. For a typical Windows user, this file can be found at &amp;lt;code&amp;gt;C:/Program Files x86/Steam/SteamApps/common(OR your username)/XCom-enemy-unknown/XEW/XComGame/Config&amp;lt;/code&amp;gt;. It is recommended that you download and use &#039;&#039;&#039;Notepad++&#039;&#039;&#039; to alter defaultgamecore.ini because it is visually easier to use and numbers the lines (which may be referenced in this page).&lt;br /&gt;
&lt;br /&gt;
Another useful tool is the free software &#039;&#039;&#039;WinMerge&#039;&#039;&#039;. WinMerge allows you to open two text files (like the DGC.ini) side by side and compare differences between them. This is useful when Long War is updated. To easily preserve the custom modifications you did on a previous version, open a backup copy of your old DGC.ini and the new updated version DGC.ini. WinMerge will help you quickly identify differences and apply all your previous modifications to the new Long War version.&lt;br /&gt;
&lt;br /&gt;
Note for OS X users, you will need to modify &amp;lt;code&amp;gt;XComGameCore.ini&amp;lt;/code&amp;gt;, which is located at &amp;lt;code&amp;gt;~/Library/Application Support/Feral Interactive/XCOM Enemy Unknown/XEW/MacInit/XComGameCore.ini&amp;lt;/code&amp;gt;. Some users suggest that you update &amp;lt;code&amp;gt;~/Application Support/Steam/SteamApps/common/XCom-Enemy-Unknown/XCOMData/XEW/XComGame/Config/DefaultGameCore.ini&amp;lt;/code&amp;gt; as well to be safe.  You can use the built in program TextEdit or (better) TextWrangler.&lt;br /&gt;
&lt;br /&gt;
==Base Changes==&lt;br /&gt;
&lt;br /&gt;
===Energy Changes===&lt;br /&gt;
&lt;br /&gt;
Alternative Fission and Thermo changes are proposed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
________________Pwr__Cost__Cost/Pwr_____&lt;br /&gt;
Fission Current --- 6 --- $120 --- $20.00&lt;br /&gt;
Fission Change --- 8 --- $150 --- $18.75&lt;br /&gt;
&lt;br /&gt;
Thermo Current -- 25 -- $350 --- $14.00&lt;br /&gt;
Thermo Change -- 20 -- $300 --- $15.00&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition, increase Adjacency bonus from +3 power to +4.&lt;br /&gt;
&lt;br /&gt;
With this, Fission is still less efficient than a thermo, however players shouldn&#039;t feel like they are getting an extra difficulty tacked on because they didn&#039;t get a good steam vent. Now if there is a good steam vent, it&#039;s simply a bonus. To change these options, examine lines 1395 and line 1800.&lt;br /&gt;
&lt;br /&gt;
===Start Date Change===&lt;br /&gt;
To start the campaign at a different date than March 1st. Change the value found in &amp;lt;code&amp;gt;defaultgamedata.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appearance Changes===&lt;br /&gt;
&lt;br /&gt;
How to Remove the Gene Mod Armor:&lt;br /&gt;
&lt;br /&gt;
This will replace the gene mod armor with a sleeved chest plate. However, said chest plate was designed to have shoulder pads, which are missing, so there will be a noticeable gap with either gene mods or those who use tactical vests instead of tactical armor. The gap is textured, so it won&#039;t break any models. You can still add shoulder pads by using decos ingame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Use CTRL + F To find the following&lt;br /&gt;
&lt;br /&gt;
UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar_GM,ArchetypeName=&amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Remove both GMs from &amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now the game will read the normal armor instead of the GM version. &lt;br /&gt;
You can choose to do this to specific models, or use find and replace to change them all. &lt;br /&gt;
To use find and replace, I recommend you find _GM&amp;quot; and _GM. and replace them with &amp;quot; and . respectively.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to change default color, and headgear.&lt;br /&gt;
&lt;br /&gt;
In your DefaultGameCore.ini file, you&#039;ll be able to find lines that alter the rookie&#039;s starting color, and headgear, as well as the first time they are promoted to a class. Acceptable values, and their definitions, can be found here.&lt;br /&gt;
http://wiki.tesnexus.com/index.php?title=Initial_soldier_appearance_-_XCOM:EU_2012#Tables (&amp;lt; Someone hyperlink that for me, please.)&lt;br /&gt;
&lt;br /&gt;
Note that you must make these changes &#039;&#039;&#039;before&#039;&#039;&#039; starting a new game for them to take effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
If you press &amp;quot;CTRL + F&amp;quot;, you will open up the find menu. Locate the comment;&lt;br /&gt;
&lt;br /&gt;
; Initial soldier appearance&lt;br /&gt;
&lt;br /&gt;
and you will find directly below it;&lt;br /&gt;
&lt;br /&gt;
DEFENDER_MEDIKIT	= 6		; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)&lt;br /&gt;
COUNCIL_STAT_BONUS	= -1	; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)&lt;br /&gt;
ShowUFOsOnMission	= -1	; Rookie headgear; See readme for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.&lt;br /&gt;
&lt;br /&gt;
Use the values linked above to find exactly what you want. &lt;br /&gt;
To change the promotes, find the following lines directly below the rookie&#039;s section, and change the numbers to any value between 0-32 or -1 for no change.&lt;br /&gt;
&lt;br /&gt;
; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!&lt;br /&gt;
HQ_BASE_POWER = 32			; Sniper Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Sniper Headgear&lt;br /&gt;
HQ_BASE_POWER = 15			; Scout Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Scout Headgear&lt;br /&gt;
HQ_BASE_POWER = 12			; Rocketeer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Rocketeer Headgear&lt;br /&gt;
HQ_BASE_POWER = 9			; Gunner Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Gunner Headgear&lt;br /&gt;
HQ_BASE_POWER = 29			; Medic Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Medic Headgear&lt;br /&gt;
HQ_BASE_POWER = 22			; Engineer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Engineer Headgear&lt;br /&gt;
HQ_BASE_POWER = 21			; Assault Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Assault Headgear&lt;br /&gt;
HQ_BASE_POWER = 19			; Infantry Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Infantry Headgear&lt;br /&gt;
&lt;br /&gt;
Please note, that any text after a ; is a comment, and editing anything past them will do nothing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MECs earn full XP for kills===&lt;br /&gt;
This change requires Hex Editor.&lt;br /&gt;
&lt;br /&gt;
* Open XComGame.upk file in \Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole folder with HxD&lt;br /&gt;
* Search -&amp;gt; Find -&amp;gt; Datatype Hex-Values: A0 00 E7 85 00 00 38 3F 2C &#039;&#039;&#039;02&#039;&#039;&#039; 16&lt;br /&gt;
* Replace 02 with 01.&lt;br /&gt;
&lt;br /&gt;
This will eliminate the penalty. Setting it to 03 will give them 1/3rd of XP for kills.[http://www.reddit.com/r/Xcom/comments/2g04ye/lw_in_vanilla_mecs_earn_half_the_xp_for_kills/ckerbtf]&lt;br /&gt;
&lt;br /&gt;
==INI Meld editing==&lt;br /&gt;
===Item Costs===&lt;br /&gt;
Costs in engineering can be edited in the DefaultGameCore.INI file. As you most limited resource will probably be Meld, and the way the data is in the .ini file, this will help your inner engineer&#039;s itch to want to build items. Beginning about halfway down, you will start to see &amp;quot;iElerium=&amp;quot; lines. Comments helpfully point out that these are both the Meld &#039;&#039;and&#039;&#039; Elerium entries. You may want to keep an untouched INI file and/or use the UFOPaedia&#039;s pages as references. Now for editing:&lt;br /&gt;
&lt;br /&gt;
As you can see in the [[Armor_%28Long_War%29#MEC_Armor|Armor]] section, the MEC suits of Warden, Sentinel, and Paladin cost, respectively, 20 meld and 20 Elerium, 40 Meld and 30 Elerium, 60 meld and 50 Elerium for their fabrication costs (on top of credits and alloys). In the .ini file, they are, again respectively, simply labeled &amp;quot;; MEC-1&amp;quot;, &amp;quot;; MEC-2&amp;quot;, &amp;quot;; MEC-3&amp;quot;. Now see that the &amp;quot;IElerium=&amp;quot; values are, once more respectively, 20020, 40030, 60050. As you can see, there is a placeholder 0 in any given iElerium entry-- for any item that has a Meld cost. As this section focuses on just meld editing, this won&#039;t be editing the Elerium cost (and will assume you won&#039;t, as you don&#039;t want to make the Long War _too_ easy). Therefore, you will only be editing the value &#039;&#039;in front&#039;&#039; of the placeholder 0.&lt;br /&gt;
&lt;br /&gt;
Ergo: changing 20020, 40030, 60050 to, say, 5020 (note it goes from 5 to 4 intergers), 20030, 30050 would change the meld costs of Warden armor from 20 to 5 units of Meld, Sentinel from 40 to 20, and Paladin from 60 to 30 (while not changing the Elerium costs). Again, note that changing the Warden&#039;s &amp;quot;20&amp;quot; to &amp;quot;5&amp;quot; -- and &#039;&#039;not&#039;&#039; &amp;quot;05&amp;quot; -- in front of the &#039;placeholder&#039; 0 will reduce the cost from 20 to 5 units of Meld. This method works on all the &amp;quot;iElerium=&amp;quot; entries under the &amp;quot;; Gear&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
Near the bottom of the file, you will find &amp;quot;; Gene Mod Configuration&amp;quot;. Depending on your choice of editor, the entries may not line up, so be aware that in this section, &amp;quot;iAlloys=&amp;quot; is the variable set for Meld cost for gene mods. As these variables are more simply written, merely edit them to your desired cost. And for reference, &amp;quot;iTime=&amp;quot; entries are for how long each mod requires a soldier to be inside the Gene Lab&#039;s tanks, and &amp;quot;iEng=&amp;quot; are the penalty hours added to fatigue.&lt;br /&gt;
&lt;br /&gt;
===Meld Expiration Timer===&lt;br /&gt;
In &amp;lt;code&amp;gt;DefaultRandomSpawns.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will find the lines:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
[XComLZMutator.XComMeldSpawnMutator]&lt;br /&gt;
&lt;br /&gt;
NumContainers = 3&lt;br /&gt;
DestroyedOnTurn = (DistToPlayer / (96 * 8)) * EqSlope + EqConst (96 * 8 - mobility in UU)&lt;br /&gt;
EqSlope = 1.5&lt;br /&gt;
&lt;br /&gt;
EqConst = 1&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By increasing the number after EqSlope (default 1.55), you can increase the number of turns it takes before meld expires.&lt;br /&gt;
&lt;br /&gt;
==Second Wave Option Changes==&lt;br /&gt;
&lt;br /&gt;
===Aiming Angles===&lt;br /&gt;
&lt;br /&gt;
It may be the case that 90 degrees is too small of an arc for cover to provide full protection, so we can cut the aiming angle down to 30 degrees. This gives your cover a 120 degree arc in which it provides full protection, so you can easily fight enemies so long as you&#039;re not stupid about picking your cover.&lt;br /&gt;
&lt;br /&gt;
You can change the settings in defaultgamecore.ini, and there is a diagram in there to help explain it:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Top down view&lt;br /&gt;
;&lt;br /&gt;
;     B  &lt;br /&gt;
;      \ &lt;br /&gt;
;       \&lt;br /&gt;
;  A-----^&lt;br /&gt;
;        T&lt;br /&gt;
;&lt;br /&gt;
; T is a target with cover in the direction of &#039;^&#039;.&lt;br /&gt;
; A is a shooter with the maximum aiming angle aim bonus &lt;br /&gt;
; B is a shooter with the minimum aiming angle aim bonus&lt;br /&gt;
; The aiming angle bonus increases linearly in the angle range between A and B&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
SW_AIMING_ANGLE_THRESHOLD= 30.0f; 45.0f; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90&lt;br /&gt;
SW_AIMING_ANGLE_MINBONUS=5      ; Shooter B&#039;s aiming angle bonus is SW_AIMING_ANGLE_MINBONUS&lt;br /&gt;
SW_AIMING_ANGLE_MAXBONUS=-5     ; Shooter A&#039;s aiming angle bonus is [T&#039;s Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The option for 45 degrees is commented out, and replaced it with 30 degrees. With these settings, 30 degrees to parallel (60 degrees off of perpendicular), gives a +5 to hit. Just shy of the 90 degree flank, it&#039;s +(coverbonus - 5) to hit.&lt;br /&gt;
&lt;br /&gt;
===Red Fog===&lt;br /&gt;
&#039;&#039;&#039;Mobility Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Q: Given that the mobility penalty in the DGC.ini is listed in the format &amp;quot;6.0f&amp;quot;, what does this mean?&lt;br /&gt;
&lt;br /&gt;
A: It means that at most there is a -6 mobility penalty that would be applied at 0% health. Since it can&#039;t hit 0% health, effectively the worst mobility penalty achievable is -5 mobility if severely wounded. This value is measured in meters, the same scaling units that are shown in the barracks view. The mobility stat is an integer value measured in meters, and each tile is 1.5 meters x 1.5 meters, so 5 mobility = 3.33 tiles roughly.&lt;br /&gt;
&lt;br /&gt;
Both the aim and mobility red fog penalties are subtractive, not multiplicative.&lt;br /&gt;
&lt;br /&gt;
For example, the poison/acid mobility debuff is a 25% multiplicative penalty. The unit loses 25% of its maximum movement, so a unit with 14 mobility would have 14 * 0.75 = 10.5 rounded down to 10 mobility, which is effectively -4 mobility.&lt;br /&gt;
&lt;br /&gt;
The %-based mobility penalties are:&lt;br /&gt;
Mindfray - 50% mobility penalty&lt;br /&gt;
Flashbang - 40% mobility penalty&lt;br /&gt;
Poison/acid - 25% mobility penalty&lt;br /&gt;
Catching breath - 75% mobility penalty&lt;br /&gt;
&lt;br /&gt;
All %-based mobility penalties are applied AFTER the additive/subtractive mobility modifiers (Red Fog, perks, inventory).&lt;br /&gt;
&lt;br /&gt;
Thus to make Red Fog carry more significant movement penalty:&lt;br /&gt;
&lt;br /&gt;
    Search for SW_COVER_INCREASE and edit it to =9.9f&lt;br /&gt;
&lt;br /&gt;
==Weapon and Item Changes==&lt;br /&gt;
&lt;br /&gt;
===The MEC Nuclear Option===&lt;br /&gt;
&lt;br /&gt;
For players that are not too fond of the grenade launcher for the MEC, they can switch its functionality to a last-ditch-option onboard nuclear reactor overload weapon. Find the line in defaultgamecore.ini that begins: &lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher, &lt;br /&gt;
&lt;br /&gt;
And replace the entire line with:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher,       ABILITIES[0]=eAbility_MEC_GrenadeLauncher, 	ABILITIES[1]=0,                      ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Mec, 		Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Explosive, Properties[4]=0,               Properties[5]=0,        iDamage=275,  iEnvironmentDamage=750, iRange=1,  iReactionRange=30, iReactionAngle=200, iRadius=700,  iCritical=0,  iOffenseBonus=0,  iSuppression=0,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By loading out the grenade launcher on a MEC, this will give you an option to overload the MECs (hypothetical) nuclear reactor resulting in a massive explosion that is guaranteed to kill/destroy everything (including the MEC) in a wide radius surrounding the MEC. Use only in cases of extreme clusterfuck/heroism.&lt;br /&gt;
&lt;br /&gt;
===Arc Thrower===&lt;br /&gt;
&lt;br /&gt;
With the release of B15, the code required for a pistol slot Arc Thrower is included in the DGC.ini. To make the change, all you need to do is comment out (add a &amp;quot;;&amp;quot;) the default line for the arc thrower and remove the comment located several lines lower. Essentially you tell the game to stop reading the default line of arc thrower code and begin reading the pre-built code enabling the pistol slot. It is explained in the comments of the DGC.ini.&lt;br /&gt;
&lt;br /&gt;
It is possible to equip the arc thrower as a pistol. Adjust the default line&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to allow for pistol slot only &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Pistol, Properties[4]=eWP_Backpack, Properties[5]=eWP_Secondary, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(Properies[5] of the Arc Thrower item was set to eWP_Pistol)&lt;br /&gt;
&lt;br /&gt;
To increase the range of the Arc Thrower to normal vision range, replace line 1673 in DefaultGameCore.ini with this:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Itembalance_Normal=(eItem=eItem_ArcThrower,					iCash=100,	iElerium=0,		iAlloys=94000,		iTime=10,	iEng=20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The iAlloys field for the Arc Thrower item was set to 94000)&lt;br /&gt;
&lt;br /&gt;
Remember that each item has 2 different listings.&lt;br /&gt;
&lt;br /&gt;
=== Double Damage XCOM Aircraft Weapons ===&lt;br /&gt;
&lt;br /&gt;
XCOM aircraft weapons have been modified to do double damage (armor penetration unchanged).  Use PatcherGUI to implement.&lt;br /&gt;
&lt;br /&gt;
//This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool&lt;br /&gt;
UPK_FILE = XComStrategyGame.upk&lt;br /&gt;
OBJECT = XGItemTree.UpdateShips : AUTO&lt;br /&gt;
[REPLACEMENT_CODE]&lt;br /&gt;
/*(0x0000/0x0000)*/ 0F 01 &amp;lt;@m_iCurrentCategory&amp;gt; FB 91 1B &amp;lt;STAT_GetStat&amp;gt; 26 16 2C 1E 16 2C 00 2C 20 16 &lt;br /&gt;
/*(0x001F/0x001B)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 02 1D &amp;lt;%i 2000&amp;gt; 2C 0A 2C 08 25 25 16 &lt;br /&gt;
/*(0x0036/0x0032)*/ 07 [@label_0x0048] 72 1B &amp;lt;ENGINEERING&amp;gt; 16 2A 16 &lt;br /&gt;
/*(0x0046/0x0042)*/ 	04 0B &lt;br /&gt;
/*(0x0048/0x0044)*/ [#label_0x0048]&lt;br /&gt;
/*(0x0048/0x0044)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 01 1D &amp;lt;%i 1500&amp;gt; 92 2C 0A 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 2500&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 05 92 2C 00 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x00EB/0x00DB)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 03 1D &amp;lt;%i 3500&amp;gt; 92 2C 0F 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 4000&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 19 92 2C 05 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x018E/0x0172)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 04 1D &amp;lt;%i 3000&amp;gt; 2C 2A 92 1D &amp;lt;%i 750&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 2C 03 16 &lt;br /&gt;
/*(0x01B9/0x0199)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 12 2C 0F 16 &lt;br /&gt;
/*(0x01E4/0x01C0)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 06 1D &amp;lt;%i 1700&amp;gt; 2C 19 92 1D &amp;lt;%i 4000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1E 2C 02 16 &lt;br /&gt;
/*(0x020F/0x01E7)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 07 1D &amp;lt;%i 1200&amp;gt; 2C 12 92 1D &amp;lt;%i 5000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 00 16 &lt;br /&gt;
/*(0x023A/0x020E)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 08 1D &amp;lt;%i 2000&amp;gt; 2C 23 92 1D &amp;lt;%i 9000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 24 2C 14 16 &lt;br /&gt;
/*(0x0265/0x0235)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 09 1D &amp;lt;%i 3500&amp;gt; 2C 3C 92 1D &amp;lt;%i 2500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 28 2C 19 16 &lt;br /&gt;
/*(0x0290/0x025C)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0A 1D &amp;lt;%i 2500&amp;gt; 2C 28 92 1D &amp;lt;%i 850&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 0C 2C 07 16 &lt;br /&gt;
/*(0x02BB/0x0283)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0B 1D &amp;lt;%i 2600&amp;gt; 2C 20 92 1D &amp;lt;%i 1500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 05 2C 07 16 &lt;br /&gt;
/*(0x02E6/0x02AA)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0C 1D &amp;lt;%i 1500&amp;gt; 2C 18 92 1D &amp;lt;%i 3500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 2C 03 16 &lt;br /&gt;
/*(0x0311/0x02D1)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0D 1D &amp;lt;%i 1300&amp;gt; 2C 14 92 1D &amp;lt;%i 6000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 19 2C 00 16 &lt;br /&gt;
/*(0x033C/0x02F8)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0E 1D &amp;lt;%i 1400&amp;gt; 2C 23 92 1D &amp;lt;%i 8000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1C 2C 12 16 &lt;br /&gt;
/*(0x0367/0x031F)*/ 07 [@label_0x0391] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 08 16 &lt;br /&gt;
/*(0x0377/0x032B)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 05 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 09 4A 16 &lt;br /&gt;
/*(0x0391/0x0341)*/ [#label_0x0391]&lt;br /&gt;
/*(0x0391/0x0341)*/ 07 [@label_0x03BC] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0A 16 &lt;br /&gt;
/*(0x03A1/0x034D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0A 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 4F 2C 08 2C 08 16 &lt;br /&gt;
/*(0x03BC/0x0364)*/ [#label_0x03BC]&lt;br /&gt;
/*(0x03BC/0x0364)*/ 07 [@label_0x0402] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0C 16 &lt;br /&gt;
/*(0x03CC/0x0370)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 06 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 51 2C 09 2C 08 16 &lt;br /&gt;
/*(0x03E7/0x0387)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0D 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 52 2C 09 2C 08 16 &lt;br /&gt;
/*(0x0402/0x039E)*/ [#label_0x0402]&lt;br /&gt;
/*(0x0402/0x039E)*/ 07 [@label_0x0473] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 12 16 &lt;br /&gt;
/*(0x0412/0x03AA)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0B 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 08 2C 08 16 &lt;br /&gt;
/*(0x042D/0x03C1)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0E 01 &amp;lt;@m_strSizeVeryLarge&amp;gt; 24 54 2C 09 2C 09 16 &lt;br /&gt;
/*(0x0448/0x03D8)*/ 	1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 14 16 &lt;br /&gt;
/*(0x0473/0x03FF)*/ [#label_0x0473]&lt;br /&gt;
/*(0x0473/0x03FF)*/ 07 [@label_0x051C] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 2C 16 ) &lt;br /&gt;
/*(0x0498/0x0420)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 460&amp;gt; 2C 12 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0519/0x0491)*/ 	06 [@label_0x059D] &lt;br /&gt;
/*(0x051C/0x0494)*/ [#label_0x051C]&lt;br /&gt;
/*(0x051C/0x0494)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 280&amp;gt; 2C 05 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x059D/0x0505)*/ [#label_0x059D]&lt;br /&gt;
/*(0x059D/0x0505)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 02 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 1.5&amp;gt; 1D &amp;lt;%i 400&amp;gt; 2C 0A 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x061E/0x0576)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 03 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 2&amp;gt; 1D &amp;lt;%i 680&amp;gt; 2C 00 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x069F/0x05E7)*/ 07 [@label_0x0748] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 22 16 ) &lt;br /&gt;
/*(0x06C4/0x0608)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 600&amp;gt; 2C 0B 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0745/0x0679)*/ 	06 [@label_0x07C9] &lt;br /&gt;
/*(0x0748/0x067C)*/ [#label_0x0748]&lt;br /&gt;
/*(0x0748/0x067C)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 580&amp;gt; 2C 05 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x07C9/0x06ED)*/ [#label_0x07C9]&lt;br /&gt;
/*(0x07C9/0x06ED)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 05 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 1300&amp;gt; 2C 16 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x084A/0x075E)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 06 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.55&amp;gt; 1D &amp;lt;%i 620&amp;gt; 2C 1E 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x08CB/0x07CF)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 07 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1.25&amp;gt; 1D &amp;lt;%i 2400&amp;gt; 2C 1A 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x094C/0x0840)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 08 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.15&amp;gt; 92 1D &amp;lt;%i 450&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 92 2C 21 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x09BA/0x08A2)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 09 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 800&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 92 2C 28 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A28/0x0904)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 0A 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 1300&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 32 92 2C 2D 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A96/0x0966)*/ 07 [@label_0x0AF0] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1B 16 ) &lt;br /&gt;
/*(0x0ABB/0x0987)*/ 	1B &amp;lt;BuildShip&amp;gt; 26 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 44 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AD5/0x099D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 03 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 45 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AF0/0x09B4)*/ [#label_0x0AF0]&lt;br /&gt;
/*(0x0AF0/0x09B4)*/ 1B &amp;lt;UpdateAllShipTemplates&amp;gt; 16 &lt;br /&gt;
/*(0x0AFA/0x09BE)*/ 04 0B &lt;br /&gt;
/*(0x0AFC/0x09C0)*/ 53&lt;br /&gt;
&lt;br /&gt;
==iceofwolf&#039;s Modification Package==&lt;br /&gt;
This package is recommended with Red Fog and Aiming Angles enabled. Red Fog, so that every hit point has meaning; and Aiming Angles, so that proper or improper positioning makes a bigger difference.&lt;br /&gt;
&lt;br /&gt;
===General Disclaimer===&lt;br /&gt;
Posted by request. This package was a personal rebalancing of several aspects exposed in the DefaultGameCore.ini. These changes were played in early to early-mid; their balance is untested in late-mid to late game. They were made in Long War beta 13 and may not work with earlier or later betas. Please include information on all mods made to the game, including .ini modifications, when reporting bugs or providing feedback to the mod developers.&lt;br /&gt;
&lt;br /&gt;
Although the majority of the modifications made to the Long War mod were made as soon as beta 13 was downloaded, some were added as the game was played. Some modifications that are included in the linked file may have been missed in the wiki detail due to poor personal changelog habits.&lt;br /&gt;
&lt;br /&gt;
Please thank the devs of Long War not only for the Long War mod itself, but more importantly, for opening up the XCOM game so that players can alter their mod to suit individual preferences.&lt;br /&gt;
&lt;br /&gt;
===DefaultGameCore.ini===&lt;br /&gt;
This link will be removed at request of the moderators of this page or at request of the developers of the Long War mod.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/t9ojup01xhaua2t/DefaultGameCore.ini Dropbox Link]&lt;br /&gt;
&lt;br /&gt;
===XCOM Unit Modifications===&lt;br /&gt;
Soldier starting stats vary by much greater margins.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Soldier&amp;lt;/code&amp;gt; and edit the Will entry to =30&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Easy=( eType=eChar_Soldier,             iDamage=0,  iCritHit=0&amp;lt;/code&amp;gt; and edit the iDefense entry to =15&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_AIM=&amp;lt;/code&amp;gt; and edit it to =45&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HIGH_MOBILITY&amp;lt;/code&amp;gt; and edit it to =-15 (that&#039;s negative 15; it&#039;s necessary for how the game rolls random stats)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_WILL&amp;lt;/code&amp;gt; and edit it to =10&lt;br /&gt;
&lt;br /&gt;
Starting barracks is filled with 64 eager rookies. With the above variation in stats, the additional bodies may be needed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;NUM_STARTING_SOLDIERS&amp;lt;/code&amp;gt; and edit it to =64&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers are easier to field. (If it were possible, I&#039;d make this a binary check: If the soldier&#039;s Will exceeds the power he is trying for, then he succeeds; if not, he fails. I&#039;d also obscure the percentage chance. Since no such code is exposed, everybody gets psi if they spend the time to do it.)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_GIFT_CHANCE&amp;lt;/code&amp;gt; and edit it to =.99&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_TRAINING_HOURS&amp;lt;/code&amp;gt; and edit it to =144&lt;br /&gt;
&lt;br /&gt;
Psi XP requirements reduced.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;; Psi XP Levels&amp;lt;/code&amp;gt; and alter the required XP as desired.&lt;br /&gt;
&lt;br /&gt;
===Equipment Modifications===&lt;br /&gt;
Laser Sniper Rifle, Scatter Laser and Laser Strike Rifle all have ballistic ammo levels. Further weapon tiers were not modified because the effect on game balance could not be directly observed; modify higher tiers to your own liking.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle,    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,			 ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_MoveLimited,   Properties[2]=0,   			  Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0,    iCritical=25, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Sniper Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun,          ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Assault,    Properties[1]=eWP_Rifle,     	 Properties[2]=0,                 Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=60, iRange=30,  iReactionRange=14, iReactionAngle=360, iRadius=0,    iCritical=20, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Laser&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227,         				    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0, 			      ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_Overheats,   	 Properties[2]=eWP_MoveLimited,   Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=36,  iReactionRange=36, iReactionAngle=200, iRadius=0,    iCritical=15, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Strike Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All armor small item equippables confer the Secondary Heart perk.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating,				iCash=100,	iElerium=0,		iAlloys=4020,		iTime=10,	iEng=35);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor,			iCash=0,	iElerium=0,		iAlloys=4005,		iTime=7,	iEng=15);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=94&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=94,  								iCash=60,	iElerium=5002,	iAlloys=4003,		iTime=7,	iEng=30)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=95&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=95,								iCash=-1,	iElerium=0,		iAlloys=4000,		iTime=-1,	iEng=-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=220&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=220,								iCash=70,	iElerium=0,		iAlloys=4010,		iTime=7,	iEng=12);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tactical Modifications===&lt;br /&gt;
Flying provides no defensive bonus. This also causes flying units to be counted as exposed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;AIR_EVADE_DEF&amp;lt;/code&amp;gt; and edit it to =0&lt;br /&gt;
&lt;br /&gt;
===Resource Modifications===&lt;br /&gt;
Mechtoids and Floaters provide significantly more Meld.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;MECHTOID_MELD&amp;lt;/code&amp;gt; and edit it to =80&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HFLOATER_MELD&amp;lt;/code&amp;gt; and edit it to =1030&lt;br /&gt;
&lt;br /&gt;
Strategy game altered so that resources are more plentiful and all items are cheaper, but take longer to build. Net result can be gamed, arguably: rushing an item will result in the same credit, alloy and elerium cost as the base LW mod, but will take 75% of the time it would take in the base LW mod -- but this also adds a Meld cost.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ABDUCTION_REWARD_CASH&amp;lt;/code&amp;gt; and edit it to =300&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_TIME_BALANCE&amp;lt;/code&amp;gt; and edit it to =1.5&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_CREDIT_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ELERIUM_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ALLOY_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_MELD_BALANCE&amp;lt;/code&amp;gt; and edit it to =.25&lt;br /&gt;
&lt;br /&gt;
===Enemy Unit Modifications===&lt;br /&gt;
Thin Man poison spit reduced to range of 5.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague,                   ABILITIES[0]=eAbility_Plague,         ABILITIES[1]=0,                            ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Support,    Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Backpack,  Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=45,  iRange=5,  iReactionRange=25, iReactionAngle=200, iRadius=144,  iCritical=0,  iOffenseBonus=0,  iSuppression=202, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes removed from all Chryssalid units.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0, iDefense=5,	iHP=1, 	iMobility=0,	iWill=0); Lightning Reflexes (removed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Exalt and Elite Exalt that have not been promoted to navigator/leader have significantly reduced hit points, putting all Exalt into one-shot territory. Their offensive capabilities have not been altered.&lt;br /&gt;
:Search the Characters block (the first major block of text after armors) for any entry with &amp;quot;Exalt&amp;quot; in the name. Find &amp;lt;code&amp;gt;HP=&amp;lt;/code&amp;gt; on that line. Adjust as desired.&lt;br /&gt;
&lt;br /&gt;
All alien and Exalt final forms have been disabled, except the leader/navigator. This final upgrade would normally occur at &amp;quot;alien research threshold&amp;quot; 900, which is a rough estimate of how many days have passed since the beginning of the game, modified by alien research efforts. These final upgrades give the aliens substantially higher stats and seem to have been intended to provide a sense of urgency and/or provoke the player to finish the game (to be fair, two to three years is plenty long enough). This file disables them simply because the author of the package modding the mod doesn&#039;t like them.&lt;br /&gt;
&lt;br /&gt;
To re-enable these super upgrades or to disable earlier upgrades, search for &amp;lt;code&amp;gt;; ALIEN AUTOMATIC UPGRADES&amp;lt;/code&amp;gt;. The section that follows details all of the upgrades each non-XCOM unit can receive over time, most of which start at &amp;quot;210&amp;quot;. Place a semicolon at the beginning of any line which you want to disable, or remove the semicolon from each unit line you want to re-enable.&lt;br /&gt;
&lt;br /&gt;
Note that, despite denying aliens and Exalt their final upgrades and restricting Exalt starting HP, leader/navigator types of each alien will remain a significant threat.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Thekcpiper</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=66323</id>
		<title>Mods (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=66323"/>
		<updated>2015-07-04T00:29:12Z</updated>

		<summary type="html">&lt;p&gt;Thekcpiper: /* Double Damage XCOM Aircraft Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Beginners Guide==&lt;br /&gt;
&lt;br /&gt;
Long War has made it easy for individual users to tweak parts of the game for their own preference. Unless otherwise noted, code changes occur in the &amp;lt;code&amp;gt;DefaultGameCore.ini&amp;lt;/code&amp;gt; file; this is commonly referred to as the DGC.ini. For a typical Windows user, this file can be found at &amp;lt;code&amp;gt;C:/Program Files x86/Steam/SteamApps/common(OR your username)/XCom-enemy-unknown/XEW/XComGame/Config&amp;lt;/code&amp;gt;. It is recommended that you download and use &#039;&#039;&#039;Notepad++&#039;&#039;&#039; to alter defaultgamecore.ini because it is visually easier to use and numbers the lines (which may be referenced in this page).&lt;br /&gt;
&lt;br /&gt;
Another useful tool is the free software &#039;&#039;&#039;WinMerge&#039;&#039;&#039;. WinMerge allows you to open two text files (like the DGC.ini) side by side and compare differences between them. This is useful when Long War is updated. To easily preserve the custom modifications you did on a previous version, open a backup copy of your old DGC.ini and the new updated version DGC.ini. WinMerge will help you quickly identify differences and apply all your previous modifications to the new Long War version.&lt;br /&gt;
&lt;br /&gt;
Note for OS X users, you will need to modify &amp;lt;code&amp;gt;XComGameCore.ini&amp;lt;/code&amp;gt;, which is located at &amp;lt;code&amp;gt;~/Library/Application Support/Feral Interactive/XCOM Enemy Unknown/XEW/MacInit/XComGameCore.ini&amp;lt;/code&amp;gt;. Some users suggest that you update &amp;lt;code&amp;gt;~/Application Support/Steam/SteamApps/common/XCom-Enemy-Unknown/XCOMData/XEW/XComGame/Config/DefaultGameCore.ini&amp;lt;/code&amp;gt; as well to be safe.  You can use the built in program TextEdit or (better) TextWrangler.&lt;br /&gt;
&lt;br /&gt;
==Base Changes==&lt;br /&gt;
&lt;br /&gt;
===Energy Changes===&lt;br /&gt;
&lt;br /&gt;
Alternative Fission and Thermo changes are proposed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
________________Pwr__Cost__Cost/Pwr_____&lt;br /&gt;
Fission Current --- 6 --- $120 --- $20.00&lt;br /&gt;
Fission Change --- 8 --- $150 --- $18.75&lt;br /&gt;
&lt;br /&gt;
Thermo Current -- 25 -- $350 --- $14.00&lt;br /&gt;
Thermo Change -- 20 -- $300 --- $15.00&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition, increase Adjacency bonus from +3 power to +4.&lt;br /&gt;
&lt;br /&gt;
With this, Fission is still less efficient than a thermo, however players shouldn&#039;t feel like they are getting an extra difficulty tacked on because they didn&#039;t get a good steam vent. Now if there is a good steam vent, it&#039;s simply a bonus. To change these options, examine lines 1395 and line 1800.&lt;br /&gt;
&lt;br /&gt;
===Start Date Change===&lt;br /&gt;
To start the campaign at a different date than March 1st. Change the value found in &amp;lt;code&amp;gt;defaultgamedata.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appearance Changes===&lt;br /&gt;
&lt;br /&gt;
How to Remove the Gene Mod Armor:&lt;br /&gt;
&lt;br /&gt;
This will replace the gene mod armor with a sleeved chest plate. However, said chest plate was designed to have shoulder pads, which are missing, so there will be a noticeable gap with either gene mods or those who use tactical vests instead of tactical armor. The gap is textured, so it won&#039;t break any models. You can still add shoulder pads by using decos ingame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Use CTRL + F To find the following&lt;br /&gt;
&lt;br /&gt;
UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar_GM,ArchetypeName=&amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Remove both GMs from &amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now the game will read the normal armor instead of the GM version. &lt;br /&gt;
You can choose to do this to specific models, or use find and replace to change them all. &lt;br /&gt;
To use find and replace, I recommend you find _GM&amp;quot; and _GM. and replace them with &amp;quot; and . respectively.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to change default color, and headgear.&lt;br /&gt;
&lt;br /&gt;
In your DefaultGameCore.ini file, you&#039;ll be able to find lines that alter the rookie&#039;s starting color, and headgear, as well as the first time they are promoted to a class. Acceptable values, and their definitions, can be found here.&lt;br /&gt;
http://wiki.tesnexus.com/index.php?title=Initial_soldier_appearance_-_XCOM:EU_2012#Tables (&amp;lt; Someone hyperlink that for me, please.)&lt;br /&gt;
&lt;br /&gt;
Note that you must make these changes &#039;&#039;&#039;before&#039;&#039;&#039; starting a new game for them to take effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
If you press &amp;quot;CTRL + F&amp;quot;, you will open up the find menu. Locate the comment;&lt;br /&gt;
&lt;br /&gt;
; Initial soldier appearance&lt;br /&gt;
&lt;br /&gt;
and you will find directly below it;&lt;br /&gt;
&lt;br /&gt;
DEFENDER_MEDIKIT	= 6		; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)&lt;br /&gt;
COUNCIL_STAT_BONUS	= -1	; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)&lt;br /&gt;
ShowUFOsOnMission	= -1	; Rookie headgear; See readme for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.&lt;br /&gt;
&lt;br /&gt;
Use the values linked above to find exactly what you want. &lt;br /&gt;
To change the promotes, find the following lines directly below the rookie&#039;s section, and change the numbers to any value between 0-32 or -1 for no change.&lt;br /&gt;
&lt;br /&gt;
; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!&lt;br /&gt;
HQ_BASE_POWER = 32			; Sniper Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Sniper Headgear&lt;br /&gt;
HQ_BASE_POWER = 15			; Scout Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Scout Headgear&lt;br /&gt;
HQ_BASE_POWER = 12			; Rocketeer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Rocketeer Headgear&lt;br /&gt;
HQ_BASE_POWER = 9			; Gunner Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Gunner Headgear&lt;br /&gt;
HQ_BASE_POWER = 29			; Medic Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Medic Headgear&lt;br /&gt;
HQ_BASE_POWER = 22			; Engineer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Engineer Headgear&lt;br /&gt;
HQ_BASE_POWER = 21			; Assault Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Assault Headgear&lt;br /&gt;
HQ_BASE_POWER = 19			; Infantry Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Infantry Headgear&lt;br /&gt;
&lt;br /&gt;
Please note, that any text after a ; is a comment, and editing anything past them will do nothing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MECs earn full XP for kills===&lt;br /&gt;
This change requires Hex Editor.&lt;br /&gt;
&lt;br /&gt;
* Open XComGame.upk file in \Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole folder with HxD&lt;br /&gt;
* Search -&amp;gt; Find -&amp;gt; Datatype Hex-Values: A0 00 E7 85 00 00 38 3F 2C &#039;&#039;&#039;02&#039;&#039;&#039; 16&lt;br /&gt;
* Replace 02 with 01.&lt;br /&gt;
&lt;br /&gt;
This will eliminate the penalty. Setting it to 03 will give them 1/3rd of XP for kills.[http://www.reddit.com/r/Xcom/comments/2g04ye/lw_in_vanilla_mecs_earn_half_the_xp_for_kills/ckerbtf]&lt;br /&gt;
&lt;br /&gt;
==INI Meld editing==&lt;br /&gt;
===Item Costs===&lt;br /&gt;
Costs in engineering can be edited in the DefaultGameCore.INI file. As you most limited resource will probably be Meld, and the way the data is in the .ini file, this will help your inner engineer&#039;s itch to want to build items. Beginning about halfway down, you will start to see &amp;quot;iElerium=&amp;quot; lines. Comments helpfully point out that these are both the Meld &#039;&#039;and&#039;&#039; Elerium entries. You may want to keep an untouched INI file and/or use the UFOPaedia&#039;s pages as references. Now for editing:&lt;br /&gt;
&lt;br /&gt;
As you can see in the [[Armor_%28Long_War%29#MEC_Armor|Armor]] section, the MEC suits of Warden, Sentinel, and Paladin cost, respectively, 20 meld and 20 Elerium, 40 Meld and 30 Elerium, 60 meld and 50 Elerium for their fabrication costs (on top of credits and alloys). In the .ini file, they are, again respectively, simply labeled &amp;quot;; MEC-1&amp;quot;, &amp;quot;; MEC-2&amp;quot;, &amp;quot;; MEC-3&amp;quot;. Now see that the &amp;quot;IElerium=&amp;quot; values are, once more respectively, 20020, 40030, 60050. As you can see, there is a placeholder 0 in any given iElerium entry-- for any item that has a Meld cost. As this section focuses on just meld editing, this won&#039;t be editing the Elerium cost (and will assume you won&#039;t, as you don&#039;t want to make the Long War _too_ easy). Therefore, you will only be editing the value &#039;&#039;in front&#039;&#039; of the placeholder 0.&lt;br /&gt;
&lt;br /&gt;
Ergo: changing 20020, 40030, 60050 to, say, 5020 (note it goes from 5 to 4 intergers), 20030, 30050 would change the meld costs of Warden armor from 20 to 5 units of Meld, Sentinel from 40 to 20, and Paladin from 60 to 30 (while not changing the Elerium costs). Again, note that changing the Warden&#039;s &amp;quot;20&amp;quot; to &amp;quot;5&amp;quot; -- and &#039;&#039;not&#039;&#039; &amp;quot;05&amp;quot; -- in front of the &#039;placeholder&#039; 0 will reduce the cost from 20 to 5 units of Meld. This method works on all the &amp;quot;iElerium=&amp;quot; entries under the &amp;quot;; Gear&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
Near the bottom of the file, you will find &amp;quot;; Gene Mod Configuration&amp;quot;. Depending on your choice of editor, the entries may not line up, so be aware that in this section, &amp;quot;iAlloys=&amp;quot; is the variable set for Meld cost for gene mods. As these variables are more simply written, merely edit them to your desired cost. And for reference, &amp;quot;iTime=&amp;quot; entries are for how long each mod requires a soldier to be inside the Gene Lab&#039;s tanks, and &amp;quot;iEng=&amp;quot; are the penalty hours added to fatigue.&lt;br /&gt;
&lt;br /&gt;
===Meld Expiration Timer===&lt;br /&gt;
In &amp;lt;code&amp;gt;DefaultRandomSpawns.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will find the lines:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
[XComLZMutator.XComMeldSpawnMutator]&lt;br /&gt;
&lt;br /&gt;
NumContainers = 3&lt;br /&gt;
DestroyedOnTurn = (DistToPlayer / (96 * 8)) * EqSlope + EqConst (96 * 8 - mobility in UU)&lt;br /&gt;
EqSlope = 1.5&lt;br /&gt;
&lt;br /&gt;
EqConst = 1&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By increasing the number after EqSlope (default 1.55), you can increase the number of turns it takes before meld expires.&lt;br /&gt;
&lt;br /&gt;
==Second Wave Option Changes==&lt;br /&gt;
&lt;br /&gt;
===Aiming Angles===&lt;br /&gt;
&lt;br /&gt;
It may be the case that 90 degrees is too small of an arc for cover to provide full protection, so we can cut the aiming angle down to 30 degrees. This gives your cover a 120 degree arc in which it provides full protection, so you can easily fight enemies so long as you&#039;re not stupid about picking your cover.&lt;br /&gt;
&lt;br /&gt;
You can change the settings in defaultgamecore.ini, and there is a diagram in there to help explain it:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Top down view&lt;br /&gt;
;&lt;br /&gt;
;     B  &lt;br /&gt;
;      \ &lt;br /&gt;
;       \&lt;br /&gt;
;  A-----^&lt;br /&gt;
;        T&lt;br /&gt;
;&lt;br /&gt;
; T is a target with cover in the direction of &#039;^&#039;.&lt;br /&gt;
; A is a shooter with the maximum aiming angle aim bonus &lt;br /&gt;
; B is a shooter with the minimum aiming angle aim bonus&lt;br /&gt;
; The aiming angle bonus increases linearly in the angle range between A and B&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
SW_AIMING_ANGLE_THRESHOLD= 30.0f; 45.0f; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90&lt;br /&gt;
SW_AIMING_ANGLE_MINBONUS=5      ; Shooter B&#039;s aiming angle bonus is SW_AIMING_ANGLE_MINBONUS&lt;br /&gt;
SW_AIMING_ANGLE_MAXBONUS=-5     ; Shooter A&#039;s aiming angle bonus is [T&#039;s Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The option for 45 degrees is commented out, and replaced it with 30 degrees. With these settings, 30 degrees to parallel (60 degrees off of perpendicular), gives a +5 to hit. Just shy of the 90 degree flank, it&#039;s +(coverbonus - 5) to hit.&lt;br /&gt;
&lt;br /&gt;
===Red Fog===&lt;br /&gt;
&#039;&#039;&#039;Mobility Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Q: Given that the mobility penalty in the DGC.ini is listed in the format &amp;quot;6.0f&amp;quot;, what does this mean?&lt;br /&gt;
&lt;br /&gt;
A: It means that at most there is a -6 mobility penalty that would be applied at 0% health. Since it can&#039;t hit 0% health, effectively the worst mobility penalty achievable is -5 mobility if severely wounded. This value is measured in meters, the same scaling units that are shown in the barracks view. The mobility stat is an integer value measured in meters, and each tile is 1.5 meters x 1.5 meters, so 5 mobility = 3.33 tiles roughly.&lt;br /&gt;
&lt;br /&gt;
Both the aim and mobility red fog penalties are subtractive, not multiplicative.&lt;br /&gt;
&lt;br /&gt;
For example, the poison/acid mobility debuff is a 25% multiplicative penalty. The unit loses 25% of its maximum movement, so a unit with 14 mobility would have 14 * 0.75 = 10.5 rounded down to 10 mobility, which is effectively -4 mobility.&lt;br /&gt;
&lt;br /&gt;
The %-based mobility penalties are:&lt;br /&gt;
Mindfray - 50% mobility penalty&lt;br /&gt;
Flashbang - 40% mobility penalty&lt;br /&gt;
Poison/acid - 25% mobility penalty&lt;br /&gt;
Catching breath - 75% mobility penalty&lt;br /&gt;
&lt;br /&gt;
All %-based mobility penalties are applied AFTER the additive/subtractive mobility modifiers (Red Fog, perks, inventory).&lt;br /&gt;
&lt;br /&gt;
Thus to make Red Fog carry more significant movement penalty:&lt;br /&gt;
&lt;br /&gt;
    Search for SW_COVER_INCREASE and edit it to =9.9f&lt;br /&gt;
&lt;br /&gt;
==Weapon and Item Changes==&lt;br /&gt;
&lt;br /&gt;
===The MEC Nuclear Option===&lt;br /&gt;
&lt;br /&gt;
For players that are not too fond of the grenade launcher for the MEC, they can switch its functionality to a last-ditch-option onboard nuclear reactor overload weapon. Find the line in defaultgamecore.ini that begins: &lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher, &lt;br /&gt;
&lt;br /&gt;
And replace the entire line with:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher,       ABILITIES[0]=eAbility_MEC_GrenadeLauncher, 	ABILITIES[1]=0,                      ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Mec, 		Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Explosive, Properties[4]=0,               Properties[5]=0,        iDamage=275,  iEnvironmentDamage=750, iRange=1,  iReactionRange=30, iReactionAngle=200, iRadius=700,  iCritical=0,  iOffenseBonus=0,  iSuppression=0,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By loading out the grenade launcher on a MEC, this will give you an option to overload the MECs (hypothetical) nuclear reactor resulting in a massive explosion that is guaranteed to kill/destroy everything (including the MEC) in a wide radius surrounding the MEC. Use only in cases of extreme clusterfuck/heroism.&lt;br /&gt;
&lt;br /&gt;
===Arc Thrower===&lt;br /&gt;
&lt;br /&gt;
With the release of B15, the code required for a pistol slot Arc Thrower is included in the DGC.ini. To make the change, all you need to do is comment out (add a &amp;quot;;&amp;quot;) the default line for the arc thrower and remove the comment located several lines lower. Essentially you tell the game to stop reading the default line of arc thrower code and begin reading the pre-built code enabling the pistol slot. It is explained in the comments of the DGC.ini.&lt;br /&gt;
&lt;br /&gt;
It is possible to equip the arc thrower as a pistol. Adjust the default line&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to allow for pistol slot only &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Pistol, Properties[4]=eWP_Backpack, Properties[5]=eWP_Secondary, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(Properies[5] of the Arc Thrower item was set to eWP_Pistol)&lt;br /&gt;
&lt;br /&gt;
To increase the range of the Arc Thrower to normal vision range, replace line 1673 in DefaultGameCore.ini with this:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Itembalance_Normal=(eItem=eItem_ArcThrower,					iCash=100,	iElerium=0,		iAlloys=94000,		iTime=10,	iEng=20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The iAlloys field for the Arc Thrower item was set to 94000)&lt;br /&gt;
&lt;br /&gt;
Remember that each item has 2 different listings.&lt;br /&gt;
&lt;br /&gt;
=== Double Damage XCOM Aircraft Weapons ===&lt;br /&gt;
&lt;br /&gt;
XCOM aircraft weapons have been modified to do double damage (armor penetration unchanged).  Use PatcherGUI to implement.&lt;br /&gt;
&lt;br /&gt;
[spolier]&lt;br /&gt;
//This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool&lt;br /&gt;
UPK_FILE = XComStrategyGame.upk&lt;br /&gt;
OBJECT = XGItemTree.UpdateShips : AUTO&lt;br /&gt;
[REPLACEMENT_CODE]&lt;br /&gt;
/*(0x0000/0x0000)*/ 0F 01 &amp;lt;@m_iCurrentCategory&amp;gt; FB 91 1B &amp;lt;STAT_GetStat&amp;gt; 26 16 2C 1E 16 2C 00 2C 20 16 &lt;br /&gt;
/*(0x001F/0x001B)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 02 1D &amp;lt;%i 2000&amp;gt; 2C 0A 2C 08 25 25 16 &lt;br /&gt;
/*(0x0036/0x0032)*/ 07 [@label_0x0048] 72 1B &amp;lt;ENGINEERING&amp;gt; 16 2A 16 &lt;br /&gt;
/*(0x0046/0x0042)*/ 	04 0B &lt;br /&gt;
/*(0x0048/0x0044)*/ [#label_0x0048]&lt;br /&gt;
/*(0x0048/0x0044)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 01 1D &amp;lt;%i 1500&amp;gt; 92 2C 0A 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 2500&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 05 92 2C 00 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x00EB/0x00DB)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 03 1D &amp;lt;%i 3500&amp;gt; 92 2C 0F 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 4000&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 19 92 2C 05 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x018E/0x0172)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 04 1D &amp;lt;%i 3000&amp;gt; 2C 2A 92 1D &amp;lt;%i 750&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 2C 03 16 &lt;br /&gt;
/*(0x01B9/0x0199)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 12 2C 0F 16 &lt;br /&gt;
/*(0x01E4/0x01C0)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 06 1D &amp;lt;%i 1700&amp;gt; 2C 19 92 1D &amp;lt;%i 4000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1E 2C 02 16 &lt;br /&gt;
/*(0x020F/0x01E7)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 07 1D &amp;lt;%i 1200&amp;gt; 2C 12 92 1D &amp;lt;%i 5000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 00 16 &lt;br /&gt;
/*(0x023A/0x020E)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 08 1D &amp;lt;%i 2000&amp;gt; 2C 23 92 1D &amp;lt;%i 9000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 24 2C 14 16 &lt;br /&gt;
/*(0x0265/0x0235)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 09 1D &amp;lt;%i 3500&amp;gt; 2C 3C 92 1D &amp;lt;%i 2500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 28 2C 19 16 &lt;br /&gt;
/*(0x0290/0x025C)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0A 1D &amp;lt;%i 2500&amp;gt; 2C 28 92 1D &amp;lt;%i 850&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 0C 2C 07 16 &lt;br /&gt;
/*(0x02BB/0x0283)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0B 1D &amp;lt;%i 2600&amp;gt; 2C 20 92 1D &amp;lt;%i 1500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 05 2C 07 16 &lt;br /&gt;
/*(0x02E6/0x02AA)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0C 1D &amp;lt;%i 1500&amp;gt; 2C 18 92 1D &amp;lt;%i 3500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 2C 03 16 &lt;br /&gt;
/*(0x0311/0x02D1)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0D 1D &amp;lt;%i 1300&amp;gt; 2C 14 92 1D &amp;lt;%i 6000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 19 2C 00 16 &lt;br /&gt;
/*(0x033C/0x02F8)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0E 1D &amp;lt;%i 1400&amp;gt; 2C 23 92 1D &amp;lt;%i 8000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1C 2C 12 16 &lt;br /&gt;
/*(0x0367/0x031F)*/ 07 [@label_0x0391] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 08 16 &lt;br /&gt;
/*(0x0377/0x032B)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 05 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 09 4A 16 &lt;br /&gt;
/*(0x0391/0x0341)*/ [#label_0x0391]&lt;br /&gt;
/*(0x0391/0x0341)*/ 07 [@label_0x03BC] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0A 16 &lt;br /&gt;
/*(0x03A1/0x034D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0A 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 4F 2C 08 2C 08 16 &lt;br /&gt;
/*(0x03BC/0x0364)*/ [#label_0x03BC]&lt;br /&gt;
/*(0x03BC/0x0364)*/ 07 [@label_0x0402] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0C 16 &lt;br /&gt;
/*(0x03CC/0x0370)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 06 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 51 2C 09 2C 08 16 &lt;br /&gt;
/*(0x03E7/0x0387)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0D 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 52 2C 09 2C 08 16 &lt;br /&gt;
/*(0x0402/0x039E)*/ [#label_0x0402]&lt;br /&gt;
/*(0x0402/0x039E)*/ 07 [@label_0x0473] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 12 16 &lt;br /&gt;
/*(0x0412/0x03AA)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0B 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 08 2C 08 16 &lt;br /&gt;
/*(0x042D/0x03C1)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0E 01 &amp;lt;@m_strSizeVeryLarge&amp;gt; 24 54 2C 09 2C 09 16 &lt;br /&gt;
/*(0x0448/0x03D8)*/ 	1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 14 16 &lt;br /&gt;
/*(0x0473/0x03FF)*/ [#label_0x0473]&lt;br /&gt;
/*(0x0473/0x03FF)*/ 07 [@label_0x051C] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 2C 16 ) &lt;br /&gt;
/*(0x0498/0x0420)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 460&amp;gt; 2C 12 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0519/0x0491)*/ 	06 [@label_0x059D] &lt;br /&gt;
/*(0x051C/0x0494)*/ [#label_0x051C]&lt;br /&gt;
/*(0x051C/0x0494)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 280&amp;gt; 2C 05 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x059D/0x0505)*/ [#label_0x059D]&lt;br /&gt;
/*(0x059D/0x0505)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 02 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 1.5&amp;gt; 1D &amp;lt;%i 400&amp;gt; 2C 0A 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x061E/0x0576)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 03 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 2&amp;gt; 1D &amp;lt;%i 680&amp;gt; 2C 00 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x069F/0x05E7)*/ 07 [@label_0x0748] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 22 16 ) &lt;br /&gt;
/*(0x06C4/0x0608)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 600&amp;gt; 2C 0B 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0745/0x0679)*/ 	06 [@label_0x07C9] &lt;br /&gt;
/*(0x0748/0x067C)*/ [#label_0x0748]&lt;br /&gt;
/*(0x0748/0x067C)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 580&amp;gt; 2C 05 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x07C9/0x06ED)*/ [#label_0x07C9]&lt;br /&gt;
/*(0x07C9/0x06ED)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 05 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 1300&amp;gt; 2C 16 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x084A/0x075E)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 06 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.55&amp;gt; 1D &amp;lt;%i 620&amp;gt; 2C 1E 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x08CB/0x07CF)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 07 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1.25&amp;gt; 1D &amp;lt;%i 2400&amp;gt; 2C 1A 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x094C/0x0840)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 08 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.15&amp;gt; 92 1D &amp;lt;%i 450&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 92 2C 21 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x09BA/0x08A2)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 09 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 800&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 92 2C 28 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A28/0x0904)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 0A 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 1300&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 32 92 2C 2D 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A96/0x0966)*/ 07 [@label_0x0AF0] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1B 16 ) &lt;br /&gt;
/*(0x0ABB/0x0987)*/ 	1B &amp;lt;BuildShip&amp;gt; 26 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 44 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AD5/0x099D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 03 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 45 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AF0/0x09B4)*/ [#label_0x0AF0]&lt;br /&gt;
/*(0x0AF0/0x09B4)*/ 1B &amp;lt;UpdateAllShipTemplates&amp;gt; 16 &lt;br /&gt;
/*(0x0AFA/0x09BE)*/ 04 0B &lt;br /&gt;
/*(0x0AFC/0x09C0)*/ 53&lt;br /&gt;
[/spolier]&lt;br /&gt;
&lt;br /&gt;
==iceofwolf&#039;s Modification Package==&lt;br /&gt;
This package is recommended with Red Fog and Aiming Angles enabled. Red Fog, so that every hit point has meaning; and Aiming Angles, so that proper or improper positioning makes a bigger difference.&lt;br /&gt;
&lt;br /&gt;
===General Disclaimer===&lt;br /&gt;
Posted by request. This package was a personal rebalancing of several aspects exposed in the DefaultGameCore.ini. These changes were played in early to early-mid; their balance is untested in late-mid to late game. They were made in Long War beta 13 and may not work with earlier or later betas. Please include information on all mods made to the game, including .ini modifications, when reporting bugs or providing feedback to the mod developers.&lt;br /&gt;
&lt;br /&gt;
Although the majority of the modifications made to the Long War mod were made as soon as beta 13 was downloaded, some were added as the game was played. Some modifications that are included in the linked file may have been missed in the wiki detail due to poor personal changelog habits.&lt;br /&gt;
&lt;br /&gt;
Please thank the devs of Long War not only for the Long War mod itself, but more importantly, for opening up the XCOM game so that players can alter their mod to suit individual preferences.&lt;br /&gt;
&lt;br /&gt;
===DefaultGameCore.ini===&lt;br /&gt;
This link will be removed at request of the moderators of this page or at request of the developers of the Long War mod.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/t9ojup01xhaua2t/DefaultGameCore.ini Dropbox Link]&lt;br /&gt;
&lt;br /&gt;
===XCOM Unit Modifications===&lt;br /&gt;
Soldier starting stats vary by much greater margins.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Soldier&amp;lt;/code&amp;gt; and edit the Will entry to =30&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Easy=( eType=eChar_Soldier,             iDamage=0,  iCritHit=0&amp;lt;/code&amp;gt; and edit the iDefense entry to =15&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_AIM=&amp;lt;/code&amp;gt; and edit it to =45&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HIGH_MOBILITY&amp;lt;/code&amp;gt; and edit it to =-15 (that&#039;s negative 15; it&#039;s necessary for how the game rolls random stats)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_WILL&amp;lt;/code&amp;gt; and edit it to =10&lt;br /&gt;
&lt;br /&gt;
Starting barracks is filled with 64 eager rookies. With the above variation in stats, the additional bodies may be needed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;NUM_STARTING_SOLDIERS&amp;lt;/code&amp;gt; and edit it to =64&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers are easier to field. (If it were possible, I&#039;d make this a binary check: If the soldier&#039;s Will exceeds the power he is trying for, then he succeeds; if not, he fails. I&#039;d also obscure the percentage chance. Since no such code is exposed, everybody gets psi if they spend the time to do it.)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_GIFT_CHANCE&amp;lt;/code&amp;gt; and edit it to =.99&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_TRAINING_HOURS&amp;lt;/code&amp;gt; and edit it to =144&lt;br /&gt;
&lt;br /&gt;
Psi XP requirements reduced.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;; Psi XP Levels&amp;lt;/code&amp;gt; and alter the required XP as desired.&lt;br /&gt;
&lt;br /&gt;
===Equipment Modifications===&lt;br /&gt;
Laser Sniper Rifle, Scatter Laser and Laser Strike Rifle all have ballistic ammo levels. Further weapon tiers were not modified because the effect on game balance could not be directly observed; modify higher tiers to your own liking.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle,    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,			 ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_MoveLimited,   Properties[2]=0,   			  Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0,    iCritical=25, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Sniper Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun,          ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Assault,    Properties[1]=eWP_Rifle,     	 Properties[2]=0,                 Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=60, iRange=30,  iReactionRange=14, iReactionAngle=360, iRadius=0,    iCritical=20, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Laser&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227,         				    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0, 			      ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_Overheats,   	 Properties[2]=eWP_MoveLimited,   Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=36,  iReactionRange=36, iReactionAngle=200, iRadius=0,    iCritical=15, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Strike Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All armor small item equippables confer the Secondary Heart perk.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating,				iCash=100,	iElerium=0,		iAlloys=4020,		iTime=10,	iEng=35);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor,			iCash=0,	iElerium=0,		iAlloys=4005,		iTime=7,	iEng=15);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=94&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=94,  								iCash=60,	iElerium=5002,	iAlloys=4003,		iTime=7,	iEng=30)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=95&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=95,								iCash=-1,	iElerium=0,		iAlloys=4000,		iTime=-1,	iEng=-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=220&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=220,								iCash=70,	iElerium=0,		iAlloys=4010,		iTime=7,	iEng=12);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tactical Modifications===&lt;br /&gt;
Flying provides no defensive bonus. This also causes flying units to be counted as exposed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;AIR_EVADE_DEF&amp;lt;/code&amp;gt; and edit it to =0&lt;br /&gt;
&lt;br /&gt;
===Resource Modifications===&lt;br /&gt;
Mechtoids and Floaters provide significantly more Meld.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;MECHTOID_MELD&amp;lt;/code&amp;gt; and edit it to =80&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HFLOATER_MELD&amp;lt;/code&amp;gt; and edit it to =1030&lt;br /&gt;
&lt;br /&gt;
Strategy game altered so that resources are more plentiful and all items are cheaper, but take longer to build. Net result can be gamed, arguably: rushing an item will result in the same credit, alloy and elerium cost as the base LW mod, but will take 75% of the time it would take in the base LW mod -- but this also adds a Meld cost.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ABDUCTION_REWARD_CASH&amp;lt;/code&amp;gt; and edit it to =300&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_TIME_BALANCE&amp;lt;/code&amp;gt; and edit it to =1.5&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_CREDIT_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ELERIUM_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ALLOY_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_MELD_BALANCE&amp;lt;/code&amp;gt; and edit it to =.25&lt;br /&gt;
&lt;br /&gt;
===Enemy Unit Modifications===&lt;br /&gt;
Thin Man poison spit reduced to range of 5.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague,                   ABILITIES[0]=eAbility_Plague,         ABILITIES[1]=0,                            ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Support,    Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Backpack,  Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=45,  iRange=5,  iReactionRange=25, iReactionAngle=200, iRadius=144,  iCritical=0,  iOffenseBonus=0,  iSuppression=202, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes removed from all Chryssalid units.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0, iDefense=5,	iHP=1, 	iMobility=0,	iWill=0); Lightning Reflexes (removed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Exalt and Elite Exalt that have not been promoted to navigator/leader have significantly reduced hit points, putting all Exalt into one-shot territory. Their offensive capabilities have not been altered.&lt;br /&gt;
:Search the Characters block (the first major block of text after armors) for any entry with &amp;quot;Exalt&amp;quot; in the name. Find &amp;lt;code&amp;gt;HP=&amp;lt;/code&amp;gt; on that line. Adjust as desired.&lt;br /&gt;
&lt;br /&gt;
All alien and Exalt final forms have been disabled, except the leader/navigator. This final upgrade would normally occur at &amp;quot;alien research threshold&amp;quot; 900, which is a rough estimate of how many days have passed since the beginning of the game, modified by alien research efforts. These final upgrades give the aliens substantially higher stats and seem to have been intended to provide a sense of urgency and/or provoke the player to finish the game (to be fair, two to three years is plenty long enough). This file disables them simply because the author of the package modding the mod doesn&#039;t like them.&lt;br /&gt;
&lt;br /&gt;
To re-enable these super upgrades or to disable earlier upgrades, search for &amp;lt;code&amp;gt;; ALIEN AUTOMATIC UPGRADES&amp;lt;/code&amp;gt;. The section that follows details all of the upgrades each non-XCOM unit can receive over time, most of which start at &amp;quot;210&amp;quot;. Place a semicolon at the beginning of any line which you want to disable, or remove the semicolon from each unit line you want to re-enable.&lt;br /&gt;
&lt;br /&gt;
Note that, despite denying aliens and Exalt their final upgrades and restricting Exalt starting HP, leader/navigator types of each alien will remain a significant threat.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Thekcpiper</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=66322</id>
		<title>Mods (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=66322"/>
		<updated>2015-07-04T00:27:30Z</updated>

		<summary type="html">&lt;p&gt;Thekcpiper: /* Double Damage XCOM Aircraft Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Beginners Guide==&lt;br /&gt;
&lt;br /&gt;
Long War has made it easy for individual users to tweak parts of the game for their own preference. Unless otherwise noted, code changes occur in the &amp;lt;code&amp;gt;DefaultGameCore.ini&amp;lt;/code&amp;gt; file; this is commonly referred to as the DGC.ini. For a typical Windows user, this file can be found at &amp;lt;code&amp;gt;C:/Program Files x86/Steam/SteamApps/common(OR your username)/XCom-enemy-unknown/XEW/XComGame/Config&amp;lt;/code&amp;gt;. It is recommended that you download and use &#039;&#039;&#039;Notepad++&#039;&#039;&#039; to alter defaultgamecore.ini because it is visually easier to use and numbers the lines (which may be referenced in this page).&lt;br /&gt;
&lt;br /&gt;
Another useful tool is the free software &#039;&#039;&#039;WinMerge&#039;&#039;&#039;. WinMerge allows you to open two text files (like the DGC.ini) side by side and compare differences between them. This is useful when Long War is updated. To easily preserve the custom modifications you did on a previous version, open a backup copy of your old DGC.ini and the new updated version DGC.ini. WinMerge will help you quickly identify differences and apply all your previous modifications to the new Long War version.&lt;br /&gt;
&lt;br /&gt;
Note for OS X users, you will need to modify &amp;lt;code&amp;gt;XComGameCore.ini&amp;lt;/code&amp;gt;, which is located at &amp;lt;code&amp;gt;~/Library/Application Support/Feral Interactive/XCOM Enemy Unknown/XEW/MacInit/XComGameCore.ini&amp;lt;/code&amp;gt;. Some users suggest that you update &amp;lt;code&amp;gt;~/Application Support/Steam/SteamApps/common/XCom-Enemy-Unknown/XCOMData/XEW/XComGame/Config/DefaultGameCore.ini&amp;lt;/code&amp;gt; as well to be safe.  You can use the built in program TextEdit or (better) TextWrangler.&lt;br /&gt;
&lt;br /&gt;
==Base Changes==&lt;br /&gt;
&lt;br /&gt;
===Energy Changes===&lt;br /&gt;
&lt;br /&gt;
Alternative Fission and Thermo changes are proposed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
________________Pwr__Cost__Cost/Pwr_____&lt;br /&gt;
Fission Current --- 6 --- $120 --- $20.00&lt;br /&gt;
Fission Change --- 8 --- $150 --- $18.75&lt;br /&gt;
&lt;br /&gt;
Thermo Current -- 25 -- $350 --- $14.00&lt;br /&gt;
Thermo Change -- 20 -- $300 --- $15.00&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition, increase Adjacency bonus from +3 power to +4.&lt;br /&gt;
&lt;br /&gt;
With this, Fission is still less efficient than a thermo, however players shouldn&#039;t feel like they are getting an extra difficulty tacked on because they didn&#039;t get a good steam vent. Now if there is a good steam vent, it&#039;s simply a bonus. To change these options, examine lines 1395 and line 1800.&lt;br /&gt;
&lt;br /&gt;
===Start Date Change===&lt;br /&gt;
To start the campaign at a different date than March 1st. Change the value found in &amp;lt;code&amp;gt;defaultgamedata.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appearance Changes===&lt;br /&gt;
&lt;br /&gt;
How to Remove the Gene Mod Armor:&lt;br /&gt;
&lt;br /&gt;
This will replace the gene mod armor with a sleeved chest plate. However, said chest plate was designed to have shoulder pads, which are missing, so there will be a noticeable gap with either gene mods or those who use tactical vests instead of tactical armor. The gap is textured, so it won&#039;t break any models. You can still add shoulder pads by using decos ingame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Use CTRL + F To find the following&lt;br /&gt;
&lt;br /&gt;
UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar_GM,ArchetypeName=&amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Remove both GMs from &amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now the game will read the normal armor instead of the GM version. &lt;br /&gt;
You can choose to do this to specific models, or use find and replace to change them all. &lt;br /&gt;
To use find and replace, I recommend you find _GM&amp;quot; and _GM. and replace them with &amp;quot; and . respectively.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to change default color, and headgear.&lt;br /&gt;
&lt;br /&gt;
In your DefaultGameCore.ini file, you&#039;ll be able to find lines that alter the rookie&#039;s starting color, and headgear, as well as the first time they are promoted to a class. Acceptable values, and their definitions, can be found here.&lt;br /&gt;
http://wiki.tesnexus.com/index.php?title=Initial_soldier_appearance_-_XCOM:EU_2012#Tables (&amp;lt; Someone hyperlink that for me, please.)&lt;br /&gt;
&lt;br /&gt;
Note that you must make these changes &#039;&#039;&#039;before&#039;&#039;&#039; starting a new game for them to take effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
If you press &amp;quot;CTRL + F&amp;quot;, you will open up the find menu. Locate the comment;&lt;br /&gt;
&lt;br /&gt;
; Initial soldier appearance&lt;br /&gt;
&lt;br /&gt;
and you will find directly below it;&lt;br /&gt;
&lt;br /&gt;
DEFENDER_MEDIKIT	= 6		; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)&lt;br /&gt;
COUNCIL_STAT_BONUS	= -1	; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)&lt;br /&gt;
ShowUFOsOnMission	= -1	; Rookie headgear; See readme for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.&lt;br /&gt;
&lt;br /&gt;
Use the values linked above to find exactly what you want. &lt;br /&gt;
To change the promotes, find the following lines directly below the rookie&#039;s section, and change the numbers to any value between 0-32 or -1 for no change.&lt;br /&gt;
&lt;br /&gt;
; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!&lt;br /&gt;
HQ_BASE_POWER = 32			; Sniper Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Sniper Headgear&lt;br /&gt;
HQ_BASE_POWER = 15			; Scout Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Scout Headgear&lt;br /&gt;
HQ_BASE_POWER = 12			; Rocketeer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Rocketeer Headgear&lt;br /&gt;
HQ_BASE_POWER = 9			; Gunner Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Gunner Headgear&lt;br /&gt;
HQ_BASE_POWER = 29			; Medic Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Medic Headgear&lt;br /&gt;
HQ_BASE_POWER = 22			; Engineer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Engineer Headgear&lt;br /&gt;
HQ_BASE_POWER = 21			; Assault Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Assault Headgear&lt;br /&gt;
HQ_BASE_POWER = 19			; Infantry Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Infantry Headgear&lt;br /&gt;
&lt;br /&gt;
Please note, that any text after a ; is a comment, and editing anything past them will do nothing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MECs earn full XP for kills===&lt;br /&gt;
This change requires Hex Editor.&lt;br /&gt;
&lt;br /&gt;
* Open XComGame.upk file in \Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole folder with HxD&lt;br /&gt;
* Search -&amp;gt; Find -&amp;gt; Datatype Hex-Values: A0 00 E7 85 00 00 38 3F 2C &#039;&#039;&#039;02&#039;&#039;&#039; 16&lt;br /&gt;
* Replace 02 with 01.&lt;br /&gt;
&lt;br /&gt;
This will eliminate the penalty. Setting it to 03 will give them 1/3rd of XP for kills.[http://www.reddit.com/r/Xcom/comments/2g04ye/lw_in_vanilla_mecs_earn_half_the_xp_for_kills/ckerbtf]&lt;br /&gt;
&lt;br /&gt;
==INI Meld editing==&lt;br /&gt;
===Item Costs===&lt;br /&gt;
Costs in engineering can be edited in the DefaultGameCore.INI file. As you most limited resource will probably be Meld, and the way the data is in the .ini file, this will help your inner engineer&#039;s itch to want to build items. Beginning about halfway down, you will start to see &amp;quot;iElerium=&amp;quot; lines. Comments helpfully point out that these are both the Meld &#039;&#039;and&#039;&#039; Elerium entries. You may want to keep an untouched INI file and/or use the UFOPaedia&#039;s pages as references. Now for editing:&lt;br /&gt;
&lt;br /&gt;
As you can see in the [[Armor_%28Long_War%29#MEC_Armor|Armor]] section, the MEC suits of Warden, Sentinel, and Paladin cost, respectively, 20 meld and 20 Elerium, 40 Meld and 30 Elerium, 60 meld and 50 Elerium for their fabrication costs (on top of credits and alloys). In the .ini file, they are, again respectively, simply labeled &amp;quot;; MEC-1&amp;quot;, &amp;quot;; MEC-2&amp;quot;, &amp;quot;; MEC-3&amp;quot;. Now see that the &amp;quot;IElerium=&amp;quot; values are, once more respectively, 20020, 40030, 60050. As you can see, there is a placeholder 0 in any given iElerium entry-- for any item that has a Meld cost. As this section focuses on just meld editing, this won&#039;t be editing the Elerium cost (and will assume you won&#039;t, as you don&#039;t want to make the Long War _too_ easy). Therefore, you will only be editing the value &#039;&#039;in front&#039;&#039; of the placeholder 0.&lt;br /&gt;
&lt;br /&gt;
Ergo: changing 20020, 40030, 60050 to, say, 5020 (note it goes from 5 to 4 intergers), 20030, 30050 would change the meld costs of Warden armor from 20 to 5 units of Meld, Sentinel from 40 to 20, and Paladin from 60 to 30 (while not changing the Elerium costs). Again, note that changing the Warden&#039;s &amp;quot;20&amp;quot; to &amp;quot;5&amp;quot; -- and &#039;&#039;not&#039;&#039; &amp;quot;05&amp;quot; -- in front of the &#039;placeholder&#039; 0 will reduce the cost from 20 to 5 units of Meld. This method works on all the &amp;quot;iElerium=&amp;quot; entries under the &amp;quot;; Gear&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
Near the bottom of the file, you will find &amp;quot;; Gene Mod Configuration&amp;quot;. Depending on your choice of editor, the entries may not line up, so be aware that in this section, &amp;quot;iAlloys=&amp;quot; is the variable set for Meld cost for gene mods. As these variables are more simply written, merely edit them to your desired cost. And for reference, &amp;quot;iTime=&amp;quot; entries are for how long each mod requires a soldier to be inside the Gene Lab&#039;s tanks, and &amp;quot;iEng=&amp;quot; are the penalty hours added to fatigue.&lt;br /&gt;
&lt;br /&gt;
===Meld Expiration Timer===&lt;br /&gt;
In &amp;lt;code&amp;gt;DefaultRandomSpawns.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will find the lines:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
[XComLZMutator.XComMeldSpawnMutator]&lt;br /&gt;
&lt;br /&gt;
NumContainers = 3&lt;br /&gt;
DestroyedOnTurn = (DistToPlayer / (96 * 8)) * EqSlope + EqConst (96 * 8 - mobility in UU)&lt;br /&gt;
EqSlope = 1.5&lt;br /&gt;
&lt;br /&gt;
EqConst = 1&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By increasing the number after EqSlope (default 1.55), you can increase the number of turns it takes before meld expires.&lt;br /&gt;
&lt;br /&gt;
==Second Wave Option Changes==&lt;br /&gt;
&lt;br /&gt;
===Aiming Angles===&lt;br /&gt;
&lt;br /&gt;
It may be the case that 90 degrees is too small of an arc for cover to provide full protection, so we can cut the aiming angle down to 30 degrees. This gives your cover a 120 degree arc in which it provides full protection, so you can easily fight enemies so long as you&#039;re not stupid about picking your cover.&lt;br /&gt;
&lt;br /&gt;
You can change the settings in defaultgamecore.ini, and there is a diagram in there to help explain it:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Top down view&lt;br /&gt;
;&lt;br /&gt;
;     B  &lt;br /&gt;
;      \ &lt;br /&gt;
;       \&lt;br /&gt;
;  A-----^&lt;br /&gt;
;        T&lt;br /&gt;
;&lt;br /&gt;
; T is a target with cover in the direction of &#039;^&#039;.&lt;br /&gt;
; A is a shooter with the maximum aiming angle aim bonus &lt;br /&gt;
; B is a shooter with the minimum aiming angle aim bonus&lt;br /&gt;
; The aiming angle bonus increases linearly in the angle range between A and B&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
SW_AIMING_ANGLE_THRESHOLD= 30.0f; 45.0f; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90&lt;br /&gt;
SW_AIMING_ANGLE_MINBONUS=5      ; Shooter B&#039;s aiming angle bonus is SW_AIMING_ANGLE_MINBONUS&lt;br /&gt;
SW_AIMING_ANGLE_MAXBONUS=-5     ; Shooter A&#039;s aiming angle bonus is [T&#039;s Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The option for 45 degrees is commented out, and replaced it with 30 degrees. With these settings, 30 degrees to parallel (60 degrees off of perpendicular), gives a +5 to hit. Just shy of the 90 degree flank, it&#039;s +(coverbonus - 5) to hit.&lt;br /&gt;
&lt;br /&gt;
===Red Fog===&lt;br /&gt;
&#039;&#039;&#039;Mobility Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Q: Given that the mobility penalty in the DGC.ini is listed in the format &amp;quot;6.0f&amp;quot;, what does this mean?&lt;br /&gt;
&lt;br /&gt;
A: It means that at most there is a -6 mobility penalty that would be applied at 0% health. Since it can&#039;t hit 0% health, effectively the worst mobility penalty achievable is -5 mobility if severely wounded. This value is measured in meters, the same scaling units that are shown in the barracks view. The mobility stat is an integer value measured in meters, and each tile is 1.5 meters x 1.5 meters, so 5 mobility = 3.33 tiles roughly.&lt;br /&gt;
&lt;br /&gt;
Both the aim and mobility red fog penalties are subtractive, not multiplicative.&lt;br /&gt;
&lt;br /&gt;
For example, the poison/acid mobility debuff is a 25% multiplicative penalty. The unit loses 25% of its maximum movement, so a unit with 14 mobility would have 14 * 0.75 = 10.5 rounded down to 10 mobility, which is effectively -4 mobility.&lt;br /&gt;
&lt;br /&gt;
The %-based mobility penalties are:&lt;br /&gt;
Mindfray - 50% mobility penalty&lt;br /&gt;
Flashbang - 40% mobility penalty&lt;br /&gt;
Poison/acid - 25% mobility penalty&lt;br /&gt;
Catching breath - 75% mobility penalty&lt;br /&gt;
&lt;br /&gt;
All %-based mobility penalties are applied AFTER the additive/subtractive mobility modifiers (Red Fog, perks, inventory).&lt;br /&gt;
&lt;br /&gt;
Thus to make Red Fog carry more significant movement penalty:&lt;br /&gt;
&lt;br /&gt;
    Search for SW_COVER_INCREASE and edit it to =9.9f&lt;br /&gt;
&lt;br /&gt;
==Weapon and Item Changes==&lt;br /&gt;
&lt;br /&gt;
===The MEC Nuclear Option===&lt;br /&gt;
&lt;br /&gt;
For players that are not too fond of the grenade launcher for the MEC, they can switch its functionality to a last-ditch-option onboard nuclear reactor overload weapon. Find the line in defaultgamecore.ini that begins: &lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher, &lt;br /&gt;
&lt;br /&gt;
And replace the entire line with:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher,       ABILITIES[0]=eAbility_MEC_GrenadeLauncher, 	ABILITIES[1]=0,                      ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Mec, 		Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Explosive, Properties[4]=0,               Properties[5]=0,        iDamage=275,  iEnvironmentDamage=750, iRange=1,  iReactionRange=30, iReactionAngle=200, iRadius=700,  iCritical=0,  iOffenseBonus=0,  iSuppression=0,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By loading out the grenade launcher on a MEC, this will give you an option to overload the MECs (hypothetical) nuclear reactor resulting in a massive explosion that is guaranteed to kill/destroy everything (including the MEC) in a wide radius surrounding the MEC. Use only in cases of extreme clusterfuck/heroism.&lt;br /&gt;
&lt;br /&gt;
===Arc Thrower===&lt;br /&gt;
&lt;br /&gt;
With the release of B15, the code required for a pistol slot Arc Thrower is included in the DGC.ini. To make the change, all you need to do is comment out (add a &amp;quot;;&amp;quot;) the default line for the arc thrower and remove the comment located several lines lower. Essentially you tell the game to stop reading the default line of arc thrower code and begin reading the pre-built code enabling the pistol slot. It is explained in the comments of the DGC.ini.&lt;br /&gt;
&lt;br /&gt;
It is possible to equip the arc thrower as a pistol. Adjust the default line&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to allow for pistol slot only &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Pistol, Properties[4]=eWP_Backpack, Properties[5]=eWP_Secondary, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(Properies[5] of the Arc Thrower item was set to eWP_Pistol)&lt;br /&gt;
&lt;br /&gt;
To increase the range of the Arc Thrower to normal vision range, replace line 1673 in DefaultGameCore.ini with this:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Itembalance_Normal=(eItem=eItem_ArcThrower,					iCash=100,	iElerium=0,		iAlloys=94000,		iTime=10,	iEng=20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The iAlloys field for the Arc Thrower item was set to 94000)&lt;br /&gt;
&lt;br /&gt;
Remember that each item has 2 different listings.&lt;br /&gt;
&lt;br /&gt;
=== Double Damage XCOM Aircraft Weapons ===&lt;br /&gt;
&lt;br /&gt;
XCOM aircraft weapons have been modified to do double damage (armor penetration unchanged).  Use PatcherGUI to implement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
//This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool&lt;br /&gt;
UPK_FILE = XComStrategyGame.upk&lt;br /&gt;
OBJECT = XGItemTree.UpdateShips : AUTO&lt;br /&gt;
[REPLACEMENT_CODE]&lt;br /&gt;
/*(0x0000/0x0000)*/ 0F 01 &amp;lt;@m_iCurrentCategory&amp;gt; FB 91 1B &amp;lt;STAT_GetStat&amp;gt; 26 16 2C 1E 16 2C 00 2C 20 16 &lt;br /&gt;
/*(0x001F/0x001B)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 02 1D &amp;lt;%i 2000&amp;gt; 2C 0A 2C 08 25 25 16 &lt;br /&gt;
/*(0x0036/0x0032)*/ 07 [@label_0x0048] 72 1B &amp;lt;ENGINEERING&amp;gt; 16 2A 16 &lt;br /&gt;
/*(0x0046/0x0042)*/ 	04 0B &lt;br /&gt;
/*(0x0048/0x0044)*/ [#label_0x0048]&lt;br /&gt;
/*(0x0048/0x0044)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 01 1D &amp;lt;%i 1500&amp;gt; 92 2C 0A 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 2500&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 05 92 2C 00 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x00EB/0x00DB)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 03 1D &amp;lt;%i 3500&amp;gt; 92 2C 0F 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 4000&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 19 92 2C 05 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x018E/0x0172)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 04 1D &amp;lt;%i 3000&amp;gt; 2C 2A 92 1D &amp;lt;%i 750&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 2C 03 16 &lt;br /&gt;
/*(0x01B9/0x0199)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 12 2C 0F 16 &lt;br /&gt;
/*(0x01E4/0x01C0)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 06 1D &amp;lt;%i 1700&amp;gt; 2C 19 92 1D &amp;lt;%i 4000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1E 2C 02 16 &lt;br /&gt;
/*(0x020F/0x01E7)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 07 1D &amp;lt;%i 1200&amp;gt; 2C 12 92 1D &amp;lt;%i 5000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 00 16 &lt;br /&gt;
/*(0x023A/0x020E)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 08 1D &amp;lt;%i 2000&amp;gt; 2C 23 92 1D &amp;lt;%i 9000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 24 2C 14 16 &lt;br /&gt;
/*(0x0265/0x0235)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 09 1D &amp;lt;%i 3500&amp;gt; 2C 3C 92 1D &amp;lt;%i 2500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 28 2C 19 16 &lt;br /&gt;
/*(0x0290/0x025C)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0A 1D &amp;lt;%i 2500&amp;gt; 2C 28 92 1D &amp;lt;%i 850&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 0C 2C 07 16 &lt;br /&gt;
/*(0x02BB/0x0283)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0B 1D &amp;lt;%i 2600&amp;gt; 2C 20 92 1D &amp;lt;%i 1500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 05 2C 07 16 &lt;br /&gt;
/*(0x02E6/0x02AA)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0C 1D &amp;lt;%i 1500&amp;gt; 2C 18 92 1D &amp;lt;%i 3500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 2C 03 16 &lt;br /&gt;
/*(0x0311/0x02D1)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0D 1D &amp;lt;%i 1300&amp;gt; 2C 14 92 1D &amp;lt;%i 6000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 19 2C 00 16 &lt;br /&gt;
/*(0x033C/0x02F8)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0E 1D &amp;lt;%i 1400&amp;gt; 2C 23 92 1D &amp;lt;%i 8000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1C 2C 12 16 &lt;br /&gt;
/*(0x0367/0x031F)*/ 07 [@label_0x0391] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 08 16 &lt;br /&gt;
/*(0x0377/0x032B)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 05 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 09 4A 16 &lt;br /&gt;
/*(0x0391/0x0341)*/ [#label_0x0391]&lt;br /&gt;
/*(0x0391/0x0341)*/ 07 [@label_0x03BC] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0A 16 &lt;br /&gt;
/*(0x03A1/0x034D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0A 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 4F 2C 08 2C 08 16 &lt;br /&gt;
/*(0x03BC/0x0364)*/ [#label_0x03BC]&lt;br /&gt;
/*(0x03BC/0x0364)*/ 07 [@label_0x0402] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0C 16 &lt;br /&gt;
/*(0x03CC/0x0370)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 06 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 51 2C 09 2C 08 16 &lt;br /&gt;
/*(0x03E7/0x0387)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0D 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 52 2C 09 2C 08 16 &lt;br /&gt;
/*(0x0402/0x039E)*/ [#label_0x0402]&lt;br /&gt;
/*(0x0402/0x039E)*/ 07 [@label_0x0473] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 12 16 &lt;br /&gt;
/*(0x0412/0x03AA)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0B 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 08 2C 08 16 &lt;br /&gt;
/*(0x042D/0x03C1)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0E 01 &amp;lt;@m_strSizeVeryLarge&amp;gt; 24 54 2C 09 2C 09 16 &lt;br /&gt;
/*(0x0448/0x03D8)*/ 	1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 14 16 &lt;br /&gt;
/*(0x0473/0x03FF)*/ [#label_0x0473]&lt;br /&gt;
/*(0x0473/0x03FF)*/ 07 [@label_0x051C] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 2C 16 ) &lt;br /&gt;
/*(0x0498/0x0420)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 460&amp;gt; 2C 12 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0519/0x0491)*/ 	06 [@label_0x059D] &lt;br /&gt;
/*(0x051C/0x0494)*/ [#label_0x051C]&lt;br /&gt;
/*(0x051C/0x0494)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 280&amp;gt; 2C 05 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x059D/0x0505)*/ [#label_0x059D]&lt;br /&gt;
/*(0x059D/0x0505)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 02 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 1.5&amp;gt; 1D &amp;lt;%i 400&amp;gt; 2C 0A 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x061E/0x0576)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 03 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 2&amp;gt; 1D &amp;lt;%i 680&amp;gt; 2C 00 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x069F/0x05E7)*/ 07 [@label_0x0748] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 22 16 ) &lt;br /&gt;
/*(0x06C4/0x0608)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 600&amp;gt; 2C 0B 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0745/0x0679)*/ 	06 [@label_0x07C9] &lt;br /&gt;
/*(0x0748/0x067C)*/ [#label_0x0748]&lt;br /&gt;
/*(0x0748/0x067C)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 580&amp;gt; 2C 05 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x07C9/0x06ED)*/ [#label_0x07C9]&lt;br /&gt;
/*(0x07C9/0x06ED)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 05 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 1300&amp;gt; 2C 16 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x084A/0x075E)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 06 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.55&amp;gt; 1D &amp;lt;%i 620&amp;gt; 2C 1E 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x08CB/0x07CF)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 07 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1.25&amp;gt; 1D &amp;lt;%i 2400&amp;gt; 2C 1A 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x094C/0x0840)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 08 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.15&amp;gt; 92 1D &amp;lt;%i 450&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 92 2C 21 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x09BA/0x08A2)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 09 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 800&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 92 2C 28 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A28/0x0904)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 0A 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 1300&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 32 92 2C 2D 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A96/0x0966)*/ 07 [@label_0x0AF0] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1B 16 ) &lt;br /&gt;
/*(0x0ABB/0x0987)*/ 	1B &amp;lt;BuildShip&amp;gt; 26 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 44 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AD5/0x099D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 03 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 45 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AF0/0x09B4)*/ [#label_0x0AF0]&lt;br /&gt;
/*(0x0AF0/0x09B4)*/ 1B &amp;lt;UpdateAllShipTemplates&amp;gt; 16 &lt;br /&gt;
/*(0x0AFA/0x09BE)*/ 04 0B &lt;br /&gt;
/*(0x0AFC/0x09C0)*/ 53&lt;br /&gt;
&lt;br /&gt;
==iceofwolf&#039;s Modification Package==&lt;br /&gt;
This package is recommended with Red Fog and Aiming Angles enabled. Red Fog, so that every hit point has meaning; and Aiming Angles, so that proper or improper positioning makes a bigger difference.&lt;br /&gt;
&lt;br /&gt;
===General Disclaimer===&lt;br /&gt;
Posted by request. This package was a personal rebalancing of several aspects exposed in the DefaultGameCore.ini. These changes were played in early to early-mid; their balance is untested in late-mid to late game. They were made in Long War beta 13 and may not work with earlier or later betas. Please include information on all mods made to the game, including .ini modifications, when reporting bugs or providing feedback to the mod developers.&lt;br /&gt;
&lt;br /&gt;
Although the majority of the modifications made to the Long War mod were made as soon as beta 13 was downloaded, some were added as the game was played. Some modifications that are included in the linked file may have been missed in the wiki detail due to poor personal changelog habits.&lt;br /&gt;
&lt;br /&gt;
Please thank the devs of Long War not only for the Long War mod itself, but more importantly, for opening up the XCOM game so that players can alter their mod to suit individual preferences.&lt;br /&gt;
&lt;br /&gt;
===DefaultGameCore.ini===&lt;br /&gt;
This link will be removed at request of the moderators of this page or at request of the developers of the Long War mod.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/t9ojup01xhaua2t/DefaultGameCore.ini Dropbox Link]&lt;br /&gt;
&lt;br /&gt;
===XCOM Unit Modifications===&lt;br /&gt;
Soldier starting stats vary by much greater margins.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Soldier&amp;lt;/code&amp;gt; and edit the Will entry to =30&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Easy=( eType=eChar_Soldier,             iDamage=0,  iCritHit=0&amp;lt;/code&amp;gt; and edit the iDefense entry to =15&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_AIM=&amp;lt;/code&amp;gt; and edit it to =45&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HIGH_MOBILITY&amp;lt;/code&amp;gt; and edit it to =-15 (that&#039;s negative 15; it&#039;s necessary for how the game rolls random stats)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_WILL&amp;lt;/code&amp;gt; and edit it to =10&lt;br /&gt;
&lt;br /&gt;
Starting barracks is filled with 64 eager rookies. With the above variation in stats, the additional bodies may be needed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;NUM_STARTING_SOLDIERS&amp;lt;/code&amp;gt; and edit it to =64&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers are easier to field. (If it were possible, I&#039;d make this a binary check: If the soldier&#039;s Will exceeds the power he is trying for, then he succeeds; if not, he fails. I&#039;d also obscure the percentage chance. Since no such code is exposed, everybody gets psi if they spend the time to do it.)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_GIFT_CHANCE&amp;lt;/code&amp;gt; and edit it to =.99&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_TRAINING_HOURS&amp;lt;/code&amp;gt; and edit it to =144&lt;br /&gt;
&lt;br /&gt;
Psi XP requirements reduced.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;; Psi XP Levels&amp;lt;/code&amp;gt; and alter the required XP as desired.&lt;br /&gt;
&lt;br /&gt;
===Equipment Modifications===&lt;br /&gt;
Laser Sniper Rifle, Scatter Laser and Laser Strike Rifle all have ballistic ammo levels. Further weapon tiers were not modified because the effect on game balance could not be directly observed; modify higher tiers to your own liking.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle,    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,			 ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_MoveLimited,   Properties[2]=0,   			  Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0,    iCritical=25, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Sniper Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun,          ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Assault,    Properties[1]=eWP_Rifle,     	 Properties[2]=0,                 Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=60, iRange=30,  iReactionRange=14, iReactionAngle=360, iRadius=0,    iCritical=20, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Laser&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227,         				    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0, 			      ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_Overheats,   	 Properties[2]=eWP_MoveLimited,   Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=36,  iReactionRange=36, iReactionAngle=200, iRadius=0,    iCritical=15, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Strike Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All armor small item equippables confer the Secondary Heart perk.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating,				iCash=100,	iElerium=0,		iAlloys=4020,		iTime=10,	iEng=35);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor,			iCash=0,	iElerium=0,		iAlloys=4005,		iTime=7,	iEng=15);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=94&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=94,  								iCash=60,	iElerium=5002,	iAlloys=4003,		iTime=7,	iEng=30)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=95&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=95,								iCash=-1,	iElerium=0,		iAlloys=4000,		iTime=-1,	iEng=-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=220&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=220,								iCash=70,	iElerium=0,		iAlloys=4010,		iTime=7,	iEng=12);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tactical Modifications===&lt;br /&gt;
Flying provides no defensive bonus. This also causes flying units to be counted as exposed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;AIR_EVADE_DEF&amp;lt;/code&amp;gt; and edit it to =0&lt;br /&gt;
&lt;br /&gt;
===Resource Modifications===&lt;br /&gt;
Mechtoids and Floaters provide significantly more Meld.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;MECHTOID_MELD&amp;lt;/code&amp;gt; and edit it to =80&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HFLOATER_MELD&amp;lt;/code&amp;gt; and edit it to =1030&lt;br /&gt;
&lt;br /&gt;
Strategy game altered so that resources are more plentiful and all items are cheaper, but take longer to build. Net result can be gamed, arguably: rushing an item will result in the same credit, alloy and elerium cost as the base LW mod, but will take 75% of the time it would take in the base LW mod -- but this also adds a Meld cost.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ABDUCTION_REWARD_CASH&amp;lt;/code&amp;gt; and edit it to =300&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_TIME_BALANCE&amp;lt;/code&amp;gt; and edit it to =1.5&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_CREDIT_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ELERIUM_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ALLOY_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_MELD_BALANCE&amp;lt;/code&amp;gt; and edit it to =.25&lt;br /&gt;
&lt;br /&gt;
===Enemy Unit Modifications===&lt;br /&gt;
Thin Man poison spit reduced to range of 5.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague,                   ABILITIES[0]=eAbility_Plague,         ABILITIES[1]=0,                            ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Support,    Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Backpack,  Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=45,  iRange=5,  iReactionRange=25, iReactionAngle=200, iRadius=144,  iCritical=0,  iOffenseBonus=0,  iSuppression=202, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes removed from all Chryssalid units.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0, iDefense=5,	iHP=1, 	iMobility=0,	iWill=0); Lightning Reflexes (removed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Exalt and Elite Exalt that have not been promoted to navigator/leader have significantly reduced hit points, putting all Exalt into one-shot territory. Their offensive capabilities have not been altered.&lt;br /&gt;
:Search the Characters block (the first major block of text after armors) for any entry with &amp;quot;Exalt&amp;quot; in the name. Find &amp;lt;code&amp;gt;HP=&amp;lt;/code&amp;gt; on that line. Adjust as desired.&lt;br /&gt;
&lt;br /&gt;
All alien and Exalt final forms have been disabled, except the leader/navigator. This final upgrade would normally occur at &amp;quot;alien research threshold&amp;quot; 900, which is a rough estimate of how many days have passed since the beginning of the game, modified by alien research efforts. These final upgrades give the aliens substantially higher stats and seem to have been intended to provide a sense of urgency and/or provoke the player to finish the game (to be fair, two to three years is plenty long enough). This file disables them simply because the author of the package modding the mod doesn&#039;t like them.&lt;br /&gt;
&lt;br /&gt;
To re-enable these super upgrades or to disable earlier upgrades, search for &amp;lt;code&amp;gt;; ALIEN AUTOMATIC UPGRADES&amp;lt;/code&amp;gt;. The section that follows details all of the upgrades each non-XCOM unit can receive over time, most of which start at &amp;quot;210&amp;quot;. Place a semicolon at the beginning of any line which you want to disable, or remove the semicolon from each unit line you want to re-enable.&lt;br /&gt;
&lt;br /&gt;
Note that, despite denying aliens and Exalt their final upgrades and restricting Exalt starting HP, leader/navigator types of each alien will remain a significant threat.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Thekcpiper</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=66321</id>
		<title>Mods (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=66321"/>
		<updated>2015-07-04T00:26:47Z</updated>

		<summary type="html">&lt;p&gt;Thekcpiper: /* Weapon and Item Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Beginners Guide==&lt;br /&gt;
&lt;br /&gt;
Long War has made it easy for individual users to tweak parts of the game for their own preference. Unless otherwise noted, code changes occur in the &amp;lt;code&amp;gt;DefaultGameCore.ini&amp;lt;/code&amp;gt; file; this is commonly referred to as the DGC.ini. For a typical Windows user, this file can be found at &amp;lt;code&amp;gt;C:/Program Files x86/Steam/SteamApps/common(OR your username)/XCom-enemy-unknown/XEW/XComGame/Config&amp;lt;/code&amp;gt;. It is recommended that you download and use &#039;&#039;&#039;Notepad++&#039;&#039;&#039; to alter defaultgamecore.ini because it is visually easier to use and numbers the lines (which may be referenced in this page).&lt;br /&gt;
&lt;br /&gt;
Another useful tool is the free software &#039;&#039;&#039;WinMerge&#039;&#039;&#039;. WinMerge allows you to open two text files (like the DGC.ini) side by side and compare differences between them. This is useful when Long War is updated. To easily preserve the custom modifications you did on a previous version, open a backup copy of your old DGC.ini and the new updated version DGC.ini. WinMerge will help you quickly identify differences and apply all your previous modifications to the new Long War version.&lt;br /&gt;
&lt;br /&gt;
Note for OS X users, you will need to modify &amp;lt;code&amp;gt;XComGameCore.ini&amp;lt;/code&amp;gt;, which is located at &amp;lt;code&amp;gt;~/Library/Application Support/Feral Interactive/XCOM Enemy Unknown/XEW/MacInit/XComGameCore.ini&amp;lt;/code&amp;gt;. Some users suggest that you update &amp;lt;code&amp;gt;~/Application Support/Steam/SteamApps/common/XCom-Enemy-Unknown/XCOMData/XEW/XComGame/Config/DefaultGameCore.ini&amp;lt;/code&amp;gt; as well to be safe.  You can use the built in program TextEdit or (better) TextWrangler.&lt;br /&gt;
&lt;br /&gt;
==Base Changes==&lt;br /&gt;
&lt;br /&gt;
===Energy Changes===&lt;br /&gt;
&lt;br /&gt;
Alternative Fission and Thermo changes are proposed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
________________Pwr__Cost__Cost/Pwr_____&lt;br /&gt;
Fission Current --- 6 --- $120 --- $20.00&lt;br /&gt;
Fission Change --- 8 --- $150 --- $18.75&lt;br /&gt;
&lt;br /&gt;
Thermo Current -- 25 -- $350 --- $14.00&lt;br /&gt;
Thermo Change -- 20 -- $300 --- $15.00&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition, increase Adjacency bonus from +3 power to +4.&lt;br /&gt;
&lt;br /&gt;
With this, Fission is still less efficient than a thermo, however players shouldn&#039;t feel like they are getting an extra difficulty tacked on because they didn&#039;t get a good steam vent. Now if there is a good steam vent, it&#039;s simply a bonus. To change these options, examine lines 1395 and line 1800.&lt;br /&gt;
&lt;br /&gt;
===Start Date Change===&lt;br /&gt;
To start the campaign at a different date than March 1st. Change the value found in &amp;lt;code&amp;gt;defaultgamedata.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appearance Changes===&lt;br /&gt;
&lt;br /&gt;
How to Remove the Gene Mod Armor:&lt;br /&gt;
&lt;br /&gt;
This will replace the gene mod armor with a sleeved chest plate. However, said chest plate was designed to have shoulder pads, which are missing, so there will be a noticeable gap with either gene mods or those who use tactical vests instead of tactical armor. The gap is textured, so it won&#039;t break any models. You can still add shoulder pads by using decos ingame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Use CTRL + F To find the following&lt;br /&gt;
&lt;br /&gt;
UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar_GM,ArchetypeName=&amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Remove both GMs from &amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now the game will read the normal armor instead of the GM version. &lt;br /&gt;
You can choose to do this to specific models, or use find and replace to change them all. &lt;br /&gt;
To use find and replace, I recommend you find _GM&amp;quot; and _GM. and replace them with &amp;quot; and . respectively.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to change default color, and headgear.&lt;br /&gt;
&lt;br /&gt;
In your DefaultGameCore.ini file, you&#039;ll be able to find lines that alter the rookie&#039;s starting color, and headgear, as well as the first time they are promoted to a class. Acceptable values, and their definitions, can be found here.&lt;br /&gt;
http://wiki.tesnexus.com/index.php?title=Initial_soldier_appearance_-_XCOM:EU_2012#Tables (&amp;lt; Someone hyperlink that for me, please.)&lt;br /&gt;
&lt;br /&gt;
Note that you must make these changes &#039;&#039;&#039;before&#039;&#039;&#039; starting a new game for them to take effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
If you press &amp;quot;CTRL + F&amp;quot;, you will open up the find menu. Locate the comment;&lt;br /&gt;
&lt;br /&gt;
; Initial soldier appearance&lt;br /&gt;
&lt;br /&gt;
and you will find directly below it;&lt;br /&gt;
&lt;br /&gt;
DEFENDER_MEDIKIT	= 6		; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)&lt;br /&gt;
COUNCIL_STAT_BONUS	= -1	; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)&lt;br /&gt;
ShowUFOsOnMission	= -1	; Rookie headgear; See readme for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.&lt;br /&gt;
&lt;br /&gt;
Use the values linked above to find exactly what you want. &lt;br /&gt;
To change the promotes, find the following lines directly below the rookie&#039;s section, and change the numbers to any value between 0-32 or -1 for no change.&lt;br /&gt;
&lt;br /&gt;
; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!&lt;br /&gt;
HQ_BASE_POWER = 32			; Sniper Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Sniper Headgear&lt;br /&gt;
HQ_BASE_POWER = 15			; Scout Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Scout Headgear&lt;br /&gt;
HQ_BASE_POWER = 12			; Rocketeer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Rocketeer Headgear&lt;br /&gt;
HQ_BASE_POWER = 9			; Gunner Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Gunner Headgear&lt;br /&gt;
HQ_BASE_POWER = 29			; Medic Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Medic Headgear&lt;br /&gt;
HQ_BASE_POWER = 22			; Engineer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Engineer Headgear&lt;br /&gt;
HQ_BASE_POWER = 21			; Assault Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Assault Headgear&lt;br /&gt;
HQ_BASE_POWER = 19			; Infantry Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Infantry Headgear&lt;br /&gt;
&lt;br /&gt;
Please note, that any text after a ; is a comment, and editing anything past them will do nothing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MECs earn full XP for kills===&lt;br /&gt;
This change requires Hex Editor.&lt;br /&gt;
&lt;br /&gt;
* Open XComGame.upk file in \Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole folder with HxD&lt;br /&gt;
* Search -&amp;gt; Find -&amp;gt; Datatype Hex-Values: A0 00 E7 85 00 00 38 3F 2C &#039;&#039;&#039;02&#039;&#039;&#039; 16&lt;br /&gt;
* Replace 02 with 01.&lt;br /&gt;
&lt;br /&gt;
This will eliminate the penalty. Setting it to 03 will give them 1/3rd of XP for kills.[http://www.reddit.com/r/Xcom/comments/2g04ye/lw_in_vanilla_mecs_earn_half_the_xp_for_kills/ckerbtf]&lt;br /&gt;
&lt;br /&gt;
==INI Meld editing==&lt;br /&gt;
===Item Costs===&lt;br /&gt;
Costs in engineering can be edited in the DefaultGameCore.INI file. As you most limited resource will probably be Meld, and the way the data is in the .ini file, this will help your inner engineer&#039;s itch to want to build items. Beginning about halfway down, you will start to see &amp;quot;iElerium=&amp;quot; lines. Comments helpfully point out that these are both the Meld &#039;&#039;and&#039;&#039; Elerium entries. You may want to keep an untouched INI file and/or use the UFOPaedia&#039;s pages as references. Now for editing:&lt;br /&gt;
&lt;br /&gt;
As you can see in the [[Armor_%28Long_War%29#MEC_Armor|Armor]] section, the MEC suits of Warden, Sentinel, and Paladin cost, respectively, 20 meld and 20 Elerium, 40 Meld and 30 Elerium, 60 meld and 50 Elerium for their fabrication costs (on top of credits and alloys). In the .ini file, they are, again respectively, simply labeled &amp;quot;; MEC-1&amp;quot;, &amp;quot;; MEC-2&amp;quot;, &amp;quot;; MEC-3&amp;quot;. Now see that the &amp;quot;IElerium=&amp;quot; values are, once more respectively, 20020, 40030, 60050. As you can see, there is a placeholder 0 in any given iElerium entry-- for any item that has a Meld cost. As this section focuses on just meld editing, this won&#039;t be editing the Elerium cost (and will assume you won&#039;t, as you don&#039;t want to make the Long War _too_ easy). Therefore, you will only be editing the value &#039;&#039;in front&#039;&#039; of the placeholder 0.&lt;br /&gt;
&lt;br /&gt;
Ergo: changing 20020, 40030, 60050 to, say, 5020 (note it goes from 5 to 4 intergers), 20030, 30050 would change the meld costs of Warden armor from 20 to 5 units of Meld, Sentinel from 40 to 20, and Paladin from 60 to 30 (while not changing the Elerium costs). Again, note that changing the Warden&#039;s &amp;quot;20&amp;quot; to &amp;quot;5&amp;quot; -- and &#039;&#039;not&#039;&#039; &amp;quot;05&amp;quot; -- in front of the &#039;placeholder&#039; 0 will reduce the cost from 20 to 5 units of Meld. This method works on all the &amp;quot;iElerium=&amp;quot; entries under the &amp;quot;; Gear&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
Near the bottom of the file, you will find &amp;quot;; Gene Mod Configuration&amp;quot;. Depending on your choice of editor, the entries may not line up, so be aware that in this section, &amp;quot;iAlloys=&amp;quot; is the variable set for Meld cost for gene mods. As these variables are more simply written, merely edit them to your desired cost. And for reference, &amp;quot;iTime=&amp;quot; entries are for how long each mod requires a soldier to be inside the Gene Lab&#039;s tanks, and &amp;quot;iEng=&amp;quot; are the penalty hours added to fatigue.&lt;br /&gt;
&lt;br /&gt;
===Meld Expiration Timer===&lt;br /&gt;
In &amp;lt;code&amp;gt;DefaultRandomSpawns.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will find the lines:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
[XComLZMutator.XComMeldSpawnMutator]&lt;br /&gt;
&lt;br /&gt;
NumContainers = 3&lt;br /&gt;
DestroyedOnTurn = (DistToPlayer / (96 * 8)) * EqSlope + EqConst (96 * 8 - mobility in UU)&lt;br /&gt;
EqSlope = 1.5&lt;br /&gt;
&lt;br /&gt;
EqConst = 1&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By increasing the number after EqSlope (default 1.55), you can increase the number of turns it takes before meld expires.&lt;br /&gt;
&lt;br /&gt;
==Second Wave Option Changes==&lt;br /&gt;
&lt;br /&gt;
===Aiming Angles===&lt;br /&gt;
&lt;br /&gt;
It may be the case that 90 degrees is too small of an arc for cover to provide full protection, so we can cut the aiming angle down to 30 degrees. This gives your cover a 120 degree arc in which it provides full protection, so you can easily fight enemies so long as you&#039;re not stupid about picking your cover.&lt;br /&gt;
&lt;br /&gt;
You can change the settings in defaultgamecore.ini, and there is a diagram in there to help explain it:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Top down view&lt;br /&gt;
;&lt;br /&gt;
;     B  &lt;br /&gt;
;      \ &lt;br /&gt;
;       \&lt;br /&gt;
;  A-----^&lt;br /&gt;
;        T&lt;br /&gt;
;&lt;br /&gt;
; T is a target with cover in the direction of &#039;^&#039;.&lt;br /&gt;
; A is a shooter with the maximum aiming angle aim bonus &lt;br /&gt;
; B is a shooter with the minimum aiming angle aim bonus&lt;br /&gt;
; The aiming angle bonus increases linearly in the angle range between A and B&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
SW_AIMING_ANGLE_THRESHOLD= 30.0f; 45.0f; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90&lt;br /&gt;
SW_AIMING_ANGLE_MINBONUS=5      ; Shooter B&#039;s aiming angle bonus is SW_AIMING_ANGLE_MINBONUS&lt;br /&gt;
SW_AIMING_ANGLE_MAXBONUS=-5     ; Shooter A&#039;s aiming angle bonus is [T&#039;s Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The option for 45 degrees is commented out, and replaced it with 30 degrees. With these settings, 30 degrees to parallel (60 degrees off of perpendicular), gives a +5 to hit. Just shy of the 90 degree flank, it&#039;s +(coverbonus - 5) to hit.&lt;br /&gt;
&lt;br /&gt;
===Red Fog===&lt;br /&gt;
&#039;&#039;&#039;Mobility Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Q: Given that the mobility penalty in the DGC.ini is listed in the format &amp;quot;6.0f&amp;quot;, what does this mean?&lt;br /&gt;
&lt;br /&gt;
A: It means that at most there is a -6 mobility penalty that would be applied at 0% health. Since it can&#039;t hit 0% health, effectively the worst mobility penalty achievable is -5 mobility if severely wounded. This value is measured in meters, the same scaling units that are shown in the barracks view. The mobility stat is an integer value measured in meters, and each tile is 1.5 meters x 1.5 meters, so 5 mobility = 3.33 tiles roughly.&lt;br /&gt;
&lt;br /&gt;
Both the aim and mobility red fog penalties are subtractive, not multiplicative.&lt;br /&gt;
&lt;br /&gt;
For example, the poison/acid mobility debuff is a 25% multiplicative penalty. The unit loses 25% of its maximum movement, so a unit with 14 mobility would have 14 * 0.75 = 10.5 rounded down to 10 mobility, which is effectively -4 mobility.&lt;br /&gt;
&lt;br /&gt;
The %-based mobility penalties are:&lt;br /&gt;
Mindfray - 50% mobility penalty&lt;br /&gt;
Flashbang - 40% mobility penalty&lt;br /&gt;
Poison/acid - 25% mobility penalty&lt;br /&gt;
Catching breath - 75% mobility penalty&lt;br /&gt;
&lt;br /&gt;
All %-based mobility penalties are applied AFTER the additive/subtractive mobility modifiers (Red Fog, perks, inventory).&lt;br /&gt;
&lt;br /&gt;
Thus to make Red Fog carry more significant movement penalty:&lt;br /&gt;
&lt;br /&gt;
    Search for SW_COVER_INCREASE and edit it to =9.9f&lt;br /&gt;
&lt;br /&gt;
==Weapon and Item Changes==&lt;br /&gt;
&lt;br /&gt;
===The MEC Nuclear Option===&lt;br /&gt;
&lt;br /&gt;
For players that are not too fond of the grenade launcher for the MEC, they can switch its functionality to a last-ditch-option onboard nuclear reactor overload weapon. Find the line in defaultgamecore.ini that begins: &lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher, &lt;br /&gt;
&lt;br /&gt;
And replace the entire line with:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher,       ABILITIES[0]=eAbility_MEC_GrenadeLauncher, 	ABILITIES[1]=0,                      ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Mec, 		Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Explosive, Properties[4]=0,               Properties[5]=0,        iDamage=275,  iEnvironmentDamage=750, iRange=1,  iReactionRange=30, iReactionAngle=200, iRadius=700,  iCritical=0,  iOffenseBonus=0,  iSuppression=0,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By loading out the grenade launcher on a MEC, this will give you an option to overload the MECs (hypothetical) nuclear reactor resulting in a massive explosion that is guaranteed to kill/destroy everything (including the MEC) in a wide radius surrounding the MEC. Use only in cases of extreme clusterfuck/heroism.&lt;br /&gt;
&lt;br /&gt;
===Arc Thrower===&lt;br /&gt;
&lt;br /&gt;
With the release of B15, the code required for a pistol slot Arc Thrower is included in the DGC.ini. To make the change, all you need to do is comment out (add a &amp;quot;;&amp;quot;) the default line for the arc thrower and remove the comment located several lines lower. Essentially you tell the game to stop reading the default line of arc thrower code and begin reading the pre-built code enabling the pistol slot. It is explained in the comments of the DGC.ini.&lt;br /&gt;
&lt;br /&gt;
It is possible to equip the arc thrower as a pistol. Adjust the default line&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to allow for pistol slot only &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Pistol, Properties[4]=eWP_Backpack, Properties[5]=eWP_Secondary, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(Properies[5] of the Arc Thrower item was set to eWP_Pistol)&lt;br /&gt;
&lt;br /&gt;
To increase the range of the Arc Thrower to normal vision range, replace line 1673 in DefaultGameCore.ini with this:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Itembalance_Normal=(eItem=eItem_ArcThrower,					iCash=100,	iElerium=0,		iAlloys=94000,		iTime=10,	iEng=20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The iAlloys field for the Arc Thrower item was set to 94000)&lt;br /&gt;
&lt;br /&gt;
Remember that each item has 2 different listings.&lt;br /&gt;
&lt;br /&gt;
=== Double Damage XCOM Aircraft Weapons ===&lt;br /&gt;
&lt;br /&gt;
XCOM aircraft weapons have been modified to do double damage (armor penetration unchanged).  Use PatcherGUI to implement.&lt;br /&gt;
&lt;br /&gt;
//This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool&lt;br /&gt;
UPK_FILE = XComStrategyGame.upk&lt;br /&gt;
OBJECT = XGItemTree.UpdateShips : AUTO&lt;br /&gt;
[REPLACEMENT_CODE]&lt;br /&gt;
/*(0x0000/0x0000)*/ 0F 01 &amp;lt;@m_iCurrentCategory&amp;gt; FB 91 1B &amp;lt;STAT_GetStat&amp;gt; 26 16 2C 1E 16 2C 00 2C 20 16 &lt;br /&gt;
/*(0x001F/0x001B)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 02 1D &amp;lt;%i 2000&amp;gt; 2C 0A 2C 08 25 25 16 &lt;br /&gt;
/*(0x0036/0x0032)*/ 07 [@label_0x0048] 72 1B &amp;lt;ENGINEERING&amp;gt; 16 2A 16 &lt;br /&gt;
/*(0x0046/0x0042)*/ 	04 0B &lt;br /&gt;
/*(0x0048/0x0044)*/ [#label_0x0048]&lt;br /&gt;
/*(0x0048/0x0044)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 01 1D &amp;lt;%i 1500&amp;gt; 92 2C 0A 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 2500&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 05 92 2C 00 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x00EB/0x00DB)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 03 1D &amp;lt;%i 3500&amp;gt; 92 2C 0F 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 4000&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 19 92 2C 05 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x018E/0x0172)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 04 1D &amp;lt;%i 3000&amp;gt; 2C 2A 92 1D &amp;lt;%i 750&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 2C 03 16 &lt;br /&gt;
/*(0x01B9/0x0199)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 12 2C 0F 16 &lt;br /&gt;
/*(0x01E4/0x01C0)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 06 1D &amp;lt;%i 1700&amp;gt; 2C 19 92 1D &amp;lt;%i 4000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1E 2C 02 16 &lt;br /&gt;
/*(0x020F/0x01E7)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 07 1D &amp;lt;%i 1200&amp;gt; 2C 12 92 1D &amp;lt;%i 5000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 00 16 &lt;br /&gt;
/*(0x023A/0x020E)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 08 1D &amp;lt;%i 2000&amp;gt; 2C 23 92 1D &amp;lt;%i 9000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 24 2C 14 16 &lt;br /&gt;
/*(0x0265/0x0235)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 09 1D &amp;lt;%i 3500&amp;gt; 2C 3C 92 1D &amp;lt;%i 2500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 28 2C 19 16 &lt;br /&gt;
/*(0x0290/0x025C)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0A 1D &amp;lt;%i 2500&amp;gt; 2C 28 92 1D &amp;lt;%i 850&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 0C 2C 07 16 &lt;br /&gt;
/*(0x02BB/0x0283)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0B 1D &amp;lt;%i 2600&amp;gt; 2C 20 92 1D &amp;lt;%i 1500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 05 2C 07 16 &lt;br /&gt;
/*(0x02E6/0x02AA)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0C 1D &amp;lt;%i 1500&amp;gt; 2C 18 92 1D &amp;lt;%i 3500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 2C 03 16 &lt;br /&gt;
/*(0x0311/0x02D1)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0D 1D &amp;lt;%i 1300&amp;gt; 2C 14 92 1D &amp;lt;%i 6000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 19 2C 00 16 &lt;br /&gt;
/*(0x033C/0x02F8)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0E 1D &amp;lt;%i 1400&amp;gt; 2C 23 92 1D &amp;lt;%i 8000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1C 2C 12 16 &lt;br /&gt;
/*(0x0367/0x031F)*/ 07 [@label_0x0391] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 08 16 &lt;br /&gt;
/*(0x0377/0x032B)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 05 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 09 4A 16 &lt;br /&gt;
/*(0x0391/0x0341)*/ [#label_0x0391]&lt;br /&gt;
/*(0x0391/0x0341)*/ 07 [@label_0x03BC] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0A 16 &lt;br /&gt;
/*(0x03A1/0x034D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0A 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 4F 2C 08 2C 08 16 &lt;br /&gt;
/*(0x03BC/0x0364)*/ [#label_0x03BC]&lt;br /&gt;
/*(0x03BC/0x0364)*/ 07 [@label_0x0402] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0C 16 &lt;br /&gt;
/*(0x03CC/0x0370)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 06 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 51 2C 09 2C 08 16 &lt;br /&gt;
/*(0x03E7/0x0387)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0D 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 52 2C 09 2C 08 16 &lt;br /&gt;
/*(0x0402/0x039E)*/ [#label_0x0402]&lt;br /&gt;
/*(0x0402/0x039E)*/ 07 [@label_0x0473] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 12 16 &lt;br /&gt;
/*(0x0412/0x03AA)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0B 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 08 2C 08 16 &lt;br /&gt;
/*(0x042D/0x03C1)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0E 01 &amp;lt;@m_strSizeVeryLarge&amp;gt; 24 54 2C 09 2C 09 16 &lt;br /&gt;
/*(0x0448/0x03D8)*/ 	1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 14 16 &lt;br /&gt;
/*(0x0473/0x03FF)*/ [#label_0x0473]&lt;br /&gt;
/*(0x0473/0x03FF)*/ 07 [@label_0x051C] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 2C 16 ) &lt;br /&gt;
/*(0x0498/0x0420)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 460&amp;gt; 2C 12 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0519/0x0491)*/ 	06 [@label_0x059D] &lt;br /&gt;
/*(0x051C/0x0494)*/ [#label_0x051C]&lt;br /&gt;
/*(0x051C/0x0494)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 280&amp;gt; 2C 05 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x059D/0x0505)*/ [#label_0x059D]&lt;br /&gt;
/*(0x059D/0x0505)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 02 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 1.5&amp;gt; 1D &amp;lt;%i 400&amp;gt; 2C 0A 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x061E/0x0576)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 03 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 2&amp;gt; 1D &amp;lt;%i 680&amp;gt; 2C 00 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x069F/0x05E7)*/ 07 [@label_0x0748] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 22 16 ) &lt;br /&gt;
/*(0x06C4/0x0608)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 600&amp;gt; 2C 0B 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0745/0x0679)*/ 	06 [@label_0x07C9] &lt;br /&gt;
/*(0x0748/0x067C)*/ [#label_0x0748]&lt;br /&gt;
/*(0x0748/0x067C)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 580&amp;gt; 2C 05 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x07C9/0x06ED)*/ [#label_0x07C9]&lt;br /&gt;
/*(0x07C9/0x06ED)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 05 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 1300&amp;gt; 2C 16 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x084A/0x075E)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 06 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.55&amp;gt; 1D &amp;lt;%i 620&amp;gt; 2C 1E 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x08CB/0x07CF)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 07 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1.25&amp;gt; 1D &amp;lt;%i 2400&amp;gt; 2C 1A 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x094C/0x0840)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 08 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.15&amp;gt; 92 1D &amp;lt;%i 450&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 92 2C 21 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x09BA/0x08A2)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 09 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 800&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 92 2C 28 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A28/0x0904)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 0A 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 1300&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 32 92 2C 2D 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A96/0x0966)*/ 07 [@label_0x0AF0] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1B 16 ) &lt;br /&gt;
/*(0x0ABB/0x0987)*/ 	1B &amp;lt;BuildShip&amp;gt; 26 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 44 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AD5/0x099D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 03 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 45 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AF0/0x09B4)*/ [#label_0x0AF0]&lt;br /&gt;
/*(0x0AF0/0x09B4)*/ 1B &amp;lt;UpdateAllShipTemplates&amp;gt; 16 &lt;br /&gt;
/*(0x0AFA/0x09BE)*/ 04 0B &lt;br /&gt;
/*(0x0AFC/0x09C0)*/ 53&lt;br /&gt;
&lt;br /&gt;
==iceofwolf&#039;s Modification Package==&lt;br /&gt;
This package is recommended with Red Fog and Aiming Angles enabled. Red Fog, so that every hit point has meaning; and Aiming Angles, so that proper or improper positioning makes a bigger difference.&lt;br /&gt;
&lt;br /&gt;
===General Disclaimer===&lt;br /&gt;
Posted by request. This package was a personal rebalancing of several aspects exposed in the DefaultGameCore.ini. These changes were played in early to early-mid; their balance is untested in late-mid to late game. They were made in Long War beta 13 and may not work with earlier or later betas. Please include information on all mods made to the game, including .ini modifications, when reporting bugs or providing feedback to the mod developers.&lt;br /&gt;
&lt;br /&gt;
Although the majority of the modifications made to the Long War mod were made as soon as beta 13 was downloaded, some were added as the game was played. Some modifications that are included in the linked file may have been missed in the wiki detail due to poor personal changelog habits.&lt;br /&gt;
&lt;br /&gt;
Please thank the devs of Long War not only for the Long War mod itself, but more importantly, for opening up the XCOM game so that players can alter their mod to suit individual preferences.&lt;br /&gt;
&lt;br /&gt;
===DefaultGameCore.ini===&lt;br /&gt;
This link will be removed at request of the moderators of this page or at request of the developers of the Long War mod.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/t9ojup01xhaua2t/DefaultGameCore.ini Dropbox Link]&lt;br /&gt;
&lt;br /&gt;
===XCOM Unit Modifications===&lt;br /&gt;
Soldier starting stats vary by much greater margins.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Soldier&amp;lt;/code&amp;gt; and edit the Will entry to =30&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Easy=( eType=eChar_Soldier,             iDamage=0,  iCritHit=0&amp;lt;/code&amp;gt; and edit the iDefense entry to =15&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_AIM=&amp;lt;/code&amp;gt; and edit it to =45&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HIGH_MOBILITY&amp;lt;/code&amp;gt; and edit it to =-15 (that&#039;s negative 15; it&#039;s necessary for how the game rolls random stats)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_WILL&amp;lt;/code&amp;gt; and edit it to =10&lt;br /&gt;
&lt;br /&gt;
Starting barracks is filled with 64 eager rookies. With the above variation in stats, the additional bodies may be needed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;NUM_STARTING_SOLDIERS&amp;lt;/code&amp;gt; and edit it to =64&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers are easier to field. (If it were possible, I&#039;d make this a binary check: If the soldier&#039;s Will exceeds the power he is trying for, then he succeeds; if not, he fails. I&#039;d also obscure the percentage chance. Since no such code is exposed, everybody gets psi if they spend the time to do it.)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_GIFT_CHANCE&amp;lt;/code&amp;gt; and edit it to =.99&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_TRAINING_HOURS&amp;lt;/code&amp;gt; and edit it to =144&lt;br /&gt;
&lt;br /&gt;
Psi XP requirements reduced.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;; Psi XP Levels&amp;lt;/code&amp;gt; and alter the required XP as desired.&lt;br /&gt;
&lt;br /&gt;
===Equipment Modifications===&lt;br /&gt;
Laser Sniper Rifle, Scatter Laser and Laser Strike Rifle all have ballistic ammo levels. Further weapon tiers were not modified because the effect on game balance could not be directly observed; modify higher tiers to your own liking.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle,    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,			 ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_MoveLimited,   Properties[2]=0,   			  Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0,    iCritical=25, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Sniper Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun,          ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Assault,    Properties[1]=eWP_Rifle,     	 Properties[2]=0,                 Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=60, iRange=30,  iReactionRange=14, iReactionAngle=360, iRadius=0,    iCritical=20, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Laser&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227,         				    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0, 			      ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_Overheats,   	 Properties[2]=eWP_MoveLimited,   Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=36,  iReactionRange=36, iReactionAngle=200, iRadius=0,    iCritical=15, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Strike Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All armor small item equippables confer the Secondary Heart perk.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating,				iCash=100,	iElerium=0,		iAlloys=4020,		iTime=10,	iEng=35);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor,			iCash=0,	iElerium=0,		iAlloys=4005,		iTime=7,	iEng=15);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=94&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=94,  								iCash=60,	iElerium=5002,	iAlloys=4003,		iTime=7,	iEng=30)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=95&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=95,								iCash=-1,	iElerium=0,		iAlloys=4000,		iTime=-1,	iEng=-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=220&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=220,								iCash=70,	iElerium=0,		iAlloys=4010,		iTime=7,	iEng=12);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tactical Modifications===&lt;br /&gt;
Flying provides no defensive bonus. This also causes flying units to be counted as exposed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;AIR_EVADE_DEF&amp;lt;/code&amp;gt; and edit it to =0&lt;br /&gt;
&lt;br /&gt;
===Resource Modifications===&lt;br /&gt;
Mechtoids and Floaters provide significantly more Meld.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;MECHTOID_MELD&amp;lt;/code&amp;gt; and edit it to =80&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HFLOATER_MELD&amp;lt;/code&amp;gt; and edit it to =1030&lt;br /&gt;
&lt;br /&gt;
Strategy game altered so that resources are more plentiful and all items are cheaper, but take longer to build. Net result can be gamed, arguably: rushing an item will result in the same credit, alloy and elerium cost as the base LW mod, but will take 75% of the time it would take in the base LW mod -- but this also adds a Meld cost.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ABDUCTION_REWARD_CASH&amp;lt;/code&amp;gt; and edit it to =300&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_TIME_BALANCE&amp;lt;/code&amp;gt; and edit it to =1.5&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_CREDIT_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ELERIUM_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ALLOY_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_MELD_BALANCE&amp;lt;/code&amp;gt; and edit it to =.25&lt;br /&gt;
&lt;br /&gt;
===Enemy Unit Modifications===&lt;br /&gt;
Thin Man poison spit reduced to range of 5.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague,                   ABILITIES[0]=eAbility_Plague,         ABILITIES[1]=0,                            ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Support,    Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Backpack,  Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=45,  iRange=5,  iReactionRange=25, iReactionAngle=200, iRadius=144,  iCritical=0,  iOffenseBonus=0,  iSuppression=202, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes removed from all Chryssalid units.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0, iDefense=5,	iHP=1, 	iMobility=0,	iWill=0); Lightning Reflexes (removed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Exalt and Elite Exalt that have not been promoted to navigator/leader have significantly reduced hit points, putting all Exalt into one-shot territory. Their offensive capabilities have not been altered.&lt;br /&gt;
:Search the Characters block (the first major block of text after armors) for any entry with &amp;quot;Exalt&amp;quot; in the name. Find &amp;lt;code&amp;gt;HP=&amp;lt;/code&amp;gt; on that line. Adjust as desired.&lt;br /&gt;
&lt;br /&gt;
All alien and Exalt final forms have been disabled, except the leader/navigator. This final upgrade would normally occur at &amp;quot;alien research threshold&amp;quot; 900, which is a rough estimate of how many days have passed since the beginning of the game, modified by alien research efforts. These final upgrades give the aliens substantially higher stats and seem to have been intended to provide a sense of urgency and/or provoke the player to finish the game (to be fair, two to three years is plenty long enough). This file disables them simply because the author of the package modding the mod doesn&#039;t like them.&lt;br /&gt;
&lt;br /&gt;
To re-enable these super upgrades or to disable earlier upgrades, search for &amp;lt;code&amp;gt;; ALIEN AUTOMATIC UPGRADES&amp;lt;/code&amp;gt;. The section that follows details all of the upgrades each non-XCOM unit can receive over time, most of which start at &amp;quot;210&amp;quot;. Place a semicolon at the beginning of any line which you want to disable, or remove the semicolon from each unit line you want to re-enable.&lt;br /&gt;
&lt;br /&gt;
Note that, despite denying aliens and Exalt their final upgrades and restricting Exalt starting HP, leader/navigator types of each alien will remain a significant threat.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Thekcpiper</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_(Long_War)&amp;diff=66103</id>
		<title>Air Combat (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_(Long_War)&amp;diff=66103"/>
		<updated>2015-06-29T02:05:17Z</updated>

		<summary type="html">&lt;p&gt;Thekcpiper: /* Aircraft */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Overview&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
UFOs are tougher, faster, and much deadlier in Long War. Along with that, your crafts and armaments are significantly less potent, at least at first. You will need to cycle your craft regularly like your soldiers. UFO kills will grant experience to your pilots and provide a bonus to accuracy. Your pilots will learn UFO flight patterns and movements and therefore will become much better at shooting down alien craft. Interceptor experience provides +3% to hit per kill (up to + 30%) and +1% damage per kill (with no top limit). Also, you will find that both your craft and UFOs may sometimes get &#039;critical hits&#039;, with UFOs being downed in a few hits, or your undamaged Interceptor immediately going into near-full red damage indicator.&lt;br /&gt;
&lt;br /&gt;
At the start of the game your fresh pilots are equipped with Avalanche Missiles, which now have an abysmal 40% accuracy. While it is still possible to down the first Scout with one Interceptor, this is an incredibly unlikely event. It&#039;s more probable that it would take two, or even three interceptions to bring down even the most basic alien craft. It is also a good idea to switch some of your aircraft armaments to Stingray missiles at the game start, details on that below.&lt;br /&gt;
&lt;br /&gt;
Players should exert caution and pick and choose their air battles carefully. You will not be able to bring down every single enemy UFO. Sometimes attempting high risk interceptions against tough targets would be detrimental to your campaign due to the highly unpredictable nature of the engagements at the start of the game. Your early game goal should be to get experience for some of your pilots and advance your air-warfare technology in order to keep aliens at bay on the battleground for the Earth&#039;s skies. In case you overreach too early, you might quickly find yourself crippled with long repair times and unable to stop alien operations. &lt;br /&gt;
&lt;br /&gt;
There are Research and Engineering projects that will assist in aerial sorties. There are multiple foundry projects to improve your interceptors. There are also three consumables that remain from Vanilla.&lt;br /&gt;
&lt;br /&gt;
As you progress, each type of UFO&#039;s statistics also increase, from general &#039;health&#039; to firing rates, as to keep you on your toes; so don&#039;t expect to ever truly dominate the skies. Plus with the added variables to air-interception, there is no clear-cut &amp;quot;UFO X can be brought down by Interceptor Y&amp;quot; table. As such, the Long War&#039;s [[UFOs_(Long_War)|UFO]] page will be your general guide for how--- or if-- to attempt to engage these potent UFOs.&lt;br /&gt;
&lt;br /&gt;
===Damaging UFOs===&lt;br /&gt;
It is not necessary to shoot down enemy UFOs in order to prevent them from completing their mission. Doing damage to them is sometimes enough to spoil their plans or reduce their effectiveness. The damage that UFO sustains is stored between interceptions, therefore multiple interception attempts is a good idea to limit the damage to your own Air Force. When a player does more than 50% damage to a UFO, you will start seeing explosion effects around it.&lt;br /&gt;
&lt;br /&gt;
Some UFOs will wander about a country&#039;s airspace before zooming off. For these, it is sufficient to get the yellow effect described above. Those effects signify that UFO sustained enough damage to prevent it from completing its mission, such as an Anti-Satellite hunt. Note however that you still have a chance to prevent the UFO&#039;s mission while doing less than 50% damage, which is simply linear (i.e., the UFO abort mission chance is 0% at full health, 100% at 50% health, and in 2x% general at (100-x)% health). Otherwise, when they leave detectable airspace (whether you have a satellite over the target country or not), there will be a notification of the damage they did in the minor notices that play alongside the Hologlobe during in-game time progression.&lt;br /&gt;
&lt;br /&gt;
Other UFOs will have a set flightpath, and a narrow window of opportunity to intercept: to disrupt these missions entirely, these need to be shot out of the sky. Cases like this include Terror ships and Abductors.&lt;br /&gt;
&lt;br /&gt;
Long War mod brings back a mechanic from previous generations of XCOM: UFOs can now have full DOA crashes (with minimal Alloy recovery, and no corpses or other artifacts), so in some cases you may want to pull your punches. To compensate, the Council will give cash rewards for UFOs obliterated in flight. The harder hitting weapons have a greater chance of reducing UFOs to a pile of smelted alloys.&lt;br /&gt;
&lt;br /&gt;
===Interceptor Weapons and Stances===&lt;br /&gt;
Air-to-air weapons now have three main damage statistics - Damage, Rate of Fire, and Armor Penetration. UFOs have different armor levels, which reduces the damage done by a weapon if its armor penetration isn&#039;t high enough. For example, you start with a choice between Avalanche missiles (medium damage, low armor penetration) and Stingray missiles (low damage, medium armor penetration). Avalanches will be better against unarmored and very lightly armored UFOs, while Stingrays will be better against more armored UFOs.&lt;br /&gt;
&lt;br /&gt;
When launching you can set a combat stance for your interceptors as they launch on a mission:&lt;br /&gt;
* Aggressive gives +15% to hit for both you and the UFO. You may not use the dodge consumable when aggressive.&lt;br /&gt;
* Balanced plays out like normal.&lt;br /&gt;
* Defensive gives -15% to hit for both you and the UFO. You may not use the auto-hit consumable when defensive.&lt;br /&gt;
Mathematically and not accounting for interception time, this means that Agressive is the most efficient stance when your Interceptor aim is lower than UFO aim, while Defensive is strongest when your Interceptor aim is higher than UFO aim. These effects are stronger the bigger the difference.&lt;br /&gt;
However, Interception time is an issue as UFOs will just leave after some time. Obviously, Agressive is the most time-effective stance.&lt;br /&gt;
&lt;br /&gt;
===UFO Flight Patterns===&lt;br /&gt;
UFOs can fly at three altitudes: &amp;quot;High&amp;quot;, &amp;quot;Low&amp;quot; and &amp;quot;NOE&amp;quot; (&amp;quot;Nap of the Earth,&amp;quot;). The altitude is a clue of what mission the UFO is going on - UFOs flying at NOE altitude are most likely to land, are performing bombing runs, or will generate an Abduction or Terror mission immediately upon arriving at their destination. UFOs at high altitude are most likely to be hunting satellites. Unless playing in Ironman, you may want to see if a UFO will land before shooting it down (and reload if it does not): while a landed UFO is always more dangerous, an intact UFO and it&#039;s material components is a valuable prize, given how fragile Power Sources and Flight Computers are from being shot down in Long War.&lt;br /&gt;
&lt;br /&gt;
Once you successfully raid a UFO type, either landed or crash landed, you can research that craft for a damage bonus against it in future.&lt;br /&gt;
&lt;br /&gt;
===Strategic Plan===&lt;br /&gt;
&lt;br /&gt;
* You start with the Avalanche and Stingray missiles. These will work for small and medium craft for a while until Aliens research better upgrades for their craft. &lt;br /&gt;
* After some time sticking with conventional weapons will leave you totally outgunned. Next you&#039;ll want to upgrade to Laser and Phoenix cannons. Laser Cannons are built for accuracy, so a pilot can still reliably hit UFOs on Balanced or Defensive stance. The Coilgun is built for armor penetration and higher rate of fire. You would likely need multiple interceptions with frequent use of boost modules to reliably bring down larger UFOs.&lt;br /&gt;
* The Plasma Cannons need to be built from Alien Rifles. Once the Mutons start fielding them, you would want to build up a cache of those items to convert to plasma cannons for your Interceptors. The EMP Cannon is built from 1 Sectopod wreck each. It has a higher rate of fire and lower damage than Plasma which increases the chance of UFOs not being destroyed outright. It also increases the chance for more resources to remain intact for UFO crash-site missions.&lt;br /&gt;
* Last, but certainly not least, the Fusion Lance is the most powerful air to air weapon that can only be used by Firestorms. They&#039;re built from Fusion Cores, and the only way to get Fusion Cores is to take down Battleships and Assault Carriers... or save the cores from [[Slingshot_DLC_(EU2012)|Slingshot]] mission. Though once you do get them set up, you would have a good chance to disrupt even the Terror missions.&lt;br /&gt;
&lt;br /&gt;
===Interception Strategy===&lt;br /&gt;
&lt;br /&gt;
* Choose an appropriate stance based on your equipped weapon, researched upgrades, and UFO type. &lt;br /&gt;
* Always be prepared to cancel an interception if the engagement is not going well for you. Losing an aircraft with an expensive weapons can be devastating to your resources.&lt;br /&gt;
* Consider aborting interception if your first shot hits while UFO misses. You can refuel within an hour and try again or send another bird out with the same hit and run tactics.&lt;br /&gt;
* Consider aborting when a satellite hunter displays explosion effects. You have prevented the destruction of the satellite, so you might not want to risk additional damage.  &lt;br /&gt;
* Use modules in tough situations when you need an extra boost to get the job done.&lt;br /&gt;
* Have an idea of how many interceptions are possible before UFO completes its mission or attempts to escape. For example Scouts usually can only be engaged twice with Ravens.&lt;br /&gt;
* If/once you get enough EMP Cannons to be distributed throughout each continent&#039;s squadron, remember that higher damage weapons have a greater chance to outright destroy enemy craft. Plan your engagements around that fact and consider which ground tactical missions you would rather go on.&lt;br /&gt;
** Consider saving craft equipped with more damaging weapons to go against larger UFOs, while EMPing the smaller craft may be a better risk/reward scenario, given that their full compliment of aliens won&#039;t be much larger than if shot down with other weapons.&lt;br /&gt;
* Late-game, you may find that the aliens favor sending more and the larger UFOs to one continent in particular (such as the continent that got the first Alien Base, or the one with XCOM HQ), meaning that you&#039;ll remained burdened by repair times: simply cycle out damaged fighters with fresh fighters from other continents.&lt;br /&gt;
** Transit time puts repair times on pause, but transfer time will almost always be far less than the days it&#039;ll take to repair a single fighter.&lt;br /&gt;
** This will also help you by evening out experience between your pilots, and spreading them out between each continent, so you don&#039;t get blindsided by, say, a Battleship appearing in a continent with an inexperienced squadron.&lt;br /&gt;
* The modules are much more worthwhile-- nearly essential-- in Long War. As said, Dodge cannot be used in an aggressive stance and Aim cannot be used in a defensive stance. And as they do take time to build, it pays to maintain a stock of them.&lt;br /&gt;
** The Aim module is fairly cheap, and is useful throughout a campaign. Keep a large stock of Floater corpses to make these. While an aggressive stance means that all shots have more accuracy, using an Aim module early in a normal stance dogfight means drawing first blood while being a little harder to be hit yourself.&lt;br /&gt;
** The Boost module can be used in any stance, and only extends time (as all air-to-air weapons now are counted as &#039;long range&#039;, approach reduction time no longer is affected). More useful in early game, when you need more time to do enough damage with the weaker weapons and less experienced pilots.&lt;br /&gt;
** The Dodge module is exceedingly useful, and still hard to make, due to the necessity of Cyberdisc wrecks needed to construct them.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
&lt;br /&gt;
===UFO Types===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;left&amp;quot; | UFO Type &lt;br /&gt;
! width=&amp;quot;3%&amp;quot; align=&amp;quot;left&amp;quot; | Durability&lt;br /&gt;
! width=&amp;quot;3%&amp;quot; align=&amp;quot;left&amp;quot; | Armor&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;left&amp;quot; colspan=&amp;quot;1&amp;quot;| Description &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Scout&#039;&#039;&#039;|| Low || None || The speedy Scout-class UFO is fortunately within Earth&#039;s native capabilities to shoot down ... on occasion. It appears to be used for general reconnaissance, resource-gathering and research. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Fighter&#039;&#039;&#039;|| Low || Light || The alien Fighter, while similar in outward appearance to the scout, is much better protected. Armor-piercing weapons like our Stingray missiles will be helpful in bringing these craft down. This class of craft is used primarily for air raids and anti-satellite operations.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Raider&#039;&#039;&#039;|| Moderate || Very Light || The Raider class of UFO seems to be a multirole craft that thus suffers in combat power. The aliens appear to use it for reconnaissance, research and resource-gathering operations.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Destroyer&#039;&#039;&#039;|| Moderate || Moderate || The deadly Destroyer present a much greater threat to our aircraft than its sister class of ships. Armor-piercing weapons are required to defeat this craft. It appears to primarily be used for air raids and anti-satellite operations, although we may see it conduct reconnaissance missions as well. Our analysts note the presence of unused hardpoints on some images of this craft, so we should look out for upgraded versions with even more killing power.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Abductor&#039;&#039;&#039;|| High || Heavy || Abductors appear to be much better protected than other ships of this size. Perhaps the aliens particularly value the abduction and research missions they are used for. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Harvester&#039;&#039;&#039;|| High || Moderate || The Harvester class of UFO seems to have one role -- to recover important biological materials and minerals from Earth in support of other alien operations. We should try to interdict alien harvest operations whenever possible to slow the alien advance. These craft may be vulnerable to a concentrated attack.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Transport&#039;&#039;&#039;|| Very High || Heavy || This ponderously slow craft will be a tough nut to crack. It appears to be primarily used in alien terrestrial resource-gathering but could also be used in support of other major alien operations. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Terror Ship&#039;&#039;&#039;|| Very High || Heavy || The rarely encountered Terror Ship appears suited for rapid deployment of alien shock troops. They appear to presage alien terror missions, but they may be used for alien research on XCOM as well.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Assault Carrier&#039;&#039;&#039;|| Highest || Heavy || The assault carrier, while built on a battleship hull, lacks some of its sister&#039;s firepower and may be easier to shoot down. Nevertheless, we expect to see the aliens use this craft only against high-value targets, so it should be taken seriously whenever it is detected. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Battleship&#039;&#039;&#039;|| Highest || Very Heavy || An unbelievably dangerous piece of hardware, these UFOs never appear to land but are used in bombing, anti-satellite and air superiority roles. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Overseer&#039;&#039;&#039;|| High || Very Heavy || This class of ship appears to be used as a airborne command center for the ethereal race of alien. Only our strongest weapons will be able to penetrate its armor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Aircraft===&lt;br /&gt;
(Version Long War Beta 15e - XComStrategyGame XGItemTree.UpdateShips)&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40%&amp;quot; | Description&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;5%&amp;quot; | Hit Points&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;4%&amp;quot; | Armor&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;4%&amp;quot; | Armor Penetration&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;5%&amp;quot; | Maintenance&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Inv Interceptor.png|center|128x64px]]&#039;&#039;&#039;Raven&#039;&#039;&#039; ||  Heavily modified and augmented fast attack fighter. Armor and frame durability will be a major issue when engaging any but the smallest UFOs. || 1500 || 5 || 0 || §40 || N/A || None || 200 || 0 ||  0 ||  0 || 0 || N/A &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Inv Firestorm.png|center|128x64px]]&#039;&#039;&#039;Firestorm&#039;&#039;&#039; ||  Alien alloy-based airframe and adapted energy shielding let the Firestorm absorb dramatically more punishment than its predecessor. With upgraded armament can engage even the most dangerous enemy craft. || 3500 || 25 || 5 || §50 || 75 || Alien Propulsion || 750 || 180 || 120 || 10 || 28 || 8x UFO Flight Computer, &amp;lt;br /&amp;gt;4x UFO Power Source   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Interceptor Weapons === &lt;br /&gt;
(Version Long War Beta 15e - XComStrategyGame XGItemTree.BuildShipWeapons)&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item &lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Hit Chance&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Range &lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Fire Rate&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Damage&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Armor Pen.&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Avalanche Missiles Long War.png|center|128x64px]]&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; || 25/40/55% || Long || Slow (2.0) ||  Medium (340) ||  Low (0) || - || - || colspan=&amp;quot;6&amp;quot; | -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Stingray Missiles Long War.png|center|128x64px]]&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;  || 25/40/55% || Long || Slow (1.5) ||  Low (200) || Medium (10) || - || - || colspan=&amp;quot;6&amp;quot; | -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Phoenix Coilgun Long War.png|center|128x64px]]&#039;&#039;&#039;Phoenix Cannon&#039;&#039;&#039; || 25/40/55% || Long || Rapid (0.75) ||  Low (140) ||  Low (5) || 15 || Alien Materials || 120 || 12 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Laser Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;  || 40/55/70% || Long || Medium (1.0) ||  Medium (290)  ||  Low (5) || 25 || Advanced Beam Lasers ||  160 || 30 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Phoenix Coilgun Long War.png|center|128x64px]]&#039;&#039;&#039;Phoenix Coilgun&#039;&#039;&#039; || 25/40/55% || Long || Rapid (0.75) ||  Medium (230) ||  High (18) || 15 || Phoenix Coilguns (FP) completed || 120 || 12 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Laser Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Supercapacitor Laser&#039;&#039;&#039;  || 40/55/70% || Long || Rapid (0.75) ||  Medium (300)  ||  Medium (11) || 25 || Supercapacitors (FP) completed ||  160 || 30 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Plasma Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039; || 25/40/55% || Long || Medium (1.0) ||  High (650) ||  High (22) || 95 || Vehicular Plasma Weapons || 500 || 50 || 60 || 3 || 14 || 1x Alien Rifle  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: EMP Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039; || 15/30/45% || Long || Rapid (0.55) ||  Medium (310) ||  High (30) || 100 || EMP Weapons ||  575 || 60 || 160 || 0 || 20 || 1x Sectopod Wreck  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Fusion Lance Long War.png|center|128x64px]]&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039; || 15/30/45% || Long || Medium (1.25) ||  High (1200) ||  High (26) || 120 || Fusion Weapons || 800 || 70 || 120 || 20 || 25 || 1x Fusion Core  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item* &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;50%&amp;quot; | Effect&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Defense Matrix Long War.png|center|128x64px]]&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039; ||  First two enemy shots always miss. || 50 || Cyberdisc Autopsy || 25 || 0 || 2 || 1 || 5 || 2x Cyberdisc Wreck&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: UFO Tracking Long War.png|center|128x64px]]&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039; ||  Increased combat time when in combat with a UFO. || 12 || Alien Materials || 15 || 0 || 1 || 1 || 5 || 2x Drone Wreck &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Uplink Targeting Long War.png|center|128x64px]]&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039; ||  First two shots always hit. || 35 || Floater Autopsy || 20 || 1 ||  1 ||  1 || 5 || 3x Floater Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* All three require the &#039;&#039;&#039;Aircraft Boosters&#039;&#039;&#039; foundry project to be completed.&lt;br /&gt;
&lt;br /&gt;
===Permanent Upgrades (Foundry Projects) (B15d2)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Repair&lt;br /&gt;
| Increases interceptor, SHIV, and item repair speed.&lt;br /&gt;
| 45&lt;br /&gt;
| Heavy Floater Autopsy&lt;br /&gt;
| §500&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 80&lt;br /&gt;
| 21&lt;br /&gt;
| 4x Heavy Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Aircraft Boosters&lt;br /&gt;
| Allows production of one-time &#039;boosters&#039; for interception.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §50&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armored Fighters&lt;br /&gt;
| Increases all interceptor HP by 1000.&lt;br /&gt;
| 30&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 60&lt;br /&gt;
| 70&lt;br /&gt;
| 14&lt;br /&gt;
| 30x Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elerium Afterburners&lt;br /&gt;
| Increases interceptor combat time by 5 seconds.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Propulsion&lt;br /&gt;
| §200&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Avionics&lt;br /&gt;
| Increases interceptor aim by 10.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Increases armor penetration of air weapons by 5.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §300&lt;br /&gt;
| 80&lt;br /&gt;
| 45&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x Cyberdisc Wreck,&amp;lt;br /&amp;gt; 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Phoenix Coilguns&lt;br /&gt;
| Increases the phoenix cannon&#039;s damage by 90 and armor penetration by 13.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §300&lt;br /&gt;
| 120&lt;br /&gt;
| 100&lt;br /&gt;
| 60&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Stealth Satellites&lt;br /&gt;
| Decreases chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&lt;br /&gt;
| 115&lt;br /&gt;
| Stealth Systems&lt;br /&gt;
| §1200&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 200&lt;br /&gt;
| 0 &lt;br /&gt;
| 28&lt;br /&gt;
| 10x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Supercapacitors&lt;br /&gt;
| Upgrades laser cannon damage by 10, armor penetration by 6, and increases rate of fire to 0.75.&lt;br /&gt;
| 70&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §800&lt;br /&gt;
| 200&lt;br /&gt;
| 100&lt;br /&gt;
| 200&lt;br /&gt;
| 100&lt;br /&gt;
| 21&lt;br /&gt;
| 6x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Super Skyranger&lt;br /&gt;
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Countermeasures&lt;br /&gt;
| Increases interceptor dodge chance by +15%.&lt;br /&gt;
| 50&lt;br /&gt;
| Seeker Autopsy&lt;br /&gt;
| §350&lt;br /&gt;
| 10&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x Seeker Wrecks,&amp;lt;br /&amp;gt; 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Scanners&lt;br /&gt;
| Add UFO HP display to the interception screen for UFO classes that have their analyses complete.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 10 &lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Tracking&lt;br /&gt;
| Increases the chance of interceptors detecting UFOs without satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 20 &lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 28&lt;br /&gt;
| 2x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Wingtip Sparrowhawks&lt;br /&gt;
| Grants interceptors secondary armor-piercing missiles (1/2 stringray missile damage) in addition to their primary weapons.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 80&lt;br /&gt;
| 40&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Hangar (Long War)|Hangar]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Thekcpiper</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_(Long_War)&amp;diff=66102</id>
		<title>Air Combat (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_(Long_War)&amp;diff=66102"/>
		<updated>2015-06-29T01:14:15Z</updated>

		<summary type="html">&lt;p&gt;Thekcpiper: /* Interceptor Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Overview&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
UFOs are tougher, faster, and much deadlier in Long War. Along with that, your crafts and armaments are significantly less potent, at least at first. You will need to cycle your craft regularly like your soldiers. UFO kills will grant experience to your pilots and provide a bonus to accuracy. Your pilots will learn UFO flight patterns and movements and therefore will become much better at shooting down alien craft. Interceptor experience provides +3% to hit per kill (up to + 30%) and +1% damage per kill (with no top limit). Also, you will find that both your craft and UFOs may sometimes get &#039;critical hits&#039;, with UFOs being downed in a few hits, or your undamaged Interceptor immediately going into near-full red damage indicator.&lt;br /&gt;
&lt;br /&gt;
At the start of the game your fresh pilots are equipped with Avalanche Missiles, which now have an abysmal 40% accuracy. While it is still possible to down the first Scout with one Interceptor, this is an incredibly unlikely event. It&#039;s more probable that it would take two, or even three interceptions to bring down even the most basic alien craft. It is also a good idea to switch some of your aircraft armaments to Stingray missiles at the game start, details on that below.&lt;br /&gt;
&lt;br /&gt;
Players should exert caution and pick and choose their air battles carefully. You will not be able to bring down every single enemy UFO. Sometimes attempting high risk interceptions against tough targets would be detrimental to your campaign due to the highly unpredictable nature of the engagements at the start of the game. Your early game goal should be to get experience for some of your pilots and advance your air-warfare technology in order to keep aliens at bay on the battleground for the Earth&#039;s skies. In case you overreach too early, you might quickly find yourself crippled with long repair times and unable to stop alien operations. &lt;br /&gt;
&lt;br /&gt;
There are Research and Engineering projects that will assist in aerial sorties. There are multiple foundry projects to improve your interceptors. There are also three consumables that remain from Vanilla.&lt;br /&gt;
&lt;br /&gt;
As you progress, each type of UFO&#039;s statistics also increase, from general &#039;health&#039; to firing rates, as to keep you on your toes; so don&#039;t expect to ever truly dominate the skies. Plus with the added variables to air-interception, there is no clear-cut &amp;quot;UFO X can be brought down by Interceptor Y&amp;quot; table. As such, the Long War&#039;s [[UFOs_(Long_War)|UFO]] page will be your general guide for how--- or if-- to attempt to engage these potent UFOs.&lt;br /&gt;
&lt;br /&gt;
===Damaging UFOs===&lt;br /&gt;
It is not necessary to shoot down enemy UFOs in order to prevent them from completing their mission. Doing damage to them is sometimes enough to spoil their plans or reduce their effectiveness. The damage that UFO sustains is stored between interceptions, therefore multiple interception attempts is a good idea to limit the damage to your own Air Force. When a player does more than 50% damage to a UFO, you will start seeing explosion effects around it.&lt;br /&gt;
&lt;br /&gt;
Some UFOs will wander about a country&#039;s airspace before zooming off. For these, it is sufficient to get the yellow effect described above. Those effects signify that UFO sustained enough damage to prevent it from completing its mission, such as an Anti-Satellite hunt. Note however that you still have a chance to prevent the UFO&#039;s mission while doing less than 50% damage, which is simply linear (i.e., the UFO abort mission chance is 0% at full health, 100% at 50% health, and in 2x% general at (100-x)% health). Otherwise, when they leave detectable airspace (whether you have a satellite over the target country or not), there will be a notification of the damage they did in the minor notices that play alongside the Hologlobe during in-game time progression.&lt;br /&gt;
&lt;br /&gt;
Other UFOs will have a set flightpath, and a narrow window of opportunity to intercept: to disrupt these missions entirely, these need to be shot out of the sky. Cases like this include Terror ships and Abductors.&lt;br /&gt;
&lt;br /&gt;
Long War mod brings back a mechanic from previous generations of XCOM: UFOs can now have full DOA crashes (with minimal Alloy recovery, and no corpses or other artifacts), so in some cases you may want to pull your punches. To compensate, the Council will give cash rewards for UFOs obliterated in flight. The harder hitting weapons have a greater chance of reducing UFOs to a pile of smelted alloys.&lt;br /&gt;
&lt;br /&gt;
===Interceptor Weapons and Stances===&lt;br /&gt;
Air-to-air weapons now have three main damage statistics - Damage, Rate of Fire, and Armor Penetration. UFOs have different armor levels, which reduces the damage done by a weapon if its armor penetration isn&#039;t high enough. For example, you start with a choice between Avalanche missiles (medium damage, low armor penetration) and Stingray missiles (low damage, medium armor penetration). Avalanches will be better against unarmored and very lightly armored UFOs, while Stingrays will be better against more armored UFOs.&lt;br /&gt;
&lt;br /&gt;
When launching you can set a combat stance for your interceptors as they launch on a mission:&lt;br /&gt;
* Aggressive gives +15% to hit for both you and the UFO. You may not use the dodge consumable when aggressive.&lt;br /&gt;
* Balanced plays out like normal.&lt;br /&gt;
* Defensive gives -15% to hit for both you and the UFO. You may not use the auto-hit consumable when defensive.&lt;br /&gt;
Mathematically and not accounting for interception time, this means that Agressive is the most efficient stance when your Interceptor aim is lower than UFO aim, while Defensive is strongest when your Interceptor aim is higher than UFO aim. These effects are stronger the bigger the difference.&lt;br /&gt;
However, Interception time is an issue as UFOs will just leave after some time. Obviously, Agressive is the most time-effective stance.&lt;br /&gt;
&lt;br /&gt;
===UFO Flight Patterns===&lt;br /&gt;
UFOs can fly at three altitudes: &amp;quot;High&amp;quot;, &amp;quot;Low&amp;quot; and &amp;quot;NOE&amp;quot; (&amp;quot;Nap of the Earth,&amp;quot;). The altitude is a clue of what mission the UFO is going on - UFOs flying at NOE altitude are most likely to land, are performing bombing runs, or will generate an Abduction or Terror mission immediately upon arriving at their destination. UFOs at high altitude are most likely to be hunting satellites. Unless playing in Ironman, you may want to see if a UFO will land before shooting it down (and reload if it does not): while a landed UFO is always more dangerous, an intact UFO and it&#039;s material components is a valuable prize, given how fragile Power Sources and Flight Computers are from being shot down in Long War.&lt;br /&gt;
&lt;br /&gt;
Once you successfully raid a UFO type, either landed or crash landed, you can research that craft for a damage bonus against it in future.&lt;br /&gt;
&lt;br /&gt;
===Strategic Plan===&lt;br /&gt;
&lt;br /&gt;
* You start with the Avalanche and Stingray missiles. These will work for small and medium craft for a while until Aliens research better upgrades for their craft. &lt;br /&gt;
* After some time sticking with conventional weapons will leave you totally outgunned. Next you&#039;ll want to upgrade to Laser and Phoenix cannons. Laser Cannons are built for accuracy, so a pilot can still reliably hit UFOs on Balanced or Defensive stance. The Coilgun is built for armor penetration and higher rate of fire. You would likely need multiple interceptions with frequent use of boost modules to reliably bring down larger UFOs.&lt;br /&gt;
* The Plasma Cannons need to be built from Alien Rifles. Once the Mutons start fielding them, you would want to build up a cache of those items to convert to plasma cannons for your Interceptors. The EMP Cannon is built from 1 Sectopod wreck each. It has a higher rate of fire and lower damage than Plasma which increases the chance of UFOs not being destroyed outright. It also increases the chance for more resources to remain intact for UFO crash-site missions.&lt;br /&gt;
* Last, but certainly not least, the Fusion Lance is the most powerful air to air weapon that can only be used by Firestorms. They&#039;re built from Fusion Cores, and the only way to get Fusion Cores is to take down Battleships and Assault Carriers... or save the cores from [[Slingshot_DLC_(EU2012)|Slingshot]] mission. Though once you do get them set up, you would have a good chance to disrupt even the Terror missions.&lt;br /&gt;
&lt;br /&gt;
===Interception Strategy===&lt;br /&gt;
&lt;br /&gt;
* Choose an appropriate stance based on your equipped weapon, researched upgrades, and UFO type. &lt;br /&gt;
* Always be prepared to cancel an interception if the engagement is not going well for you. Losing an aircraft with an expensive weapons can be devastating to your resources.&lt;br /&gt;
* Consider aborting interception if your first shot hits while UFO misses. You can refuel within an hour and try again or send another bird out with the same hit and run tactics.&lt;br /&gt;
* Consider aborting when a satellite hunter displays explosion effects. You have prevented the destruction of the satellite, so you might not want to risk additional damage.  &lt;br /&gt;
* Use modules in tough situations when you need an extra boost to get the job done.&lt;br /&gt;
* Have an idea of how many interceptions are possible before UFO completes its mission or attempts to escape. For example Scouts usually can only be engaged twice with Ravens.&lt;br /&gt;
* If/once you get enough EMP Cannons to be distributed throughout each continent&#039;s squadron, remember that higher damage weapons have a greater chance to outright destroy enemy craft. Plan your engagements around that fact and consider which ground tactical missions you would rather go on.&lt;br /&gt;
** Consider saving craft equipped with more damaging weapons to go against larger UFOs, while EMPing the smaller craft may be a better risk/reward scenario, given that their full compliment of aliens won&#039;t be much larger than if shot down with other weapons.&lt;br /&gt;
* Late-game, you may find that the aliens favor sending more and the larger UFOs to one continent in particular (such as the continent that got the first Alien Base, or the one with XCOM HQ), meaning that you&#039;ll remained burdened by repair times: simply cycle out damaged fighters with fresh fighters from other continents.&lt;br /&gt;
** Transit time puts repair times on pause, but transfer time will almost always be far less than the days it&#039;ll take to repair a single fighter.&lt;br /&gt;
** This will also help you by evening out experience between your pilots, and spreading them out between each continent, so you don&#039;t get blindsided by, say, a Battleship appearing in a continent with an inexperienced squadron.&lt;br /&gt;
* The modules are much more worthwhile-- nearly essential-- in Long War. As said, Dodge cannot be used in an aggressive stance and Aim cannot be used in a defensive stance. And as they do take time to build, it pays to maintain a stock of them.&lt;br /&gt;
** The Aim module is fairly cheap, and is useful throughout a campaign. Keep a large stock of Floater corpses to make these. While an aggressive stance means that all shots have more accuracy, using an Aim module early in a normal stance dogfight means drawing first blood while being a little harder to be hit yourself.&lt;br /&gt;
** The Boost module can be used in any stance, and only extends time (as all air-to-air weapons now are counted as &#039;long range&#039;, approach reduction time no longer is affected). More useful in early game, when you need more time to do enough damage with the weaker weapons and less experienced pilots.&lt;br /&gt;
** The Dodge module is exceedingly useful, and still hard to make, due to the necessity of Cyberdisc wrecks needed to construct them.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
&lt;br /&gt;
===UFO Types===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;left&amp;quot; | UFO Type &lt;br /&gt;
! width=&amp;quot;3%&amp;quot; align=&amp;quot;left&amp;quot; | Durability&lt;br /&gt;
! width=&amp;quot;3%&amp;quot; align=&amp;quot;left&amp;quot; | Armor&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;left&amp;quot; colspan=&amp;quot;1&amp;quot;| Description &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Scout&#039;&#039;&#039;|| Low || None || The speedy Scout-class UFO is fortunately within Earth&#039;s native capabilities to shoot down ... on occasion. It appears to be used for general reconnaissance, resource-gathering and research. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Fighter&#039;&#039;&#039;|| Low || Light || The alien Fighter, while similar in outward appearance to the scout, is much better protected. Armor-piercing weapons like our Stingray missiles will be helpful in bringing these craft down. This class of craft is used primarily for air raids and anti-satellite operations.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Raider&#039;&#039;&#039;|| Moderate || Very Light || The Raider class of UFO seems to be a multirole craft that thus suffers in combat power. The aliens appear to use it for reconnaissance, research and resource-gathering operations.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Destroyer&#039;&#039;&#039;|| Moderate || Moderate || The deadly Destroyer present a much greater threat to our aircraft than its sister class of ships. Armor-piercing weapons are required to defeat this craft. It appears to primarily be used for air raids and anti-satellite operations, although we may see it conduct reconnaissance missions as well. Our analysts note the presence of unused hardpoints on some images of this craft, so we should look out for upgraded versions with even more killing power.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Abductor&#039;&#039;&#039;|| High || Heavy || Abductors appear to be much better protected than other ships of this size. Perhaps the aliens particularly value the abduction and research missions they are used for. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Harvester&#039;&#039;&#039;|| High || Moderate || The Harvester class of UFO seems to have one role -- to recover important biological materials and minerals from Earth in support of other alien operations. We should try to interdict alien harvest operations whenever possible to slow the alien advance. These craft may be vulnerable to a concentrated attack.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Transport&#039;&#039;&#039;|| Very High || Heavy || This ponderously slow craft will be a tough nut to crack. It appears to be primarily used in alien terrestrial resource-gathering but could also be used in support of other major alien operations. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Terror Ship&#039;&#039;&#039;|| Very High || Heavy || The rarely encountered Terror Ship appears suited for rapid deployment of alien shock troops. They appear to presage alien terror missions, but they may be used for alien research on XCOM as well.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Assault Carrier&#039;&#039;&#039;|| Highest || Heavy || The assault carrier, while built on a battleship hull, lacks some of its sister&#039;s firepower and may be easier to shoot down. Nevertheless, we expect to see the aliens use this craft only against high-value targets, so it should be taken seriously whenever it is detected. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Battleship&#039;&#039;&#039;|| Highest || Very Heavy || An unbelievably dangerous piece of hardware, these UFOs never appear to land but are used in bombing, anti-satellite and air superiority roles. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Overseer&#039;&#039;&#039;|| High || Very Heavy || This class of ship appears to be used as a airborne command center for the ethereal race of alien. Only our strongest weapons will be able to penetrate its armor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Aircraft===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40%&amp;quot; | Description&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;5%&amp;quot; | Hit Points&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;4%&amp;quot; | Armor&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;4%&amp;quot; | Armor Penetration&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;5%&amp;quot; | Maintenance&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Inv Interceptor.png|center|128x64px]]&#039;&#039;&#039;Raven&#039;&#039;&#039; ||  Heavily modified and augmented fast attack fighter. Armor and frame durability will be a major issue when engaging any but the smallest UFOs. || 1500 || 5 || 0 || §40 || N/A || None || 200 || 0 ||  0 ||  0 || 0 || N/A &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Inv Firestorm.png|center|128x64px]]&#039;&#039;&#039;Firestorm&#039;&#039;&#039; ||  Alien alloy-based airframe and adapted energy shielding let the Firestorm absorb dramatically more punishment than its predecessor. With upgraded armament can engage even the most dangerous enemy craft. || 3500 || 25 || 5 || §50 || 75 || Alien Propulsion || 750 || 180 || 120 || 10 || 28 || 8x UFO Flight Computer, &amp;lt;br /&amp;gt;4x UFO Power Source   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Interceptor Weapons === &lt;br /&gt;
(Version Long War Beta 15e - XComStrategyGame XGItemTree.BuildShipWeapons)&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item &lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Hit Chance&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Range &lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Fire Rate&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Damage&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Armor Pen.&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Avalanche Missiles Long War.png|center|128x64px]]&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; || 25/40/55% || Long || Slow (2.0) ||  Medium (340) ||  Low (0) || - || - || colspan=&amp;quot;6&amp;quot; | -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Stingray Missiles Long War.png|center|128x64px]]&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;  || 25/40/55% || Long || Slow (1.5) ||  Low (200) || Medium (10) || - || - || colspan=&amp;quot;6&amp;quot; | -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Phoenix Coilgun Long War.png|center|128x64px]]&#039;&#039;&#039;Phoenix Cannon&#039;&#039;&#039; || 25/40/55% || Long || Rapid (0.75) ||  Low (140) ||  Low (5) || 15 || Alien Materials || 120 || 12 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Laser Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;  || 40/55/70% || Long || Medium (1.0) ||  Medium (290)  ||  Low (5) || 25 || Advanced Beam Lasers ||  160 || 30 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Phoenix Coilgun Long War.png|center|128x64px]]&#039;&#039;&#039;Phoenix Coilgun&#039;&#039;&#039; || 25/40/55% || Long || Rapid (0.75) ||  Medium (230) ||  High (18) || 15 || Phoenix Coilguns (FP) completed || 120 || 12 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Laser Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Supercapacitor Laser&#039;&#039;&#039;  || 40/55/70% || Long || Rapid (0.75) ||  Medium (300)  ||  Medium (11) || 25 || Supercapacitors (FP) completed ||  160 || 30 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Plasma Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039; || 25/40/55% || Long || Medium (1.0) ||  High (650) ||  High (22) || 95 || Vehicular Plasma Weapons || 500 || 50 || 60 || 3 || 14 || 1x Alien Rifle  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: EMP Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039; || 15/30/45% || Long || Rapid (0.55) ||  Medium (310) ||  High (30) || 100 || EMP Weapons ||  575 || 60 || 160 || 0 || 20 || 1x Sectopod Wreck  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Fusion Lance Long War.png|center|128x64px]]&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039; || 15/30/45% || Long || Medium (1.25) ||  High (1200) ||  High (26) || 120 || Fusion Weapons || 800 || 70 || 120 || 20 || 25 || 1x Fusion Core  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item* &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;50%&amp;quot; | Effect&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Defense Matrix Long War.png|center|128x64px]]&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039; ||  First two enemy shots always miss. || 50 || Cyberdisc Autopsy || 25 || 0 || 2 || 1 || 5 || 2x Cyberdisc Wreck&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: UFO Tracking Long War.png|center|128x64px]]&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039; ||  Increased combat time when in combat with a UFO. || 12 || Alien Materials || 15 || 0 || 1 || 1 || 5 || 2x Drone Wreck &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Uplink Targeting Long War.png|center|128x64px]]&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039; ||  First two shots always hit. || 35 || Floater Autopsy || 20 || 1 ||  1 ||  1 || 5 || 3x Floater Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* All three require the &#039;&#039;&#039;Aircraft Boosters&#039;&#039;&#039; foundry project to be completed.&lt;br /&gt;
&lt;br /&gt;
===Permanent Upgrades (Foundry Projects) (B15d2)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Repair&lt;br /&gt;
| Increases interceptor, SHIV, and item repair speed.&lt;br /&gt;
| 45&lt;br /&gt;
| Heavy Floater Autopsy&lt;br /&gt;
| §500&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 80&lt;br /&gt;
| 21&lt;br /&gt;
| 4x Heavy Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Aircraft Boosters&lt;br /&gt;
| Allows production of one-time &#039;boosters&#039; for interception.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §50&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armored Fighters&lt;br /&gt;
| Increases all interceptor HP by 1000.&lt;br /&gt;
| 30&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 60&lt;br /&gt;
| 70&lt;br /&gt;
| 14&lt;br /&gt;
| 30x Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elerium Afterburners&lt;br /&gt;
| Increases interceptor combat time by 5 seconds.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Propulsion&lt;br /&gt;
| §200&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Avionics&lt;br /&gt;
| Increases interceptor aim by 10.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Increases armor penetration of air weapons by 5.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §300&lt;br /&gt;
| 80&lt;br /&gt;
| 45&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x Cyberdisc Wreck,&amp;lt;br /&amp;gt; 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Phoenix Coilguns&lt;br /&gt;
| Increases the phoenix cannon&#039;s damage by 90 and armor penetration by 13.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §300&lt;br /&gt;
| 120&lt;br /&gt;
| 100&lt;br /&gt;
| 60&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Stealth Satellites&lt;br /&gt;
| Decreases chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&lt;br /&gt;
| 115&lt;br /&gt;
| Stealth Systems&lt;br /&gt;
| §1200&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 200&lt;br /&gt;
| 0 &lt;br /&gt;
| 28&lt;br /&gt;
| 10x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Supercapacitors&lt;br /&gt;
| Upgrades laser cannon damage by 10, armor penetration by 6, and increases rate of fire to 0.75.&lt;br /&gt;
| 70&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §800&lt;br /&gt;
| 200&lt;br /&gt;
| 100&lt;br /&gt;
| 200&lt;br /&gt;
| 100&lt;br /&gt;
| 21&lt;br /&gt;
| 6x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Super Skyranger&lt;br /&gt;
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Countermeasures&lt;br /&gt;
| Increases interceptor dodge chance by +15%.&lt;br /&gt;
| 50&lt;br /&gt;
| Seeker Autopsy&lt;br /&gt;
| §350&lt;br /&gt;
| 10&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x Seeker Wrecks,&amp;lt;br /&amp;gt; 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Scanners&lt;br /&gt;
| Add UFO HP display to the interception screen for UFO classes that have their analyses complete.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 10 &lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Tracking&lt;br /&gt;
| Increases the chance of interceptors detecting UFOs without satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 20 &lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 28&lt;br /&gt;
| 2x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Wingtip Sparrowhawks&lt;br /&gt;
| Grants interceptors secondary armor-piercing missiles (1/2 stringray missile damage) in addition to their primary weapons.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 80&lt;br /&gt;
| 40&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Hangar (Long War)|Hangar]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Thekcpiper</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Air_Combat_(Long_War)&amp;diff=66101</id>
		<title>Air Combat (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Air_Combat_(Long_War)&amp;diff=66101"/>
		<updated>2015-06-29T01:09:22Z</updated>

		<summary type="html">&lt;p&gt;Thekcpiper: /* Interceptor Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CheckOutdated (Long War)|b14}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Overview&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
UFOs are tougher, faster, and much deadlier in Long War. Along with that, your crafts and armaments are significantly less potent, at least at first. You will need to cycle your craft regularly like your soldiers. UFO kills will grant experience to your pilots and provide a bonus to accuracy. Your pilots will learn UFO flight patterns and movements and therefore will become much better at shooting down alien craft. Interceptor experience provides +3% to hit per kill (up to + 30%) and +1% damage per kill (with no top limit). Also, you will find that both your craft and UFOs may sometimes get &#039;critical hits&#039;, with UFOs being downed in a few hits, or your undamaged Interceptor immediately going into near-full red damage indicator.&lt;br /&gt;
&lt;br /&gt;
At the start of the game your fresh pilots are equipped with Avalanche Missiles, which now have an abysmal 40% accuracy. While it is still possible to down the first Scout with one Interceptor, this is an incredibly unlikely event. It&#039;s more probable that it would take two, or even three interceptions to bring down even the most basic alien craft. It is also a good idea to switch some of your aircraft armaments to Stingray missiles at the game start, details on that below.&lt;br /&gt;
&lt;br /&gt;
Players should exert caution and pick and choose their air battles carefully. You will not be able to bring down every single enemy UFO. Sometimes attempting high risk interceptions against tough targets would be detrimental to your campaign due to the highly unpredictable nature of the engagements at the start of the game. Your early game goal should be to get experience for some of your pilots and advance your air-warfare technology in order to keep aliens at bay on the battleground for the Earth&#039;s skies. In case you overreach too early, you might quickly find yourself crippled with long repair times and unable to stop alien operations. &lt;br /&gt;
&lt;br /&gt;
There are Research and Engineering projects that will assist in aerial sorties. There are multiple foundry projects to improve your interceptors. There are also three consumables that remain from Vanilla.&lt;br /&gt;
&lt;br /&gt;
As you progress, each type of UFO&#039;s statistics also increase, from general &#039;health&#039; to firing rates, as to keep you on your toes; so don&#039;t expect to ever truly dominate the skies. Plus with the added variables to air-interception, there is no clear-cut &amp;quot;UFO X can be brought down by Interceptor Y&amp;quot; table. As such, the Long War&#039;s [[UFOs_(Long_War)|UFO]] page will be your general guide for how--- or if-- to attempt to engage these potent UFOs.&lt;br /&gt;
&lt;br /&gt;
===Damaging UFOs===&lt;br /&gt;
It is not necessary to shoot down enemy UFOs in order to prevent them from completing their mission. Doing damage to them is sometimes enough to spoil their plans or reduce their effectiveness. The damage that UFO sustains is stored between interceptions, therefore multiple interception attempts is a good idea to limit the damage to your own Air Force. When a player does more than 50% damage to a UFO, you will start seeing explosion effects around it.&lt;br /&gt;
&lt;br /&gt;
Some UFOs will wander about a country&#039;s airspace before zooming off. For these, it is sufficient to get the yellow effect described above. Those effects signify that UFO sustained enough damage to prevent it from completing its mission, such as an Anti-Satellite hunt. Note however that you still have a chance to prevent the UFO&#039;s mission while doing less than 50% damage, which is simply linear (i.e., the UFO abort mission chance is 0% at full health, 100% at 50% health, and in 2x% general at (100-x)% health). Otherwise, when they leave detectable airspace (whether you have a satellite over the target country or not), there will be a notification of the damage they did in the minor notices that play alongside the Hologlobe during in-game time progression.&lt;br /&gt;
&lt;br /&gt;
Other UFOs will have a set flightpath, and a narrow window of opportunity to intercept: to disrupt these missions entirely, these need to be shot out of the sky. Cases like this include Terror ships and Abductors.&lt;br /&gt;
&lt;br /&gt;
Long War mod brings back a mechanic from previous generations of XCOM: UFOs can now have full DOA crashes (with minimal Alloy recovery, and no corpses or other artifacts), so in some cases you may want to pull your punches. To compensate, the Council will give cash rewards for UFOs obliterated in flight. The harder hitting weapons have a greater chance of reducing UFOs to a pile of smelted alloys.&lt;br /&gt;
&lt;br /&gt;
===Interceptor Weapons and Stances===&lt;br /&gt;
Air-to-air weapons now have three main damage statistics - Damage, Rate of Fire, and Armor Penetration. UFOs have different armor levels, which reduces the damage done by a weapon if its armor penetration isn&#039;t high enough. For example, you start with a choice between Avalanche missiles (medium damage, low armor penetration) and Stingray missiles (low damage, medium armor penetration). Avalanches will be better against unarmored and very lightly armored UFOs, while Stingrays will be better against more armored UFOs.&lt;br /&gt;
&lt;br /&gt;
When launching you can set a combat stance for your interceptors as they launch on a mission:&lt;br /&gt;
* Aggressive gives +15% to hit for both you and the UFO. You may not use the dodge consumable when aggressive.&lt;br /&gt;
* Balanced plays out like normal.&lt;br /&gt;
* Defensive gives -15% to hit for both you and the UFO. You may not use the auto-hit consumable when defensive.&lt;br /&gt;
Mathematically and not accounting for interception time, this means that Agressive is the most efficient stance when your Interceptor aim is lower than UFO aim, while Defensive is strongest when your Interceptor aim is higher than UFO aim. These effects are stronger the bigger the difference.&lt;br /&gt;
However, Interception time is an issue as UFOs will just leave after some time. Obviously, Agressive is the most time-effective stance.&lt;br /&gt;
&lt;br /&gt;
===UFO Flight Patterns===&lt;br /&gt;
UFOs can fly at three altitudes: &amp;quot;High&amp;quot;, &amp;quot;Low&amp;quot; and &amp;quot;NOE&amp;quot; (&amp;quot;Nap of the Earth,&amp;quot;). The altitude is a clue of what mission the UFO is going on - UFOs flying at NOE altitude are most likely to land, are performing bombing runs, or will generate an Abduction or Terror mission immediately upon arriving at their destination. UFOs at high altitude are most likely to be hunting satellites. Unless playing in Ironman, you may want to see if a UFO will land before shooting it down (and reload if it does not): while a landed UFO is always more dangerous, an intact UFO and it&#039;s material components is a valuable prize, given how fragile Power Sources and Flight Computers are from being shot down in Long War.&lt;br /&gt;
&lt;br /&gt;
Once you successfully raid a UFO type, either landed or crash landed, you can research that craft for a damage bonus against it in future.&lt;br /&gt;
&lt;br /&gt;
===Strategic Plan===&lt;br /&gt;
&lt;br /&gt;
* You start with the Avalanche and Stingray missiles. These will work for small and medium craft for a while until Aliens research better upgrades for their craft. &lt;br /&gt;
* After some time sticking with conventional weapons will leave you totally outgunned. Next you&#039;ll want to upgrade to Laser and Phoenix cannons. Laser Cannons are built for accuracy, so a pilot can still reliably hit UFOs on Balanced or Defensive stance. The Coilgun is built for armor penetration and higher rate of fire. You would likely need multiple interceptions with frequent use of boost modules to reliably bring down larger UFOs.&lt;br /&gt;
* The Plasma Cannons need to be built from Alien Rifles. Once the Mutons start fielding them, you would want to build up a cache of those items to convert to plasma cannons for your Interceptors. The EMP Cannon is built from 1 Sectopod wreck each. It has a higher rate of fire and lower damage than Plasma which increases the chance of UFOs not being destroyed outright. It also increases the chance for more resources to remain intact for UFO crash-site missions.&lt;br /&gt;
* Last, but certainly not least, the Fusion Lance is the most powerful air to air weapon that can only be used by Firestorms. They&#039;re built from Fusion Cores, and the only way to get Fusion Cores is to take down Battleships and Assault Carriers... or save the cores from [[Slingshot_DLC_(EU2012)|Slingshot]] mission. Though once you do get them set up, you would have a good chance to disrupt even the Terror missions.&lt;br /&gt;
&lt;br /&gt;
===Interception Strategy===&lt;br /&gt;
&lt;br /&gt;
* Choose an appropriate stance based on your equipped weapon, researched upgrades, and UFO type. &lt;br /&gt;
* Always be prepared to cancel an interception if the engagement is not going well for you. Losing an aircraft with an expensive weapons can be devastating to your resources.&lt;br /&gt;
* Consider aborting interception if your first shot hits while UFO misses. You can refuel within an hour and try again or send another bird out with the same hit and run tactics.&lt;br /&gt;
* Consider aborting when a satellite hunter displays explosion effects. You have prevented the destruction of the satellite, so you might not want to risk additional damage.  &lt;br /&gt;
* Use modules in tough situations when you need an extra boost to get the job done.&lt;br /&gt;
* Have an idea of how many interceptions are possible before UFO completes its mission or attempts to escape. For example Scouts usually can only be engaged twice with Ravens.&lt;br /&gt;
* If/once you get enough EMP Cannons to be distributed throughout each continent&#039;s squadron, remember that higher damage weapons have a greater chance to outright destroy enemy craft. Plan your engagements around that fact and consider which ground tactical missions you would rather go on.&lt;br /&gt;
** Consider saving craft equipped with more damaging weapons to go against larger UFOs, while EMPing the smaller craft may be a better risk/reward scenario, given that their full compliment of aliens won&#039;t be much larger than if shot down with other weapons.&lt;br /&gt;
* Late-game, you may find that the aliens favor sending more and the larger UFOs to one continent in particular (such as the continent that got the first Alien Base, or the one with XCOM HQ), meaning that you&#039;ll remained burdened by repair times: simply cycle out damaged fighters with fresh fighters from other continents.&lt;br /&gt;
** Transit time puts repair times on pause, but transfer time will almost always be far less than the days it&#039;ll take to repair a single fighter.&lt;br /&gt;
** This will also help you by evening out experience between your pilots, and spreading them out between each continent, so you don&#039;t get blindsided by, say, a Battleship appearing in a continent with an inexperienced squadron.&lt;br /&gt;
* The modules are much more worthwhile-- nearly essential-- in Long War. As said, Dodge cannot be used in an aggressive stance and Aim cannot be used in a defensive stance. And as they do take time to build, it pays to maintain a stock of them.&lt;br /&gt;
** The Aim module is fairly cheap, and is useful throughout a campaign. Keep a large stock of Floater corpses to make these. While an aggressive stance means that all shots have more accuracy, using an Aim module early in a normal stance dogfight means drawing first blood while being a little harder to be hit yourself.&lt;br /&gt;
** The Boost module can be used in any stance, and only extends time (as all air-to-air weapons now are counted as &#039;long range&#039;, approach reduction time no longer is affected). More useful in early game, when you need more time to do enough damage with the weaker weapons and less experienced pilots.&lt;br /&gt;
** The Dodge module is exceedingly useful, and still hard to make, due to the necessity of Cyberdisc wrecks needed to construct them.&lt;br /&gt;
&lt;br /&gt;
==Tables==&lt;br /&gt;
&lt;br /&gt;
===UFO Types===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;left&amp;quot; | UFO Type &lt;br /&gt;
! width=&amp;quot;3%&amp;quot; align=&amp;quot;left&amp;quot; | Durability&lt;br /&gt;
! width=&amp;quot;3%&amp;quot; align=&amp;quot;left&amp;quot; | Armor&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;left&amp;quot; colspan=&amp;quot;1&amp;quot;| Description &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Scout.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Scout&#039;&#039;&#039;|| Low || None || The speedy Scout-class UFO is fortunately within Earth&#039;s native capabilities to shoot down ... on occasion. It appears to be used for general reconnaissance, resource-gathering and research. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Fighter.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Fighter&#039;&#039;&#039;|| Low || Light || The alien Fighter, while similar in outward appearance to the scout, is much better protected. Armor-piercing weapons like our Stingray missiles will be helpful in bringing these craft down. This class of craft is used primarily for air raids and anti-satellite operations.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Raider.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Raider&#039;&#039;&#039;|| Moderate || Very Light || The Raider class of UFO seems to be a multirole craft that thus suffers in combat power. The aliens appear to use it for reconnaissance, research and resource-gathering operations.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Destroyer.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Destroyer&#039;&#039;&#039;|| Moderate || Moderate || The deadly Destroyer present a much greater threat to our aircraft than its sister class of ships. Armor-piercing weapons are required to defeat this craft. It appears to primarily be used for air raids and anti-satellite operations, although we may see it conduct reconnaissance missions as well. Our analysts note the presence of unused hardpoints on some images of this craft, so we should look out for upgraded versions with even more killing power.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Abductor.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Abductor&#039;&#039;&#039;|| High || Heavy || Abductors appear to be much better protected than other ships of this size. Perhaps the aliens particularly value the abduction and research missions they are used for. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Harvester.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Harvester&#039;&#039;&#039;|| High || Moderate || The Harvester class of UFO seems to have one role -- to recover important biological materials and minerals from Earth in support of other alien operations. We should try to interdict alien harvest operations whenever possible to slow the alien advance. These craft may be vulnerable to a concentrated attack.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Transport.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Transport&#039;&#039;&#039;|| Very High || Heavy || This ponderously slow craft will be a tough nut to crack. It appears to be primarily used in alien terrestrial resource-gathering but could also be used in support of other major alien operations. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_TerrorShip.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Terror Ship&#039;&#039;&#039;|| Very High || Heavy || The rarely encountered Terror Ship appears suited for rapid deployment of alien shock troops. They appear to presage alien terror missions, but they may be used for alien research on XCOM as well.&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_AssaultCarrier.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Assault Carrier&#039;&#039;&#039;|| Highest || Heavy || The assault carrier, while built on a battleship hull, lacks some of its sister&#039;s firepower and may be easier to shoot down. Nevertheless, we expect to see the aliens use this craft only against high-value targets, so it should be taken seriously whenever it is detected. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Battleship.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Battleship&#039;&#039;&#039;|| Highest || Very Heavy || An unbelievably dangerous piece of hardware, these UFOs never appear to land but are used in bombing, anti-satellite and air superiority roles. &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;background:#333333&amp;quot;&amp;gt;[[Image: UFO-Analysis_Overseer.png|center|128x64px]]&amp;lt;/div&amp;gt; &#039;&#039;&#039;Overseer&#039;&#039;&#039;|| High || Very Heavy || This class of ship appears to be used as a airborne command center for the ethereal race of alien. Only our strongest weapons will be able to penetrate its armor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Aircraft===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;40%&amp;quot; | Description&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;5%&amp;quot; | Hit Points&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;4%&amp;quot; | Armor&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;4%&amp;quot; | Armor Penetration&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;5%&amp;quot; | Maintenance&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Inv Interceptor.png|center|128x64px]]&#039;&#039;&#039;Raven&#039;&#039;&#039; ||  Heavily modified and augmented fast attack fighter. Armor and frame durability will be a major issue when engaging any but the smallest UFOs. || 1500 || 5 || 0 || §40 || N/A || None || 200 || 0 ||  0 ||  0 || 0 || N/A &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Inv Firestorm.png|center|128x64px]]&#039;&#039;&#039;Firestorm&#039;&#039;&#039; ||  Alien alloy-based airframe and adapted energy shielding let the Firestorm absorb dramatically more punishment than its predecessor. With upgraded armament can engage even the most dangerous enemy craft. || 3500 || 25 || 5 || §50 || 75 || Alien Propulsion || 750 || 180 || 120 || 10 || 28 || 8x UFO Flight Computer, &amp;lt;br /&amp;gt;4x UFO Power Source   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Interceptor Weapons === &lt;br /&gt;
(Version Long War Beta 15e)&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item &lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Hit Chance&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Range &lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Fire Rate&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Damage&lt;br /&gt;
!! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Armor Pen.&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Avalanche Missiles Long War.png|center|128x64px]]&#039;&#039;&#039;Avalanche Missiles&#039;&#039;&#039; || 25/40/55% || Long || Slow (2.0) ||  Medium (340) ||  Low (0) || - || - || colspan=&amp;quot;6&amp;quot; | -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Stingray Missiles Long War.png|center|128x64px]]&#039;&#039;&#039;Stingray Missiles&#039;&#039;&#039;  || 25/40/55% || Long || Slow (1.5) ||  Low (200) || Medium (10) || - || - || colspan=&amp;quot;6&amp;quot; | -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Phoenix Coilgun Long War.png|center|128x64px]]&#039;&#039;&#039;Phoenix Cannon&#039;&#039;&#039; || 25/40/55% || Long || Rapid (0.75) ||  Low (140) ||  Low (5) || 15 || Alien Materials || 120 || 12 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Laser Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Laser Cannon&#039;&#039;&#039;  || 40/55/70% || Long || Medium (1.0) ||  Medium (290)  ||  Low (5) || 25 || Advanced Beam Lasers ||  160 || 30 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Phoenix Coilgun Long War.png|center|128x64px]]&#039;&#039;&#039;Phoenix Coilgun&#039;&#039;&#039; || 25/40/55% || Long || Rapid (0.75) ||  Medium (230) ||  High (18) || 15 || Phoenix Coilguns (FP) completed || 120 || 12 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Laser Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Supercapacitor Laser&#039;&#039;&#039;  || 40/55/70% || Long || Rapid (0.75) ||  Medium (300)  ||  Medium (11) || 25 || Supercapacitors (FP) completed ||  160 || 30 || 0 || 0 || 10 || -&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Plasma Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;Plasma Cannon&#039;&#039;&#039; || 25/40/55% || Long || Medium (1.0) ||  High (650) ||  High (22) || 95 || Vehicular Plasma Weapons || 500 || 50 || 60 || 3 || 14 || 1x Alien Rifle  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: EMP Cannon Long War.png|center|128x64px]]&#039;&#039;&#039;EMP Cannon&#039;&#039;&#039; || 15/30/45% || Long || Rapid (0.55) ||  Medium (310) ||  High (30) || 100 || EMP Weapons ||  575 || 60 || 160 || 0 || 20 || 1x Sectopod Wreck  &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Fusion Lance Long War.png|center|128x64px]]&#039;&#039;&#039;Fusion Lance&#039;&#039;&#039; || 15/30/45% || Long || Medium (1.25) ||  High (1200) ||  High (26) || 120 || Fusion Weapons || 800 || 70 || 120 || 20 || 25 || 1x Fusion Core  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Modules===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-align=&amp;quot;center&amp;quot; &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;10%&amp;quot; | Item* &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;50%&amp;quot; | Effect&lt;br /&gt;
!! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;6&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| [[Image: Defense Matrix Long War.png|center|128x64px]]&#039;&#039;&#039;Defense Matrix (Dodge)&#039;&#039;&#039; ||  First two enemy shots always miss. || 50 || Cyberdisc Autopsy || 25 || 0 || 2 || 1 || 5 || 2x Cyberdisc Wreck&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: UFO Tracking Long War.png|center|128x64px]]&#039;&#039;&#039;UFO Tracking (Boost)&#039;&#039;&#039; ||  Increased combat time when in combat with a UFO. || 12 || Alien Materials || 15 || 0 || 1 || 1 || 5 || 2x Drone Wreck &lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  [[Image: Uplink Targeting Long War.png|center|128x64px]]&#039;&#039;&#039;Uplink Targeting (Aim)&#039;&#039;&#039; ||  First two shots always hit. || 35 || Floater Autopsy || 20 || 1 ||  1 ||  1 || 5 || 3x Floater Corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* All three require the &#039;&#039;&#039;Aircraft Boosters&#039;&#039;&#039; foundry project to be completed.&lt;br /&gt;
&lt;br /&gt;
===Permanent Upgrades (Foundry Projects) (B15d2)===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot; | Name !! rowspan=&amp;quot;2&amp;quot; width=&amp;quot; 25%&amp;quot;| Effects !! colspan=&amp;quot;2&amp;quot; | Prerequisites !! colspan=&amp;quot;7&amp;quot; | Cost&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || &#039;&#039;&#039;Other&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Advanced Repair&lt;br /&gt;
| Increases interceptor, SHIV, and item repair speed.&lt;br /&gt;
| 45&lt;br /&gt;
| Heavy Floater Autopsy&lt;br /&gt;
| §500&lt;br /&gt;
| 100&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 80&lt;br /&gt;
| 21&lt;br /&gt;
| 4x Heavy Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Aircraft Boosters&lt;br /&gt;
| Allows production of one-time &#039;boosters&#039; for interception.&lt;br /&gt;
| 10&lt;br /&gt;
| Alien Materials&lt;br /&gt;
| §50&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 7&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Armored Fighters&lt;br /&gt;
| Increases all interceptor HP by 1000.&lt;br /&gt;
| 30&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 60&lt;br /&gt;
| 70&lt;br /&gt;
| 14&lt;br /&gt;
| 30x Floater Corpse&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Elerium Afterburners&lt;br /&gt;
| Increases interceptor combat time by 5 seconds.&lt;br /&gt;
| 45&lt;br /&gt;
| Alien Propulsion&lt;br /&gt;
| §200&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Improved Avionics&lt;br /&gt;
| Increases interceptor aim by 10.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Penetrator Weapons&lt;br /&gt;
| Increases armor penetration of air weapons by 5.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §300&lt;br /&gt;
| 80&lt;br /&gt;
| 45&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 3x Cyberdisc Wreck,&amp;lt;br /&amp;gt; 3x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Phoenix Coilguns&lt;br /&gt;
| Increases the phoenix cannon&#039;s damage by 90 and armor penetration by 13.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §300&lt;br /&gt;
| 120&lt;br /&gt;
| 100&lt;br /&gt;
| 60&lt;br /&gt;
| 40&lt;br /&gt;
| 14&lt;br /&gt;
| 2x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Stealth Satellites&lt;br /&gt;
| Decreases chance of satellites being detected by alien patrols (30% on first pass, 60% on second).&lt;br /&gt;
| 115&lt;br /&gt;
| Stealth Systems&lt;br /&gt;
| §1200&lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 200&lt;br /&gt;
| 0 &lt;br /&gt;
| 28&lt;br /&gt;
| 10x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Supercapacitors&lt;br /&gt;
| Upgrades laser cannon damage by 10, armor penetration by 6, and increases rate of fire to 0.75.&lt;br /&gt;
| 70&lt;br /&gt;
| Advanced Pulse Lasers&lt;br /&gt;
| §800&lt;br /&gt;
| 200&lt;br /&gt;
| 100&lt;br /&gt;
| 200&lt;br /&gt;
| 100&lt;br /&gt;
| 21&lt;br /&gt;
| 6x UFO Power Source&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Super Skyranger&lt;br /&gt;
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault.&lt;br /&gt;
| 35&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Countermeasures&lt;br /&gt;
| Increases interceptor dodge chance by +15%.&lt;br /&gt;
| 50&lt;br /&gt;
| Seeker Autopsy&lt;br /&gt;
| §350&lt;br /&gt;
| 10&lt;br /&gt;
| 40&lt;br /&gt;
| 60&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x Seeker Wrecks,&amp;lt;br /&amp;gt; 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Scanners&lt;br /&gt;
| Add UFO HP display to the interception screen for UFO classes that have their analyses complete.&lt;br /&gt;
| 40&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §200&lt;br /&gt;
| 10 &lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 14&lt;br /&gt;
| 4x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| UFO Tracking&lt;br /&gt;
| Increases the chance of interceptors detecting UFOs without satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions.&lt;br /&gt;
| 40&lt;br /&gt;
| Alien Power Systems&lt;br /&gt;
| §300&lt;br /&gt;
| 20 &lt;br /&gt;
| 0&lt;br /&gt;
| 40&lt;br /&gt;
| 0&lt;br /&gt;
| 28&lt;br /&gt;
| 2x UFO Flight Computer&lt;br /&gt;
&lt;br /&gt;
|-align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Wingtip Sparrowhawks&lt;br /&gt;
| Grants interceptors secondary armor-piercing missiles (1/2 stringray missile damage) in addition to their primary weapons.&lt;br /&gt;
| 50&lt;br /&gt;
| Advanced Aerospace Concepts&lt;br /&gt;
| §400&lt;br /&gt;
| 80&lt;br /&gt;
| 40&lt;br /&gt;
| 20&lt;br /&gt;
| 40&lt;br /&gt;
| 21&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Hangar (Long War)|Hangar]]&lt;br /&gt;
* [[UFOs (Long War)|UFOs]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Thekcpiper</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=64230</id>
		<title>Mods (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=64230"/>
		<updated>2015-04-30T12:51:56Z</updated>

		<summary type="html">&lt;p&gt;Thekcpiper: /* Weapon and Item Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Beginners Guide==&lt;br /&gt;
&lt;br /&gt;
Long War has made it easy for individual users to tweak parts of the game for their own preference. Unless otherwise noted, code changes occur in the &amp;lt;code&amp;gt;DefaultGameCore.ini&amp;lt;/code&amp;gt; file; this is commonly referred to as the DGC.ini. For a typical Windows user, this file can be found at &amp;lt;code&amp;gt;C:/Program Files x86/Steam/SteamApps/common(OR your username)/XCom-enemy-unknown/XEW/XComGame/Config&amp;lt;/code&amp;gt;. It is recommended that you download and use &#039;&#039;&#039;Notepad++&#039;&#039;&#039; to alter defaultgamecore.ini because it is visually easier to use and numbers the lines (which may be referenced in this page).&lt;br /&gt;
&lt;br /&gt;
Another useful tool is the free software &#039;&#039;&#039;WinMerge&#039;&#039;&#039;. WinMerge allows you to open two text files (like the DGC.ini) side by side and compare differences between them. This is useful when Long War is updated. To easily preserve the custom modifications you did on a previous version, open a backup copy of your old DGC.ini and the new updated version DGC.ini. WinMerge will help you quickly identify differences and apply all your previous modifications to the new Long War version.&lt;br /&gt;
&lt;br /&gt;
Note for OS X users, you will need to modify &amp;lt;code&amp;gt;XComGameCore.ini&amp;lt;/code&amp;gt;, which is located at &amp;lt;code&amp;gt;~/Library/Application Support/Feral Interactive/XCOM Enemy Unknown/XEW/MacInit/XComGameCore.ini&amp;lt;/code&amp;gt;. Some users suggest that you update &amp;lt;code&amp;gt;~/Application Support/Steam/SteamApps/common/XCom-Enemy-Unknown/XCOMData/XEW/XComGame/Config/DefaultGameCore.ini&amp;lt;/code&amp;gt; as well to be safe.  You can use the built in program TextEdit or (better) TextWrangler.&lt;br /&gt;
&lt;br /&gt;
==Base Changes==&lt;br /&gt;
&lt;br /&gt;
===Energy Changes===&lt;br /&gt;
&lt;br /&gt;
Alternative Fission and Thermo changes are proposed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
________________Pwr__Cost__Cost/Pwr_____&lt;br /&gt;
Fission Current --- 6 --- $120 --- $20.00&lt;br /&gt;
Fission Change --- 8 --- $150 --- $18.75&lt;br /&gt;
&lt;br /&gt;
Thermo Current -- 25 -- $350 --- $14.00&lt;br /&gt;
Thermo Change -- 20 -- $300 --- $15.00&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition, increase Adjacency bonus from +3 power to +4.&lt;br /&gt;
&lt;br /&gt;
With this, Fission is still less efficient than a thermo, however players shouldn&#039;t feel like they are getting an extra difficulty tacked on because they didn&#039;t get a good steam vent. Now if there is a good steam vent, it&#039;s simply a bonus. To change these options, examine lines 1395 and line 1800.&lt;br /&gt;
&lt;br /&gt;
===Start Date Change===&lt;br /&gt;
To start the campaign at a different date than March 1st. Change the value found in &amp;lt;code&amp;gt;defaultgamedata.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appearance Changes===&lt;br /&gt;
&lt;br /&gt;
How to Remove the Gene Mod Armor:&lt;br /&gt;
&lt;br /&gt;
This will replace the gene mod armor with a sleeved chest plate. However, said chest plate was designed to have shoulder pads, which are missing, so there will be a noticeable gap with either gene mods or those who use tactical vests instead of tactical armor. The gap is textured, so it won&#039;t break any models. You can still add shoulder pads by using decos ingame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Use CTRL + F To find the following&lt;br /&gt;
&lt;br /&gt;
UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar_GM,ArchetypeName=&amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Remove both GMs from &amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now the game will read the normal armor instead of the GM version. &lt;br /&gt;
You can choose to do this to specific models, or use find and replace to change them all. &lt;br /&gt;
To use find and replace, I recommend you find _GM&amp;quot; and _GM. and replace them with &amp;quot; and . respectively.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to change default color, and headgear.&lt;br /&gt;
&lt;br /&gt;
In your DefaultGameCore.ini file, you&#039;ll be able to find lines that alter the rookie&#039;s starting color, and headgear, as well as the first time they are promoted to a class. Acceptable values, and their definitions, can be found here.&lt;br /&gt;
http://wiki.tesnexus.com/index.php/Initial_soldier_appearance_-_XCOM:EU_2012#Tables (&amp;lt; Someone hyperlink that for me, please.)&lt;br /&gt;
&lt;br /&gt;
Note that you must make these changes &#039;&#039;&#039;before&#039;&#039;&#039; starting a new game for them to take effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
If you press &amp;quot;CTRL + F&amp;quot;, you will open up the find menu. Locate the comment;&lt;br /&gt;
&lt;br /&gt;
; Initial soldier appearance&lt;br /&gt;
&lt;br /&gt;
and you will find directly below it;&lt;br /&gt;
&lt;br /&gt;
DEFENDER_MEDIKIT	= 6		; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)&lt;br /&gt;
COUNCIL_STAT_BONUS	= -1	; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)&lt;br /&gt;
ShowUFOsOnMission	= -1	; Rookie headgear; See readme for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.&lt;br /&gt;
&lt;br /&gt;
Use the values linked above to find exactly what you want. &lt;br /&gt;
To change the promotes, find the following lines directly below the rookie&#039;s section, and change the numbers to any value between 0-32 or -1 for no change.&lt;br /&gt;
&lt;br /&gt;
; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!&lt;br /&gt;
HQ_BASE_POWER = 32			; Sniper Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Sniper Headgear&lt;br /&gt;
HQ_BASE_POWER = 15			; Scout Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Scout Headgear&lt;br /&gt;
HQ_BASE_POWER = 12			; Rocketeer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Rocketeer Headgear&lt;br /&gt;
HQ_BASE_POWER = 9			; Gunner Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Gunner Headgear&lt;br /&gt;
HQ_BASE_POWER = 29			; Medic Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Medic Headgear&lt;br /&gt;
HQ_BASE_POWER = 22			; Engineer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Engineer Headgear&lt;br /&gt;
HQ_BASE_POWER = 21			; Assault Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Assault Headgear&lt;br /&gt;
HQ_BASE_POWER = 19			; Infantry Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Infantry Headgear&lt;br /&gt;
&lt;br /&gt;
Please note, that any text after a ; is a comment, and editing anything past them will do nothing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MECs earn full XP for kills===&lt;br /&gt;
This change requires Hex Editor.&lt;br /&gt;
&lt;br /&gt;
* Open XComGame.upk file in \Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole folder with HxD&lt;br /&gt;
* Search -&amp;gt; Find -&amp;gt; Datatype Hex-Values: A0 00 E7 85 00 00 38 3F 2C &#039;&#039;&#039;02&#039;&#039;&#039; 16&lt;br /&gt;
* Replace 02 with 01.&lt;br /&gt;
&lt;br /&gt;
This will eliminate the penalty. Setting it to 03 will give them 1/3rd of XP for kills.[http://www.reddit.com/r/Xcom/comments/2g04ye/lw_in_vanilla_mecs_earn_half_the_xp_for_kills/ckerbtf]&lt;br /&gt;
&lt;br /&gt;
==INI Meld editing==&lt;br /&gt;
===Item Costs===&lt;br /&gt;
Costs in engineering can be edited in the DefaultGameCore.INI file. As you most limited resource will probably be Meld, and the way the data is in the .ini file, this will help your inner engineer&#039;s itch to want to build items. Beginning about halfway down, you will start to see &amp;quot;iElerium=&amp;quot; lines. Comments helpfully point out that these are both the Meld &#039;&#039;and&#039;&#039; Elerium entries. You may want to keep an untouched INI file and/or use the UFOPaedia&#039;s pages as references. Now for editing:&lt;br /&gt;
&lt;br /&gt;
As you can see in the [[Armor_%28Long_War%29#MEC_Armor|Armor]] section, the MEC suits of Warden, Sentinel, and Paladin cost, respectively, 20 meld and 20 Elerium, 40 Meld and 30 Elerium, 60 meld and 50 Elerium for their fabrication costs (on top of credits and alloys). In the .ini file, they are, again respectively, simply labeled &amp;quot;; MEC-1&amp;quot;, &amp;quot;; MEC-2&amp;quot;, &amp;quot;; MEC-3&amp;quot;. Now see that the &amp;quot;IElerium=&amp;quot; values are, once more respectively, 20020, 40030, 60050. As you can see, there is a placeholder 0 in any given iElerium entry-- for any item that has a Meld cost. As this section focuses on just meld editing, this won&#039;t be editing the Elerium cost (and will assume you won&#039;t, as you don&#039;t want to make the Long War _too_ easy). Therefore, you will only be editing the value &#039;&#039;in front&#039;&#039; of the placeholder 0.&lt;br /&gt;
&lt;br /&gt;
Ergo: changing 20020, 40030, 60050 to, say, 5020 (note it goes from 5 to 4 intergers), 20030, 30050 would change the meld costs of Warden armor from 20 to 5 units of Meld, Sentinel from 40 to 20, and Paladin from 60 to 30 (while not changing the Elerium costs). Again, note that changing the Warden&#039;s &amp;quot;20&amp;quot; to &amp;quot;5&amp;quot; -- and &#039;&#039;not&#039;&#039; &amp;quot;05&amp;quot; -- in front of the &#039;placeholder&#039; 0 will reduce the cost from 20 to 5 units of Meld. This method works on all the &amp;quot;iElerium=&amp;quot; entries under the &amp;quot;; Gear&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
Near the bottom of the file, you will find &amp;quot;; Gene Mod Configuration&amp;quot;. Depending on your choice of editor, the entries may not line up, so be aware that in this section, &amp;quot;iAlloys=&amp;quot; is the variable set for Meld cost for gene mods. As these variables are more simply written, merely edit them to your desired cost. And for reference, &amp;quot;iTime=&amp;quot; entries are for how long each mod requires a soldier to be inside the Gene Lab&#039;s tanks, and &amp;quot;iEng=&amp;quot; are the penalty hours added to fatigue.&lt;br /&gt;
&lt;br /&gt;
===Meld Expiration Timer===&lt;br /&gt;
In &amp;lt;code&amp;gt;DefaultRandomSpawns.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will find the lines:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
[XComLZMutator.XComMeldSpawnMutator]&lt;br /&gt;
&lt;br /&gt;
NumContainers = 3&lt;br /&gt;
DestroyedOnTurn = (DistToPlayer / (96 * 8)) * EqSlope + EqConst (96 * 8 - mobility in UU)&lt;br /&gt;
EqSlope = 1.5&lt;br /&gt;
&lt;br /&gt;
EqConst = 1&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By increasing the number after EqSlope (default 1.5), you can increase the number of turns it takes before meld expires.&lt;br /&gt;
&lt;br /&gt;
==Second Wave Option Changes==&lt;br /&gt;
&lt;br /&gt;
===Aiming Angles===&lt;br /&gt;
&lt;br /&gt;
It may be the case that 90 degrees is too small of an arc for cover to provide full protection, so we can cut the aiming angle down to 30 degrees. This gives your cover a 120 degree arc in which it provides full protection, so you can easily fight enemies so long as you&#039;re not stupid about picking your cover.&lt;br /&gt;
&lt;br /&gt;
You can change the settings in defaultgamecore.ini, and there is a diagram in there to help explain it:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Top down view&lt;br /&gt;
;&lt;br /&gt;
;     B  &lt;br /&gt;
;      \ &lt;br /&gt;
;       \&lt;br /&gt;
;  A-----^&lt;br /&gt;
;        T&lt;br /&gt;
;&lt;br /&gt;
; T is a target with cover in the direction of &#039;^&#039;.&lt;br /&gt;
; A is a shooter with the maximum aiming angle aim bonus &lt;br /&gt;
; B is a shooter with the minimum aiming angle aim bonus&lt;br /&gt;
; The aiming angle bonus increases linearly in the angle range between A and B&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
SW_AIMING_ANGLE_THRESHOLD= 30.0f; 45.0f; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90&lt;br /&gt;
SW_AIMING_ANGLE_MINBONUS=5      ; Shooter B&#039;s aiming angle bonus is SW_AIMING_ANGLE_MINBONUS&lt;br /&gt;
SW_AIMING_ANGLE_MAXBONUS=-5     ; Shooter A&#039;s aiming angle bonus is [T&#039;s Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The option for 45 degrees is commented out, and replaced it with 30 degrees. With these settings, 30 degrees to parallel (60 degrees off of perpendicular), gives a +5 to hit. Just shy of the 90 degree flank, it&#039;s +(coverbonus - 5) to hit.&lt;br /&gt;
&lt;br /&gt;
===Red Fog===&lt;br /&gt;
&#039;&#039;&#039;Mobility Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Q: Given that the mobility penalty in the DGC.ini is listed in the format &amp;quot;6.0f&amp;quot;, what does this mean?&lt;br /&gt;
&lt;br /&gt;
A: It means that at most there is a -6 mobility penalty that would be applied at 0% health. Since it can&#039;t hit 0% health, effectively the worst mobility penalty achievable is -5 mobility if severely wounded. This value is measured in meters, the same scaling units that are shown in the barracks view. The mobility stat is an integer value measured in meters, and each tile is 1.5 meters x 1.5 meters, so 5 mobility = 3.33 tiles roughly.&lt;br /&gt;
&lt;br /&gt;
Both the aim and mobility red fog penalties are subtractive, not multiplicative.&lt;br /&gt;
&lt;br /&gt;
For example, the poison/acid mobility debuff is a 25% multiplicative penalty. The unit loses 25% of its maximum movement, so a unit with 14 mobility would have 14 * 0.75 = 10.5 rounded down to 10 mobility, which is effectively -4 mobility.&lt;br /&gt;
&lt;br /&gt;
The %-based mobility penalties are:&lt;br /&gt;
Mindfray - 50% mobility penalty&lt;br /&gt;
Flashbang - 40% mobility penalty&lt;br /&gt;
Poison/acid - 25% mobility penalty&lt;br /&gt;
Catching breath - 75% mobility penalty&lt;br /&gt;
&lt;br /&gt;
All %-based mobility penalties are applied AFTER the additive/subtractive mobility modifiers (Red Fog, perks, inventory).&lt;br /&gt;
&lt;br /&gt;
Thus to make Red Fog carry more significant movement penalty:&lt;br /&gt;
&lt;br /&gt;
    Search for SW_COVER_INCREASE and edit it to =9.9f&lt;br /&gt;
&lt;br /&gt;
==Weapon and Item Changes==&lt;br /&gt;
&lt;br /&gt;
===The MEC Nuclear Option===&lt;br /&gt;
&lt;br /&gt;
For players that are not too fond of the grenade launcher for the MEC, they can switch its functionality to a last-ditch-option onboard nuclear reactor overload weapon. Find the line in defaultgamecore.ini that begins: &lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher, &lt;br /&gt;
&lt;br /&gt;
And replace the entire line with:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher,       ABILITIES[0]=eAbility_MEC_GrenadeLauncher, 	ABILITIES[1]=0,                      ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Mec, 		Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Explosive, Properties[4]=0,               Properties[5]=0,        iDamage=275,  iEnvironmentDamage=750, iRange=1,  iReactionRange=30, iReactionAngle=200, iRadius=700,  iCritical=0,  iOffenseBonus=0,  iSuppression=0,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By loading out the grenade launcher on a MEC, this will give you an option to overload the MECs (hypothetical) nuclear reactor resulting in a massive explosion that is guaranteed to kill/destroy everything (including the MEC) in a wide radius surrounding the MEC. Use only in cases of extreme clusterfuck/heroism.&lt;br /&gt;
&lt;br /&gt;
===Arc Thrower===&lt;br /&gt;
&lt;br /&gt;
With the release of B15, the code required for a pistol slot Arc Thrower is included in the DGC.ini. To make the change, all you need to do is comment out (add a &amp;quot;;&amp;quot;) the default line for the arc thrower and remove the comment located several lines lower. Essentially you tell the game to stop reading the default line of arc thrower code and begin reading the pre-built code enabling the pistol slot. It is explained in the comments of the DGC.ini.&lt;br /&gt;
&lt;br /&gt;
It is possible to equip the arc thrower as a pistol. Adjust the default line&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to allow for pistol slot only &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Pistol, Properties[4]=eWP_Backpack, Properties[5]=eWP_Secondary, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(Properies[5] of the Arc Thrower item was set to eWP_Pistol)&lt;br /&gt;
&lt;br /&gt;
To increase the range of the Arc Thrower to normal vision range, replace line 1673 in DefaultGameCore.ini with this:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Itembalance_Normal=(eItem=eItem_ArcThrower,					iCash=100,	iElerium=0,		iAlloys=94000,		iTime=10,	iEng=20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The iAlloys field for the Arc Thrower item was set to 94000)&lt;br /&gt;
&lt;br /&gt;
Remember that each item has 2 different listings.&lt;br /&gt;
&lt;br /&gt;
==iceofwolf&#039;s Modification Package==&lt;br /&gt;
This package is recommended with Red Fog and Aiming Angles enabled. Red Fog, so that every hit point has meaning; and Aiming Angles, so that proper or improper positioning makes a bigger difference.&lt;br /&gt;
&lt;br /&gt;
===General Disclaimer===&lt;br /&gt;
Posted by request. This package was a personal rebalancing of several aspects exposed in the DefaultGameCore.ini. These changes were played in early to early-mid; their balance is untested in late-mid to late game. They were made in Long War beta 13 and may not work with earlier or later betas. Please include information on all mods made to the game, including .ini modifications, when reporting bugs or providing feedback to the mod developers.&lt;br /&gt;
&lt;br /&gt;
Although the majority of the modifications made to the Long War mod were made as soon as beta 13 was downloaded, some were added as the game was played. Some modifications that are included in the linked file may have been missed in the wiki detail due to poor personal changelog habits.&lt;br /&gt;
&lt;br /&gt;
Please thank the devs of Long War not only for the Long War mod itself, but more importantly, for opening up the XCOM game so that players can alter their mod to suit individual preferences.&lt;br /&gt;
&lt;br /&gt;
===DefaultGameCore.ini===&lt;br /&gt;
This link will be removed at request of the moderators of this page or at request of the developers of the Long War mod.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/t9ojup01xhaua2t/DefaultGameCore.ini Dropbox Link]&lt;br /&gt;
&lt;br /&gt;
===XCOM Unit Modifications===&lt;br /&gt;
Soldier starting stats vary by much greater margins.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Soldier&amp;lt;/code&amp;gt; and edit the Will entry to =30&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Easy=( eType=eChar_Soldier,             iDamage=0,  iCritHit=0&amp;lt;/code&amp;gt; and edit the iDefense entry to =15&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_AIM=&amp;lt;/code&amp;gt; and edit it to =45&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HIGH_MOBILITY&amp;lt;/code&amp;gt; and edit it to =-15 (that&#039;s negative 15; it&#039;s necessary for how the game rolls random stats)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_WILL&amp;lt;/code&amp;gt; and edit it to =10&lt;br /&gt;
&lt;br /&gt;
Starting barracks is filled with 64 eager rookies. With the above variation in stats, the additional bodies may be needed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;NUM_STARTING_SOLDIERS&amp;lt;/code&amp;gt; and edit it to =64&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers are easier to field. (If it were possible, I&#039;d make this a binary check: If the soldier&#039;s Will exceeds the power he is trying for, then he succeeds; if not, he fails. I&#039;d also obscure the percentage chance. Since no such code is exposed, everybody gets psi if they spend the time to do it.)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_GIFT_CHANCE&amp;lt;/code&amp;gt; and edit it to =.99&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_TRAINING_HOURS&amp;lt;/code&amp;gt; and edit it to =144&lt;br /&gt;
&lt;br /&gt;
Psi XP requirements reduced.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;; Psi XP Levels&amp;lt;/code&amp;gt; and alter the required XP as desired.&lt;br /&gt;
&lt;br /&gt;
===Equipment Modifications===&lt;br /&gt;
Laser Sniper Rifle, Scatter Laser and Laser Strike Rifle all have ballistic ammo levels. Further weapon tiers were not modified because the effect on game balance could not be directly observed; modify higher tiers to your own liking.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle,    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,			 ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_MoveLimited,   Properties[2]=0,   			  Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0,    iCritical=25, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Sniper Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun,          ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Assault,    Properties[1]=eWP_Rifle,     	 Properties[2]=0,                 Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=60, iRange=30,  iReactionRange=14, iReactionAngle=360, iRadius=0,    iCritical=20, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Laser&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227,         				    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0, 			      ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_Overheats,   	 Properties[2]=eWP_MoveLimited,   Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=36,  iReactionRange=36, iReactionAngle=200, iRadius=0,    iCritical=15, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Strike Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All armor small item equippables confer the Secondary Heart perk.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating,				iCash=100,	iElerium=0,		iAlloys=4020,		iTime=10,	iEng=35);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor,			iCash=0,	iElerium=0,		iAlloys=4005,		iTime=7,	iEng=15);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=94&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=94,  								iCash=60,	iElerium=5002,	iAlloys=4003,		iTime=7,	iEng=30)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=95&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=95,								iCash=-1,	iElerium=0,		iAlloys=4000,		iTime=-1,	iEng=-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=220&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=220,								iCash=70,	iElerium=0,		iAlloys=4010,		iTime=7,	iEng=12);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tactical Modifications===&lt;br /&gt;
Flying provides no defensive bonus. This also causes flying units to be counted as exposed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;AIR_EVADE_DEF&amp;lt;/code&amp;gt; and edit it to =0&lt;br /&gt;
&lt;br /&gt;
===Resource Modifications===&lt;br /&gt;
Mechtoids and Floaters provide significantly more Meld.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;MECHTOID_MELD&amp;lt;/code&amp;gt; and edit it to =80&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HFLOATER_MELD&amp;lt;/code&amp;gt; and edit it to =1030&lt;br /&gt;
&lt;br /&gt;
Strategy game altered so that resources are more plentiful and all items are cheaper, but take longer to build. Net result can be gamed, arguably: rushing an item will result in the same credit, alloy and elerium cost as the base LW mod, but will take 75% of the time it would take in the base LW mod -- but this also adds a Meld cost.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ABDUCTION_REWARD_CASH&amp;lt;/code&amp;gt; and edit it to =300&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_TIME_BALANCE&amp;lt;/code&amp;gt; and edit it to =1.5&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_CREDIT_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ELERIUM_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ALLOY_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_MELD_BALANCE&amp;lt;/code&amp;gt; and edit it to =.25&lt;br /&gt;
&lt;br /&gt;
===Enemy Unit Modifications===&lt;br /&gt;
Thin Man poison spit reduced to range of 5.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague,                   ABILITIES[0]=eAbility_Plague,         ABILITIES[1]=0,                            ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Support,    Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Backpack,  Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=45,  iRange=5,  iReactionRange=25, iReactionAngle=200, iRadius=144,  iCritical=0,  iOffenseBonus=0,  iSuppression=202, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes removed from all Chryssalid units.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0, iDefense=5,	iHP=1, 	iMobility=0,	iWill=0); Lightning Reflexes (removed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Exalt and Elite Exalt that have not been promoted to navigator/leader have significantly reduced hit points, putting all Exalt into one-shot territory. Their offensive capabilities have not been altered.&lt;br /&gt;
:Search the Characters block (the first major block of text after armors) for any entry with &amp;quot;Exalt&amp;quot; in the name. Find &amp;lt;code&amp;gt;HP=&amp;lt;/code&amp;gt; on that line. Adjust as desired.&lt;br /&gt;
&lt;br /&gt;
All alien and Exalt final forms have been disabled, except the leader/navigator. This final upgrade would normally occur at &amp;quot;alien research threshold&amp;quot; 900, which is a rough estimate of how many days have passed since the beginning of the game, modified by alien research efforts. These final upgrades give the aliens substantially higher stats and seem to have been intended to provide a sense of urgency and/or provoke the player to finish the game (to be fair, two to three years is plenty long enough). This file disables them simply because the author of the package modding the mod doesn&#039;t like them.&lt;br /&gt;
&lt;br /&gt;
To re-enable these super upgrades or to disable earlier upgrades, search for &amp;lt;code&amp;gt;; ALIEN AUTOMATIC UPGRADES&amp;lt;/code&amp;gt;. The section that follows details all of the upgrades each non-XCOM unit can receive over time, most of which start at &amp;quot;210&amp;quot;. Place a semicolon at the beginning of any line which you want to disable, or remove the semicolon from each unit line you want to re-enable.&lt;br /&gt;
&lt;br /&gt;
Note that, despite denying aliens and Exalt their final upgrades and restricting Exalt starting HP, leader/navigator types of each alien will remain a significant threat.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Thekcpiper</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=64215</id>
		<title>Mods (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=64215"/>
		<updated>2015-04-29T19:21:17Z</updated>

		<summary type="html">&lt;p&gt;Thekcpiper: /* Acidic Armor Piercing Ammo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Beginners Guide==&lt;br /&gt;
&lt;br /&gt;
Long War has made it easy for individual users to tweak parts of the game for their own preference. Unless otherwise noted, code changes occur in the &amp;lt;code&amp;gt;DefaultGameCore.ini&amp;lt;/code&amp;gt; file; this is commonly referred to as the DGC.ini. For a typical Windows user, this file can be found at &amp;lt;code&amp;gt;C:/Program Files x86/Steam/SteamApps/common(OR your username)/XCom-enemy-unknown/XEW/XComGame/Config&amp;lt;/code&amp;gt;. It is recommended that you download and use &#039;&#039;&#039;Notepad++&#039;&#039;&#039; to alter defaultgamecore.ini because it is visually easier to use and numbers the lines (which may be referenced in this page).&lt;br /&gt;
&lt;br /&gt;
Another useful tool is the free software &#039;&#039;&#039;WinMerge&#039;&#039;&#039;. WinMerge allows you to open two text files (like the DGC.ini) side by side and compare differences between them. This is useful when Long War is updated. To easily preserve the custom modifications you did on a previous version, open a backup copy of your old DGC.ini and the new updated version DGC.ini. WinMerge will help you quickly identify differences and apply all your previous modifications to the new Long War version.&lt;br /&gt;
&lt;br /&gt;
Note for OS X users, you will need to modify &amp;lt;code&amp;gt;XComGameCore.ini&amp;lt;/code&amp;gt;, which is located at &amp;lt;code&amp;gt;~/Library/Application Support/Feral Interactive/XCOM Enemy Unknown/XEW/MacInit/XComGameCore.ini&amp;lt;/code&amp;gt;. Some users suggest that you update &amp;lt;code&amp;gt;~/Application Support/Steam/SteamApps/common/XCom-Enemy-Unknown/XCOMData/XEW/XComGame/Config/DefaultGameCore.ini&amp;lt;/code&amp;gt; as well to be safe.  You can use the built in program TextEdit or (better) TextWrangler.&lt;br /&gt;
&lt;br /&gt;
==Base Changes==&lt;br /&gt;
&lt;br /&gt;
===Energy Changes===&lt;br /&gt;
&lt;br /&gt;
Alternative Fission and Thermo changes are proposed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
________________Pwr__Cost__Cost/Pwr_____&lt;br /&gt;
Fission Current --- 6 --- $120 --- $20.00&lt;br /&gt;
Fission Change --- 8 --- $150 --- $18.75&lt;br /&gt;
&lt;br /&gt;
Thermo Current -- 25 -- $350 --- $14.00&lt;br /&gt;
Thermo Change -- 20 -- $300 --- $15.00&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition, increase Adjacency bonus from +3 power to +4.&lt;br /&gt;
&lt;br /&gt;
With this, Fission is still less efficient than a thermo, however players shouldn&#039;t feel like they are getting an extra difficulty tacked on because they didn&#039;t get a good steam vent. Now if there is a good steam vent, it&#039;s simply a bonus. To change these options, examine lines 1395 and line 1800.&lt;br /&gt;
&lt;br /&gt;
===Start Date Change===&lt;br /&gt;
To start the campaign at a different date than March 1st. Change the value found in &amp;lt;code&amp;gt;defaultgamedata.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appearance Changes===&lt;br /&gt;
&lt;br /&gt;
How to Remove the Gene Mod Armor:&lt;br /&gt;
&lt;br /&gt;
This will replace the gene mod armor with a sleeved chest plate. However, said chest plate was designed to have shoulder pads, which are missing, so there will be a noticeable gap with either gene mods or those who use tactical vests instead of tactical armor. The gap is textured, so it won&#039;t break any models. You can still add shoulder pads by using decos ingame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Use CTRL + F To find the following&lt;br /&gt;
&lt;br /&gt;
UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar_GM,ArchetypeName=&amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Remove both GMs from &amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now the game will read the normal armor instead of the GM version. &lt;br /&gt;
You can choose to do this to specific models, or use find and replace to change them all. &lt;br /&gt;
To use find and replace, I recommend you find _GM&amp;quot; and _GM. and replace them with &amp;quot; and . respectively.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to change default color, and headgear.&lt;br /&gt;
&lt;br /&gt;
In your DefaultGameCore.ini file, you&#039;ll be able to find lines that alter the rookie&#039;s starting color, and headgear, as well as the first time they are promoted to a class. Acceptable values, and their definitions, can be found here.&lt;br /&gt;
http://wiki.tesnexus.com/index.php/Initial_soldier_appearance_-_XCOM:EU_2012#Tables (&amp;lt; Someone hyperlink that for me, please.)&lt;br /&gt;
&lt;br /&gt;
Note that you must make these changes &#039;&#039;&#039;before&#039;&#039;&#039; starting a new game for them to take effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
If you press &amp;quot;CTRL + F&amp;quot;, you will open up the find menu. Locate the comment;&lt;br /&gt;
&lt;br /&gt;
; Initial soldier appearance&lt;br /&gt;
&lt;br /&gt;
and you will find directly below it;&lt;br /&gt;
&lt;br /&gt;
DEFENDER_MEDIKIT	= 6		; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)&lt;br /&gt;
COUNCIL_STAT_BONUS	= -1	; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)&lt;br /&gt;
ShowUFOsOnMission	= -1	; Rookie headgear; See readme for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.&lt;br /&gt;
&lt;br /&gt;
Use the values linked above to find exactly what you want. &lt;br /&gt;
To change the promotes, find the following lines directly below the rookie&#039;s section, and change the numbers to any value between 0-32 or -1 for no change.&lt;br /&gt;
&lt;br /&gt;
; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!&lt;br /&gt;
HQ_BASE_POWER = 32			; Sniper Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Sniper Headgear&lt;br /&gt;
HQ_BASE_POWER = 15			; Scout Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Scout Headgear&lt;br /&gt;
HQ_BASE_POWER = 12			; Rocketeer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Rocketeer Headgear&lt;br /&gt;
HQ_BASE_POWER = 9			; Gunner Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Gunner Headgear&lt;br /&gt;
HQ_BASE_POWER = 29			; Medic Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Medic Headgear&lt;br /&gt;
HQ_BASE_POWER = 22			; Engineer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Engineer Headgear&lt;br /&gt;
HQ_BASE_POWER = 21			; Assault Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Assault Headgear&lt;br /&gt;
HQ_BASE_POWER = 19			; Infantry Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Infantry Headgear&lt;br /&gt;
&lt;br /&gt;
Please note, that any text after a ; is a comment, and editing anything past them will do nothing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MECs earn full XP for kills===&lt;br /&gt;
This change requires Hex Editor.&lt;br /&gt;
&lt;br /&gt;
* Open XComGame.upk file in \Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole folder with HxD&lt;br /&gt;
* Search -&amp;gt; Find -&amp;gt; Datatype Hex-Values: A0 00 E7 85 00 00 38 3F 2C &#039;&#039;&#039;02&#039;&#039;&#039; 16&lt;br /&gt;
* Replace 02 with 01.&lt;br /&gt;
&lt;br /&gt;
This will eliminate the penalty. Setting it to 03 will give them 1/3rd of XP for kills.[http://www.reddit.com/r/Xcom/comments/2g04ye/lw_in_vanilla_mecs_earn_half_the_xp_for_kills/ckerbtf]&lt;br /&gt;
&lt;br /&gt;
==INI Meld editing==&lt;br /&gt;
===Item Costs===&lt;br /&gt;
Costs in engineering can be edited in the DefaultGameCore.INI file. As you most limited resource will probably be Meld, and the way the data is in the .ini file, this will help your inner engineer&#039;s itch to want to build items. Beginning about halfway down, you will start to see &amp;quot;iElerium=&amp;quot; lines. Comments helpfully point out that these are both the Meld &#039;&#039;and&#039;&#039; Elerium entries. You may want to keep an untouched INI file and/or use the UFOPaedia&#039;s pages as references. Now for editing:&lt;br /&gt;
&lt;br /&gt;
As you can see in the [[Armor_%28Long_War%29#MEC_Armor|Armor]] section, the MEC suits of Warden, Sentinel, and Paladin cost, respectively, 20 meld and 20 Elerium, 40 Meld and 30 Elerium, 60 meld and 50 Elerium for their fabrication costs (on top of credits and alloys). In the .ini file, they are, again respectively, simply labeled &amp;quot;; MEC-1&amp;quot;, &amp;quot;; MEC-2&amp;quot;, &amp;quot;; MEC-3&amp;quot;. Now see that the &amp;quot;IElerium=&amp;quot; values are, once more respectively, 20020, 40030, 60050. As you can see, there is a placeholder 0 in any given iElerium entry-- for any item that has a Meld cost. As this section focuses on just meld editing, this won&#039;t be editing the Elerium cost (and will assume you won&#039;t, as you don&#039;t want to make the Long War _too_ easy). Therefore, you will only be editing the value &#039;&#039;in front&#039;&#039; of the placeholder 0.&lt;br /&gt;
&lt;br /&gt;
Ergo: changing 20020, 40030, 60050 to, say, 5020 (note it goes from 5 to 4 intergers), 20030, 30050 would change the meld costs of Warden armor from 20 to 5 units of Meld, Sentinel from 40 to 20, and Paladin from 60 to 30 (while not changing the Elerium costs). Again, note that changing the Warden&#039;s &amp;quot;20&amp;quot; to &amp;quot;5&amp;quot; -- and &#039;&#039;not&#039;&#039; &amp;quot;05&amp;quot; -- in front of the &#039;placeholder&#039; 0 will reduce the cost from 20 to 5 units of Meld. This method works on all the &amp;quot;iElerium=&amp;quot; entries under the &amp;quot;; Gear&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
Near the bottom of the file, you will find &amp;quot;; Gene Mod Configuration&amp;quot;. Depending on your choice of editor, the entries may not line up, so be aware that in this section, &amp;quot;iAlloys=&amp;quot; is the variable set for Meld cost for gene mods. As these variables are more simply written, merely edit them to your desired cost. And for reference, &amp;quot;iTime=&amp;quot; entries are for how long each mod requires a soldier to be inside the Gene Lab&#039;s tanks, and &amp;quot;iEng=&amp;quot; are the penalty hours added to fatigue.&lt;br /&gt;
&lt;br /&gt;
===Meld Expiration Timer===&lt;br /&gt;
In &amp;lt;code&amp;gt;DefaultRandomSpawns.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will find the lines:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
[XComLZMutator.XComMeldSpawnMutator]&lt;br /&gt;
&lt;br /&gt;
NumContainers = 3&lt;br /&gt;
DestroyedOnTurn = (DistToPlayer / (96 * 8)) * EqSlope + EqConst (96 * 8 - mobility in UU)&lt;br /&gt;
EqSlope = 1.5&lt;br /&gt;
&lt;br /&gt;
EqConst = 1&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By increasing the number after EqSlope (default 1.5), you can increase the number of turns it takes before meld expires.&lt;br /&gt;
&lt;br /&gt;
==Second Wave Option Changes==&lt;br /&gt;
&lt;br /&gt;
===Aiming Angles===&lt;br /&gt;
&lt;br /&gt;
It may be the case that 90 degrees is too small of an arc for cover to provide full protection, so we can cut the aiming angle down to 30 degrees. This gives your cover a 120 degree arc in which it provides full protection, so you can easily fight enemies so long as you&#039;re not stupid about picking your cover.&lt;br /&gt;
&lt;br /&gt;
You can change the settings in defaultgamecore.ini, and there is a diagram in there to help explain it:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Top down view&lt;br /&gt;
;&lt;br /&gt;
;     B  &lt;br /&gt;
;      \ &lt;br /&gt;
;       \&lt;br /&gt;
;  A-----^&lt;br /&gt;
;        T&lt;br /&gt;
;&lt;br /&gt;
; T is a target with cover in the direction of &#039;^&#039;.&lt;br /&gt;
; A is a shooter with the maximum aiming angle aim bonus &lt;br /&gt;
; B is a shooter with the minimum aiming angle aim bonus&lt;br /&gt;
; The aiming angle bonus increases linearly in the angle range between A and B&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
SW_AIMING_ANGLE_THRESHOLD= 30.0f; 45.0f; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90&lt;br /&gt;
SW_AIMING_ANGLE_MINBONUS=5      ; Shooter B&#039;s aiming angle bonus is SW_AIMING_ANGLE_MINBONUS&lt;br /&gt;
SW_AIMING_ANGLE_MAXBONUS=-5     ; Shooter A&#039;s aiming angle bonus is [T&#039;s Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The option for 45 degrees is commented out, and replaced it with 30 degrees. With these settings, 30 degrees to parallel (60 degrees off of perpendicular), gives a +5 to hit. Just shy of the 90 degree flank, it&#039;s +(coverbonus - 5) to hit.&lt;br /&gt;
&lt;br /&gt;
===Red Fog===&lt;br /&gt;
&#039;&#039;&#039;Mobility Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Q: Given that the mobility penalty in the DGC.ini is listed in the format &amp;quot;6.0f&amp;quot;, what does this mean?&lt;br /&gt;
&lt;br /&gt;
A: It means that at most there is a -6 mobility penalty that would be applied at 0% health. Since it can&#039;t hit 0% health, effectively the worst mobility penalty achievable is -5 mobility if severely wounded. This value is measured in meters, the same scaling units that are shown in the barracks view. The mobility stat is an integer value measured in meters, and each tile is 1.5 meters x 1.5 meters, so 5 mobility = 3.33 tiles roughly.&lt;br /&gt;
&lt;br /&gt;
Both the aim and mobility red fog penalties are subtractive, not multiplicative.&lt;br /&gt;
&lt;br /&gt;
For example, the poison/acid mobility debuff is a 25% multiplicative penalty. The unit loses 25% of its maximum movement, so a unit with 14 mobility would have 14 * 0.75 = 10.5 rounded down to 10 mobility, which is effectively -4 mobility.&lt;br /&gt;
&lt;br /&gt;
The %-based mobility penalties are:&lt;br /&gt;
Mindfray - 50% mobility penalty&lt;br /&gt;
Flashbang - 40% mobility penalty&lt;br /&gt;
Poison/acid - 25% mobility penalty&lt;br /&gt;
Catching breath - 75% mobility penalty&lt;br /&gt;
&lt;br /&gt;
All %-based mobility penalties are applied AFTER the additive/subtractive mobility modifiers (Red Fog, perks, inventory).&lt;br /&gt;
&lt;br /&gt;
Thus to make Red Fog carry more significant movement penalty:&lt;br /&gt;
&lt;br /&gt;
    Search for SW_COVER_INCREASE and edit it to =9.9f&lt;br /&gt;
&lt;br /&gt;
==Weapon and Item Changes==&lt;br /&gt;
&lt;br /&gt;
===The MEC Nuclear Option===&lt;br /&gt;
&lt;br /&gt;
For players that are not too fond of the grenade launcher for the MEC, they can switch its functionality to a last-ditch-option onboard nuclear reactor overload weapon. Find the line in defaultgamecore.ini that begins: &lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher, &lt;br /&gt;
&lt;br /&gt;
And replace the entire line with:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher,       ABILITIES[0]=eAbility_MEC_GrenadeLauncher, 	ABILITIES[1]=0,                      ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Mec, 		Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Explosive, Properties[4]=0,               Properties[5]=0,        iDamage=275,  iEnvironmentDamage=750, iRange=1,  iReactionRange=30, iReactionAngle=200, iRadius=700,  iCritical=0,  iOffenseBonus=0,  iSuppression=0,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By loading out the grenade launcher on a MEC, this will give you an option to overload the MECs (hypothetical) nuclear reactor resulting in a massive explosion that is guaranteed to kill/destroy everything (including the MEC) in a wide radius surrounding the MEC. Use only in cases of extreme clusterfuck/heroism.&lt;br /&gt;
&lt;br /&gt;
===Arc Thrower===&lt;br /&gt;
&lt;br /&gt;
With the release of B15, the code required for a pistol slot Arc Thrower is included in the DGC.ini. To make the change, all you need to do is comment out (add a &amp;quot;;&amp;quot;) the default line for the arc thrower and remove the comment located several lines lower. Essentially you tell the game to stop reading the default line of arc thrower code and begin reading the pre-built code enabling the pistol slot. It is explained in the comments of the DGC.ini.&lt;br /&gt;
&lt;br /&gt;
It is possible to equip the arc thrower as a pistol. Adjust the default line&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to allow for pistol slot only &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Pistol, Properties[4]=eWP_Backpack, Properties[5]=eWP_Secondary, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(Properies[5] of the Arc Thrower item was set to eWP_Pistol)&lt;br /&gt;
&lt;br /&gt;
To increase the range of the Arc Thrower to normal vision range, replace line 1673 in DefaultGameCore.ini with this:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Itembalance_Normal=(eItem=eItem_ArcThrower,					iCash=100,	iElerium=0,		iAlloys=94000,		iTime=10,	iEng=20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The iAlloys field for the Arc Thrower item was set to 94000)&lt;br /&gt;
&lt;br /&gt;
Remember that each item has 2 different listings.&lt;br /&gt;
&lt;br /&gt;
===Shredding AP Grenades===&lt;br /&gt;
&lt;br /&gt;
Add the &#039;&#039;Shredder Rocket&#039;&#039; perk to AP Grenades granting them the ability to Shred targets in the blast radius. Change &#039;&#039;iAlloys=0&#039;&#039; to &#039;&#039;iAlloys=22000&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Search for &amp;quot;; AP Grenade&amp;quot; in DGC.INI&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; AP Grenade&lt;br /&gt;
ItemBalance_Normal=(eItem=eItem_NeedleGrenade, iCash=-1, iElerium=0, iAlloys=22000, iTime=-1, iEng=-1); Shredder Rocket&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Acidic Armor Piercing Ammo===&lt;br /&gt;
For those that want acid armor piercing rounds make the change below. Change &#039;&#039;iAlloys=12&#039;&#039; to &#039;&#039;iAlloys=84012&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Search for &amp;quot;; Armor Piercing Ammo&amp;quot; in DGC.INI &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Armor Piercing Ammo&lt;br /&gt;
ItemBalance_Normal=(eItem=198, iCash=50, iElerium=0, iAlloys=84012, iTime=7, iEng=25); Poison&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==iceofwolf&#039;s Modification Package==&lt;br /&gt;
This package is recommended with Red Fog and Aiming Angles enabled. Red Fog, so that every hit point has meaning; and Aiming Angles, so that proper or improper positioning makes a bigger difference.&lt;br /&gt;
&lt;br /&gt;
===General Disclaimer===&lt;br /&gt;
Posted by request. This package was a personal rebalancing of several aspects exposed in the DefaultGameCore.ini. These changes were played in early to early-mid; their balance is untested in late-mid to late game. They were made in Long War beta 13 and may not work with earlier or later betas. Please include information on all mods made to the game, including .ini modifications, when reporting bugs or providing feedback to the mod developers.&lt;br /&gt;
&lt;br /&gt;
Although the majority of the modifications made to the Long War mod were made as soon as beta 13 was downloaded, some were added as the game was played. Some modifications that are included in the linked file may have been missed in the wiki detail due to poor personal changelog habits.&lt;br /&gt;
&lt;br /&gt;
Please thank the devs of Long War not only for the Long War mod itself, but more importantly, for opening up the XCOM game so that players can alter their mod to suit individual preferences.&lt;br /&gt;
&lt;br /&gt;
===DefaultGameCore.ini===&lt;br /&gt;
This link will be removed at request of the moderators of this page or at request of the developers of the Long War mod.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/t9ojup01xhaua2t/DefaultGameCore.ini Dropbox Link]&lt;br /&gt;
&lt;br /&gt;
===XCOM Unit Modifications===&lt;br /&gt;
Soldier starting stats vary by much greater margins.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Soldier&amp;lt;/code&amp;gt; and edit the Will entry to =30&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Easy=( eType=eChar_Soldier,             iDamage=0,  iCritHit=0&amp;lt;/code&amp;gt; and edit the iDefense entry to =15&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_AIM=&amp;lt;/code&amp;gt; and edit it to =45&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HIGH_MOBILITY&amp;lt;/code&amp;gt; and edit it to =-15 (that&#039;s negative 15; it&#039;s necessary for how the game rolls random stats)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_WILL&amp;lt;/code&amp;gt; and edit it to =10&lt;br /&gt;
&lt;br /&gt;
Starting barracks is filled with 64 eager rookies. With the above variation in stats, the additional bodies may be needed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;NUM_STARTING_SOLDIERS&amp;lt;/code&amp;gt; and edit it to =64&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers are easier to field. (If it were possible, I&#039;d make this a binary check: If the soldier&#039;s Will exceeds the power he is trying for, then he succeeds; if not, he fails. I&#039;d also obscure the percentage chance. Since no such code is exposed, everybody gets psi if they spend the time to do it.)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_GIFT_CHANCE&amp;lt;/code&amp;gt; and edit it to =.99&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_TRAINING_HOURS&amp;lt;/code&amp;gt; and edit it to =144&lt;br /&gt;
&lt;br /&gt;
Psi XP requirements reduced.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;; Psi XP Levels&amp;lt;/code&amp;gt; and alter the required XP as desired.&lt;br /&gt;
&lt;br /&gt;
===Equipment Modifications===&lt;br /&gt;
Laser Sniper Rifle, Scatter Laser and Laser Strike Rifle all have ballistic ammo levels. Further weapon tiers were not modified because the effect on game balance could not be directly observed; modify higher tiers to your own liking.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle,    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,			 ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_MoveLimited,   Properties[2]=0,   			  Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0,    iCritical=25, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Sniper Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun,          ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Assault,    Properties[1]=eWP_Rifle,     	 Properties[2]=0,                 Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=60, iRange=30,  iReactionRange=14, iReactionAngle=360, iRadius=0,    iCritical=20, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Laser&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227,         				    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0, 			      ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_Overheats,   	 Properties[2]=eWP_MoveLimited,   Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=36,  iReactionRange=36, iReactionAngle=200, iRadius=0,    iCritical=15, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Strike Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All armor small item equippables confer the Secondary Heart perk.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating,				iCash=100,	iElerium=0,		iAlloys=4020,		iTime=10,	iEng=35);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor,			iCash=0,	iElerium=0,		iAlloys=4005,		iTime=7,	iEng=15);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=94&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=94,  								iCash=60,	iElerium=5002,	iAlloys=4003,		iTime=7,	iEng=30)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=95&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=95,								iCash=-1,	iElerium=0,		iAlloys=4000,		iTime=-1,	iEng=-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=220&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=220,								iCash=70,	iElerium=0,		iAlloys=4010,		iTime=7,	iEng=12);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tactical Modifications===&lt;br /&gt;
Flying provides no defensive bonus. This also causes flying units to be counted as exposed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;AIR_EVADE_DEF&amp;lt;/code&amp;gt; and edit it to =0&lt;br /&gt;
&lt;br /&gt;
===Resource Modifications===&lt;br /&gt;
Mechtoids and Floaters provide significantly more Meld.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;MECHTOID_MELD&amp;lt;/code&amp;gt; and edit it to =80&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HFLOATER_MELD&amp;lt;/code&amp;gt; and edit it to =1030&lt;br /&gt;
&lt;br /&gt;
Strategy game altered so that resources are more plentiful and all items are cheaper, but take longer to build. Net result can be gamed, arguably: rushing an item will result in the same credit, alloy and elerium cost as the base LW mod, but will take 75% of the time it would take in the base LW mod -- but this also adds a Meld cost.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ABDUCTION_REWARD_CASH&amp;lt;/code&amp;gt; and edit it to =300&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_TIME_BALANCE&amp;lt;/code&amp;gt; and edit it to =1.5&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_CREDIT_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ELERIUM_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ALLOY_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_MELD_BALANCE&amp;lt;/code&amp;gt; and edit it to =.25&lt;br /&gt;
&lt;br /&gt;
===Enemy Unit Modifications===&lt;br /&gt;
Thin Man poison spit reduced to range of 5.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague,                   ABILITIES[0]=eAbility_Plague,         ABILITIES[1]=0,                            ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Support,    Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Backpack,  Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=45,  iRange=5,  iReactionRange=25, iReactionAngle=200, iRadius=144,  iCritical=0,  iOffenseBonus=0,  iSuppression=202, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes removed from all Chryssalid units.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0, iDefense=5,	iHP=1, 	iMobility=0,	iWill=0); Lightning Reflexes (removed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Exalt and Elite Exalt that have not been promoted to navigator/leader have significantly reduced hit points, putting all Exalt into one-shot territory. Their offensive capabilities have not been altered.&lt;br /&gt;
:Search the Characters block (the first major block of text after armors) for any entry with &amp;quot;Exalt&amp;quot; in the name. Find &amp;lt;code&amp;gt;HP=&amp;lt;/code&amp;gt; on that line. Adjust as desired.&lt;br /&gt;
&lt;br /&gt;
All alien and Exalt final forms have been disabled, except the leader/navigator. This final upgrade would normally occur at &amp;quot;alien research threshold&amp;quot; 900, which is a rough estimate of how many days have passed since the beginning of the game, modified by alien research efforts. These final upgrades give the aliens substantially higher stats and seem to have been intended to provide a sense of urgency and/or provoke the player to finish the game (to be fair, two to three years is plenty long enough). This file disables them simply because the author of the package modding the mod doesn&#039;t like them.&lt;br /&gt;
&lt;br /&gt;
To re-enable these super upgrades or to disable earlier upgrades, search for &amp;lt;code&amp;gt;; ALIEN AUTOMATIC UPGRADES&amp;lt;/code&amp;gt;. The section that follows details all of the upgrades each non-XCOM unit can receive over time, most of which start at &amp;quot;210&amp;quot;. Place a semicolon at the beginning of any line which you want to disable, or remove the semicolon from each unit line you want to re-enable.&lt;br /&gt;
&lt;br /&gt;
Note that, despite denying aliens and Exalt their final upgrades and restricting Exalt starting HP, leader/navigator types of each alien will remain a significant threat.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Thekcpiper</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=64214</id>
		<title>Mods (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=64214"/>
		<updated>2015-04-29T19:20:41Z</updated>

		<summary type="html">&lt;p&gt;Thekcpiper: /* Shredding AP Grenades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Beginners Guide==&lt;br /&gt;
&lt;br /&gt;
Long War has made it easy for individual users to tweak parts of the game for their own preference. Unless otherwise noted, code changes occur in the &amp;lt;code&amp;gt;DefaultGameCore.ini&amp;lt;/code&amp;gt; file; this is commonly referred to as the DGC.ini. For a typical Windows user, this file can be found at &amp;lt;code&amp;gt;C:/Program Files x86/Steam/SteamApps/common(OR your username)/XCom-enemy-unknown/XEW/XComGame/Config&amp;lt;/code&amp;gt;. It is recommended that you download and use &#039;&#039;&#039;Notepad++&#039;&#039;&#039; to alter defaultgamecore.ini because it is visually easier to use and numbers the lines (which may be referenced in this page).&lt;br /&gt;
&lt;br /&gt;
Another useful tool is the free software &#039;&#039;&#039;WinMerge&#039;&#039;&#039;. WinMerge allows you to open two text files (like the DGC.ini) side by side and compare differences between them. This is useful when Long War is updated. To easily preserve the custom modifications you did on a previous version, open a backup copy of your old DGC.ini and the new updated version DGC.ini. WinMerge will help you quickly identify differences and apply all your previous modifications to the new Long War version.&lt;br /&gt;
&lt;br /&gt;
Note for OS X users, you will need to modify &amp;lt;code&amp;gt;XComGameCore.ini&amp;lt;/code&amp;gt;, which is located at &amp;lt;code&amp;gt;~/Library/Application Support/Feral Interactive/XCOM Enemy Unknown/XEW/MacInit/XComGameCore.ini&amp;lt;/code&amp;gt;. Some users suggest that you update &amp;lt;code&amp;gt;~/Application Support/Steam/SteamApps/common/XCom-Enemy-Unknown/XCOMData/XEW/XComGame/Config/DefaultGameCore.ini&amp;lt;/code&amp;gt; as well to be safe.  You can use the built in program TextEdit or (better) TextWrangler.&lt;br /&gt;
&lt;br /&gt;
==Base Changes==&lt;br /&gt;
&lt;br /&gt;
===Energy Changes===&lt;br /&gt;
&lt;br /&gt;
Alternative Fission and Thermo changes are proposed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
________________Pwr__Cost__Cost/Pwr_____&lt;br /&gt;
Fission Current --- 6 --- $120 --- $20.00&lt;br /&gt;
Fission Change --- 8 --- $150 --- $18.75&lt;br /&gt;
&lt;br /&gt;
Thermo Current -- 25 -- $350 --- $14.00&lt;br /&gt;
Thermo Change -- 20 -- $300 --- $15.00&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition, increase Adjacency bonus from +3 power to +4.&lt;br /&gt;
&lt;br /&gt;
With this, Fission is still less efficient than a thermo, however players shouldn&#039;t feel like they are getting an extra difficulty tacked on because they didn&#039;t get a good steam vent. Now if there is a good steam vent, it&#039;s simply a bonus. To change these options, examine lines 1395 and line 1800.&lt;br /&gt;
&lt;br /&gt;
===Start Date Change===&lt;br /&gt;
To start the campaign at a different date than March 1st. Change the value found in &amp;lt;code&amp;gt;defaultgamedata.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appearance Changes===&lt;br /&gt;
&lt;br /&gt;
How to Remove the Gene Mod Armor:&lt;br /&gt;
&lt;br /&gt;
This will replace the gene mod armor with a sleeved chest plate. However, said chest plate was designed to have shoulder pads, which are missing, so there will be a noticeable gap with either gene mods or those who use tactical vests instead of tactical armor. The gap is textured, so it won&#039;t break any models. You can still add shoulder pads by using decos ingame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Use CTRL + F To find the following&lt;br /&gt;
&lt;br /&gt;
UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar_GM,ArchetypeName=&amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Remove both GMs from &amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now the game will read the normal armor instead of the GM version. &lt;br /&gt;
You can choose to do this to specific models, or use find and replace to change them all. &lt;br /&gt;
To use find and replace, I recommend you find _GM&amp;quot; and _GM. and replace them with &amp;quot; and . respectively.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to change default color, and headgear.&lt;br /&gt;
&lt;br /&gt;
In your DefaultGameCore.ini file, you&#039;ll be able to find lines that alter the rookie&#039;s starting color, and headgear, as well as the first time they are promoted to a class. Acceptable values, and their definitions, can be found here.&lt;br /&gt;
http://wiki.tesnexus.com/index.php/Initial_soldier_appearance_-_XCOM:EU_2012#Tables (&amp;lt; Someone hyperlink that for me, please.)&lt;br /&gt;
&lt;br /&gt;
Note that you must make these changes &#039;&#039;&#039;before&#039;&#039;&#039; starting a new game for them to take effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
If you press &amp;quot;CTRL + F&amp;quot;, you will open up the find menu. Locate the comment;&lt;br /&gt;
&lt;br /&gt;
; Initial soldier appearance&lt;br /&gt;
&lt;br /&gt;
and you will find directly below it;&lt;br /&gt;
&lt;br /&gt;
DEFENDER_MEDIKIT	= 6		; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)&lt;br /&gt;
COUNCIL_STAT_BONUS	= -1	; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)&lt;br /&gt;
ShowUFOsOnMission	= -1	; Rookie headgear; See readme for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.&lt;br /&gt;
&lt;br /&gt;
Use the values linked above to find exactly what you want. &lt;br /&gt;
To change the promotes, find the following lines directly below the rookie&#039;s section, and change the numbers to any value between 0-32 or -1 for no change.&lt;br /&gt;
&lt;br /&gt;
; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!&lt;br /&gt;
HQ_BASE_POWER = 32			; Sniper Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Sniper Headgear&lt;br /&gt;
HQ_BASE_POWER = 15			; Scout Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Scout Headgear&lt;br /&gt;
HQ_BASE_POWER = 12			; Rocketeer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Rocketeer Headgear&lt;br /&gt;
HQ_BASE_POWER = 9			; Gunner Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Gunner Headgear&lt;br /&gt;
HQ_BASE_POWER = 29			; Medic Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Medic Headgear&lt;br /&gt;
HQ_BASE_POWER = 22			; Engineer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Engineer Headgear&lt;br /&gt;
HQ_BASE_POWER = 21			; Assault Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Assault Headgear&lt;br /&gt;
HQ_BASE_POWER = 19			; Infantry Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Infantry Headgear&lt;br /&gt;
&lt;br /&gt;
Please note, that any text after a ; is a comment, and editing anything past them will do nothing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MECs earn full XP for kills===&lt;br /&gt;
This change requires Hex Editor.&lt;br /&gt;
&lt;br /&gt;
* Open XComGame.upk file in \Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole folder with HxD&lt;br /&gt;
* Search -&amp;gt; Find -&amp;gt; Datatype Hex-Values: A0 00 E7 85 00 00 38 3F 2C &#039;&#039;&#039;02&#039;&#039;&#039; 16&lt;br /&gt;
* Replace 02 with 01.&lt;br /&gt;
&lt;br /&gt;
This will eliminate the penalty. Setting it to 03 will give them 1/3rd of XP for kills.[http://www.reddit.com/r/Xcom/comments/2g04ye/lw_in_vanilla_mecs_earn_half_the_xp_for_kills/ckerbtf]&lt;br /&gt;
&lt;br /&gt;
==INI Meld editing==&lt;br /&gt;
===Item Costs===&lt;br /&gt;
Costs in engineering can be edited in the DefaultGameCore.INI file. As you most limited resource will probably be Meld, and the way the data is in the .ini file, this will help your inner engineer&#039;s itch to want to build items. Beginning about halfway down, you will start to see &amp;quot;iElerium=&amp;quot; lines. Comments helpfully point out that these are both the Meld &#039;&#039;and&#039;&#039; Elerium entries. You may want to keep an untouched INI file and/or use the UFOPaedia&#039;s pages as references. Now for editing:&lt;br /&gt;
&lt;br /&gt;
As you can see in the [[Armor_%28Long_War%29#MEC_Armor|Armor]] section, the MEC suits of Warden, Sentinel, and Paladin cost, respectively, 20 meld and 20 Elerium, 40 Meld and 30 Elerium, 60 meld and 50 Elerium for their fabrication costs (on top of credits and alloys). In the .ini file, they are, again respectively, simply labeled &amp;quot;; MEC-1&amp;quot;, &amp;quot;; MEC-2&amp;quot;, &amp;quot;; MEC-3&amp;quot;. Now see that the &amp;quot;IElerium=&amp;quot; values are, once more respectively, 20020, 40030, 60050. As you can see, there is a placeholder 0 in any given iElerium entry-- for any item that has a Meld cost. As this section focuses on just meld editing, this won&#039;t be editing the Elerium cost (and will assume you won&#039;t, as you don&#039;t want to make the Long War _too_ easy). Therefore, you will only be editing the value &#039;&#039;in front&#039;&#039; of the placeholder 0.&lt;br /&gt;
&lt;br /&gt;
Ergo: changing 20020, 40030, 60050 to, say, 5020 (note it goes from 5 to 4 intergers), 20030, 30050 would change the meld costs of Warden armor from 20 to 5 units of Meld, Sentinel from 40 to 20, and Paladin from 60 to 30 (while not changing the Elerium costs). Again, note that changing the Warden&#039;s &amp;quot;20&amp;quot; to &amp;quot;5&amp;quot; -- and &#039;&#039;not&#039;&#039; &amp;quot;05&amp;quot; -- in front of the &#039;placeholder&#039; 0 will reduce the cost from 20 to 5 units of Meld. This method works on all the &amp;quot;iElerium=&amp;quot; entries under the &amp;quot;; Gear&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
Near the bottom of the file, you will find &amp;quot;; Gene Mod Configuration&amp;quot;. Depending on your choice of editor, the entries may not line up, so be aware that in this section, &amp;quot;iAlloys=&amp;quot; is the variable set for Meld cost for gene mods. As these variables are more simply written, merely edit them to your desired cost. And for reference, &amp;quot;iTime=&amp;quot; entries are for how long each mod requires a soldier to be inside the Gene Lab&#039;s tanks, and &amp;quot;iEng=&amp;quot; are the penalty hours added to fatigue.&lt;br /&gt;
&lt;br /&gt;
===Meld Expiration Timer===&lt;br /&gt;
In &amp;lt;code&amp;gt;DefaultRandomSpawns.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will find the lines:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
[XComLZMutator.XComMeldSpawnMutator]&lt;br /&gt;
&lt;br /&gt;
NumContainers = 3&lt;br /&gt;
DestroyedOnTurn = (DistToPlayer / (96 * 8)) * EqSlope + EqConst (96 * 8 - mobility in UU)&lt;br /&gt;
EqSlope = 1.5&lt;br /&gt;
&lt;br /&gt;
EqConst = 1&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By increasing the number after EqSlope (default 1.5), you can increase the number of turns it takes before meld expires.&lt;br /&gt;
&lt;br /&gt;
==Second Wave Option Changes==&lt;br /&gt;
&lt;br /&gt;
===Aiming Angles===&lt;br /&gt;
&lt;br /&gt;
It may be the case that 90 degrees is too small of an arc for cover to provide full protection, so we can cut the aiming angle down to 30 degrees. This gives your cover a 120 degree arc in which it provides full protection, so you can easily fight enemies so long as you&#039;re not stupid about picking your cover.&lt;br /&gt;
&lt;br /&gt;
You can change the settings in defaultgamecore.ini, and there is a diagram in there to help explain it:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Top down view&lt;br /&gt;
;&lt;br /&gt;
;     B  &lt;br /&gt;
;      \ &lt;br /&gt;
;       \&lt;br /&gt;
;  A-----^&lt;br /&gt;
;        T&lt;br /&gt;
;&lt;br /&gt;
; T is a target with cover in the direction of &#039;^&#039;.&lt;br /&gt;
; A is a shooter with the maximum aiming angle aim bonus &lt;br /&gt;
; B is a shooter with the minimum aiming angle aim bonus&lt;br /&gt;
; The aiming angle bonus increases linearly in the angle range between A and B&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
SW_AIMING_ANGLE_THRESHOLD= 30.0f; 45.0f; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90&lt;br /&gt;
SW_AIMING_ANGLE_MINBONUS=5      ; Shooter B&#039;s aiming angle bonus is SW_AIMING_ANGLE_MINBONUS&lt;br /&gt;
SW_AIMING_ANGLE_MAXBONUS=-5     ; Shooter A&#039;s aiming angle bonus is [T&#039;s Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The option for 45 degrees is commented out, and replaced it with 30 degrees. With these settings, 30 degrees to parallel (60 degrees off of perpendicular), gives a +5 to hit. Just shy of the 90 degree flank, it&#039;s +(coverbonus - 5) to hit.&lt;br /&gt;
&lt;br /&gt;
===Red Fog===&lt;br /&gt;
&#039;&#039;&#039;Mobility Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Q: Given that the mobility penalty in the DGC.ini is listed in the format &amp;quot;6.0f&amp;quot;, what does this mean?&lt;br /&gt;
&lt;br /&gt;
A: It means that at most there is a -6 mobility penalty that would be applied at 0% health. Since it can&#039;t hit 0% health, effectively the worst mobility penalty achievable is -5 mobility if severely wounded. This value is measured in meters, the same scaling units that are shown in the barracks view. The mobility stat is an integer value measured in meters, and each tile is 1.5 meters x 1.5 meters, so 5 mobility = 3.33 tiles roughly.&lt;br /&gt;
&lt;br /&gt;
Both the aim and mobility red fog penalties are subtractive, not multiplicative.&lt;br /&gt;
&lt;br /&gt;
For example, the poison/acid mobility debuff is a 25% multiplicative penalty. The unit loses 25% of its maximum movement, so a unit with 14 mobility would have 14 * 0.75 = 10.5 rounded down to 10 mobility, which is effectively -4 mobility.&lt;br /&gt;
&lt;br /&gt;
The %-based mobility penalties are:&lt;br /&gt;
Mindfray - 50% mobility penalty&lt;br /&gt;
Flashbang - 40% mobility penalty&lt;br /&gt;
Poison/acid - 25% mobility penalty&lt;br /&gt;
Catching breath - 75% mobility penalty&lt;br /&gt;
&lt;br /&gt;
All %-based mobility penalties are applied AFTER the additive/subtractive mobility modifiers (Red Fog, perks, inventory).&lt;br /&gt;
&lt;br /&gt;
Thus to make Red Fog carry more significant movement penalty:&lt;br /&gt;
&lt;br /&gt;
    Search for SW_COVER_INCREASE and edit it to =9.9f&lt;br /&gt;
&lt;br /&gt;
==Weapon and Item Changes==&lt;br /&gt;
&lt;br /&gt;
===The MEC Nuclear Option===&lt;br /&gt;
&lt;br /&gt;
For players that are not too fond of the grenade launcher for the MEC, they can switch its functionality to a last-ditch-option onboard nuclear reactor overload weapon. Find the line in defaultgamecore.ini that begins: &lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher, &lt;br /&gt;
&lt;br /&gt;
And replace the entire line with:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher,       ABILITIES[0]=eAbility_MEC_GrenadeLauncher, 	ABILITIES[1]=0,                      ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Mec, 		Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Explosive, Properties[4]=0,               Properties[5]=0,        iDamage=275,  iEnvironmentDamage=750, iRange=1,  iReactionRange=30, iReactionAngle=200, iRadius=700,  iCritical=0,  iOffenseBonus=0,  iSuppression=0,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By loading out the grenade launcher on a MEC, this will give you an option to overload the MECs (hypothetical) nuclear reactor resulting in a massive explosion that is guaranteed to kill/destroy everything (including the MEC) in a wide radius surrounding the MEC. Use only in cases of extreme clusterfuck/heroism.&lt;br /&gt;
&lt;br /&gt;
===Arc Thrower===&lt;br /&gt;
&lt;br /&gt;
With the release of B15, the code required for a pistol slot Arc Thrower is included in the DGC.ini. To make the change, all you need to do is comment out (add a &amp;quot;;&amp;quot;) the default line for the arc thrower and remove the comment located several lines lower. Essentially you tell the game to stop reading the default line of arc thrower code and begin reading the pre-built code enabling the pistol slot. It is explained in the comments of the DGC.ini.&lt;br /&gt;
&lt;br /&gt;
It is possible to equip the arc thrower as a pistol. Adjust the default line&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to allow for pistol slot only &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Pistol, Properties[4]=eWP_Backpack, Properties[5]=eWP_Secondary, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(Properies[5] of the Arc Thrower item was set to eWP_Pistol)&lt;br /&gt;
&lt;br /&gt;
To increase the range of the Arc Thrower to normal vision range, replace line 1673 in DefaultGameCore.ini with this:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Itembalance_Normal=(eItem=eItem_ArcThrower,					iCash=100,	iElerium=0,		iAlloys=94000,		iTime=10,	iEng=20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The iAlloys field for the Arc Thrower item was set to 94000)&lt;br /&gt;
&lt;br /&gt;
Remember that each item has 2 different listings.&lt;br /&gt;
&lt;br /&gt;
===Shredding AP Grenades===&lt;br /&gt;
&lt;br /&gt;
Add the &#039;&#039;Shredder Rocket&#039;&#039; perk to AP Grenades granting them the ability to Shred targets in the blast radius. Change &#039;&#039;iAlloys=0&#039;&#039; to &#039;&#039;iAlloys=22000&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Search for &amp;quot;; AP Grenade&amp;quot; in DGC.INI&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; AP Grenade&lt;br /&gt;
ItemBalance_Normal=(eItem=eItem_NeedleGrenade, iCash=-1, iElerium=0, iAlloys=22000, iTime=-1, iEng=-1); Shredder Rocket&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Acidic Armor Piercing Ammo===&lt;br /&gt;
For those that want acid armor piercing rounds make the change below by searching for &amp;quot;; Armor Piercing Ammo&amp;quot;. Change &#039;&#039;iAlloys=12&#039;&#039; to &#039;&#039;iAlloys=84012&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Search for &amp;quot;; Armor Piercing Ammo&amp;quot; in DGC.INI &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Armor Piercing Ammo&lt;br /&gt;
ItemBalance_Normal=(eItem=198, iCash=50, iElerium=0, iAlloys=84012, iTime=7, iEng=25); Poison&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==iceofwolf&#039;s Modification Package==&lt;br /&gt;
This package is recommended with Red Fog and Aiming Angles enabled. Red Fog, so that every hit point has meaning; and Aiming Angles, so that proper or improper positioning makes a bigger difference.&lt;br /&gt;
&lt;br /&gt;
===General Disclaimer===&lt;br /&gt;
Posted by request. This package was a personal rebalancing of several aspects exposed in the DefaultGameCore.ini. These changes were played in early to early-mid; their balance is untested in late-mid to late game. They were made in Long War beta 13 and may not work with earlier or later betas. Please include information on all mods made to the game, including .ini modifications, when reporting bugs or providing feedback to the mod developers.&lt;br /&gt;
&lt;br /&gt;
Although the majority of the modifications made to the Long War mod were made as soon as beta 13 was downloaded, some were added as the game was played. Some modifications that are included in the linked file may have been missed in the wiki detail due to poor personal changelog habits.&lt;br /&gt;
&lt;br /&gt;
Please thank the devs of Long War not only for the Long War mod itself, but more importantly, for opening up the XCOM game so that players can alter their mod to suit individual preferences.&lt;br /&gt;
&lt;br /&gt;
===DefaultGameCore.ini===&lt;br /&gt;
This link will be removed at request of the moderators of this page or at request of the developers of the Long War mod.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/t9ojup01xhaua2t/DefaultGameCore.ini Dropbox Link]&lt;br /&gt;
&lt;br /&gt;
===XCOM Unit Modifications===&lt;br /&gt;
Soldier starting stats vary by much greater margins.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Soldier&amp;lt;/code&amp;gt; and edit the Will entry to =30&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Easy=( eType=eChar_Soldier,             iDamage=0,  iCritHit=0&amp;lt;/code&amp;gt; and edit the iDefense entry to =15&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_AIM=&amp;lt;/code&amp;gt; and edit it to =45&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HIGH_MOBILITY&amp;lt;/code&amp;gt; and edit it to =-15 (that&#039;s negative 15; it&#039;s necessary for how the game rolls random stats)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_WILL&amp;lt;/code&amp;gt; and edit it to =10&lt;br /&gt;
&lt;br /&gt;
Starting barracks is filled with 64 eager rookies. With the above variation in stats, the additional bodies may be needed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;NUM_STARTING_SOLDIERS&amp;lt;/code&amp;gt; and edit it to =64&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers are easier to field. (If it were possible, I&#039;d make this a binary check: If the soldier&#039;s Will exceeds the power he is trying for, then he succeeds; if not, he fails. I&#039;d also obscure the percentage chance. Since no such code is exposed, everybody gets psi if they spend the time to do it.)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_GIFT_CHANCE&amp;lt;/code&amp;gt; and edit it to =.99&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_TRAINING_HOURS&amp;lt;/code&amp;gt; and edit it to =144&lt;br /&gt;
&lt;br /&gt;
Psi XP requirements reduced.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;; Psi XP Levels&amp;lt;/code&amp;gt; and alter the required XP as desired.&lt;br /&gt;
&lt;br /&gt;
===Equipment Modifications===&lt;br /&gt;
Laser Sniper Rifle, Scatter Laser and Laser Strike Rifle all have ballistic ammo levels. Further weapon tiers were not modified because the effect on game balance could not be directly observed; modify higher tiers to your own liking.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle,    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,			 ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_MoveLimited,   Properties[2]=0,   			  Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0,    iCritical=25, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Sniper Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun,          ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Assault,    Properties[1]=eWP_Rifle,     	 Properties[2]=0,                 Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=60, iRange=30,  iReactionRange=14, iReactionAngle=360, iRadius=0,    iCritical=20, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Laser&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227,         				    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0, 			      ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_Overheats,   	 Properties[2]=eWP_MoveLimited,   Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=36,  iReactionRange=36, iReactionAngle=200, iRadius=0,    iCritical=15, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Strike Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All armor small item equippables confer the Secondary Heart perk.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating,				iCash=100,	iElerium=0,		iAlloys=4020,		iTime=10,	iEng=35);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor,			iCash=0,	iElerium=0,		iAlloys=4005,		iTime=7,	iEng=15);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=94&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=94,  								iCash=60,	iElerium=5002,	iAlloys=4003,		iTime=7,	iEng=30)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=95&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=95,								iCash=-1,	iElerium=0,		iAlloys=4000,		iTime=-1,	iEng=-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=220&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=220,								iCash=70,	iElerium=0,		iAlloys=4010,		iTime=7,	iEng=12);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tactical Modifications===&lt;br /&gt;
Flying provides no defensive bonus. This also causes flying units to be counted as exposed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;AIR_EVADE_DEF&amp;lt;/code&amp;gt; and edit it to =0&lt;br /&gt;
&lt;br /&gt;
===Resource Modifications===&lt;br /&gt;
Mechtoids and Floaters provide significantly more Meld.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;MECHTOID_MELD&amp;lt;/code&amp;gt; and edit it to =80&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HFLOATER_MELD&amp;lt;/code&amp;gt; and edit it to =1030&lt;br /&gt;
&lt;br /&gt;
Strategy game altered so that resources are more plentiful and all items are cheaper, but take longer to build. Net result can be gamed, arguably: rushing an item will result in the same credit, alloy and elerium cost as the base LW mod, but will take 75% of the time it would take in the base LW mod -- but this also adds a Meld cost.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ABDUCTION_REWARD_CASH&amp;lt;/code&amp;gt; and edit it to =300&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_TIME_BALANCE&amp;lt;/code&amp;gt; and edit it to =1.5&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_CREDIT_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ELERIUM_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ALLOY_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_MELD_BALANCE&amp;lt;/code&amp;gt; and edit it to =.25&lt;br /&gt;
&lt;br /&gt;
===Enemy Unit Modifications===&lt;br /&gt;
Thin Man poison spit reduced to range of 5.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague,                   ABILITIES[0]=eAbility_Plague,         ABILITIES[1]=0,                            ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Support,    Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Backpack,  Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=45,  iRange=5,  iReactionRange=25, iReactionAngle=200, iRadius=144,  iCritical=0,  iOffenseBonus=0,  iSuppression=202, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes removed from all Chryssalid units.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0, iDefense=5,	iHP=1, 	iMobility=0,	iWill=0); Lightning Reflexes (removed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Exalt and Elite Exalt that have not been promoted to navigator/leader have significantly reduced hit points, putting all Exalt into one-shot territory. Their offensive capabilities have not been altered.&lt;br /&gt;
:Search the Characters block (the first major block of text after armors) for any entry with &amp;quot;Exalt&amp;quot; in the name. Find &amp;lt;code&amp;gt;HP=&amp;lt;/code&amp;gt; on that line. Adjust as desired.&lt;br /&gt;
&lt;br /&gt;
All alien and Exalt final forms have been disabled, except the leader/navigator. This final upgrade would normally occur at &amp;quot;alien research threshold&amp;quot; 900, which is a rough estimate of how many days have passed since the beginning of the game, modified by alien research efforts. These final upgrades give the aliens substantially higher stats and seem to have been intended to provide a sense of urgency and/or provoke the player to finish the game (to be fair, two to three years is plenty long enough). This file disables them simply because the author of the package modding the mod doesn&#039;t like them.&lt;br /&gt;
&lt;br /&gt;
To re-enable these super upgrades or to disable earlier upgrades, search for &amp;lt;code&amp;gt;; ALIEN AUTOMATIC UPGRADES&amp;lt;/code&amp;gt;. The section that follows details all of the upgrades each non-XCOM unit can receive over time, most of which start at &amp;quot;210&amp;quot;. Place a semicolon at the beginning of any line which you want to disable, or remove the semicolon from each unit line you want to re-enable.&lt;br /&gt;
&lt;br /&gt;
Note that, despite denying aliens and Exalt their final upgrades and restricting Exalt starting HP, leader/navigator types of each alien will remain a significant threat.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Thekcpiper</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=64213</id>
		<title>Mods (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=64213"/>
		<updated>2015-04-29T18:39:21Z</updated>

		<summary type="html">&lt;p&gt;Thekcpiper: /* Acidic Armor Piercing Ammo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Beginners Guide==&lt;br /&gt;
&lt;br /&gt;
Long War has made it easy for individual users to tweak parts of the game for their own preference. Unless otherwise noted, code changes occur in the &amp;lt;code&amp;gt;DefaultGameCore.ini&amp;lt;/code&amp;gt; file; this is commonly referred to as the DGC.ini. For a typical Windows user, this file can be found at &amp;lt;code&amp;gt;C:/Program Files x86/Steam/SteamApps/common(OR your username)/XCom-enemy-unknown/XEW/XComGame/Config&amp;lt;/code&amp;gt;. It is recommended that you download and use &#039;&#039;&#039;Notepad++&#039;&#039;&#039; to alter defaultgamecore.ini because it is visually easier to use and numbers the lines (which may be referenced in this page).&lt;br /&gt;
&lt;br /&gt;
Another useful tool is the free software &#039;&#039;&#039;WinMerge&#039;&#039;&#039;. WinMerge allows you to open two text files (like the DGC.ini) side by side and compare differences between them. This is useful when Long War is updated. To easily preserve the custom modifications you did on a previous version, open a backup copy of your old DGC.ini and the new updated version DGC.ini. WinMerge will help you quickly identify differences and apply all your previous modifications to the new Long War version.&lt;br /&gt;
&lt;br /&gt;
Note for OS X users, you will need to modify &amp;lt;code&amp;gt;XComGameCore.ini&amp;lt;/code&amp;gt;, which is located at &amp;lt;code&amp;gt;~/Library/Application Support/Feral Interactive/XCOM Enemy Unknown/XEW/MacInit/XComGameCore.ini&amp;lt;/code&amp;gt;. Some users suggest that you update &amp;lt;code&amp;gt;~/Application Support/Steam/SteamApps/common/XCom-Enemy-Unknown/XCOMData/XEW/XComGame/Config/DefaultGameCore.ini&amp;lt;/code&amp;gt; as well to be safe.  You can use the built in program TextEdit or (better) TextWrangler.&lt;br /&gt;
&lt;br /&gt;
==Base Changes==&lt;br /&gt;
&lt;br /&gt;
===Energy Changes===&lt;br /&gt;
&lt;br /&gt;
Alternative Fission and Thermo changes are proposed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
________________Pwr__Cost__Cost/Pwr_____&lt;br /&gt;
Fission Current --- 6 --- $120 --- $20.00&lt;br /&gt;
Fission Change --- 8 --- $150 --- $18.75&lt;br /&gt;
&lt;br /&gt;
Thermo Current -- 25 -- $350 --- $14.00&lt;br /&gt;
Thermo Change -- 20 -- $300 --- $15.00&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition, increase Adjacency bonus from +3 power to +4.&lt;br /&gt;
&lt;br /&gt;
With this, Fission is still less efficient than a thermo, however players shouldn&#039;t feel like they are getting an extra difficulty tacked on because they didn&#039;t get a good steam vent. Now if there is a good steam vent, it&#039;s simply a bonus. To change these options, examine lines 1395 and line 1800.&lt;br /&gt;
&lt;br /&gt;
===Start Date Change===&lt;br /&gt;
To start the campaign at a different date than March 1st. Change the value found in &amp;lt;code&amp;gt;defaultgamedata.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appearance Changes===&lt;br /&gt;
&lt;br /&gt;
How to Remove the Gene Mod Armor:&lt;br /&gt;
&lt;br /&gt;
This will replace the gene mod armor with a sleeved chest plate. However, said chest plate was designed to have shoulder pads, which are missing, so there will be a noticeable gap with either gene mods or those who use tactical vests instead of tactical armor. The gap is textured, so it won&#039;t break any models. You can still add shoulder pads by using decos ingame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Use CTRL + F To find the following&lt;br /&gt;
&lt;br /&gt;
UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar_GM,ArchetypeName=&amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Remove both GMs from &amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now the game will read the normal armor instead of the GM version. &lt;br /&gt;
You can choose to do this to specific models, or use find and replace to change them all. &lt;br /&gt;
To use find and replace, I recommend you find _GM&amp;quot; and _GM. and replace them with &amp;quot; and . respectively.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to change default color, and headgear.&lt;br /&gt;
&lt;br /&gt;
In your DefaultGameCore.ini file, you&#039;ll be able to find lines that alter the rookie&#039;s starting color, and headgear, as well as the first time they are promoted to a class. Acceptable values, and their definitions, can be found here.&lt;br /&gt;
http://wiki.tesnexus.com/index.php/Initial_soldier_appearance_-_XCOM:EU_2012#Tables (&amp;lt; Someone hyperlink that for me, please.)&lt;br /&gt;
&lt;br /&gt;
Note that you must make these changes &#039;&#039;&#039;before&#039;&#039;&#039; starting a new game for them to take effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
If you press &amp;quot;CTRL + F&amp;quot;, you will open up the find menu. Locate the comment;&lt;br /&gt;
&lt;br /&gt;
; Initial soldier appearance&lt;br /&gt;
&lt;br /&gt;
and you will find directly below it;&lt;br /&gt;
&lt;br /&gt;
DEFENDER_MEDIKIT	= 6		; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)&lt;br /&gt;
COUNCIL_STAT_BONUS	= -1	; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)&lt;br /&gt;
ShowUFOsOnMission	= -1	; Rookie headgear; See readme for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.&lt;br /&gt;
&lt;br /&gt;
Use the values linked above to find exactly what you want. &lt;br /&gt;
To change the promotes, find the following lines directly below the rookie&#039;s section, and change the numbers to any value between 0-32 or -1 for no change.&lt;br /&gt;
&lt;br /&gt;
; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!&lt;br /&gt;
HQ_BASE_POWER = 32			; Sniper Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Sniper Headgear&lt;br /&gt;
HQ_BASE_POWER = 15			; Scout Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Scout Headgear&lt;br /&gt;
HQ_BASE_POWER = 12			; Rocketeer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Rocketeer Headgear&lt;br /&gt;
HQ_BASE_POWER = 9			; Gunner Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Gunner Headgear&lt;br /&gt;
HQ_BASE_POWER = 29			; Medic Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Medic Headgear&lt;br /&gt;
HQ_BASE_POWER = 22			; Engineer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Engineer Headgear&lt;br /&gt;
HQ_BASE_POWER = 21			; Assault Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Assault Headgear&lt;br /&gt;
HQ_BASE_POWER = 19			; Infantry Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Infantry Headgear&lt;br /&gt;
&lt;br /&gt;
Please note, that any text after a ; is a comment, and editing anything past them will do nothing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MECs earn full XP for kills===&lt;br /&gt;
This change requires Hex Editor.&lt;br /&gt;
&lt;br /&gt;
* Open XComGame.upk file in \Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole folder with HxD&lt;br /&gt;
* Search -&amp;gt; Find -&amp;gt; Datatype Hex-Values: A0 00 E7 85 00 00 38 3F 2C &#039;&#039;&#039;02&#039;&#039;&#039; 16&lt;br /&gt;
* Replace 02 with 01.&lt;br /&gt;
&lt;br /&gt;
This will eliminate the penalty. Setting it to 03 will give them 1/3rd of XP for kills.[http://www.reddit.com/r/Xcom/comments/2g04ye/lw_in_vanilla_mecs_earn_half_the_xp_for_kills/ckerbtf]&lt;br /&gt;
&lt;br /&gt;
==INI Meld editing==&lt;br /&gt;
===Item Costs===&lt;br /&gt;
Costs in engineering can be edited in the DefaultGameCore.INI file. As you most limited resource will probably be Meld, and the way the data is in the .ini file, this will help your inner engineer&#039;s itch to want to build items. Beginning about halfway down, you will start to see &amp;quot;iElerium=&amp;quot; lines. Comments helpfully point out that these are both the Meld &#039;&#039;and&#039;&#039; Elerium entries. You may want to keep an untouched INI file and/or use the UFOPaedia&#039;s pages as references. Now for editing:&lt;br /&gt;
&lt;br /&gt;
As you can see in the [[Armor_%28Long_War%29#MEC_Armor|Armor]] section, the MEC suits of Warden, Sentinel, and Paladin cost, respectively, 20 meld and 20 Elerium, 40 Meld and 30 Elerium, 60 meld and 50 Elerium for their fabrication costs (on top of credits and alloys). In the .ini file, they are, again respectively, simply labeled &amp;quot;; MEC-1&amp;quot;, &amp;quot;; MEC-2&amp;quot;, &amp;quot;; MEC-3&amp;quot;. Now see that the &amp;quot;IElerium=&amp;quot; values are, once more respectively, 20020, 40030, 60050. As you can see, there is a placeholder 0 in any given iElerium entry-- for any item that has a Meld cost. As this section focuses on just meld editing, this won&#039;t be editing the Elerium cost (and will assume you won&#039;t, as you don&#039;t want to make the Long War _too_ easy). Therefore, you will only be editing the value &#039;&#039;in front&#039;&#039; of the placeholder 0.&lt;br /&gt;
&lt;br /&gt;
Ergo: changing 20020, 40030, 60050 to, say, 5020 (note it goes from 5 to 4 intergers), 20030, 30050 would change the meld costs of Warden armor from 20 to 5 units of Meld, Sentinel from 40 to 20, and Paladin from 60 to 30 (while not changing the Elerium costs). Again, note that changing the Warden&#039;s &amp;quot;20&amp;quot; to &amp;quot;5&amp;quot; -- and &#039;&#039;not&#039;&#039; &amp;quot;05&amp;quot; -- in front of the &#039;placeholder&#039; 0 will reduce the cost from 20 to 5 units of Meld. This method works on all the &amp;quot;iElerium=&amp;quot; entries under the &amp;quot;; Gear&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
Near the bottom of the file, you will find &amp;quot;; Gene Mod Configuration&amp;quot;. Depending on your choice of editor, the entries may not line up, so be aware that in this section, &amp;quot;iAlloys=&amp;quot; is the variable set for Meld cost for gene mods. As these variables are more simply written, merely edit them to your desired cost. And for reference, &amp;quot;iTime=&amp;quot; entries are for how long each mod requires a soldier to be inside the Gene Lab&#039;s tanks, and &amp;quot;iEng=&amp;quot; are the penalty hours added to fatigue.&lt;br /&gt;
&lt;br /&gt;
===Meld Expiration Timer===&lt;br /&gt;
In &amp;lt;code&amp;gt;DefaultRandomSpawns.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will find the lines:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
[XComLZMutator.XComMeldSpawnMutator]&lt;br /&gt;
&lt;br /&gt;
NumContainers = 3&lt;br /&gt;
DestroyedOnTurn = (DistToPlayer / (96 * 8)) * EqSlope + EqConst (96 * 8 - mobility in UU)&lt;br /&gt;
EqSlope = 1.5&lt;br /&gt;
&lt;br /&gt;
EqConst = 1&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By increasing the number after EqSlope (default 1.5), you can increase the number of turns it takes before meld expires.&lt;br /&gt;
&lt;br /&gt;
==Second Wave Option Changes==&lt;br /&gt;
&lt;br /&gt;
===Aiming Angles===&lt;br /&gt;
&lt;br /&gt;
It may be the case that 90 degrees is too small of an arc for cover to provide full protection, so we can cut the aiming angle down to 30 degrees. This gives your cover a 120 degree arc in which it provides full protection, so you can easily fight enemies so long as you&#039;re not stupid about picking your cover.&lt;br /&gt;
&lt;br /&gt;
You can change the settings in defaultgamecore.ini, and there is a diagram in there to help explain it:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Top down view&lt;br /&gt;
;&lt;br /&gt;
;     B  &lt;br /&gt;
;      \ &lt;br /&gt;
;       \&lt;br /&gt;
;  A-----^&lt;br /&gt;
;        T&lt;br /&gt;
;&lt;br /&gt;
; T is a target with cover in the direction of &#039;^&#039;.&lt;br /&gt;
; A is a shooter with the maximum aiming angle aim bonus &lt;br /&gt;
; B is a shooter with the minimum aiming angle aim bonus&lt;br /&gt;
; The aiming angle bonus increases linearly in the angle range between A and B&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
SW_AIMING_ANGLE_THRESHOLD= 30.0f; 45.0f; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90&lt;br /&gt;
SW_AIMING_ANGLE_MINBONUS=5      ; Shooter B&#039;s aiming angle bonus is SW_AIMING_ANGLE_MINBONUS&lt;br /&gt;
SW_AIMING_ANGLE_MAXBONUS=-5     ; Shooter A&#039;s aiming angle bonus is [T&#039;s Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The option for 45 degrees is commented out, and replaced it with 30 degrees. With these settings, 30 degrees to parallel (60 degrees off of perpendicular), gives a +5 to hit. Just shy of the 90 degree flank, it&#039;s +(coverbonus - 5) to hit.&lt;br /&gt;
&lt;br /&gt;
===Red Fog===&lt;br /&gt;
&#039;&#039;&#039;Mobility Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Q: Given that the mobility penalty in the DGC.ini is listed in the format &amp;quot;6.0f&amp;quot;, what does this mean?&lt;br /&gt;
&lt;br /&gt;
A: It means that at most there is a -6 mobility penalty that would be applied at 0% health. Since it can&#039;t hit 0% health, effectively the worst mobility penalty achievable is -5 mobility if severely wounded. This value is measured in meters, the same scaling units that are shown in the barracks view. The mobility stat is an integer value measured in meters, and each tile is 1.5 meters x 1.5 meters, so 5 mobility = 3.33 tiles roughly.&lt;br /&gt;
&lt;br /&gt;
Both the aim and mobility red fog penalties are subtractive, not multiplicative.&lt;br /&gt;
&lt;br /&gt;
For example, the poison/acid mobility debuff is a 25% multiplicative penalty. The unit loses 25% of its maximum movement, so a unit with 14 mobility would have 14 * 0.75 = 10.5 rounded down to 10 mobility, which is effectively -4 mobility.&lt;br /&gt;
&lt;br /&gt;
The %-based mobility penalties are:&lt;br /&gt;
Mindfray - 50% mobility penalty&lt;br /&gt;
Flashbang - 40% mobility penalty&lt;br /&gt;
Poison/acid - 25% mobility penalty&lt;br /&gt;
Catching breath - 75% mobility penalty&lt;br /&gt;
&lt;br /&gt;
All %-based mobility penalties are applied AFTER the additive/subtractive mobility modifiers (Red Fog, perks, inventory).&lt;br /&gt;
&lt;br /&gt;
Thus to make Red Fog carry more significant movement penalty:&lt;br /&gt;
&lt;br /&gt;
    Search for SW_COVER_INCREASE and edit it to =9.9f&lt;br /&gt;
&lt;br /&gt;
==Weapon and Item Changes==&lt;br /&gt;
&lt;br /&gt;
===The MEC Nuclear Option===&lt;br /&gt;
&lt;br /&gt;
For players that are not too fond of the grenade launcher for the MEC, they can switch its functionality to a last-ditch-option onboard nuclear reactor overload weapon. Find the line in defaultgamecore.ini that begins: &lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher, &lt;br /&gt;
&lt;br /&gt;
And replace the entire line with:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher,       ABILITIES[0]=eAbility_MEC_GrenadeLauncher, 	ABILITIES[1]=0,                      ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Mec, 		Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Explosive, Properties[4]=0,               Properties[5]=0,        iDamage=275,  iEnvironmentDamage=750, iRange=1,  iReactionRange=30, iReactionAngle=200, iRadius=700,  iCritical=0,  iOffenseBonus=0,  iSuppression=0,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By loading out the grenade launcher on a MEC, this will give you an option to overload the MECs (hypothetical) nuclear reactor resulting in a massive explosion that is guaranteed to kill/destroy everything (including the MEC) in a wide radius surrounding the MEC. Use only in cases of extreme clusterfuck/heroism.&lt;br /&gt;
&lt;br /&gt;
===Arc Thrower===&lt;br /&gt;
&lt;br /&gt;
With the release of B15, the code required for a pistol slot Arc Thrower is included in the DGC.ini. To make the change, all you need to do is comment out (add a &amp;quot;;&amp;quot;) the default line for the arc thrower and remove the comment located several lines lower. Essentially you tell the game to stop reading the default line of arc thrower code and begin reading the pre-built code enabling the pistol slot. It is explained in the comments of the DGC.ini.&lt;br /&gt;
&lt;br /&gt;
It is possible to equip the arc thrower as a pistol. Adjust the default line&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to allow for pistol slot only &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Pistol, Properties[4]=eWP_Backpack, Properties[5]=eWP_Secondary, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(Properies[5] of the Arc Thrower item was set to eWP_Pistol)&lt;br /&gt;
&lt;br /&gt;
To increase the range of the Arc Thrower to normal vision range, replace line 1673 in DefaultGameCore.ini with this:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Itembalance_Normal=(eItem=eItem_ArcThrower,					iCash=100,	iElerium=0,		iAlloys=94000,		iTime=10,	iEng=20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The iAlloys field for the Arc Thrower item was set to 94000)&lt;br /&gt;
&lt;br /&gt;
Remember that each item has 2 different listings.&lt;br /&gt;
&lt;br /&gt;
===Shredding AP Grenades===&lt;br /&gt;
&lt;br /&gt;
Add the &#039;&#039;Shredder Rocket&#039;&#039; perk to AP Grenades granting them the ability to Shred targets in the blast radius. Change &#039;&#039;iAlloys=0&#039;&#039; to &#039;&#039;iAlloys=22000&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Search for &amp;quot;; AP Grenade&amp;quot; in DGC.INI&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; AP Grenade&lt;br /&gt;
ItemBalance_Normal=(eItem=eItem_NeedleGrenade,	iCash=-1, 	iElerium=0,	iAlloys=22000, 	iTime=-1,	iEng=-1); Shredder Rocket&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Acidic Armor Piercing Ammo===&lt;br /&gt;
For those that want acid armor piercing rounds make the change below by searching for &amp;quot;; Armor Piercing Ammo&amp;quot;. Change &#039;&#039;iAlloys=12&#039;&#039; to &#039;&#039;iAlloys=84012&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Search for &amp;quot;; Armor Piercing Ammo&amp;quot; in DGC.INI &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Armor Piercing Ammo&lt;br /&gt;
ItemBalance_Normal=(eItem=198, iCash=50, iElerium=0, iAlloys=84012, iTime=7, iEng=25); Poison&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==iceofwolf&#039;s Modification Package==&lt;br /&gt;
This package is recommended with Red Fog and Aiming Angles enabled. Red Fog, so that every hit point has meaning; and Aiming Angles, so that proper or improper positioning makes a bigger difference.&lt;br /&gt;
&lt;br /&gt;
===General Disclaimer===&lt;br /&gt;
Posted by request. This package was a personal rebalancing of several aspects exposed in the DefaultGameCore.ini. These changes were played in early to early-mid; their balance is untested in late-mid to late game. They were made in Long War beta 13 and may not work with earlier or later betas. Please include information on all mods made to the game, including .ini modifications, when reporting bugs or providing feedback to the mod developers.&lt;br /&gt;
&lt;br /&gt;
Although the majority of the modifications made to the Long War mod were made as soon as beta 13 was downloaded, some were added as the game was played. Some modifications that are included in the linked file may have been missed in the wiki detail due to poor personal changelog habits.&lt;br /&gt;
&lt;br /&gt;
Please thank the devs of Long War not only for the Long War mod itself, but more importantly, for opening up the XCOM game so that players can alter their mod to suit individual preferences.&lt;br /&gt;
&lt;br /&gt;
===DefaultGameCore.ini===&lt;br /&gt;
This link will be removed at request of the moderators of this page or at request of the developers of the Long War mod.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/t9ojup01xhaua2t/DefaultGameCore.ini Dropbox Link]&lt;br /&gt;
&lt;br /&gt;
===XCOM Unit Modifications===&lt;br /&gt;
Soldier starting stats vary by much greater margins.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Soldier&amp;lt;/code&amp;gt; and edit the Will entry to =30&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Easy=( eType=eChar_Soldier,             iDamage=0,  iCritHit=0&amp;lt;/code&amp;gt; and edit the iDefense entry to =15&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_AIM=&amp;lt;/code&amp;gt; and edit it to =45&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HIGH_MOBILITY&amp;lt;/code&amp;gt; and edit it to =-15 (that&#039;s negative 15; it&#039;s necessary for how the game rolls random stats)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_WILL&amp;lt;/code&amp;gt; and edit it to =10&lt;br /&gt;
&lt;br /&gt;
Starting barracks is filled with 64 eager rookies. With the above variation in stats, the additional bodies may be needed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;NUM_STARTING_SOLDIERS&amp;lt;/code&amp;gt; and edit it to =64&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers are easier to field. (If it were possible, I&#039;d make this a binary check: If the soldier&#039;s Will exceeds the power he is trying for, then he succeeds; if not, he fails. I&#039;d also obscure the percentage chance. Since no such code is exposed, everybody gets psi if they spend the time to do it.)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_GIFT_CHANCE&amp;lt;/code&amp;gt; and edit it to =.99&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_TRAINING_HOURS&amp;lt;/code&amp;gt; and edit it to =144&lt;br /&gt;
&lt;br /&gt;
Psi XP requirements reduced.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;; Psi XP Levels&amp;lt;/code&amp;gt; and alter the required XP as desired.&lt;br /&gt;
&lt;br /&gt;
===Equipment Modifications===&lt;br /&gt;
Laser Sniper Rifle, Scatter Laser and Laser Strike Rifle all have ballistic ammo levels. Further weapon tiers were not modified because the effect on game balance could not be directly observed; modify higher tiers to your own liking.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle,    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,			 ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_MoveLimited,   Properties[2]=0,   			  Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0,    iCritical=25, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Sniper Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun,          ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Assault,    Properties[1]=eWP_Rifle,     	 Properties[2]=0,                 Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=60, iRange=30,  iReactionRange=14, iReactionAngle=360, iRadius=0,    iCritical=20, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Laser&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227,         				    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0, 			      ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_Overheats,   	 Properties[2]=eWP_MoveLimited,   Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=36,  iReactionRange=36, iReactionAngle=200, iRadius=0,    iCritical=15, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Strike Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All armor small item equippables confer the Secondary Heart perk.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating,				iCash=100,	iElerium=0,		iAlloys=4020,		iTime=10,	iEng=35);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor,			iCash=0,	iElerium=0,		iAlloys=4005,		iTime=7,	iEng=15);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=94&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=94,  								iCash=60,	iElerium=5002,	iAlloys=4003,		iTime=7,	iEng=30)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=95&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=95,								iCash=-1,	iElerium=0,		iAlloys=4000,		iTime=-1,	iEng=-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=220&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=220,								iCash=70,	iElerium=0,		iAlloys=4010,		iTime=7,	iEng=12);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tactical Modifications===&lt;br /&gt;
Flying provides no defensive bonus. This also causes flying units to be counted as exposed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;AIR_EVADE_DEF&amp;lt;/code&amp;gt; and edit it to =0&lt;br /&gt;
&lt;br /&gt;
===Resource Modifications===&lt;br /&gt;
Mechtoids and Floaters provide significantly more Meld.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;MECHTOID_MELD&amp;lt;/code&amp;gt; and edit it to =80&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HFLOATER_MELD&amp;lt;/code&amp;gt; and edit it to =1030&lt;br /&gt;
&lt;br /&gt;
Strategy game altered so that resources are more plentiful and all items are cheaper, but take longer to build. Net result can be gamed, arguably: rushing an item will result in the same credit, alloy and elerium cost as the base LW mod, but will take 75% of the time it would take in the base LW mod -- but this also adds a Meld cost.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ABDUCTION_REWARD_CASH&amp;lt;/code&amp;gt; and edit it to =300&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_TIME_BALANCE&amp;lt;/code&amp;gt; and edit it to =1.5&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_CREDIT_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ELERIUM_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ALLOY_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_MELD_BALANCE&amp;lt;/code&amp;gt; and edit it to =.25&lt;br /&gt;
&lt;br /&gt;
===Enemy Unit Modifications===&lt;br /&gt;
Thin Man poison spit reduced to range of 5.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague,                   ABILITIES[0]=eAbility_Plague,         ABILITIES[1]=0,                            ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Support,    Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Backpack,  Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=45,  iRange=5,  iReactionRange=25, iReactionAngle=200, iRadius=144,  iCritical=0,  iOffenseBonus=0,  iSuppression=202, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes removed from all Chryssalid units.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0, iDefense=5,	iHP=1, 	iMobility=0,	iWill=0); Lightning Reflexes (removed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Exalt and Elite Exalt that have not been promoted to navigator/leader have significantly reduced hit points, putting all Exalt into one-shot territory. Their offensive capabilities have not been altered.&lt;br /&gt;
:Search the Characters block (the first major block of text after armors) for any entry with &amp;quot;Exalt&amp;quot; in the name. Find &amp;lt;code&amp;gt;HP=&amp;lt;/code&amp;gt; on that line. Adjust as desired.&lt;br /&gt;
&lt;br /&gt;
All alien and Exalt final forms have been disabled, except the leader/navigator. This final upgrade would normally occur at &amp;quot;alien research threshold&amp;quot; 900, which is a rough estimate of how many days have passed since the beginning of the game, modified by alien research efforts. These final upgrades give the aliens substantially higher stats and seem to have been intended to provide a sense of urgency and/or provoke the player to finish the game (to be fair, two to three years is plenty long enough). This file disables them simply because the author of the package modding the mod doesn&#039;t like them.&lt;br /&gt;
&lt;br /&gt;
To re-enable these super upgrades or to disable earlier upgrades, search for &amp;lt;code&amp;gt;; ALIEN AUTOMATIC UPGRADES&amp;lt;/code&amp;gt;. The section that follows details all of the upgrades each non-XCOM unit can receive over time, most of which start at &amp;quot;210&amp;quot;. Place a semicolon at the beginning of any line which you want to disable, or remove the semicolon from each unit line you want to re-enable.&lt;br /&gt;
&lt;br /&gt;
Note that, despite denying aliens and Exalt their final upgrades and restricting Exalt starting HP, leader/navigator types of each alien will remain a significant threat.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Thekcpiper</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=64212</id>
		<title>Mods (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=64212"/>
		<updated>2015-04-29T18:38:45Z</updated>

		<summary type="html">&lt;p&gt;Thekcpiper: /* Acidic Armor Piercing Ammo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Beginners Guide==&lt;br /&gt;
&lt;br /&gt;
Long War has made it easy for individual users to tweak parts of the game for their own preference. Unless otherwise noted, code changes occur in the &amp;lt;code&amp;gt;DefaultGameCore.ini&amp;lt;/code&amp;gt; file; this is commonly referred to as the DGC.ini. For a typical Windows user, this file can be found at &amp;lt;code&amp;gt;C:/Program Files x86/Steam/SteamApps/common(OR your username)/XCom-enemy-unknown/XEW/XComGame/Config&amp;lt;/code&amp;gt;. It is recommended that you download and use &#039;&#039;&#039;Notepad++&#039;&#039;&#039; to alter defaultgamecore.ini because it is visually easier to use and numbers the lines (which may be referenced in this page).&lt;br /&gt;
&lt;br /&gt;
Another useful tool is the free software &#039;&#039;&#039;WinMerge&#039;&#039;&#039;. WinMerge allows you to open two text files (like the DGC.ini) side by side and compare differences between them. This is useful when Long War is updated. To easily preserve the custom modifications you did on a previous version, open a backup copy of your old DGC.ini and the new updated version DGC.ini. WinMerge will help you quickly identify differences and apply all your previous modifications to the new Long War version.&lt;br /&gt;
&lt;br /&gt;
Note for OS X users, you will need to modify &amp;lt;code&amp;gt;XComGameCore.ini&amp;lt;/code&amp;gt;, which is located at &amp;lt;code&amp;gt;~/Library/Application Support/Feral Interactive/XCOM Enemy Unknown/XEW/MacInit/XComGameCore.ini&amp;lt;/code&amp;gt;. Some users suggest that you update &amp;lt;code&amp;gt;~/Application Support/Steam/SteamApps/common/XCom-Enemy-Unknown/XCOMData/XEW/XComGame/Config/DefaultGameCore.ini&amp;lt;/code&amp;gt; as well to be safe.  You can use the built in program TextEdit or (better) TextWrangler.&lt;br /&gt;
&lt;br /&gt;
==Base Changes==&lt;br /&gt;
&lt;br /&gt;
===Energy Changes===&lt;br /&gt;
&lt;br /&gt;
Alternative Fission and Thermo changes are proposed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
________________Pwr__Cost__Cost/Pwr_____&lt;br /&gt;
Fission Current --- 6 --- $120 --- $20.00&lt;br /&gt;
Fission Change --- 8 --- $150 --- $18.75&lt;br /&gt;
&lt;br /&gt;
Thermo Current -- 25 -- $350 --- $14.00&lt;br /&gt;
Thermo Change -- 20 -- $300 --- $15.00&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition, increase Adjacency bonus from +3 power to +4.&lt;br /&gt;
&lt;br /&gt;
With this, Fission is still less efficient than a thermo, however players shouldn&#039;t feel like they are getting an extra difficulty tacked on because they didn&#039;t get a good steam vent. Now if there is a good steam vent, it&#039;s simply a bonus. To change these options, examine lines 1395 and line 1800.&lt;br /&gt;
&lt;br /&gt;
===Start Date Change===&lt;br /&gt;
To start the campaign at a different date than March 1st. Change the value found in &amp;lt;code&amp;gt;defaultgamedata.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appearance Changes===&lt;br /&gt;
&lt;br /&gt;
How to Remove the Gene Mod Armor:&lt;br /&gt;
&lt;br /&gt;
This will replace the gene mod armor with a sleeved chest plate. However, said chest plate was designed to have shoulder pads, which are missing, so there will be a noticeable gap with either gene mods or those who use tactical vests instead of tactical armor. The gap is textured, so it won&#039;t break any models. You can still add shoulder pads by using decos ingame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Use CTRL + F To find the following&lt;br /&gt;
&lt;br /&gt;
UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar_GM,ArchetypeName=&amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Remove both GMs from &amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now the game will read the normal armor instead of the GM version. &lt;br /&gt;
You can choose to do this to specific models, or use find and replace to change them all. &lt;br /&gt;
To use find and replace, I recommend you find _GM&amp;quot; and _GM. and replace them with &amp;quot; and . respectively.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to change default color, and headgear.&lt;br /&gt;
&lt;br /&gt;
In your DefaultGameCore.ini file, you&#039;ll be able to find lines that alter the rookie&#039;s starting color, and headgear, as well as the first time they are promoted to a class. Acceptable values, and their definitions, can be found here.&lt;br /&gt;
http://wiki.tesnexus.com/index.php/Initial_soldier_appearance_-_XCOM:EU_2012#Tables (&amp;lt; Someone hyperlink that for me, please.)&lt;br /&gt;
&lt;br /&gt;
Note that you must make these changes &#039;&#039;&#039;before&#039;&#039;&#039; starting a new game for them to take effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
If you press &amp;quot;CTRL + F&amp;quot;, you will open up the find menu. Locate the comment;&lt;br /&gt;
&lt;br /&gt;
; Initial soldier appearance&lt;br /&gt;
&lt;br /&gt;
and you will find directly below it;&lt;br /&gt;
&lt;br /&gt;
DEFENDER_MEDIKIT	= 6		; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)&lt;br /&gt;
COUNCIL_STAT_BONUS	= -1	; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)&lt;br /&gt;
ShowUFOsOnMission	= -1	; Rookie headgear; See readme for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.&lt;br /&gt;
&lt;br /&gt;
Use the values linked above to find exactly what you want. &lt;br /&gt;
To change the promotes, find the following lines directly below the rookie&#039;s section, and change the numbers to any value between 0-32 or -1 for no change.&lt;br /&gt;
&lt;br /&gt;
; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!&lt;br /&gt;
HQ_BASE_POWER = 32			; Sniper Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Sniper Headgear&lt;br /&gt;
HQ_BASE_POWER = 15			; Scout Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Scout Headgear&lt;br /&gt;
HQ_BASE_POWER = 12			; Rocketeer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Rocketeer Headgear&lt;br /&gt;
HQ_BASE_POWER = 9			; Gunner Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Gunner Headgear&lt;br /&gt;
HQ_BASE_POWER = 29			; Medic Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Medic Headgear&lt;br /&gt;
HQ_BASE_POWER = 22			; Engineer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Engineer Headgear&lt;br /&gt;
HQ_BASE_POWER = 21			; Assault Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Assault Headgear&lt;br /&gt;
HQ_BASE_POWER = 19			; Infantry Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Infantry Headgear&lt;br /&gt;
&lt;br /&gt;
Please note, that any text after a ; is a comment, and editing anything past them will do nothing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MECs earn full XP for kills===&lt;br /&gt;
This change requires Hex Editor.&lt;br /&gt;
&lt;br /&gt;
* Open XComGame.upk file in \Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole folder with HxD&lt;br /&gt;
* Search -&amp;gt; Find -&amp;gt; Datatype Hex-Values: A0 00 E7 85 00 00 38 3F 2C &#039;&#039;&#039;02&#039;&#039;&#039; 16&lt;br /&gt;
* Replace 02 with 01.&lt;br /&gt;
&lt;br /&gt;
This will eliminate the penalty. Setting it to 03 will give them 1/3rd of XP for kills.[http://www.reddit.com/r/Xcom/comments/2g04ye/lw_in_vanilla_mecs_earn_half_the_xp_for_kills/ckerbtf]&lt;br /&gt;
&lt;br /&gt;
==INI Meld editing==&lt;br /&gt;
===Item Costs===&lt;br /&gt;
Costs in engineering can be edited in the DefaultGameCore.INI file. As you most limited resource will probably be Meld, and the way the data is in the .ini file, this will help your inner engineer&#039;s itch to want to build items. Beginning about halfway down, you will start to see &amp;quot;iElerium=&amp;quot; lines. Comments helpfully point out that these are both the Meld &#039;&#039;and&#039;&#039; Elerium entries. You may want to keep an untouched INI file and/or use the UFOPaedia&#039;s pages as references. Now for editing:&lt;br /&gt;
&lt;br /&gt;
As you can see in the [[Armor_%28Long_War%29#MEC_Armor|Armor]] section, the MEC suits of Warden, Sentinel, and Paladin cost, respectively, 20 meld and 20 Elerium, 40 Meld and 30 Elerium, 60 meld and 50 Elerium for their fabrication costs (on top of credits and alloys). In the .ini file, they are, again respectively, simply labeled &amp;quot;; MEC-1&amp;quot;, &amp;quot;; MEC-2&amp;quot;, &amp;quot;; MEC-3&amp;quot;. Now see that the &amp;quot;IElerium=&amp;quot; values are, once more respectively, 20020, 40030, 60050. As you can see, there is a placeholder 0 in any given iElerium entry-- for any item that has a Meld cost. As this section focuses on just meld editing, this won&#039;t be editing the Elerium cost (and will assume you won&#039;t, as you don&#039;t want to make the Long War _too_ easy). Therefore, you will only be editing the value &#039;&#039;in front&#039;&#039; of the placeholder 0.&lt;br /&gt;
&lt;br /&gt;
Ergo: changing 20020, 40030, 60050 to, say, 5020 (note it goes from 5 to 4 intergers), 20030, 30050 would change the meld costs of Warden armor from 20 to 5 units of Meld, Sentinel from 40 to 20, and Paladin from 60 to 30 (while not changing the Elerium costs). Again, note that changing the Warden&#039;s &amp;quot;20&amp;quot; to &amp;quot;5&amp;quot; -- and &#039;&#039;not&#039;&#039; &amp;quot;05&amp;quot; -- in front of the &#039;placeholder&#039; 0 will reduce the cost from 20 to 5 units of Meld. This method works on all the &amp;quot;iElerium=&amp;quot; entries under the &amp;quot;; Gear&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
Near the bottom of the file, you will find &amp;quot;; Gene Mod Configuration&amp;quot;. Depending on your choice of editor, the entries may not line up, so be aware that in this section, &amp;quot;iAlloys=&amp;quot; is the variable set for Meld cost for gene mods. As these variables are more simply written, merely edit them to your desired cost. And for reference, &amp;quot;iTime=&amp;quot; entries are for how long each mod requires a soldier to be inside the Gene Lab&#039;s tanks, and &amp;quot;iEng=&amp;quot; are the penalty hours added to fatigue.&lt;br /&gt;
&lt;br /&gt;
===Meld Expiration Timer===&lt;br /&gt;
In &amp;lt;code&amp;gt;DefaultRandomSpawns.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will find the lines:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
[XComLZMutator.XComMeldSpawnMutator]&lt;br /&gt;
&lt;br /&gt;
NumContainers = 3&lt;br /&gt;
DestroyedOnTurn = (DistToPlayer / (96 * 8)) * EqSlope + EqConst (96 * 8 - mobility in UU)&lt;br /&gt;
EqSlope = 1.5&lt;br /&gt;
&lt;br /&gt;
EqConst = 1&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By increasing the number after EqSlope (default 1.5), you can increase the number of turns it takes before meld expires.&lt;br /&gt;
&lt;br /&gt;
==Second Wave Option Changes==&lt;br /&gt;
&lt;br /&gt;
===Aiming Angles===&lt;br /&gt;
&lt;br /&gt;
It may be the case that 90 degrees is too small of an arc for cover to provide full protection, so we can cut the aiming angle down to 30 degrees. This gives your cover a 120 degree arc in which it provides full protection, so you can easily fight enemies so long as you&#039;re not stupid about picking your cover.&lt;br /&gt;
&lt;br /&gt;
You can change the settings in defaultgamecore.ini, and there is a diagram in there to help explain it:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Top down view&lt;br /&gt;
;&lt;br /&gt;
;     B  &lt;br /&gt;
;      \ &lt;br /&gt;
;       \&lt;br /&gt;
;  A-----^&lt;br /&gt;
;        T&lt;br /&gt;
;&lt;br /&gt;
; T is a target with cover in the direction of &#039;^&#039;.&lt;br /&gt;
; A is a shooter with the maximum aiming angle aim bonus &lt;br /&gt;
; B is a shooter with the minimum aiming angle aim bonus&lt;br /&gt;
; The aiming angle bonus increases linearly in the angle range between A and B&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
SW_AIMING_ANGLE_THRESHOLD= 30.0f; 45.0f; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90&lt;br /&gt;
SW_AIMING_ANGLE_MINBONUS=5      ; Shooter B&#039;s aiming angle bonus is SW_AIMING_ANGLE_MINBONUS&lt;br /&gt;
SW_AIMING_ANGLE_MAXBONUS=-5     ; Shooter A&#039;s aiming angle bonus is [T&#039;s Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The option for 45 degrees is commented out, and replaced it with 30 degrees. With these settings, 30 degrees to parallel (60 degrees off of perpendicular), gives a +5 to hit. Just shy of the 90 degree flank, it&#039;s +(coverbonus - 5) to hit.&lt;br /&gt;
&lt;br /&gt;
===Red Fog===&lt;br /&gt;
&#039;&#039;&#039;Mobility Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Q: Given that the mobility penalty in the DGC.ini is listed in the format &amp;quot;6.0f&amp;quot;, what does this mean?&lt;br /&gt;
&lt;br /&gt;
A: It means that at most there is a -6 mobility penalty that would be applied at 0% health. Since it can&#039;t hit 0% health, effectively the worst mobility penalty achievable is -5 mobility if severely wounded. This value is measured in meters, the same scaling units that are shown in the barracks view. The mobility stat is an integer value measured in meters, and each tile is 1.5 meters x 1.5 meters, so 5 mobility = 3.33 tiles roughly.&lt;br /&gt;
&lt;br /&gt;
Both the aim and mobility red fog penalties are subtractive, not multiplicative.&lt;br /&gt;
&lt;br /&gt;
For example, the poison/acid mobility debuff is a 25% multiplicative penalty. The unit loses 25% of its maximum movement, so a unit with 14 mobility would have 14 * 0.75 = 10.5 rounded down to 10 mobility, which is effectively -4 mobility.&lt;br /&gt;
&lt;br /&gt;
The %-based mobility penalties are:&lt;br /&gt;
Mindfray - 50% mobility penalty&lt;br /&gt;
Flashbang - 40% mobility penalty&lt;br /&gt;
Poison/acid - 25% mobility penalty&lt;br /&gt;
Catching breath - 75% mobility penalty&lt;br /&gt;
&lt;br /&gt;
All %-based mobility penalties are applied AFTER the additive/subtractive mobility modifiers (Red Fog, perks, inventory).&lt;br /&gt;
&lt;br /&gt;
Thus to make Red Fog carry more significant movement penalty:&lt;br /&gt;
&lt;br /&gt;
    Search for SW_COVER_INCREASE and edit it to =9.9f&lt;br /&gt;
&lt;br /&gt;
==Weapon and Item Changes==&lt;br /&gt;
&lt;br /&gt;
===The MEC Nuclear Option===&lt;br /&gt;
&lt;br /&gt;
For players that are not too fond of the grenade launcher for the MEC, they can switch its functionality to a last-ditch-option onboard nuclear reactor overload weapon. Find the line in defaultgamecore.ini that begins: &lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher, &lt;br /&gt;
&lt;br /&gt;
And replace the entire line with:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher,       ABILITIES[0]=eAbility_MEC_GrenadeLauncher, 	ABILITIES[1]=0,                      ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Mec, 		Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Explosive, Properties[4]=0,               Properties[5]=0,        iDamage=275,  iEnvironmentDamage=750, iRange=1,  iReactionRange=30, iReactionAngle=200, iRadius=700,  iCritical=0,  iOffenseBonus=0,  iSuppression=0,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By loading out the grenade launcher on a MEC, this will give you an option to overload the MECs (hypothetical) nuclear reactor resulting in a massive explosion that is guaranteed to kill/destroy everything (including the MEC) in a wide radius surrounding the MEC. Use only in cases of extreme clusterfuck/heroism.&lt;br /&gt;
&lt;br /&gt;
===Arc Thrower===&lt;br /&gt;
&lt;br /&gt;
With the release of B15, the code required for a pistol slot Arc Thrower is included in the DGC.ini. To make the change, all you need to do is comment out (add a &amp;quot;;&amp;quot;) the default line for the arc thrower and remove the comment located several lines lower. Essentially you tell the game to stop reading the default line of arc thrower code and begin reading the pre-built code enabling the pistol slot. It is explained in the comments of the DGC.ini.&lt;br /&gt;
&lt;br /&gt;
It is possible to equip the arc thrower as a pistol. Adjust the default line&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to allow for pistol slot only &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Pistol, Properties[4]=eWP_Backpack, Properties[5]=eWP_Secondary, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(Properies[5] of the Arc Thrower item was set to eWP_Pistol)&lt;br /&gt;
&lt;br /&gt;
To increase the range of the Arc Thrower to normal vision range, replace line 1673 in DefaultGameCore.ini with this:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Itembalance_Normal=(eItem=eItem_ArcThrower,					iCash=100,	iElerium=0,		iAlloys=94000,		iTime=10,	iEng=20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The iAlloys field for the Arc Thrower item was set to 94000)&lt;br /&gt;
&lt;br /&gt;
Remember that each item has 2 different listings.&lt;br /&gt;
&lt;br /&gt;
===Shredding AP Grenades===&lt;br /&gt;
&lt;br /&gt;
Add the &#039;&#039;Shredder Rocket&#039;&#039; perk to AP Grenades granting them the ability to Shred targets in the blast radius. Change &#039;&#039;iAlloys=0&#039;&#039; to &#039;&#039;iAlloys=22000&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Search for &amp;quot;; AP Grenade&amp;quot; in DGC.INI&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; AP Grenade&lt;br /&gt;
ItemBalance_Normal=(eItem=eItem_NeedleGrenade,	iCash=-1, 	iElerium=0,	iAlloys=22000, 	iTime=-1,	iEng=-1); Shredder Rocket&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Acidic Armor Piercing Ammo===&lt;br /&gt;
For those that want acid armor piercing rounds make the change below by searching for &amp;quot;; Armor Piercing Ammo&amp;quot;. Change &#039;&#039;iAlloys=12&#039;&#039; to &#039;&#039;iAlloys=84012&#039;&#039;.&lt;br /&gt;
Search for &amp;quot;; Armor Piercing Ammo&amp;quot; in DGC.INI &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Armor Piercing Ammo&lt;br /&gt;
ItemBalance_Normal=(eItem=198, iCash=50, iElerium=0, iAlloys=84012, iTime=7, iEng=25); Poison&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==iceofwolf&#039;s Modification Package==&lt;br /&gt;
This package is recommended with Red Fog and Aiming Angles enabled. Red Fog, so that every hit point has meaning; and Aiming Angles, so that proper or improper positioning makes a bigger difference.&lt;br /&gt;
&lt;br /&gt;
===General Disclaimer===&lt;br /&gt;
Posted by request. This package was a personal rebalancing of several aspects exposed in the DefaultGameCore.ini. These changes were played in early to early-mid; their balance is untested in late-mid to late game. They were made in Long War beta 13 and may not work with earlier or later betas. Please include information on all mods made to the game, including .ini modifications, when reporting bugs or providing feedback to the mod developers.&lt;br /&gt;
&lt;br /&gt;
Although the majority of the modifications made to the Long War mod were made as soon as beta 13 was downloaded, some were added as the game was played. Some modifications that are included in the linked file may have been missed in the wiki detail due to poor personal changelog habits.&lt;br /&gt;
&lt;br /&gt;
Please thank the devs of Long War not only for the Long War mod itself, but more importantly, for opening up the XCOM game so that players can alter their mod to suit individual preferences.&lt;br /&gt;
&lt;br /&gt;
===DefaultGameCore.ini===&lt;br /&gt;
This link will be removed at request of the moderators of this page or at request of the developers of the Long War mod.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/t9ojup01xhaua2t/DefaultGameCore.ini Dropbox Link]&lt;br /&gt;
&lt;br /&gt;
===XCOM Unit Modifications===&lt;br /&gt;
Soldier starting stats vary by much greater margins.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Soldier&amp;lt;/code&amp;gt; and edit the Will entry to =30&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Easy=( eType=eChar_Soldier,             iDamage=0,  iCritHit=0&amp;lt;/code&amp;gt; and edit the iDefense entry to =15&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_AIM=&amp;lt;/code&amp;gt; and edit it to =45&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HIGH_MOBILITY&amp;lt;/code&amp;gt; and edit it to =-15 (that&#039;s negative 15; it&#039;s necessary for how the game rolls random stats)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_WILL&amp;lt;/code&amp;gt; and edit it to =10&lt;br /&gt;
&lt;br /&gt;
Starting barracks is filled with 64 eager rookies. With the above variation in stats, the additional bodies may be needed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;NUM_STARTING_SOLDIERS&amp;lt;/code&amp;gt; and edit it to =64&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers are easier to field. (If it were possible, I&#039;d make this a binary check: If the soldier&#039;s Will exceeds the power he is trying for, then he succeeds; if not, he fails. I&#039;d also obscure the percentage chance. Since no such code is exposed, everybody gets psi if they spend the time to do it.)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_GIFT_CHANCE&amp;lt;/code&amp;gt; and edit it to =.99&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_TRAINING_HOURS&amp;lt;/code&amp;gt; and edit it to =144&lt;br /&gt;
&lt;br /&gt;
Psi XP requirements reduced.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;; Psi XP Levels&amp;lt;/code&amp;gt; and alter the required XP as desired.&lt;br /&gt;
&lt;br /&gt;
===Equipment Modifications===&lt;br /&gt;
Laser Sniper Rifle, Scatter Laser and Laser Strike Rifle all have ballistic ammo levels. Further weapon tiers were not modified because the effect on game balance could not be directly observed; modify higher tiers to your own liking.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle,    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,			 ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_MoveLimited,   Properties[2]=0,   			  Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0,    iCritical=25, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Sniper Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun,          ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Assault,    Properties[1]=eWP_Rifle,     	 Properties[2]=0,                 Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=60, iRange=30,  iReactionRange=14, iReactionAngle=360, iRadius=0,    iCritical=20, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Laser&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227,         				    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0, 			      ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_Overheats,   	 Properties[2]=eWP_MoveLimited,   Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=36,  iReactionRange=36, iReactionAngle=200, iRadius=0,    iCritical=15, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Strike Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All armor small item equippables confer the Secondary Heart perk.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating,				iCash=100,	iElerium=0,		iAlloys=4020,		iTime=10,	iEng=35);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor,			iCash=0,	iElerium=0,		iAlloys=4005,		iTime=7,	iEng=15);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=94&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=94,  								iCash=60,	iElerium=5002,	iAlloys=4003,		iTime=7,	iEng=30)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=95&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=95,								iCash=-1,	iElerium=0,		iAlloys=4000,		iTime=-1,	iEng=-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=220&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=220,								iCash=70,	iElerium=0,		iAlloys=4010,		iTime=7,	iEng=12);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tactical Modifications===&lt;br /&gt;
Flying provides no defensive bonus. This also causes flying units to be counted as exposed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;AIR_EVADE_DEF&amp;lt;/code&amp;gt; and edit it to =0&lt;br /&gt;
&lt;br /&gt;
===Resource Modifications===&lt;br /&gt;
Mechtoids and Floaters provide significantly more Meld.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;MECHTOID_MELD&amp;lt;/code&amp;gt; and edit it to =80&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HFLOATER_MELD&amp;lt;/code&amp;gt; and edit it to =1030&lt;br /&gt;
&lt;br /&gt;
Strategy game altered so that resources are more plentiful and all items are cheaper, but take longer to build. Net result can be gamed, arguably: rushing an item will result in the same credit, alloy and elerium cost as the base LW mod, but will take 75% of the time it would take in the base LW mod -- but this also adds a Meld cost.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ABDUCTION_REWARD_CASH&amp;lt;/code&amp;gt; and edit it to =300&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_TIME_BALANCE&amp;lt;/code&amp;gt; and edit it to =1.5&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_CREDIT_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ELERIUM_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ALLOY_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_MELD_BALANCE&amp;lt;/code&amp;gt; and edit it to =.25&lt;br /&gt;
&lt;br /&gt;
===Enemy Unit Modifications===&lt;br /&gt;
Thin Man poison spit reduced to range of 5.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague,                   ABILITIES[0]=eAbility_Plague,         ABILITIES[1]=0,                            ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Support,    Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Backpack,  Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=45,  iRange=5,  iReactionRange=25, iReactionAngle=200, iRadius=144,  iCritical=0,  iOffenseBonus=0,  iSuppression=202, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes removed from all Chryssalid units.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0, iDefense=5,	iHP=1, 	iMobility=0,	iWill=0); Lightning Reflexes (removed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Exalt and Elite Exalt that have not been promoted to navigator/leader have significantly reduced hit points, putting all Exalt into one-shot territory. Their offensive capabilities have not been altered.&lt;br /&gt;
:Search the Characters block (the first major block of text after armors) for any entry with &amp;quot;Exalt&amp;quot; in the name. Find &amp;lt;code&amp;gt;HP=&amp;lt;/code&amp;gt; on that line. Adjust as desired.&lt;br /&gt;
&lt;br /&gt;
All alien and Exalt final forms have been disabled, except the leader/navigator. This final upgrade would normally occur at &amp;quot;alien research threshold&amp;quot; 900, which is a rough estimate of how many days have passed since the beginning of the game, modified by alien research efforts. These final upgrades give the aliens substantially higher stats and seem to have been intended to provide a sense of urgency and/or provoke the player to finish the game (to be fair, two to three years is plenty long enough). This file disables them simply because the author of the package modding the mod doesn&#039;t like them.&lt;br /&gt;
&lt;br /&gt;
To re-enable these super upgrades or to disable earlier upgrades, search for &amp;lt;code&amp;gt;; ALIEN AUTOMATIC UPGRADES&amp;lt;/code&amp;gt;. The section that follows details all of the upgrades each non-XCOM unit can receive over time, most of which start at &amp;quot;210&amp;quot;. Place a semicolon at the beginning of any line which you want to disable, or remove the semicolon from each unit line you want to re-enable.&lt;br /&gt;
&lt;br /&gt;
Note that, despite denying aliens and Exalt their final upgrades and restricting Exalt starting HP, leader/navigator types of each alien will remain a significant threat.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Thekcpiper</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=64211</id>
		<title>Mods (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=64211"/>
		<updated>2015-04-29T18:36:23Z</updated>

		<summary type="html">&lt;p&gt;Thekcpiper: /* Weapon and Item Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Beginners Guide==&lt;br /&gt;
&lt;br /&gt;
Long War has made it easy for individual users to tweak parts of the game for their own preference. Unless otherwise noted, code changes occur in the &amp;lt;code&amp;gt;DefaultGameCore.ini&amp;lt;/code&amp;gt; file; this is commonly referred to as the DGC.ini. For a typical Windows user, this file can be found at &amp;lt;code&amp;gt;C:/Program Files x86/Steam/SteamApps/common(OR your username)/XCom-enemy-unknown/XEW/XComGame/Config&amp;lt;/code&amp;gt;. It is recommended that you download and use &#039;&#039;&#039;Notepad++&#039;&#039;&#039; to alter defaultgamecore.ini because it is visually easier to use and numbers the lines (which may be referenced in this page).&lt;br /&gt;
&lt;br /&gt;
Another useful tool is the free software &#039;&#039;&#039;WinMerge&#039;&#039;&#039;. WinMerge allows you to open two text files (like the DGC.ini) side by side and compare differences between them. This is useful when Long War is updated. To easily preserve the custom modifications you did on a previous version, open a backup copy of your old DGC.ini and the new updated version DGC.ini. WinMerge will help you quickly identify differences and apply all your previous modifications to the new Long War version.&lt;br /&gt;
&lt;br /&gt;
Note for OS X users, you will need to modify &amp;lt;code&amp;gt;XComGameCore.ini&amp;lt;/code&amp;gt;, which is located at &amp;lt;code&amp;gt;~/Library/Application Support/Feral Interactive/XCOM Enemy Unknown/XEW/MacInit/XComGameCore.ini&amp;lt;/code&amp;gt;. Some users suggest that you update &amp;lt;code&amp;gt;~/Application Support/Steam/SteamApps/common/XCom-Enemy-Unknown/XCOMData/XEW/XComGame/Config/DefaultGameCore.ini&amp;lt;/code&amp;gt; as well to be safe.  You can use the built in program TextEdit or (better) TextWrangler.&lt;br /&gt;
&lt;br /&gt;
==Base Changes==&lt;br /&gt;
&lt;br /&gt;
===Energy Changes===&lt;br /&gt;
&lt;br /&gt;
Alternative Fission and Thermo changes are proposed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
________________Pwr__Cost__Cost/Pwr_____&lt;br /&gt;
Fission Current --- 6 --- $120 --- $20.00&lt;br /&gt;
Fission Change --- 8 --- $150 --- $18.75&lt;br /&gt;
&lt;br /&gt;
Thermo Current -- 25 -- $350 --- $14.00&lt;br /&gt;
Thermo Change -- 20 -- $300 --- $15.00&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition, increase Adjacency bonus from +3 power to +4.&lt;br /&gt;
&lt;br /&gt;
With this, Fission is still less efficient than a thermo, however players shouldn&#039;t feel like they are getting an extra difficulty tacked on because they didn&#039;t get a good steam vent. Now if there is a good steam vent, it&#039;s simply a bonus. To change these options, examine lines 1395 and line 1800.&lt;br /&gt;
&lt;br /&gt;
===Start Date Change===&lt;br /&gt;
To start the campaign at a different date than March 1st. Change the value found in &amp;lt;code&amp;gt;defaultgamedata.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appearance Changes===&lt;br /&gt;
&lt;br /&gt;
How to Remove the Gene Mod Armor:&lt;br /&gt;
&lt;br /&gt;
This will replace the gene mod armor with a sleeved chest plate. However, said chest plate was designed to have shoulder pads, which are missing, so there will be a noticeable gap with either gene mods or those who use tactical vests instead of tactical armor. The gap is textured, so it won&#039;t break any models. You can still add shoulder pads by using decos ingame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Use CTRL + F To find the following&lt;br /&gt;
&lt;br /&gt;
UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar_GM,ArchetypeName=&amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Remove both GMs from &amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now the game will read the normal armor instead of the GM version. &lt;br /&gt;
You can choose to do this to specific models, or use find and replace to change them all. &lt;br /&gt;
To use find and replace, I recommend you find _GM&amp;quot; and _GM. and replace them with &amp;quot; and . respectively.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to change default color, and headgear.&lt;br /&gt;
&lt;br /&gt;
In your DefaultGameCore.ini file, you&#039;ll be able to find lines that alter the rookie&#039;s starting color, and headgear, as well as the first time they are promoted to a class. Acceptable values, and their definitions, can be found here.&lt;br /&gt;
http://wiki.tesnexus.com/index.php/Initial_soldier_appearance_-_XCOM:EU_2012#Tables (&amp;lt; Someone hyperlink that for me, please.)&lt;br /&gt;
&lt;br /&gt;
Note that you must make these changes &#039;&#039;&#039;before&#039;&#039;&#039; starting a new game for them to take effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
If you press &amp;quot;CTRL + F&amp;quot;, you will open up the find menu. Locate the comment;&lt;br /&gt;
&lt;br /&gt;
; Initial soldier appearance&lt;br /&gt;
&lt;br /&gt;
and you will find directly below it;&lt;br /&gt;
&lt;br /&gt;
DEFENDER_MEDIKIT	= 6		; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)&lt;br /&gt;
COUNCIL_STAT_BONUS	= -1	; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)&lt;br /&gt;
ShowUFOsOnMission	= -1	; Rookie headgear; See readme for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.&lt;br /&gt;
&lt;br /&gt;
Use the values linked above to find exactly what you want. &lt;br /&gt;
To change the promotes, find the following lines directly below the rookie&#039;s section, and change the numbers to any value between 0-32 or -1 for no change.&lt;br /&gt;
&lt;br /&gt;
; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!&lt;br /&gt;
HQ_BASE_POWER = 32			; Sniper Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Sniper Headgear&lt;br /&gt;
HQ_BASE_POWER = 15			; Scout Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Scout Headgear&lt;br /&gt;
HQ_BASE_POWER = 12			; Rocketeer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Rocketeer Headgear&lt;br /&gt;
HQ_BASE_POWER = 9			; Gunner Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Gunner Headgear&lt;br /&gt;
HQ_BASE_POWER = 29			; Medic Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Medic Headgear&lt;br /&gt;
HQ_BASE_POWER = 22			; Engineer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Engineer Headgear&lt;br /&gt;
HQ_BASE_POWER = 21			; Assault Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Assault Headgear&lt;br /&gt;
HQ_BASE_POWER = 19			; Infantry Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Infantry Headgear&lt;br /&gt;
&lt;br /&gt;
Please note, that any text after a ; is a comment, and editing anything past them will do nothing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MECs earn full XP for kills===&lt;br /&gt;
This change requires Hex Editor.&lt;br /&gt;
&lt;br /&gt;
* Open XComGame.upk file in \Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole folder with HxD&lt;br /&gt;
* Search -&amp;gt; Find -&amp;gt; Datatype Hex-Values: A0 00 E7 85 00 00 38 3F 2C &#039;&#039;&#039;02&#039;&#039;&#039; 16&lt;br /&gt;
* Replace 02 with 01.&lt;br /&gt;
&lt;br /&gt;
This will eliminate the penalty. Setting it to 03 will give them 1/3rd of XP for kills.[http://www.reddit.com/r/Xcom/comments/2g04ye/lw_in_vanilla_mecs_earn_half_the_xp_for_kills/ckerbtf]&lt;br /&gt;
&lt;br /&gt;
==INI Meld editing==&lt;br /&gt;
===Item Costs===&lt;br /&gt;
Costs in engineering can be edited in the DefaultGameCore.INI file. As you most limited resource will probably be Meld, and the way the data is in the .ini file, this will help your inner engineer&#039;s itch to want to build items. Beginning about halfway down, you will start to see &amp;quot;iElerium=&amp;quot; lines. Comments helpfully point out that these are both the Meld &#039;&#039;and&#039;&#039; Elerium entries. You may want to keep an untouched INI file and/or use the UFOPaedia&#039;s pages as references. Now for editing:&lt;br /&gt;
&lt;br /&gt;
As you can see in the [[Armor_%28Long_War%29#MEC_Armor|Armor]] section, the MEC suits of Warden, Sentinel, and Paladin cost, respectively, 20 meld and 20 Elerium, 40 Meld and 30 Elerium, 60 meld and 50 Elerium for their fabrication costs (on top of credits and alloys). In the .ini file, they are, again respectively, simply labeled &amp;quot;; MEC-1&amp;quot;, &amp;quot;; MEC-2&amp;quot;, &amp;quot;; MEC-3&amp;quot;. Now see that the &amp;quot;IElerium=&amp;quot; values are, once more respectively, 20020, 40030, 60050. As you can see, there is a placeholder 0 in any given iElerium entry-- for any item that has a Meld cost. As this section focuses on just meld editing, this won&#039;t be editing the Elerium cost (and will assume you won&#039;t, as you don&#039;t want to make the Long War _too_ easy). Therefore, you will only be editing the value &#039;&#039;in front&#039;&#039; of the placeholder 0.&lt;br /&gt;
&lt;br /&gt;
Ergo: changing 20020, 40030, 60050 to, say, 5020 (note it goes from 5 to 4 intergers), 20030, 30050 would change the meld costs of Warden armor from 20 to 5 units of Meld, Sentinel from 40 to 20, and Paladin from 60 to 30 (while not changing the Elerium costs). Again, note that changing the Warden&#039;s &amp;quot;20&amp;quot; to &amp;quot;5&amp;quot; -- and &#039;&#039;not&#039;&#039; &amp;quot;05&amp;quot; -- in front of the &#039;placeholder&#039; 0 will reduce the cost from 20 to 5 units of Meld. This method works on all the &amp;quot;iElerium=&amp;quot; entries under the &amp;quot;; Gear&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
Near the bottom of the file, you will find &amp;quot;; Gene Mod Configuration&amp;quot;. Depending on your choice of editor, the entries may not line up, so be aware that in this section, &amp;quot;iAlloys=&amp;quot; is the variable set for Meld cost for gene mods. As these variables are more simply written, merely edit them to your desired cost. And for reference, &amp;quot;iTime=&amp;quot; entries are for how long each mod requires a soldier to be inside the Gene Lab&#039;s tanks, and &amp;quot;iEng=&amp;quot; are the penalty hours added to fatigue.&lt;br /&gt;
&lt;br /&gt;
===Meld Expiration Timer===&lt;br /&gt;
In &amp;lt;code&amp;gt;DefaultRandomSpawns.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will find the lines:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
[XComLZMutator.XComMeldSpawnMutator]&lt;br /&gt;
&lt;br /&gt;
NumContainers = 3&lt;br /&gt;
DestroyedOnTurn = (DistToPlayer / (96 * 8)) * EqSlope + EqConst (96 * 8 - mobility in UU)&lt;br /&gt;
EqSlope = 1.5&lt;br /&gt;
&lt;br /&gt;
EqConst = 1&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By increasing the number after EqSlope (default 1.5), you can increase the number of turns it takes before meld expires.&lt;br /&gt;
&lt;br /&gt;
==Second Wave Option Changes==&lt;br /&gt;
&lt;br /&gt;
===Aiming Angles===&lt;br /&gt;
&lt;br /&gt;
It may be the case that 90 degrees is too small of an arc for cover to provide full protection, so we can cut the aiming angle down to 30 degrees. This gives your cover a 120 degree arc in which it provides full protection, so you can easily fight enemies so long as you&#039;re not stupid about picking your cover.&lt;br /&gt;
&lt;br /&gt;
You can change the settings in defaultgamecore.ini, and there is a diagram in there to help explain it:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Top down view&lt;br /&gt;
;&lt;br /&gt;
;     B  &lt;br /&gt;
;      \ &lt;br /&gt;
;       \&lt;br /&gt;
;  A-----^&lt;br /&gt;
;        T&lt;br /&gt;
;&lt;br /&gt;
; T is a target with cover in the direction of &#039;^&#039;.&lt;br /&gt;
; A is a shooter with the maximum aiming angle aim bonus &lt;br /&gt;
; B is a shooter with the minimum aiming angle aim bonus&lt;br /&gt;
; The aiming angle bonus increases linearly in the angle range between A and B&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
SW_AIMING_ANGLE_THRESHOLD= 30.0f; 45.0f; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90&lt;br /&gt;
SW_AIMING_ANGLE_MINBONUS=5      ; Shooter B&#039;s aiming angle bonus is SW_AIMING_ANGLE_MINBONUS&lt;br /&gt;
SW_AIMING_ANGLE_MAXBONUS=-5     ; Shooter A&#039;s aiming angle bonus is [T&#039;s Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The option for 45 degrees is commented out, and replaced it with 30 degrees. With these settings, 30 degrees to parallel (60 degrees off of perpendicular), gives a +5 to hit. Just shy of the 90 degree flank, it&#039;s +(coverbonus - 5) to hit.&lt;br /&gt;
&lt;br /&gt;
===Red Fog===&lt;br /&gt;
&#039;&#039;&#039;Mobility Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Q: Given that the mobility penalty in the DGC.ini is listed in the format &amp;quot;6.0f&amp;quot;, what does this mean?&lt;br /&gt;
&lt;br /&gt;
A: It means that at most there is a -6 mobility penalty that would be applied at 0% health. Since it can&#039;t hit 0% health, effectively the worst mobility penalty achievable is -5 mobility if severely wounded. This value is measured in meters, the same scaling units that are shown in the barracks view. The mobility stat is an integer value measured in meters, and each tile is 1.5 meters x 1.5 meters, so 5 mobility = 3.33 tiles roughly.&lt;br /&gt;
&lt;br /&gt;
Both the aim and mobility red fog penalties are subtractive, not multiplicative.&lt;br /&gt;
&lt;br /&gt;
For example, the poison/acid mobility debuff is a 25% multiplicative penalty. The unit loses 25% of its maximum movement, so a unit with 14 mobility would have 14 * 0.75 = 10.5 rounded down to 10 mobility, which is effectively -4 mobility.&lt;br /&gt;
&lt;br /&gt;
The %-based mobility penalties are:&lt;br /&gt;
Mindfray - 50% mobility penalty&lt;br /&gt;
Flashbang - 40% mobility penalty&lt;br /&gt;
Poison/acid - 25% mobility penalty&lt;br /&gt;
Catching breath - 75% mobility penalty&lt;br /&gt;
&lt;br /&gt;
All %-based mobility penalties are applied AFTER the additive/subtractive mobility modifiers (Red Fog, perks, inventory).&lt;br /&gt;
&lt;br /&gt;
Thus to make Red Fog carry more significant movement penalty:&lt;br /&gt;
&lt;br /&gt;
    Search for SW_COVER_INCREASE and edit it to =9.9f&lt;br /&gt;
&lt;br /&gt;
==Weapon and Item Changes==&lt;br /&gt;
&lt;br /&gt;
===The MEC Nuclear Option===&lt;br /&gt;
&lt;br /&gt;
For players that are not too fond of the grenade launcher for the MEC, they can switch its functionality to a last-ditch-option onboard nuclear reactor overload weapon. Find the line in defaultgamecore.ini that begins: &lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher, &lt;br /&gt;
&lt;br /&gt;
And replace the entire line with:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher,       ABILITIES[0]=eAbility_MEC_GrenadeLauncher, 	ABILITIES[1]=0,                      ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Mec, 		Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Explosive, Properties[4]=0,               Properties[5]=0,        iDamage=275,  iEnvironmentDamage=750, iRange=1,  iReactionRange=30, iReactionAngle=200, iRadius=700,  iCritical=0,  iOffenseBonus=0,  iSuppression=0,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By loading out the grenade launcher on a MEC, this will give you an option to overload the MECs (hypothetical) nuclear reactor resulting in a massive explosion that is guaranteed to kill/destroy everything (including the MEC) in a wide radius surrounding the MEC. Use only in cases of extreme clusterfuck/heroism.&lt;br /&gt;
&lt;br /&gt;
===Arc Thrower===&lt;br /&gt;
&lt;br /&gt;
With the release of B15, the code required for a pistol slot Arc Thrower is included in the DGC.ini. To make the change, all you need to do is comment out (add a &amp;quot;;&amp;quot;) the default line for the arc thrower and remove the comment located several lines lower. Essentially you tell the game to stop reading the default line of arc thrower code and begin reading the pre-built code enabling the pistol slot. It is explained in the comments of the DGC.ini.&lt;br /&gt;
&lt;br /&gt;
It is possible to equip the arc thrower as a pistol. Adjust the default line&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to allow for pistol slot only &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Pistol, Properties[4]=eWP_Backpack, Properties[5]=eWP_Secondary, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(Properies[5] of the Arc Thrower item was set to eWP_Pistol)&lt;br /&gt;
&lt;br /&gt;
To increase the range of the Arc Thrower to normal vision range, replace line 1673 in DefaultGameCore.ini with this:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Itembalance_Normal=(eItem=eItem_ArcThrower,					iCash=100,	iElerium=0,		iAlloys=94000,		iTime=10,	iEng=20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The iAlloys field for the Arc Thrower item was set to 94000)&lt;br /&gt;
&lt;br /&gt;
Remember that each item has 2 different listings.&lt;br /&gt;
&lt;br /&gt;
===Shredding AP Grenades===&lt;br /&gt;
&lt;br /&gt;
Add the &#039;&#039;Shredder Rocket&#039;&#039; perk to AP Grenades granting them the ability to Shred targets in the blast radius. Change &#039;&#039;iAlloys=0&#039;&#039; to &#039;&#039;iAlloys=22000&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Search for &amp;quot;; AP Grenade&amp;quot; in DGC.INI&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; AP Grenade&lt;br /&gt;
ItemBalance_Normal=(eItem=eItem_NeedleGrenade,	iCash=-1, 	iElerium=0,	iAlloys=22000, 	iTime=-1,	iEng=-1); Shredder Rocket&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Acidic Armor Piercing Ammo===&lt;br /&gt;
For those that want acid armor piercing rounds make the change below by searching for &amp;quot;; Armor Piercing Ammo&amp;quot;. Change &#039;&#039;iAlloys=12&#039;&#039; to &#039;&#039;iAlloys=84012&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Armor Piercing Ammo&lt;br /&gt;
ItemBalance_Normal=(eItem=198, iCash=50, iElerium=0, iAlloys=84012, iTime=7, iEng=25); Poison&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==iceofwolf&#039;s Modification Package==&lt;br /&gt;
This package is recommended with Red Fog and Aiming Angles enabled. Red Fog, so that every hit point has meaning; and Aiming Angles, so that proper or improper positioning makes a bigger difference.&lt;br /&gt;
&lt;br /&gt;
===General Disclaimer===&lt;br /&gt;
Posted by request. This package was a personal rebalancing of several aspects exposed in the DefaultGameCore.ini. These changes were played in early to early-mid; their balance is untested in late-mid to late game. They were made in Long War beta 13 and may not work with earlier or later betas. Please include information on all mods made to the game, including .ini modifications, when reporting bugs or providing feedback to the mod developers.&lt;br /&gt;
&lt;br /&gt;
Although the majority of the modifications made to the Long War mod were made as soon as beta 13 was downloaded, some were added as the game was played. Some modifications that are included in the linked file may have been missed in the wiki detail due to poor personal changelog habits.&lt;br /&gt;
&lt;br /&gt;
Please thank the devs of Long War not only for the Long War mod itself, but more importantly, for opening up the XCOM game so that players can alter their mod to suit individual preferences.&lt;br /&gt;
&lt;br /&gt;
===DefaultGameCore.ini===&lt;br /&gt;
This link will be removed at request of the moderators of this page or at request of the developers of the Long War mod.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/t9ojup01xhaua2t/DefaultGameCore.ini Dropbox Link]&lt;br /&gt;
&lt;br /&gt;
===XCOM Unit Modifications===&lt;br /&gt;
Soldier starting stats vary by much greater margins.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Soldier&amp;lt;/code&amp;gt; and edit the Will entry to =30&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Easy=( eType=eChar_Soldier,             iDamage=0,  iCritHit=0&amp;lt;/code&amp;gt; and edit the iDefense entry to =15&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_AIM=&amp;lt;/code&amp;gt; and edit it to =45&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HIGH_MOBILITY&amp;lt;/code&amp;gt; and edit it to =-15 (that&#039;s negative 15; it&#039;s necessary for how the game rolls random stats)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_WILL&amp;lt;/code&amp;gt; and edit it to =10&lt;br /&gt;
&lt;br /&gt;
Starting barracks is filled with 64 eager rookies. With the above variation in stats, the additional bodies may be needed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;NUM_STARTING_SOLDIERS&amp;lt;/code&amp;gt; and edit it to =64&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers are easier to field. (If it were possible, I&#039;d make this a binary check: If the soldier&#039;s Will exceeds the power he is trying for, then he succeeds; if not, he fails. I&#039;d also obscure the percentage chance. Since no such code is exposed, everybody gets psi if they spend the time to do it.)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_GIFT_CHANCE&amp;lt;/code&amp;gt; and edit it to =.99&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_TRAINING_HOURS&amp;lt;/code&amp;gt; and edit it to =144&lt;br /&gt;
&lt;br /&gt;
Psi XP requirements reduced.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;; Psi XP Levels&amp;lt;/code&amp;gt; and alter the required XP as desired.&lt;br /&gt;
&lt;br /&gt;
===Equipment Modifications===&lt;br /&gt;
Laser Sniper Rifle, Scatter Laser and Laser Strike Rifle all have ballistic ammo levels. Further weapon tiers were not modified because the effect on game balance could not be directly observed; modify higher tiers to your own liking.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle,    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,			 ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_MoveLimited,   Properties[2]=0,   			  Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0,    iCritical=25, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Sniper Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun,          ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Assault,    Properties[1]=eWP_Rifle,     	 Properties[2]=0,                 Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=60, iRange=30,  iReactionRange=14, iReactionAngle=360, iRadius=0,    iCritical=20, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Laser&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227,         				    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0, 			      ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_Overheats,   	 Properties[2]=eWP_MoveLimited,   Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=36,  iReactionRange=36, iReactionAngle=200, iRadius=0,    iCritical=15, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Strike Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All armor small item equippables confer the Secondary Heart perk.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating,				iCash=100,	iElerium=0,		iAlloys=4020,		iTime=10,	iEng=35);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor,			iCash=0,	iElerium=0,		iAlloys=4005,		iTime=7,	iEng=15);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=94&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=94,  								iCash=60,	iElerium=5002,	iAlloys=4003,		iTime=7,	iEng=30)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=95&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=95,								iCash=-1,	iElerium=0,		iAlloys=4000,		iTime=-1,	iEng=-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=220&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=220,								iCash=70,	iElerium=0,		iAlloys=4010,		iTime=7,	iEng=12);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tactical Modifications===&lt;br /&gt;
Flying provides no defensive bonus. This also causes flying units to be counted as exposed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;AIR_EVADE_DEF&amp;lt;/code&amp;gt; and edit it to =0&lt;br /&gt;
&lt;br /&gt;
===Resource Modifications===&lt;br /&gt;
Mechtoids and Floaters provide significantly more Meld.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;MECHTOID_MELD&amp;lt;/code&amp;gt; and edit it to =80&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HFLOATER_MELD&amp;lt;/code&amp;gt; and edit it to =1030&lt;br /&gt;
&lt;br /&gt;
Strategy game altered so that resources are more plentiful and all items are cheaper, but take longer to build. Net result can be gamed, arguably: rushing an item will result in the same credit, alloy and elerium cost as the base LW mod, but will take 75% of the time it would take in the base LW mod -- but this also adds a Meld cost.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ABDUCTION_REWARD_CASH&amp;lt;/code&amp;gt; and edit it to =300&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_TIME_BALANCE&amp;lt;/code&amp;gt; and edit it to =1.5&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_CREDIT_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ELERIUM_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ALLOY_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_MELD_BALANCE&amp;lt;/code&amp;gt; and edit it to =.25&lt;br /&gt;
&lt;br /&gt;
===Enemy Unit Modifications===&lt;br /&gt;
Thin Man poison spit reduced to range of 5.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague,                   ABILITIES[0]=eAbility_Plague,         ABILITIES[1]=0,                            ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Support,    Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Backpack,  Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=45,  iRange=5,  iReactionRange=25, iReactionAngle=200, iRadius=144,  iCritical=0,  iOffenseBonus=0,  iSuppression=202, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes removed from all Chryssalid units.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0, iDefense=5,	iHP=1, 	iMobility=0,	iWill=0); Lightning Reflexes (removed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Exalt and Elite Exalt that have not been promoted to navigator/leader have significantly reduced hit points, putting all Exalt into one-shot territory. Their offensive capabilities have not been altered.&lt;br /&gt;
:Search the Characters block (the first major block of text after armors) for any entry with &amp;quot;Exalt&amp;quot; in the name. Find &amp;lt;code&amp;gt;HP=&amp;lt;/code&amp;gt; on that line. Adjust as desired.&lt;br /&gt;
&lt;br /&gt;
All alien and Exalt final forms have been disabled, except the leader/navigator. This final upgrade would normally occur at &amp;quot;alien research threshold&amp;quot; 900, which is a rough estimate of how many days have passed since the beginning of the game, modified by alien research efforts. These final upgrades give the aliens substantially higher stats and seem to have been intended to provide a sense of urgency and/or provoke the player to finish the game (to be fair, two to three years is plenty long enough). This file disables them simply because the author of the package modding the mod doesn&#039;t like them.&lt;br /&gt;
&lt;br /&gt;
To re-enable these super upgrades or to disable earlier upgrades, search for &amp;lt;code&amp;gt;; ALIEN AUTOMATIC UPGRADES&amp;lt;/code&amp;gt;. The section that follows details all of the upgrades each non-XCOM unit can receive over time, most of which start at &amp;quot;210&amp;quot;. Place a semicolon at the beginning of any line which you want to disable, or remove the semicolon from each unit line you want to re-enable.&lt;br /&gt;
&lt;br /&gt;
Note that, despite denying aliens and Exalt their final upgrades and restricting Exalt starting HP, leader/navigator types of each alien will remain a significant threat.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Thekcpiper</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=64210</id>
		<title>Mods (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=64210"/>
		<updated>2015-04-29T18:20:34Z</updated>

		<summary type="html">&lt;p&gt;Thekcpiper: /* Shredding AP Grenades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Beginners Guide==&lt;br /&gt;
&lt;br /&gt;
Long War has made it easy for individual users to tweak parts of the game for their own preference. Unless otherwise noted, code changes occur in the &amp;lt;code&amp;gt;DefaultGameCore.ini&amp;lt;/code&amp;gt; file; this is commonly referred to as the DGC.ini. For a typical Windows user, this file can be found at &amp;lt;code&amp;gt;C:/Program Files x86/Steam/SteamApps/common(OR your username)/XCom-enemy-unknown/XEW/XComGame/Config&amp;lt;/code&amp;gt;. It is recommended that you download and use &#039;&#039;&#039;Notepad++&#039;&#039;&#039; to alter defaultgamecore.ini because it is visually easier to use and numbers the lines (which may be referenced in this page).&lt;br /&gt;
&lt;br /&gt;
Another useful tool is the free software &#039;&#039;&#039;WinMerge&#039;&#039;&#039;. WinMerge allows you to open two text files (like the DGC.ini) side by side and compare differences between them. This is useful when Long War is updated. To easily preserve the custom modifications you did on a previous version, open a backup copy of your old DGC.ini and the new updated version DGC.ini. WinMerge will help you quickly identify differences and apply all your previous modifications to the new Long War version.&lt;br /&gt;
&lt;br /&gt;
Note for OS X users, you will need to modify &amp;lt;code&amp;gt;XComGameCore.ini&amp;lt;/code&amp;gt;, which is located at &amp;lt;code&amp;gt;~/Library/Application Support/Feral Interactive/XCOM Enemy Unknown/XEW/MacInit/XComGameCore.ini&amp;lt;/code&amp;gt;. Some users suggest that you update &amp;lt;code&amp;gt;~/Application Support/Steam/SteamApps/common/XCom-Enemy-Unknown/XCOMData/XEW/XComGame/Config/DefaultGameCore.ini&amp;lt;/code&amp;gt; as well to be safe.  You can use the built in program TextEdit or (better) TextWrangler.&lt;br /&gt;
&lt;br /&gt;
==Base Changes==&lt;br /&gt;
&lt;br /&gt;
===Energy Changes===&lt;br /&gt;
&lt;br /&gt;
Alternative Fission and Thermo changes are proposed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
________________Pwr__Cost__Cost/Pwr_____&lt;br /&gt;
Fission Current --- 6 --- $120 --- $20.00&lt;br /&gt;
Fission Change --- 8 --- $150 --- $18.75&lt;br /&gt;
&lt;br /&gt;
Thermo Current -- 25 -- $350 --- $14.00&lt;br /&gt;
Thermo Change -- 20 -- $300 --- $15.00&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition, increase Adjacency bonus from +3 power to +4.&lt;br /&gt;
&lt;br /&gt;
With this, Fission is still less efficient than a thermo, however players shouldn&#039;t feel like they are getting an extra difficulty tacked on because they didn&#039;t get a good steam vent. Now if there is a good steam vent, it&#039;s simply a bonus. To change these options, examine lines 1395 and line 1800.&lt;br /&gt;
&lt;br /&gt;
===Start Date Change===&lt;br /&gt;
To start the campaign at a different date than March 1st. Change the value found in &amp;lt;code&amp;gt;defaultgamedata.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appearance Changes===&lt;br /&gt;
&lt;br /&gt;
How to Remove the Gene Mod Armor:&lt;br /&gt;
&lt;br /&gt;
This will replace the gene mod armor with a sleeved chest plate. However, said chest plate was designed to have shoulder pads, which are missing, so there will be a noticeable gap with either gene mods or those who use tactical vests instead of tactical armor. The gap is textured, so it won&#039;t break any models. You can still add shoulder pads by using decos ingame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Use CTRL + F To find the following&lt;br /&gt;
&lt;br /&gt;
UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar_GM,ArchetypeName=&amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Remove both GMs from &amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now the game will read the normal armor instead of the GM version. &lt;br /&gt;
You can choose to do this to specific models, or use find and replace to change them all. &lt;br /&gt;
To use find and replace, I recommend you find _GM&amp;quot; and _GM. and replace them with &amp;quot; and . respectively.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to change default color, and headgear.&lt;br /&gt;
&lt;br /&gt;
In your DefaultGameCore.ini file, you&#039;ll be able to find lines that alter the rookie&#039;s starting color, and headgear, as well as the first time they are promoted to a class. Acceptable values, and their definitions, can be found here.&lt;br /&gt;
http://wiki.tesnexus.com/index.php/Initial_soldier_appearance_-_XCOM:EU_2012#Tables (&amp;lt; Someone hyperlink that for me, please.)&lt;br /&gt;
&lt;br /&gt;
Note that you must make these changes &#039;&#039;&#039;before&#039;&#039;&#039; starting a new game for them to take effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
If you press &amp;quot;CTRL + F&amp;quot;, you will open up the find menu. Locate the comment;&lt;br /&gt;
&lt;br /&gt;
; Initial soldier appearance&lt;br /&gt;
&lt;br /&gt;
and you will find directly below it;&lt;br /&gt;
&lt;br /&gt;
DEFENDER_MEDIKIT	= 6		; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)&lt;br /&gt;
COUNCIL_STAT_BONUS	= -1	; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)&lt;br /&gt;
ShowUFOsOnMission	= -1	; Rookie headgear; See readme for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.&lt;br /&gt;
&lt;br /&gt;
Use the values linked above to find exactly what you want. &lt;br /&gt;
To change the promotes, find the following lines directly below the rookie&#039;s section, and change the numbers to any value between 0-32 or -1 for no change.&lt;br /&gt;
&lt;br /&gt;
; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!&lt;br /&gt;
HQ_BASE_POWER = 32			; Sniper Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Sniper Headgear&lt;br /&gt;
HQ_BASE_POWER = 15			; Scout Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Scout Headgear&lt;br /&gt;
HQ_BASE_POWER = 12			; Rocketeer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Rocketeer Headgear&lt;br /&gt;
HQ_BASE_POWER = 9			; Gunner Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Gunner Headgear&lt;br /&gt;
HQ_BASE_POWER = 29			; Medic Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Medic Headgear&lt;br /&gt;
HQ_BASE_POWER = 22			; Engineer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Engineer Headgear&lt;br /&gt;
HQ_BASE_POWER = 21			; Assault Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Assault Headgear&lt;br /&gt;
HQ_BASE_POWER = 19			; Infantry Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Infantry Headgear&lt;br /&gt;
&lt;br /&gt;
Please note, that any text after a ; is a comment, and editing anything past them will do nothing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MECs earn full XP for kills===&lt;br /&gt;
This change requires Hex Editor.&lt;br /&gt;
&lt;br /&gt;
* Open XComGame.upk file in \Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole folder with HxD&lt;br /&gt;
* Search -&amp;gt; Find -&amp;gt; Datatype Hex-Values: A0 00 E7 85 00 00 38 3F 2C &#039;&#039;&#039;02&#039;&#039;&#039; 16&lt;br /&gt;
* Replace 02 with 01.&lt;br /&gt;
&lt;br /&gt;
This will eliminate the penalty. Setting it to 03 will give them 1/3rd of XP for kills.[http://www.reddit.com/r/Xcom/comments/2g04ye/lw_in_vanilla_mecs_earn_half_the_xp_for_kills/ckerbtf]&lt;br /&gt;
&lt;br /&gt;
==INI Meld editing==&lt;br /&gt;
===Item Costs===&lt;br /&gt;
Costs in engineering can be edited in the DefaultGameCore.INI file. As you most limited resource will probably be Meld, and the way the data is in the .ini file, this will help your inner engineer&#039;s itch to want to build items. Beginning about halfway down, you will start to see &amp;quot;iElerium=&amp;quot; lines. Comments helpfully point out that these are both the Meld &#039;&#039;and&#039;&#039; Elerium entries. You may want to keep an untouched INI file and/or use the UFOPaedia&#039;s pages as references. Now for editing:&lt;br /&gt;
&lt;br /&gt;
As you can see in the [[Armor_%28Long_War%29#MEC_Armor|Armor]] section, the MEC suits of Warden, Sentinel, and Paladin cost, respectively, 20 meld and 20 Elerium, 40 Meld and 30 Elerium, 60 meld and 50 Elerium for their fabrication costs (on top of credits and alloys). In the .ini file, they are, again respectively, simply labeled &amp;quot;; MEC-1&amp;quot;, &amp;quot;; MEC-2&amp;quot;, &amp;quot;; MEC-3&amp;quot;. Now see that the &amp;quot;IElerium=&amp;quot; values are, once more respectively, 20020, 40030, 60050. As you can see, there is a placeholder 0 in any given iElerium entry-- for any item that has a Meld cost. As this section focuses on just meld editing, this won&#039;t be editing the Elerium cost (and will assume you won&#039;t, as you don&#039;t want to make the Long War _too_ easy). Therefore, you will only be editing the value &#039;&#039;in front&#039;&#039; of the placeholder 0.&lt;br /&gt;
&lt;br /&gt;
Ergo: changing 20020, 40030, 60050 to, say, 5020 (note it goes from 5 to 4 intergers), 20030, 30050 would change the meld costs of Warden armor from 20 to 5 units of Meld, Sentinel from 40 to 20, and Paladin from 60 to 30 (while not changing the Elerium costs). Again, note that changing the Warden&#039;s &amp;quot;20&amp;quot; to &amp;quot;5&amp;quot; -- and &#039;&#039;not&#039;&#039; &amp;quot;05&amp;quot; -- in front of the &#039;placeholder&#039; 0 will reduce the cost from 20 to 5 units of Meld. This method works on all the &amp;quot;iElerium=&amp;quot; entries under the &amp;quot;; Gear&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
Near the bottom of the file, you will find &amp;quot;; Gene Mod Configuration&amp;quot;. Depending on your choice of editor, the entries may not line up, so be aware that in this section, &amp;quot;iAlloys=&amp;quot; is the variable set for Meld cost for gene mods. As these variables are more simply written, merely edit them to your desired cost. And for reference, &amp;quot;iTime=&amp;quot; entries are for how long each mod requires a soldier to be inside the Gene Lab&#039;s tanks, and &amp;quot;iEng=&amp;quot; are the penalty hours added to fatigue.&lt;br /&gt;
&lt;br /&gt;
===Meld Expiration Timer===&lt;br /&gt;
In &amp;lt;code&amp;gt;DefaultRandomSpawns.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will find the lines:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
[XComLZMutator.XComMeldSpawnMutator]&lt;br /&gt;
&lt;br /&gt;
NumContainers = 3&lt;br /&gt;
DestroyedOnTurn = (DistToPlayer / (96 * 8)) * EqSlope + EqConst (96 * 8 - mobility in UU)&lt;br /&gt;
EqSlope = 1.5&lt;br /&gt;
&lt;br /&gt;
EqConst = 1&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By increasing the number after EqSlope (default 1.5), you can increase the number of turns it takes before meld expires.&lt;br /&gt;
&lt;br /&gt;
==Second Wave Option Changes==&lt;br /&gt;
&lt;br /&gt;
===Aiming Angles===&lt;br /&gt;
&lt;br /&gt;
It may be the case that 90 degrees is too small of an arc for cover to provide full protection, so we can cut the aiming angle down to 30 degrees. This gives your cover a 120 degree arc in which it provides full protection, so you can easily fight enemies so long as you&#039;re not stupid about picking your cover.&lt;br /&gt;
&lt;br /&gt;
You can change the settings in defaultgamecore.ini, and there is a diagram in there to help explain it:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Top down view&lt;br /&gt;
;&lt;br /&gt;
;     B  &lt;br /&gt;
;      \ &lt;br /&gt;
;       \&lt;br /&gt;
;  A-----^&lt;br /&gt;
;        T&lt;br /&gt;
;&lt;br /&gt;
; T is a target with cover in the direction of &#039;^&#039;.&lt;br /&gt;
; A is a shooter with the maximum aiming angle aim bonus &lt;br /&gt;
; B is a shooter with the minimum aiming angle aim bonus&lt;br /&gt;
; The aiming angle bonus increases linearly in the angle range between A and B&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
SW_AIMING_ANGLE_THRESHOLD= 30.0f; 45.0f; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90&lt;br /&gt;
SW_AIMING_ANGLE_MINBONUS=5      ; Shooter B&#039;s aiming angle bonus is SW_AIMING_ANGLE_MINBONUS&lt;br /&gt;
SW_AIMING_ANGLE_MAXBONUS=-5     ; Shooter A&#039;s aiming angle bonus is [T&#039;s Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The option for 45 degrees is commented out, and replaced it with 30 degrees. With these settings, 30 degrees to parallel (60 degrees off of perpendicular), gives a +5 to hit. Just shy of the 90 degree flank, it&#039;s +(coverbonus - 5) to hit.&lt;br /&gt;
&lt;br /&gt;
===Red Fog===&lt;br /&gt;
&#039;&#039;&#039;Mobility Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Q: Given that the mobility penalty in the DGC.ini is listed in the format &amp;quot;6.0f&amp;quot;, what does this mean?&lt;br /&gt;
&lt;br /&gt;
A: It means that at most there is a -6 mobility penalty that would be applied at 0% health. Since it can&#039;t hit 0% health, effectively the worst mobility penalty achievable is -5 mobility if severely wounded. This value is measured in meters, the same scaling units that are shown in the barracks view. The mobility stat is an integer value measured in meters, and each tile is 1.5 meters x 1.5 meters, so 5 mobility = 3.33 tiles roughly.&lt;br /&gt;
&lt;br /&gt;
Both the aim and mobility red fog penalties are subtractive, not multiplicative.&lt;br /&gt;
&lt;br /&gt;
For example, the poison/acid mobility debuff is a 25% multiplicative penalty. The unit loses 25% of its maximum movement, so a unit with 14 mobility would have 14 * 0.75 = 10.5 rounded down to 10 mobility, which is effectively -4 mobility.&lt;br /&gt;
&lt;br /&gt;
The %-based mobility penalties are:&lt;br /&gt;
Mindfray - 50% mobility penalty&lt;br /&gt;
Flashbang - 40% mobility penalty&lt;br /&gt;
Poison/acid - 25% mobility penalty&lt;br /&gt;
Catching breath - 75% mobility penalty&lt;br /&gt;
&lt;br /&gt;
All %-based mobility penalties are applied AFTER the additive/subtractive mobility modifiers (Red Fog, perks, inventory).&lt;br /&gt;
&lt;br /&gt;
Thus to make Red Fog carry more significant movement penalty:&lt;br /&gt;
&lt;br /&gt;
    Search for SW_COVER_INCREASE and edit it to =9.9f&lt;br /&gt;
&lt;br /&gt;
==Weapon and Item Changes==&lt;br /&gt;
&lt;br /&gt;
===The MEC Nuclear Option===&lt;br /&gt;
&lt;br /&gt;
For players that are not too fond of the grenade launcher for the MEC, they can switch its functionality to a last-ditch-option onboard nuclear reactor overload weapon. Find the line in defaultgamecore.ini that begins: &lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher, &lt;br /&gt;
&lt;br /&gt;
And replace the entire line with:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher,       ABILITIES[0]=eAbility_MEC_GrenadeLauncher, 	ABILITIES[1]=0,                      ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Mec, 		Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Explosive, Properties[4]=0,               Properties[5]=0,        iDamage=275,  iEnvironmentDamage=750, iRange=1,  iReactionRange=30, iReactionAngle=200, iRadius=700,  iCritical=0,  iOffenseBonus=0,  iSuppression=0,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By loading out the grenade launcher on a MEC, this will give you an option to overload the MECs (hypothetical) nuclear reactor resulting in a massive explosion that is guaranteed to kill/destroy everything (including the MEC) in a wide radius surrounding the MEC. Use only in cases of extreme clusterfuck/heroism.&lt;br /&gt;
&lt;br /&gt;
===Arc Thrower===&lt;br /&gt;
&lt;br /&gt;
With the release of B15, the code required for a pistol slot Arc Thrower is included in the DGC.ini. To make the change, all you need to do is comment out (add a &amp;quot;;&amp;quot;) the default line for the arc thrower and remove the comment located several lines lower. Essentially you tell the game to stop reading the default line of arc thrower code and begin reading the pre-built code enabling the pistol slot. It is explained in the comments of the DGC.ini.&lt;br /&gt;
&lt;br /&gt;
It is possible to equip the arc thrower as a pistol. Adjust the default line&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to allow for pistol slot only &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Pistol, Properties[4]=eWP_Backpack, Properties[5]=eWP_Secondary, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(Properies[5] of the Arc Thrower item was set to eWP_Pistol)&lt;br /&gt;
&lt;br /&gt;
To increase the range of the Arc Thrower to normal vision range, replace line 1673 in DefaultGameCore.ini with this:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Itembalance_Normal=(eItem=eItem_ArcThrower,					iCash=100,	iElerium=0,		iAlloys=94000,		iTime=10,	iEng=20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The iAlloys field for the Arc Thrower item was set to 94000)&lt;br /&gt;
&lt;br /&gt;
Remember that each item has 2 different listings.&lt;br /&gt;
&lt;br /&gt;
===Shredding AP Grenades===&lt;br /&gt;
&lt;br /&gt;
Add the &#039;&#039;Shredder Rocket&#039;&#039; perk to AP Grenades granting them the ability to Shred targets in the blast radius. Change &#039;&#039;iAlloys=0&#039;&#039; to &#039;&#039;iAlloys=22000&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Search for &amp;quot;; AP Grenade&amp;quot; in DGC.INI&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; AP Grenade&lt;br /&gt;
ItemBalance_Normal=(eItem=eItem_NeedleGrenade,	iCash=-1, 	iElerium=0,	iAlloys=22000, 	iTime=-1,	iEng=-1); Shredder Rocket&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==iceofwolf&#039;s Modification Package==&lt;br /&gt;
This package is recommended with Red Fog and Aiming Angles enabled. Red Fog, so that every hit point has meaning; and Aiming Angles, so that proper or improper positioning makes a bigger difference.&lt;br /&gt;
&lt;br /&gt;
===General Disclaimer===&lt;br /&gt;
Posted by request. This package was a personal rebalancing of several aspects exposed in the DefaultGameCore.ini. These changes were played in early to early-mid; their balance is untested in late-mid to late game. They were made in Long War beta 13 and may not work with earlier or later betas. Please include information on all mods made to the game, including .ini modifications, when reporting bugs or providing feedback to the mod developers.&lt;br /&gt;
&lt;br /&gt;
Although the majority of the modifications made to the Long War mod were made as soon as beta 13 was downloaded, some were added as the game was played. Some modifications that are included in the linked file may have been missed in the wiki detail due to poor personal changelog habits.&lt;br /&gt;
&lt;br /&gt;
Please thank the devs of Long War not only for the Long War mod itself, but more importantly, for opening up the XCOM game so that players can alter their mod to suit individual preferences.&lt;br /&gt;
&lt;br /&gt;
===DefaultGameCore.ini===&lt;br /&gt;
This link will be removed at request of the moderators of this page or at request of the developers of the Long War mod.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/t9ojup01xhaua2t/DefaultGameCore.ini Dropbox Link]&lt;br /&gt;
&lt;br /&gt;
===XCOM Unit Modifications===&lt;br /&gt;
Soldier starting stats vary by much greater margins.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Soldier&amp;lt;/code&amp;gt; and edit the Will entry to =30&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Easy=( eType=eChar_Soldier,             iDamage=0,  iCritHit=0&amp;lt;/code&amp;gt; and edit the iDefense entry to =15&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_AIM=&amp;lt;/code&amp;gt; and edit it to =45&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HIGH_MOBILITY&amp;lt;/code&amp;gt; and edit it to =-15 (that&#039;s negative 15; it&#039;s necessary for how the game rolls random stats)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_WILL&amp;lt;/code&amp;gt; and edit it to =10&lt;br /&gt;
&lt;br /&gt;
Starting barracks is filled with 64 eager rookies. With the above variation in stats, the additional bodies may be needed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;NUM_STARTING_SOLDIERS&amp;lt;/code&amp;gt; and edit it to =64&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers are easier to field. (If it were possible, I&#039;d make this a binary check: If the soldier&#039;s Will exceeds the power he is trying for, then he succeeds; if not, he fails. I&#039;d also obscure the percentage chance. Since no such code is exposed, everybody gets psi if they spend the time to do it.)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_GIFT_CHANCE&amp;lt;/code&amp;gt; and edit it to =.99&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_TRAINING_HOURS&amp;lt;/code&amp;gt; and edit it to =144&lt;br /&gt;
&lt;br /&gt;
Psi XP requirements reduced.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;; Psi XP Levels&amp;lt;/code&amp;gt; and alter the required XP as desired.&lt;br /&gt;
&lt;br /&gt;
===Equipment Modifications===&lt;br /&gt;
Laser Sniper Rifle, Scatter Laser and Laser Strike Rifle all have ballistic ammo levels. Further weapon tiers were not modified because the effect on game balance could not be directly observed; modify higher tiers to your own liking.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle,    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,			 ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_MoveLimited,   Properties[2]=0,   			  Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0,    iCritical=25, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Sniper Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun,          ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Assault,    Properties[1]=eWP_Rifle,     	 Properties[2]=0,                 Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=60, iRange=30,  iReactionRange=14, iReactionAngle=360, iRadius=0,    iCritical=20, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Laser&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227,         				    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0, 			      ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_Overheats,   	 Properties[2]=eWP_MoveLimited,   Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=36,  iReactionRange=36, iReactionAngle=200, iRadius=0,    iCritical=15, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Strike Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All armor small item equippables confer the Secondary Heart perk.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating,				iCash=100,	iElerium=0,		iAlloys=4020,		iTime=10,	iEng=35);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor,			iCash=0,	iElerium=0,		iAlloys=4005,		iTime=7,	iEng=15);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=94&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=94,  								iCash=60,	iElerium=5002,	iAlloys=4003,		iTime=7,	iEng=30)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=95&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=95,								iCash=-1,	iElerium=0,		iAlloys=4000,		iTime=-1,	iEng=-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=220&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=220,								iCash=70,	iElerium=0,		iAlloys=4010,		iTime=7,	iEng=12);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tactical Modifications===&lt;br /&gt;
Flying provides no defensive bonus. This also causes flying units to be counted as exposed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;AIR_EVADE_DEF&amp;lt;/code&amp;gt; and edit it to =0&lt;br /&gt;
&lt;br /&gt;
===Resource Modifications===&lt;br /&gt;
Mechtoids and Floaters provide significantly more Meld.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;MECHTOID_MELD&amp;lt;/code&amp;gt; and edit it to =80&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HFLOATER_MELD&amp;lt;/code&amp;gt; and edit it to =1030&lt;br /&gt;
&lt;br /&gt;
Strategy game altered so that resources are more plentiful and all items are cheaper, but take longer to build. Net result can be gamed, arguably: rushing an item will result in the same credit, alloy and elerium cost as the base LW mod, but will take 75% of the time it would take in the base LW mod -- but this also adds a Meld cost.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ABDUCTION_REWARD_CASH&amp;lt;/code&amp;gt; and edit it to =300&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_TIME_BALANCE&amp;lt;/code&amp;gt; and edit it to =1.5&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_CREDIT_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ELERIUM_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ALLOY_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_MELD_BALANCE&amp;lt;/code&amp;gt; and edit it to =.25&lt;br /&gt;
&lt;br /&gt;
===Enemy Unit Modifications===&lt;br /&gt;
Thin Man poison spit reduced to range of 5.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague,                   ABILITIES[0]=eAbility_Plague,         ABILITIES[1]=0,                            ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Support,    Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Backpack,  Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=45,  iRange=5,  iReactionRange=25, iReactionAngle=200, iRadius=144,  iCritical=0,  iOffenseBonus=0,  iSuppression=202, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes removed from all Chryssalid units.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0, iDefense=5,	iHP=1, 	iMobility=0,	iWill=0); Lightning Reflexes (removed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Exalt and Elite Exalt that have not been promoted to navigator/leader have significantly reduced hit points, putting all Exalt into one-shot territory. Their offensive capabilities have not been altered.&lt;br /&gt;
:Search the Characters block (the first major block of text after armors) for any entry with &amp;quot;Exalt&amp;quot; in the name. Find &amp;lt;code&amp;gt;HP=&amp;lt;/code&amp;gt; on that line. Adjust as desired.&lt;br /&gt;
&lt;br /&gt;
All alien and Exalt final forms have been disabled, except the leader/navigator. This final upgrade would normally occur at &amp;quot;alien research threshold&amp;quot; 900, which is a rough estimate of how many days have passed since the beginning of the game, modified by alien research efforts. These final upgrades give the aliens substantially higher stats and seem to have been intended to provide a sense of urgency and/or provoke the player to finish the game (to be fair, two to three years is plenty long enough). This file disables them simply because the author of the package modding the mod doesn&#039;t like them.&lt;br /&gt;
&lt;br /&gt;
To re-enable these super upgrades or to disable earlier upgrades, search for &amp;lt;code&amp;gt;; ALIEN AUTOMATIC UPGRADES&amp;lt;/code&amp;gt;. The section that follows details all of the upgrades each non-XCOM unit can receive over time, most of which start at &amp;quot;210&amp;quot;. Place a semicolon at the beginning of any line which you want to disable, or remove the semicolon from each unit line you want to re-enable.&lt;br /&gt;
&lt;br /&gt;
Note that, despite denying aliens and Exalt their final upgrades and restricting Exalt starting HP, leader/navigator types of each alien will remain a significant threat.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Thekcpiper</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=64209</id>
		<title>Mods (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=64209"/>
		<updated>2015-04-29T18:18:48Z</updated>

		<summary type="html">&lt;p&gt;Thekcpiper: /* Weapon and Item Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Beginners Guide==&lt;br /&gt;
&lt;br /&gt;
Long War has made it easy for individual users to tweak parts of the game for their own preference. Unless otherwise noted, code changes occur in the &amp;lt;code&amp;gt;DefaultGameCore.ini&amp;lt;/code&amp;gt; file; this is commonly referred to as the DGC.ini. For a typical Windows user, this file can be found at &amp;lt;code&amp;gt;C:/Program Files x86/Steam/SteamApps/common(OR your username)/XCom-enemy-unknown/XEW/XComGame/Config&amp;lt;/code&amp;gt;. It is recommended that you download and use &#039;&#039;&#039;Notepad++&#039;&#039;&#039; to alter defaultgamecore.ini because it is visually easier to use and numbers the lines (which may be referenced in this page).&lt;br /&gt;
&lt;br /&gt;
Another useful tool is the free software &#039;&#039;&#039;WinMerge&#039;&#039;&#039;. WinMerge allows you to open two text files (like the DGC.ini) side by side and compare differences between them. This is useful when Long War is updated. To easily preserve the custom modifications you did on a previous version, open a backup copy of your old DGC.ini and the new updated version DGC.ini. WinMerge will help you quickly identify differences and apply all your previous modifications to the new Long War version.&lt;br /&gt;
&lt;br /&gt;
Note for OS X users, you will need to modify &amp;lt;code&amp;gt;XComGameCore.ini&amp;lt;/code&amp;gt;, which is located at &amp;lt;code&amp;gt;~/Library/Application Support/Feral Interactive/XCOM Enemy Unknown/XEW/MacInit/XComGameCore.ini&amp;lt;/code&amp;gt;. Some users suggest that you update &amp;lt;code&amp;gt;~/Application Support/Steam/SteamApps/common/XCom-Enemy-Unknown/XCOMData/XEW/XComGame/Config/DefaultGameCore.ini&amp;lt;/code&amp;gt; as well to be safe.  You can use the built in program TextEdit or (better) TextWrangler.&lt;br /&gt;
&lt;br /&gt;
==Base Changes==&lt;br /&gt;
&lt;br /&gt;
===Energy Changes===&lt;br /&gt;
&lt;br /&gt;
Alternative Fission and Thermo changes are proposed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
________________Pwr__Cost__Cost/Pwr_____&lt;br /&gt;
Fission Current --- 6 --- $120 --- $20.00&lt;br /&gt;
Fission Change --- 8 --- $150 --- $18.75&lt;br /&gt;
&lt;br /&gt;
Thermo Current -- 25 -- $350 --- $14.00&lt;br /&gt;
Thermo Change -- 20 -- $300 --- $15.00&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition, increase Adjacency bonus from +3 power to +4.&lt;br /&gt;
&lt;br /&gt;
With this, Fission is still less efficient than a thermo, however players shouldn&#039;t feel like they are getting an extra difficulty tacked on because they didn&#039;t get a good steam vent. Now if there is a good steam vent, it&#039;s simply a bonus. To change these options, examine lines 1395 and line 1800.&lt;br /&gt;
&lt;br /&gt;
===Start Date Change===&lt;br /&gt;
To start the campaign at a different date than March 1st. Change the value found in &amp;lt;code&amp;gt;defaultgamedata.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appearance Changes===&lt;br /&gt;
&lt;br /&gt;
How to Remove the Gene Mod Armor:&lt;br /&gt;
&lt;br /&gt;
This will replace the gene mod armor with a sleeved chest plate. However, said chest plate was designed to have shoulder pads, which are missing, so there will be a noticeable gap with either gene mods or those who use tactical vests instead of tactical armor. The gap is textured, so it won&#039;t break any models. You can still add shoulder pads by using decos ingame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Use CTRL + F To find the following&lt;br /&gt;
&lt;br /&gt;
UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar_GM,ArchetypeName=&amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Remove both GMs from &amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now the game will read the normal armor instead of the GM version. &lt;br /&gt;
You can choose to do this to specific models, or use find and replace to change them all. &lt;br /&gt;
To use find and replace, I recommend you find _GM&amp;quot; and _GM. and replace them with &amp;quot; and . respectively.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to change default color, and headgear.&lt;br /&gt;
&lt;br /&gt;
In your DefaultGameCore.ini file, you&#039;ll be able to find lines that alter the rookie&#039;s starting color, and headgear, as well as the first time they are promoted to a class. Acceptable values, and their definitions, can be found here.&lt;br /&gt;
http://wiki.tesnexus.com/index.php/Initial_soldier_appearance_-_XCOM:EU_2012#Tables (&amp;lt; Someone hyperlink that for me, please.)&lt;br /&gt;
&lt;br /&gt;
Note that you must make these changes &#039;&#039;&#039;before&#039;&#039;&#039; starting a new game for them to take effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
If you press &amp;quot;CTRL + F&amp;quot;, you will open up the find menu. Locate the comment;&lt;br /&gt;
&lt;br /&gt;
; Initial soldier appearance&lt;br /&gt;
&lt;br /&gt;
and you will find directly below it;&lt;br /&gt;
&lt;br /&gt;
DEFENDER_MEDIKIT	= 6		; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)&lt;br /&gt;
COUNCIL_STAT_BONUS	= -1	; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)&lt;br /&gt;
ShowUFOsOnMission	= -1	; Rookie headgear; See readme for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.&lt;br /&gt;
&lt;br /&gt;
Use the values linked above to find exactly what you want. &lt;br /&gt;
To change the promotes, find the following lines directly below the rookie&#039;s section, and change the numbers to any value between 0-32 or -1 for no change.&lt;br /&gt;
&lt;br /&gt;
; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!&lt;br /&gt;
HQ_BASE_POWER = 32			; Sniper Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Sniper Headgear&lt;br /&gt;
HQ_BASE_POWER = 15			; Scout Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Scout Headgear&lt;br /&gt;
HQ_BASE_POWER = 12			; Rocketeer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Rocketeer Headgear&lt;br /&gt;
HQ_BASE_POWER = 9			; Gunner Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Gunner Headgear&lt;br /&gt;
HQ_BASE_POWER = 29			; Medic Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Medic Headgear&lt;br /&gt;
HQ_BASE_POWER = 22			; Engineer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Engineer Headgear&lt;br /&gt;
HQ_BASE_POWER = 21			; Assault Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Assault Headgear&lt;br /&gt;
HQ_BASE_POWER = 19			; Infantry Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Infantry Headgear&lt;br /&gt;
&lt;br /&gt;
Please note, that any text after a ; is a comment, and editing anything past them will do nothing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MECs earn full XP for kills===&lt;br /&gt;
This change requires Hex Editor.&lt;br /&gt;
&lt;br /&gt;
* Open XComGame.upk file in \Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole folder with HxD&lt;br /&gt;
* Search -&amp;gt; Find -&amp;gt; Datatype Hex-Values: A0 00 E7 85 00 00 38 3F 2C &#039;&#039;&#039;02&#039;&#039;&#039; 16&lt;br /&gt;
* Replace 02 with 01.&lt;br /&gt;
&lt;br /&gt;
This will eliminate the penalty. Setting it to 03 will give them 1/3rd of XP for kills.[http://www.reddit.com/r/Xcom/comments/2g04ye/lw_in_vanilla_mecs_earn_half_the_xp_for_kills/ckerbtf]&lt;br /&gt;
&lt;br /&gt;
==INI Meld editing==&lt;br /&gt;
===Item Costs===&lt;br /&gt;
Costs in engineering can be edited in the DefaultGameCore.INI file. As you most limited resource will probably be Meld, and the way the data is in the .ini file, this will help your inner engineer&#039;s itch to want to build items. Beginning about halfway down, you will start to see &amp;quot;iElerium=&amp;quot; lines. Comments helpfully point out that these are both the Meld &#039;&#039;and&#039;&#039; Elerium entries. You may want to keep an untouched INI file and/or use the UFOPaedia&#039;s pages as references. Now for editing:&lt;br /&gt;
&lt;br /&gt;
As you can see in the [[Armor_%28Long_War%29#MEC_Armor|Armor]] section, the MEC suits of Warden, Sentinel, and Paladin cost, respectively, 20 meld and 20 Elerium, 40 Meld and 30 Elerium, 60 meld and 50 Elerium for their fabrication costs (on top of credits and alloys). In the .ini file, they are, again respectively, simply labeled &amp;quot;; MEC-1&amp;quot;, &amp;quot;; MEC-2&amp;quot;, &amp;quot;; MEC-3&amp;quot;. Now see that the &amp;quot;IElerium=&amp;quot; values are, once more respectively, 20020, 40030, 60050. As you can see, there is a placeholder 0 in any given iElerium entry-- for any item that has a Meld cost. As this section focuses on just meld editing, this won&#039;t be editing the Elerium cost (and will assume you won&#039;t, as you don&#039;t want to make the Long War _too_ easy). Therefore, you will only be editing the value &#039;&#039;in front&#039;&#039; of the placeholder 0.&lt;br /&gt;
&lt;br /&gt;
Ergo: changing 20020, 40030, 60050 to, say, 5020 (note it goes from 5 to 4 intergers), 20030, 30050 would change the meld costs of Warden armor from 20 to 5 units of Meld, Sentinel from 40 to 20, and Paladin from 60 to 30 (while not changing the Elerium costs). Again, note that changing the Warden&#039;s &amp;quot;20&amp;quot; to &amp;quot;5&amp;quot; -- and &#039;&#039;not&#039;&#039; &amp;quot;05&amp;quot; -- in front of the &#039;placeholder&#039; 0 will reduce the cost from 20 to 5 units of Meld. This method works on all the &amp;quot;iElerium=&amp;quot; entries under the &amp;quot;; Gear&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
Near the bottom of the file, you will find &amp;quot;; Gene Mod Configuration&amp;quot;. Depending on your choice of editor, the entries may not line up, so be aware that in this section, &amp;quot;iAlloys=&amp;quot; is the variable set for Meld cost for gene mods. As these variables are more simply written, merely edit them to your desired cost. And for reference, &amp;quot;iTime=&amp;quot; entries are for how long each mod requires a soldier to be inside the Gene Lab&#039;s tanks, and &amp;quot;iEng=&amp;quot; are the penalty hours added to fatigue.&lt;br /&gt;
&lt;br /&gt;
===Meld Expiration Timer===&lt;br /&gt;
In &amp;lt;code&amp;gt;DefaultRandomSpawns.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will find the lines:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
[XComLZMutator.XComMeldSpawnMutator]&lt;br /&gt;
&lt;br /&gt;
NumContainers = 3&lt;br /&gt;
DestroyedOnTurn = (DistToPlayer / (96 * 8)) * EqSlope + EqConst (96 * 8 - mobility in UU)&lt;br /&gt;
EqSlope = 1.5&lt;br /&gt;
&lt;br /&gt;
EqConst = 1&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By increasing the number after EqSlope (default 1.5), you can increase the number of turns it takes before meld expires.&lt;br /&gt;
&lt;br /&gt;
==Second Wave Option Changes==&lt;br /&gt;
&lt;br /&gt;
===Aiming Angles===&lt;br /&gt;
&lt;br /&gt;
It may be the case that 90 degrees is too small of an arc for cover to provide full protection, so we can cut the aiming angle down to 30 degrees. This gives your cover a 120 degree arc in which it provides full protection, so you can easily fight enemies so long as you&#039;re not stupid about picking your cover.&lt;br /&gt;
&lt;br /&gt;
You can change the settings in defaultgamecore.ini, and there is a diagram in there to help explain it:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Top down view&lt;br /&gt;
;&lt;br /&gt;
;     B  &lt;br /&gt;
;      \ &lt;br /&gt;
;       \&lt;br /&gt;
;  A-----^&lt;br /&gt;
;        T&lt;br /&gt;
;&lt;br /&gt;
; T is a target with cover in the direction of &#039;^&#039;.&lt;br /&gt;
; A is a shooter with the maximum aiming angle aim bonus &lt;br /&gt;
; B is a shooter with the minimum aiming angle aim bonus&lt;br /&gt;
; The aiming angle bonus increases linearly in the angle range between A and B&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
SW_AIMING_ANGLE_THRESHOLD= 30.0f; 45.0f; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90&lt;br /&gt;
SW_AIMING_ANGLE_MINBONUS=5      ; Shooter B&#039;s aiming angle bonus is SW_AIMING_ANGLE_MINBONUS&lt;br /&gt;
SW_AIMING_ANGLE_MAXBONUS=-5     ; Shooter A&#039;s aiming angle bonus is [T&#039;s Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The option for 45 degrees is commented out, and replaced it with 30 degrees. With these settings, 30 degrees to parallel (60 degrees off of perpendicular), gives a +5 to hit. Just shy of the 90 degree flank, it&#039;s +(coverbonus - 5) to hit.&lt;br /&gt;
&lt;br /&gt;
===Red Fog===&lt;br /&gt;
&#039;&#039;&#039;Mobility Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Q: Given that the mobility penalty in the DGC.ini is listed in the format &amp;quot;6.0f&amp;quot;, what does this mean?&lt;br /&gt;
&lt;br /&gt;
A: It means that at most there is a -6 mobility penalty that would be applied at 0% health. Since it can&#039;t hit 0% health, effectively the worst mobility penalty achievable is -5 mobility if severely wounded. This value is measured in meters, the same scaling units that are shown in the barracks view. The mobility stat is an integer value measured in meters, and each tile is 1.5 meters x 1.5 meters, so 5 mobility = 3.33 tiles roughly.&lt;br /&gt;
&lt;br /&gt;
Both the aim and mobility red fog penalties are subtractive, not multiplicative.&lt;br /&gt;
&lt;br /&gt;
For example, the poison/acid mobility debuff is a 25% multiplicative penalty. The unit loses 25% of its maximum movement, so a unit with 14 mobility would have 14 * 0.75 = 10.5 rounded down to 10 mobility, which is effectively -4 mobility.&lt;br /&gt;
&lt;br /&gt;
The %-based mobility penalties are:&lt;br /&gt;
Mindfray - 50% mobility penalty&lt;br /&gt;
Flashbang - 40% mobility penalty&lt;br /&gt;
Poison/acid - 25% mobility penalty&lt;br /&gt;
Catching breath - 75% mobility penalty&lt;br /&gt;
&lt;br /&gt;
All %-based mobility penalties are applied AFTER the additive/subtractive mobility modifiers (Red Fog, perks, inventory).&lt;br /&gt;
&lt;br /&gt;
Thus to make Red Fog carry more significant movement penalty:&lt;br /&gt;
&lt;br /&gt;
    Search for SW_COVER_INCREASE and edit it to =9.9f&lt;br /&gt;
&lt;br /&gt;
==Weapon and Item Changes==&lt;br /&gt;
&lt;br /&gt;
===The MEC Nuclear Option===&lt;br /&gt;
&lt;br /&gt;
For players that are not too fond of the grenade launcher for the MEC, they can switch its functionality to a last-ditch-option onboard nuclear reactor overload weapon. Find the line in defaultgamecore.ini that begins: &lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher, &lt;br /&gt;
&lt;br /&gt;
And replace the entire line with:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher,       ABILITIES[0]=eAbility_MEC_GrenadeLauncher, 	ABILITIES[1]=0,                      ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Mec, 		Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Explosive, Properties[4]=0,               Properties[5]=0,        iDamage=275,  iEnvironmentDamage=750, iRange=1,  iReactionRange=30, iReactionAngle=200, iRadius=700,  iCritical=0,  iOffenseBonus=0,  iSuppression=0,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By loading out the grenade launcher on a MEC, this will give you an option to overload the MECs (hypothetical) nuclear reactor resulting in a massive explosion that is guaranteed to kill/destroy everything (including the MEC) in a wide radius surrounding the MEC. Use only in cases of extreme clusterfuck/heroism.&lt;br /&gt;
&lt;br /&gt;
===Arc Thrower===&lt;br /&gt;
&lt;br /&gt;
With the release of B15, the code required for a pistol slot Arc Thrower is included in the DGC.ini. To make the change, all you need to do is comment out (add a &amp;quot;;&amp;quot;) the default line for the arc thrower and remove the comment located several lines lower. Essentially you tell the game to stop reading the default line of arc thrower code and begin reading the pre-built code enabling the pistol slot. It is explained in the comments of the DGC.ini.&lt;br /&gt;
&lt;br /&gt;
It is possible to equip the arc thrower as a pistol. Adjust the default line&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to allow for pistol slot only &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Pistol, Properties[4]=eWP_Backpack, Properties[5]=eWP_Secondary, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(Properies[5] of the Arc Thrower item was set to eWP_Pistol)&lt;br /&gt;
&lt;br /&gt;
To increase the range of the Arc Thrower to normal vision range, replace line 1673 in DefaultGameCore.ini with this:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Itembalance_Normal=(eItem=eItem_ArcThrower,					iCash=100,	iElerium=0,		iAlloys=94000,		iTime=10,	iEng=20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The iAlloys field for the Arc Thrower item was set to 94000)&lt;br /&gt;
&lt;br /&gt;
Remember that each item has 2 different listings.&lt;br /&gt;
&lt;br /&gt;
===Shredding AP Grenades===&lt;br /&gt;
&lt;br /&gt;
Add the &#039;&#039;Shredder Rocket&#039;&#039; perk to AP Grenades granting them the ability to Shred targets in the blast radius. Change &#039;&#039;iAlloys=0&#039;&#039; to &#039;&#039;iAlloys=22000&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; AP Grenade&lt;br /&gt;
ItemBalance_Normal=(eItem=eItem_NeedleGrenade,	iCash=-1, 	iElerium=0,	iAlloys=22000, 	iTime=-1,	iEng=-1); Shredder Rocket&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==iceofwolf&#039;s Modification Package==&lt;br /&gt;
This package is recommended with Red Fog and Aiming Angles enabled. Red Fog, so that every hit point has meaning; and Aiming Angles, so that proper or improper positioning makes a bigger difference.&lt;br /&gt;
&lt;br /&gt;
===General Disclaimer===&lt;br /&gt;
Posted by request. This package was a personal rebalancing of several aspects exposed in the DefaultGameCore.ini. These changes were played in early to early-mid; their balance is untested in late-mid to late game. They were made in Long War beta 13 and may not work with earlier or later betas. Please include information on all mods made to the game, including .ini modifications, when reporting bugs or providing feedback to the mod developers.&lt;br /&gt;
&lt;br /&gt;
Although the majority of the modifications made to the Long War mod were made as soon as beta 13 was downloaded, some were added as the game was played. Some modifications that are included in the linked file may have been missed in the wiki detail due to poor personal changelog habits.&lt;br /&gt;
&lt;br /&gt;
Please thank the devs of Long War not only for the Long War mod itself, but more importantly, for opening up the XCOM game so that players can alter their mod to suit individual preferences.&lt;br /&gt;
&lt;br /&gt;
===DefaultGameCore.ini===&lt;br /&gt;
This link will be removed at request of the moderators of this page or at request of the developers of the Long War mod.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/t9ojup01xhaua2t/DefaultGameCore.ini Dropbox Link]&lt;br /&gt;
&lt;br /&gt;
===XCOM Unit Modifications===&lt;br /&gt;
Soldier starting stats vary by much greater margins.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Soldier&amp;lt;/code&amp;gt; and edit the Will entry to =30&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Easy=( eType=eChar_Soldier,             iDamage=0,  iCritHit=0&amp;lt;/code&amp;gt; and edit the iDefense entry to =15&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_AIM=&amp;lt;/code&amp;gt; and edit it to =45&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HIGH_MOBILITY&amp;lt;/code&amp;gt; and edit it to =-15 (that&#039;s negative 15; it&#039;s necessary for how the game rolls random stats)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_WILL&amp;lt;/code&amp;gt; and edit it to =10&lt;br /&gt;
&lt;br /&gt;
Starting barracks is filled with 64 eager rookies. With the above variation in stats, the additional bodies may be needed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;NUM_STARTING_SOLDIERS&amp;lt;/code&amp;gt; and edit it to =64&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers are easier to field. (If it were possible, I&#039;d make this a binary check: If the soldier&#039;s Will exceeds the power he is trying for, then he succeeds; if not, he fails. I&#039;d also obscure the percentage chance. Since no such code is exposed, everybody gets psi if they spend the time to do it.)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_GIFT_CHANCE&amp;lt;/code&amp;gt; and edit it to =.99&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_TRAINING_HOURS&amp;lt;/code&amp;gt; and edit it to =144&lt;br /&gt;
&lt;br /&gt;
Psi XP requirements reduced.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;; Psi XP Levels&amp;lt;/code&amp;gt; and alter the required XP as desired.&lt;br /&gt;
&lt;br /&gt;
===Equipment Modifications===&lt;br /&gt;
Laser Sniper Rifle, Scatter Laser and Laser Strike Rifle all have ballistic ammo levels. Further weapon tiers were not modified because the effect on game balance could not be directly observed; modify higher tiers to your own liking.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle,    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,			 ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_MoveLimited,   Properties[2]=0,   			  Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0,    iCritical=25, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Sniper Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun,          ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Assault,    Properties[1]=eWP_Rifle,     	 Properties[2]=0,                 Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=60, iRange=30,  iReactionRange=14, iReactionAngle=360, iRadius=0,    iCritical=20, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Laser&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227,         				    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0, 			      ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_Overheats,   	 Properties[2]=eWP_MoveLimited,   Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=36,  iReactionRange=36, iReactionAngle=200, iRadius=0,    iCritical=15, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Strike Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All armor small item equippables confer the Secondary Heart perk.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating,				iCash=100,	iElerium=0,		iAlloys=4020,		iTime=10,	iEng=35);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor,			iCash=0,	iElerium=0,		iAlloys=4005,		iTime=7,	iEng=15);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=94&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=94,  								iCash=60,	iElerium=5002,	iAlloys=4003,		iTime=7,	iEng=30)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=95&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=95,								iCash=-1,	iElerium=0,		iAlloys=4000,		iTime=-1,	iEng=-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=220&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=220,								iCash=70,	iElerium=0,		iAlloys=4010,		iTime=7,	iEng=12);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tactical Modifications===&lt;br /&gt;
Flying provides no defensive bonus. This also causes flying units to be counted as exposed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;AIR_EVADE_DEF&amp;lt;/code&amp;gt; and edit it to =0&lt;br /&gt;
&lt;br /&gt;
===Resource Modifications===&lt;br /&gt;
Mechtoids and Floaters provide significantly more Meld.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;MECHTOID_MELD&amp;lt;/code&amp;gt; and edit it to =80&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HFLOATER_MELD&amp;lt;/code&amp;gt; and edit it to =1030&lt;br /&gt;
&lt;br /&gt;
Strategy game altered so that resources are more plentiful and all items are cheaper, but take longer to build. Net result can be gamed, arguably: rushing an item will result in the same credit, alloy and elerium cost as the base LW mod, but will take 75% of the time it would take in the base LW mod -- but this also adds a Meld cost.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ABDUCTION_REWARD_CASH&amp;lt;/code&amp;gt; and edit it to =300&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_TIME_BALANCE&amp;lt;/code&amp;gt; and edit it to =1.5&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_CREDIT_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ELERIUM_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ALLOY_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_MELD_BALANCE&amp;lt;/code&amp;gt; and edit it to =.25&lt;br /&gt;
&lt;br /&gt;
===Enemy Unit Modifications===&lt;br /&gt;
Thin Man poison spit reduced to range of 5.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague,                   ABILITIES[0]=eAbility_Plague,         ABILITIES[1]=0,                            ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Support,    Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Backpack,  Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=45,  iRange=5,  iReactionRange=25, iReactionAngle=200, iRadius=144,  iCritical=0,  iOffenseBonus=0,  iSuppression=202, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes removed from all Chryssalid units.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0, iDefense=5,	iHP=1, 	iMobility=0,	iWill=0); Lightning Reflexes (removed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Exalt and Elite Exalt that have not been promoted to navigator/leader have significantly reduced hit points, putting all Exalt into one-shot territory. Their offensive capabilities have not been altered.&lt;br /&gt;
:Search the Characters block (the first major block of text after armors) for any entry with &amp;quot;Exalt&amp;quot; in the name. Find &amp;lt;code&amp;gt;HP=&amp;lt;/code&amp;gt; on that line. Adjust as desired.&lt;br /&gt;
&lt;br /&gt;
All alien and Exalt final forms have been disabled, except the leader/navigator. This final upgrade would normally occur at &amp;quot;alien research threshold&amp;quot; 900, which is a rough estimate of how many days have passed since the beginning of the game, modified by alien research efforts. These final upgrades give the aliens substantially higher stats and seem to have been intended to provide a sense of urgency and/or provoke the player to finish the game (to be fair, two to three years is plenty long enough). This file disables them simply because the author of the package modding the mod doesn&#039;t like them.&lt;br /&gt;
&lt;br /&gt;
To re-enable these super upgrades or to disable earlier upgrades, search for &amp;lt;code&amp;gt;; ALIEN AUTOMATIC UPGRADES&amp;lt;/code&amp;gt;. The section that follows details all of the upgrades each non-XCOM unit can receive over time, most of which start at &amp;quot;210&amp;quot;. Place a semicolon at the beginning of any line which you want to disable, or remove the semicolon from each unit line you want to re-enable.&lt;br /&gt;
&lt;br /&gt;
Note that, despite denying aliens and Exalt their final upgrades and restricting Exalt starting HP, leader/navigator types of each alien will remain a significant threat.&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;/div&gt;</summary>
		<author><name>Thekcpiper</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dev_Console_(Long_War)&amp;diff=64208</id>
		<title>Dev Console (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dev_Console_(Long_War)&amp;diff=64208"/>
		<updated>2015-04-29T18:06:22Z</updated>

		<summary type="html">&lt;p&gt;Thekcpiper: /* Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Here you can find a list of commands, items, perks and others used by the dev console to test the game and its assets. Be sure to download the dev console Engine.upk file from the [http://www.nexusmods.com/xcom/mods/88/?tab=2&amp;amp;navtag=http%3A%2F%2Fwww.nexusmods.com%2Fxcom%2Fajax%2Fmodfiles%2F%3Fid%3D88&amp;amp;pUp=1/ Nexus Forum].&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Item and Perk tag names==&lt;br /&gt;
===Items ===&lt;br /&gt;
You will have to type &amp;lt;i&amp;gt;GiveItem [name without eItem sign] (number of instances)&amp;lt;/i&amp;gt; in the console.&lt;br /&gt;
*Table columns are sortable, click on the arrows. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; | style=&amp;quot;text-align:centre;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; | Items&#039; list&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Item name  &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Array number  &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Dev console name  &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Sawed-Off Shotgun || 254 || eItem_END_VEHICLE_UPGRADES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| LMG || 246 || eItem_BEGIN_MEC_ARMOR&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Battle Rifle || 241 || eItem_EXALTLoot1&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Machine Pistol ||236 || eItem_MecArmor3_Flamethrower_Grenade_Electro&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| SMG ||231 || eItem_MecArmor2_Flamethrower_Mist&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Marksman&#039;s Rifle || 226 || eItem_MecArmor1_Kinetic&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Assault Carbine || 32 || eItem_SectopodArm&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Seraph Armor || 67 || eItem_END_ARMOR&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Aurora Armor || 68 || eItem_BEGIN_ITEMS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Vortex Armor ||  65  || eItem_ArmorPsi&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| SHIV Autocannon || 109 || eItem_ShivMinigun&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Rocket Launcher || 218 || eItem_ExaltRocketLauncher&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC Minigun|| 28|| eItem_Chaingun&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Shotgun|| 4 || eItem_Shotgun&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Sniper Rifle|| 213 || eItem_ExaltSniperRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| SAW|| 214|| eItem_ExaltLMG&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Assault Rifle  || 212|| eItem_ExaltAssaultRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Pistol|| 2 ||eItem_Pistol&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC-1 Paladin||193 || eItem_MecArmor1&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC-2 Defender||194 || eItem_MecArmor2&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC-3 Valiant|| 145 || eItem_ZombieCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC-4 Dauntless||195 || eItem_MecArmor3&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC-5 Devastator ||148|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC-6 Vanguard||191|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC-7 Vindicator || 210|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC Augments armor|| 192||eItem_MecCivvies&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Leather Jacket|| 66 ||eItem_ArmorCovertOps&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| SHIV|| 113 ||eItem_SHIVDeck_I&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alloy SHIV|| 114 || eItem_SHIVDeck_II&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Hover SHIV|| 115 || eItem_SHIVDeck_III&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Shadow Armor||64 || eItem_ArmorGhost&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Archangel Armor|| 63 || eItem_ArmorArchangel&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Titan Armor || 62|| eItem_ArmorTitan&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Laser Pistol|| 8|| eItem_LaserPistol&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Laser Rifle|| 215|| eItem_ExaltLaserAssaultRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Autolaser || 217 || eItem_ExaltHeavyLaser&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Laser Sniper Rifle|| 216|| eItem_ExaltLaserSniperRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Scatter Laser||10 || eItem_LaserAssaultGun&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Laser Carbine|| 251|| eItem_BEGIN_INTERCEPTOR_CONSUMABLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Superheavy Laser|| 149 || eItem_BEGIN_CORPSES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC Laser Lance|| 29 || eItem_Railgun&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Laser Strike Rifle || 227 || eItem_MecArmor1_Flamethrower&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Laser Shatterray || 232|| eItem_MecArmor3_Kinetic_Grenade_Electro&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Heater|| 237|| eItem_MecArmor3_Flamethrower_Grenade_ProximityMine&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Heavy Laser Rifle ||242 || eItem_EXALTLoot2&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Gatling Laser ||247 || eItem_END_MEC_ARMOR	&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Arc Rifle || 253|| eItem_END_INTERCEPTOR_CONSUMABLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Gauss Rifle|| 3|| eItem_AssaultRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Gauss Autorifle||5 || eItem_LMG&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Gauss Long Rifle||6 || eItem_SniperRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alloy Cannon||16 || eItem_AlloyCannon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC Railgun|| 186|| eItem_XPACK_BEGIN_CORPSES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Recoilless Rifle|| 7|| eItem_RocketLauncher&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| SHIV Sentry Gun||110 || eItem_ShivSentry&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Gauss Carbine || 53|| eItem_SoldierNoWeapon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alloy Strike Rifle|| 228|| eItem_MecArmor2_Kinetic_Grenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Gauss Stuttergun|| 233|| eItem_MecArmor3_Kinetic_Grenade_ProximityMine&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Gauss AutoPistol|| 238|| eItem_MecArmor3_Flamethrower_Mist_Electro&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Heavy Gauss Rifle||243 || eItem_EXALTLoot3&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Gauss Machine Gun|| 248|| eItem_CorpsePlaceholder2&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Pulse Rifle|| 9 || eItem_LaserAssaultRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Pulse Autolaser||11|| eItem_HeavyLaser&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Pulse Sniper Rifle|| 12 || eItem_LaserSniperRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Superheavy Pulser||111 || eItem_ShivLaser&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Pulse Carbine|| 252|| eItem_BEGIN_VEHICLE_UPGRADES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Scatter Blaster||1 || eItem_BEGIN_WEAPONS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC Pulse Lance|| 190||  eItem_XPACK_END_CORPSES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Blaster Rifle|| 229|| eItem_MecArmor2_Kinetic_Mist&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Pulse Stengun|| 234|| eItem_MecArmor3_Kinetic_Mist_Electro&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Blaster||239 || eItem_MecArmor3_Flamethrower_Mist_ProximityMine&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Heavy Pulse Rifle  || 244|| eItem_BEGIN_EXALT_WEAPONS  &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Gatling Pulser||249 || eItem_END_CORPSES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Plasma Pistol|| 13 || eItem_PlasmaPistol&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Plasma Carbine||14 || eItem_PlasmaLightRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Plasma Rifle|| 15 || eItem_PlasmaAssaultRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Plasma Sniper|| 18 || eItem_PlasmaSniperRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Plasma Novagun|| 17|| eItem_HeavyPlasma&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC Particle Beam||30 || eItem_ParticleBeam&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Blaster Launcher|| 19|| eItem_BlasterLauncher&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Superheavy Plasma||112 || eItem_ShivPlasma&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Reflex Cannon ||99 || eItem_BEGIN_VEHICLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Reflex Rifle|| 230|| eItem_MecArmor2_Flamethrower_Grenade &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Plasma Stormgun|| 235|| eItem_MecArmor3_Kinetic_Mist_ProximityMine&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Plasma Mauler|| 240|| eItem_BEGIN_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Heavy Plasma Rifle || 245|| eItem_END_EXALT_WEAPONS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Plasma Dragon || 250|| eItem_BEGIN_CAPTIVES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC Flamethrower|| 23|| eItem_MecFlameThrower&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC Kinetic Strike Module|| 22|| eItem_MecKineticArm&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Mec Proximity Mine Launcher||27 || eItem_MecProximityMineLauncher&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Mec Electro Pulse|| 26 || eItem_MecElectroPulse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Mec Grenade Launcher||24 || eItem_MecGrenadeLauncher&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Mec Restorative Mist ||25 || eItem_MecRestorativeMist&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| HE Grenade || 81|| eItem_FragGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| AP Grenade || 87|| eItem_NeedleGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Flashbang Grenade||83 || eItem_FlashBang&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Smoke Grenade|| 82 || eItem_SmokeGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Battle Scanner || 97|| eItem_BattleScanner&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Grenade|| 84|| eItem_AlienGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Mimic Beacon||88 || eItem_MimicBeacon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Chem Grenade || 86|| eItem_GasGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Shadow Device||85 || eItem_GhostGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Psi Grenade|| 96 || eItem_PsiGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Arc Thrower ||73 || eItem_ArcThrower&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Medikit||69 || eItem_Medikit&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Combat Stims|| 70|| eItem_CombatStims&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Grapple|| 38|| eItem_Grapple&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Chitin Plating|| 72|| eItem_ChitinPlating&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alloy Plating|| 75|| eItem_ReinforcedArmor&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Mind Shield||71 || eItem_MindShield&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Respirator Implant|| 76|| eItem_RespiratorImplant&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Reaper Rounds || 78|| eItem_ReaperRounds&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Marksman&#039;s Scope|| 34|| eItem_SectopodHeatRay&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Rocket || 77|| eItem_BallisticModule&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Shredder Rocket|| 89|| eItem_BEGIN_ALIEN_GRENADES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Chameleon Suit|| 94|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Ceramic Plates|| 95|| eItem_END_ALIEN_GRENADES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alloy Bipod|| 196|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Breaching Ammo|| 197|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Impact Vest|| 200|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Walker Servos ||202 || eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Neural Gunlink||203 || eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Shredder Ammo || 204|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Psi Screen ||205 || eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Illuminator Gunsight||209 || eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Reinforced Armor ||220 || eItem_NullPrereq&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Neuroregulator ||224 || eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| The Thumper ||129 || eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Tactical Sensors|| 201|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Incinerator Module||211|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| HEAT Ammo||107 || eItem_END_VEHICLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Counterfire Pods ||123 || eItem_END_SHIP_WEAPONS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Smartshell Pods||124 || eItem_BEGIN_INTERCEPTOR_CONSUMABLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Weapon Supercoolers|| 128|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Autosentry Turret || 130|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Adaptive Tracking Pods || 131|| eItem_CivilianCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Core Armoring  || 132|| eItem_TankCorpse &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Damage Control Pod ||133 || eItem_SoldierCorpse &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Advanced Suppression Module || 199|| eItem_END_EXALT_COLLECTIBLES &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Elerium Turbos||221 || eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Battle Computer|| 90|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Holo-Targeter|| 108|| eItem_BEGIN_VEHICLE_UPGRADES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alloy-Carbide Plating|| 189|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Fuel Cell||178 || eItem_DamagedHyperwaveBeacon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Trophy||98 || eItem_END_GRENADES &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Cognitive Enhancer|| 223|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|SCOPE ||74 || eItem_TargetingModule&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alloy Jacketed Rounds|| 31|| eItem_BEGIN_SPECIAL_WEAPONS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Enhanced Beam Optics || 40|| eItem_BEGIN_ALIEN_SHARED_WEAPONS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Plasma Stellerator|| 48|| eItem_END_ALIEN_SHARED_WEAPONS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Laser Sight|| 79|| eItem_END_ITEMS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Hi Cap Mags|| 80|| eItem_BEGIN_GRENADES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Armor Piercing Ammo||198 ||eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Targeting Module|| 219|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Flak Ammo|| 225|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Alien Pistol || 21 || eItem_SeekerPlasmaPistol&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Pistol||41 || eItem_SectoidPlasmaPistol&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Carbine || 52|| eItem_OutsiderWeapon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Carbine || 42 || eItem_PlasmaLightRifle_ThinMan&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Carbine ||43 || eItem_PlasmaLightRifle_Floater&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Carbine || 44 || eItem_PlasmaLightRifle_Muton&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Rifle || 45 || eItem_PlasmaAssaultRifle_Muton&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Rifle || 46||eItem_HeavyPlasma_Floater&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Heavy Weapon|| 47||eItem_HeavyPlasma_Muton&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Cannon ||20 || eItem_MechtoidPlasmaCannon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Cannon|| 185 ||eItem_SectopodChestCannon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Turret || 33 ||eItem_SectopodCannon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Sectopod Cluster Bomb|| 55 ||eItem_SectopodClusterBomb&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Drone Beam || 36 ||eItem_DroneBeam&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Cannon || 39 ||eItem_CyberdiscWeapon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Grenade || 92 ||eItem_MutonGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Grenade|| 93||eItem_CyberdiscGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Grenade|| 91 ||eItem_FloaterGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Psi Amp|| 37|| eItem_PsiAmp&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Psi Locus ||50 ||eItem_ElderWeapon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Chryssalid Claw || 35 ||eItem_ChryssalidClaw&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Seeker Tentacles|| 56 ||eItem_SeekerTentacles&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Zombie Fist ||49 || eItem_ZombieFist&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Muton Blade|| 51||eItem_MutonBlade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Acid Spit|| 54||eItem_Plague&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Tac Vest || 57||eItem_END_WEAPONS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Banshee Armor || 58 || eItem_BEGIN_ARMOR&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Tac Armor ||59 || eItem_ArmorKevlar&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Carapace Armor || 60 || eItem_ArmorCarapace&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Corsair Armor || 61 || eItem_ArmorSkeleton&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| SHIV ||100 || eItem_SHIV&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alloy SHIV ||101  || eItem_SHIV_Alloy&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Hover SHIV || 102|| eItem_SHIV_Hover&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Interceptor || 103 ||eItem_Interceptor&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Firestorm || 104 ||eItem_Firestorm&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Skyranger || 105  ||eItem_Skyranger&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Satellite || 106 || eItem_Satellite&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Stingray Missiles || 116 || eItem_BEGIN_SHIP_WEAPONS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Phoenix Cannon|| 117|| eItem_IntWeap_I&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Avalanche Missiles || 118|| eItem_IntWeap_II&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Laser Cannon  || 119 || eItem_IntWeap_III&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Plasma Cannon|| 120||eItem_IntWeap_IV&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|EMP Cannon  || 121 ||eItem_IntWeap_V&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Fusion Lance|| 122 || eItem_IntWeap_VI&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Defense Matrix (Dodge) || 125 || eItem_IntConsumable_Dodge&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| UFO Tracking (Boost) || 126 ||eItem_IntConsumable_Boost&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Uplink Targeting (Aim) || 127 || eItem_IntConsumable_Hit&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Sectoid Corpse|| 134 || eItem_SectoidCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  Sectoid Commander Corpse|| 135 || eItem_SectoidCommanderCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Floater Corpse|| 136 || eItem_FloaterCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Heavy Floater Corpse || 137 || eItem_FloaterHeavyCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Thin Man Corpse || 138 ||eItem_ThinManCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Muton Corpse ||139 || eItem_MutonCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Muton Elite Corpse || 140 ||eItem_MutonEliteCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Berserker Corpse || 141|| eItem_BerserkerCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Cyberdisc Wreck||142 ||eItem_CyberdiscCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  Ethereal Corpse|| 143 ||eItem_EtherealCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Cryssalid Carcass || 144 || eItem_CryssalidCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Sectopod Wreck|| 146|| eItem_SectopodCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  Drone Wreck|| 147|| eItem_DroneCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Sectoid Captive|| 150 || eItem_SectoidCaptive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Sectoid Commander Captive|| 151|| eItem_SectoidCommanderCaptive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Floater Captive|| 152 || eItem_FloaterCaptive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Floater Heavy Captive|| 153 || eItem_FloaterHeavyCaptive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Thin Man Captive||154 || eItem_ThinManCaptive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Muton Captive|| 155 || eItem_MutonCaptive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Muton Elite Captive|| 156|| eItem_MutonEliteCaptive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Berserker Captive ||157 || eItem_BerserkerCaptive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Ethereal Captive|| 158|| eItem_EtherealCaptive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Phalanx Armor|| 159|| eItem_END_CAPTIVES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Aegis Armor || 160 || eItem_BEGIN_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Elerium ||161 || eItem_Elerium115&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Alloys || 162|| eItem_AlienAlloys&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Weapon Fragments || 163|| eItem_WeaponFragment&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Meld || 164 || eItem_Meld&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Entertainment || 165|| eItem_AlienEntertainment&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Food || 166|| eItem_AlienFood&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Stasis Tank || 167 || eItem_AlienStasisTank&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Computer || 168 || eItem_UFONavigation&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| AlienSurgery || 169 || eItem_AlienSurgery&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| UFO Power Source || 170 || eItem_UFOPowerSource&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Hyperwave Beacon|| 171 || eItem_HyperwaveBeacon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Damaged Alien Entertainment  || 172 ||eItem_DamagedAlienEntertainment&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Damaged Alien Food || 173 ||eItem_DamagedAlienFood&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Damaged Alien StasisTank|| 174 ||eItem_DamagedAlienStasisTank&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Damaged UFO Navigation ||175 || eItem_DamagedUFONavigation&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Damaged Alien Surgery || 176 ||eItem_DamagedAlienSurgery&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Damaged UFO PowerSource || 177||eItem_DamagedUFOPowerSource&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Fusion Core || 179 || eItem_UFOFusionLauncher&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Ethereal Device || 180 || eItem_PsiLink&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Exalt Intel||181  || eItem_ExaltIntel&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Kestrel Armor ||182 || eItem_END_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Outsider Shard|| 183 || eItem_Base_Shard&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Skeleton Key|| 184||eItem_Skeleton_Key&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Mechtoid Core || 187 ||eItem_MechtoidCore&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Seeker Corpse || 188 || eItem_SeekerCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Rebuild SHIV|| 206|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Rebuild Alloy SHIV || 207||eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Rebuild Hover SHIV|| 208||eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| NONE|| 0|| eItem_NONE&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Perks ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; | style=&amp;quot;text-align:centre;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; | Perks&#039; list&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Array Number &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Perk Name    &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Dev Console name  &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 0 || || ePerk_None&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 1 || || ePerk_OTS_XP&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 2 || ||  ePerk_PrecisionShot&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 3 || ||  ePerk_SquadSight&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 4 || ||  ePerk_GeneMod_SecondHeart&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 5 || ||  ePerk_LowProfile&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 6 || ||  ePerk_RunAndGun&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 7 || ||  ePerk_AutopsyRequired&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 8 || ||  ePerk_BattleScanner&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 9 || ||  ePerk_DisablingShot&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 10 || ||  ePerk_Opportunist&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 11 || ||  ePerk_Executioner&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 12 || ||  ePerk_OTS_Leader&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 13 || ||  ePerk_DoubleTap&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 14 || ||  ePerk_InTheZone&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 15 || ||  ePerk_DamnGoodGround&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 16 || ||  ePerk_SnapShot&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 17 || ||  ePerk_WillToSurvive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 18 || ||  ePerk_FireRocket&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 19 || Holo-Targeting || ePerk_TracerBeams&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 20 || ||  ePerk_GeneMod_Adrenal&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 21 || || ePerk_FocusedSuppression&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 22 || || ePerk_ShredderRocket&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 23 || || ePerk_RapidReaction&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 24 || || ePerk_Grenadier&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 25 || || ePerk_DangerZone&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 26 || Ready For Anything || ePerk_BulletSwarm&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 27 || || ePerk_ExtraConditioning&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 28 || || ePerk_GeneMod_BrainDamping&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 29 || || ePerk_GeneMod_BrainFeedback&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 30 || || ePerk_GeneMod_Pupils&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 31 || || ePerk_Sprinter&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 32 || || ePerk_Aggression&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 33 || || ePerk_TacticalSense&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 34 || Close Encounters || ePerk_CloseAndPersonal&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 35 || || ePerk_LightningReflexes&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 36 || || ePerk_RapidFire&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 37 || || ePerk_Flush&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 38 || || ePerk_GeneMod_DepthPerception&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 39 || || ePerk_BringEmOn&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 40 || || ePerk_CloseCombatSpecialist&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 41 || || ePerk_KillerInstinct&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 42 || || ePerk_GeneMod_BioelectricSkin&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 43 || || ePerk_Resilience&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 44 || || ePerk_SmokeBomb&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 45 || || ePerk_GeneMod_BoneMarrow&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 46 || || ePerk_StunImmune&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 47 || || ePerk_CoveringFire&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 48 || || ePerk_FieldMedic&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 49 || Ranger || ePerk_RifleSuppression_DEPRECATED&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 50 || || ePerk_GeneMod_MuscleFiber&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 51 || || ePerk_CombatDrugs&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 52 || ||  ePerk_DenseSmoke&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 53 || ||  ePerk_DeepPockets&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 54 || ||  ePerk_Sentinel&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 55 || ||  ePerk_Savior&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 56 || ||  ePerk_Revive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 57 || || ePerk_HeightAdvantage&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| 58 || Lock N’ Load || ePerk_Disabled_DEPRECATED&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 59 || Sapper || ePerk_ImmuneToDisable_DEPRECATED&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 60 || || ePerk_SuppressedActive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 61 || || ePerk_CriticallyWounded&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 62 || || ePerk_Flying&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 63 || || ePerk_Stealth&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 64 || HEAT Warheads || ePerk_Poisoned&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 65 || || ePerk_CombatStimActive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 66 || Javelin Rockets || ePerk_Implanted&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 67 || ||  ePerk_Panicked&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 68 || ||  ePerk_MindFray&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 69 || ||  ePerk_PsiPanic&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 70 || ||  ePerk_PsiInspiration&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 71 || ||  ePerk_MindControl&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 72 || ||  ePerk_TelekineticField&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 73 || ||  ePerk_Rift&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 74 || ||  ePerk_MindMerge&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 75 || ||  ePerk_MindMerger&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 76 || ||  ePerk_Hardened&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 77 || ||  ePerk_GreaterMindMerge&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 78 || ||  ePerk_GreaterMindMerger&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 79 || ||  ePerk_Evade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 80 || ||  ePerk_Launch&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 81 || ||  ePerk_Bombard&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 82 || ||  ePerk_Leap&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 83 || ||  ePerk_Plague&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 84 || ||  ePerk_Poison&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 85 || ||  ePerk_BloodCall&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 86 || ||  ePerk_Intimidate&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 87 || ||  ePerk_FallenComrades&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 88 || ||  ePerk_Bloodlust&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 89 || ||  ePerk_BullRush&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 90 || ||  ePerk_HEATAmmo&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 91 || ||  ePerk_SmokeAndMirrors&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 92 || Shock and Awe || ePerk_Rocketeer&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 93 || ||  ePerk_Mayhem&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 94 || ||  ePerk_Gunslinger&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 95 || ||  ePerk_GeneMod_MimeticSkin&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 96 || ||  ePerk_ClusterBomb&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 97 || ||  ePerk_PsiLance&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 98 || ||  ePerk_DeathBlossom&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 99 || ||  ePerk_Overload&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 100 || ||  ePerk_PsiControl&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 101 || ||  ePerk_PsiDrain&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 102 || ||  ePerk_Repair&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 103 || ||  ePerk_CannonFire&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 104 || ||  ePerk_Implant&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 105 || ||  ePerk_ChryssalidSpawn&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 106 || ||  ePerk_BattleFatigue&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 107 || ||  ePerk_OnlyForGermanModeStrings_ItemRangeBonus&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 108 || ||  ePerk_OnlyForGermanModeStrings_ItemRangePenalty&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 109 || ||  ePerk_Foundry_Scope&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 110 || ||  ePerk_Foundry_PistolI&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 111 || ||  ePerk_Foundry_PistolII&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 112 || Tandem Warheads || ePerk_Foundry_PistolIII&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 113 || ||  ePerk_Foundry_AmmoConservation&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 114 || Fire In the Hole || ePerk_Foundry_AdvancedFlight&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 115 ||  ||  ePerk_Foundry_ArcThrowerII&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 116 || Deadeye ||  ePerk_Foundry_MedikitII&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 117  ||  || ePerk_Foundry_CaptureDrone&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 118  ||  || ePerk_Foundry_SHIVHeal&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 119  || Psychokinetic Strike|| ePerk_Foundry_SHIVSuppression&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 120  ||  || ePerk_Foundry_EleriumFuel&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 121  ||  || ePerk_Foundry_MECCloseCombat&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 122  ||  || ePerk_Foundry_AdvancedServomotors&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 123  ||  || ePerk_Foundry_ShapedArmor&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 124  ||  || ePerk_Foundry_SentinelDrone&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 125  ||  || ePerk_Foundry_AlienGrenades&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 126  || Light ‘Em Up || ePerk_PlasmaBarrage&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 127  ||  || ePerk_SeekerStealth&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 128  ||  || ePerk_StealthGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 129  ||  || ePerk_ReaperRounds&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 130  ||  || ePerk_Disoriented&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 131  ||  || ePerk_Barrage&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 132  ||  || ePerk_AutoThreatAssessment&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 133  ||  || ePerk_AdvancedFireControl&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 134  ||  || ePerk_DamageControl&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 135  || Vital Point Targeting || ePerk_XenobiologyOverlays&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 136  ||  || ePerk_OneForAll&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 137  ||  || ePerk_JetbootModule&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 138  ||  || ePerk_ExpandedStorage&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 139  ||  || ePerk_RepairServos&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 140  ||  || ePerk_Overdrive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 141  ||  || ePerk_PlatformStability&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 142 || || ePerk_AbsorptionFields&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 143 ||  ||  ePerk_ShockAbsorbentArmor&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 144 ||  ||  ePerk_ReactiveTargetingSensors&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 145 ||  ||  ePerk_BodyShield&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 146 ||  ||  ePerk_DistortionField&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 147 ||  ||  ePerk_GeneMod_AdrenalineSurge&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 148 ||  ||  ePerk_GeneMod_IronSkin&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 149 ||  ||  ePerk_GeneMod_RegenPheromones&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 150 || Field Surgeon ||  ePerk_CovertPockets&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 151 ||  ||  ePerk_CovertHacker&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 152 ||  ||  ePerk_Medal_UrbanA&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 153 || Sharpshooter ||  ePerk_Medal_UrbanB&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 154 || Steadfast ||  ePerk_Medal_DefenderA&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 155 ||  ||  ePerk_Medal_DefenderB	&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 156 ||  ||  ePerk_Medal_InternationalA&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 157 ||  ||  ePerk_Medal_InternationalB&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 158 ||  ||  ePerk_Medal_CouncilA	&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 159 || Lone Wolf ||  ePerk_Medal_CouncilB&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 160 ||  ||  ePerk_Medal_TerraA&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 161 ||  ||  ePerk_Medal_TerraB&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 162 || Paramedic ||  ePerk_Dazed&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 163 ||  ||  ePerk_OnlyForGermanModeStrings_AimingAnglesBonus&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 164 ||  ||  ePerk_CatchingBreath&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 165 ||  ||  ePerk_Foundry_TacticalRigging&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 166 ||  ||  ePerk_SeekerStrangle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 167 || Hit and Run ||  ePerk_ReinforcedArmor&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 168 ||  ||  ePerk_MindMerge_Mechtoid&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 169 ||  ||  ePerk_Electropulse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 170 ||  ||  ePerk_OTS_Leader_Bonus&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 171 ||  ||  ePerk_OTS_Leader_TheLeader&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot; &lt;br /&gt;
| 172 ||  ||  ePerk_MAX&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Gameplay Mechanics (Long War)]]&lt;/div&gt;</summary>
		<author><name>Thekcpiper</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Dev_Console_(Long_War)&amp;diff=64207</id>
		<title>Dev Console (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Dev_Console_(Long_War)&amp;diff=64207"/>
		<updated>2015-04-29T17:59:49Z</updated>

		<summary type="html">&lt;p&gt;Thekcpiper: /* Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Here you can find a list of commands, items, perks and others used by the dev console to test the game and its assets. Be sure to download the dev console Engine.upk file from the [http://www.nexusmods.com/xcom/mods/88/?tab=2&amp;amp;navtag=http%3A%2F%2Fwww.nexusmods.com%2Fxcom%2Fajax%2Fmodfiles%2F%3Fid%3D88&amp;amp;pUp=1/ Nexus Forum].&amp;lt;/i&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
== Item and Perk tag names==&lt;br /&gt;
===Items ===&lt;br /&gt;
You will have to type &amp;lt;i&amp;gt;GiveItem [name without eItem sign] (number of instances)&amp;lt;/i&amp;gt; in the console.&lt;br /&gt;
*Table columns are sortable, click on the arrows. &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; | style=&amp;quot;text-align:centre;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; | Items&#039; list&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Item name  &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Array number  &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Dev console name  &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Sawed-Off Shotgun || 254 || eItem_END_VEHICLE_UPGRADES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| LMG || 246 || eItem_BEGIN_MEC_ARMOR&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Battle Rifle || 241 || eItem_EXALTLoot1&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Machine Pistol ||236 || eItem_MecArmor3_Flamethrower_Grenade_Electro&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| SMG ||231 || eItem_MecArmor2_Flamethrower_Mist&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Marksman&#039;s Rifle || 226 || eItem_MecArmor1_Kinetic&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Assault Carbine || 32 || eItem_SectopodArm&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Seraph Armor || 67 || eItem_END_ARMOR&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Aurora Armor || 68 || eItem_BEGIN_ITEMS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Vortex Armor ||  65  || eItem_ArmorPsi&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| SHIV Autocannon || 109 || eItem_ShivMinigun&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Rocket Launcher || 218 || eItem_ExaltRocketLauncher&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC Minigun|| 28|| eItem_Chaingun&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Shotgun|| 4 || eItem_Shotgun&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Sniper Rifle|| 213 || eItem_ExaltSniperRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| SAW|| 214|| eItem_ExaltLMG&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Assault Rifle  || 212|| eItem_ExaltAssaultRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Pistol|| 2 ||eItem_Pistol&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC-1 Paladin||193 || eItem_MecArmor1&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC-2 Defender||194 || eItem_MecArmor2&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC-3 Valiant|| 145 || eItem_ZombieCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC-4 Dauntless||195 || eItem_MecArmor3&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC-5 Devastator ||148|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC-6 Vanguard||191|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC-7 Vindicator || 210|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC Augments armor|| 192||eItem_MecCivvies&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Leather Jacket|| 66 ||eItem_ArmorCovertOps&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| SHIV|| 113 ||eItem_SHIVDeck_I&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alloy SHIV|| 114 || eItem_SHIVDeck_II&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Hover SHIV|| 115 || eItem_SHIVDeck_III&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Shadow Armor||64 || eItem_ArmorGhost&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Archangel Armor|| 63 || eItem_ArmorArchangel&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Titan Armor || 62|| eItem_ArmorTitan&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Laser Pistol|| 8|| eItem_LaserPistol&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Laser Rifle|| 215|| eItem_ExaltLaserAssaultRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Autolaser || 217 || eItem_ExaltHeavyLaser&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Laser Sniper Rifle|| 216|| eItem_ExaltLaserSniperRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Scatter Laser||10 || eItem_LaserAssaultGun&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Laser Carbine|| 251|| eItem_BEGIN_INTERCEPTOR_CONSUMABLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Superheavy Laser|| 149 || eItem_BEGIN_CORPSES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC Laser Lance|| 29 || eItem_Railgun&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Laser Strike Rifle || 227 || eItem_MecArmor1_Flamethrower&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Laser Shatterray || 232|| eItem_MecArmor3_Kinetic_Grenade_Electro&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Heater|| 237|| eItem_MecArmor3_Flamethrower_Grenade_ProximityMine&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Heavy Laser Rifle ||242 || eItem_EXALTLoot2&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Gatling Laser ||247 || eItem_END_MEC_ARMOR	&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Arc Rifle || 253|| eItem_END_INTERCEPTOR_CONSUMABLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Gauss Rifle|| 3|| eItem_AssaultRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Gauss Autorifle||5 || eItem_LMG&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Gauss Long Rifle||6 || eItem_SniperRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alloy Cannon||16 || eItem_AlloyCannon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC Railgun|| 186|| eItem_XPACK_BEGIN_CORPSES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Recoilless Rifle|| 7|| eItem_RocketLauncher&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| SHIV Sentry Gun||110 || eItem_ShivSentry&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Gauss Carbine || 53|| eItem_SoldierNoWeapon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alloy Strike Rifle|| 228|| eItem_MecArmor2_Kinetic_Grenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Gauss Stuttergun|| 233|| eItem_MecArmor3_Kinetic_Grenade_ProximityMine&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Gauss AutoPistol|| 238|| eItem_MecArmor3_Flamethrower_Mist_Electro&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Heavy Gauss Rifle||243 || eItem_EXALTLoot3&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Gauss Machine Gun|| 248|| eItem_CorpsePlaceholder2&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Pulse Rifle|| 9 || eItem_LaserAssaultRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Pulse Autolaser||11|| eItem_HeavyLaser&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Pulse Sniper Rifle|| 12 || eItem_LaserSniperRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Superheavy Pulser||111 || eItem_ShivLaser&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Pulse Carbine|| 252|| eItem_BEGIN_VEHICLE_UPGRADES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Scatter Blaster||1 || eItem_BEGIN_WEAPONS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC Pulse Lance|| 190||  eItem_XPACK_END_CORPSES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Blaster Rifle|| 229|| eItem_MecArmor2_Kinetic_Mist&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Pulse Stengun|| 234|| eItem_MecArmor3_Kinetic_Mist_Electro&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Blaster||239 || eItem_MecArmor3_Flamethrower_Mist_ProximityMine&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Heavy Pulse Rifle  || 244|| eItem_BEGIN_EXALT_WEAPONS  &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Gatling Pulser||249 || eItem_END_CORPSES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Plasma Pistol|| 13 || eItem_PlasmaPistol&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Plasma Carbine||14 || eItem_PlasmaLightRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Plasma Rifle|| 15 || eItem_PlasmaAssaultRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Plasma Sniper|| 18 || eItem_PlasmaSniperRifle&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Plasma Novagun|| 17|| eItem_HeavyPlasma&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC Particle Beam||30 || eItem_ParticleBeam&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Blaster Launcher|| 19|| eItem_BlasterLauncher&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Superheavy Plasma||112 || eItem_ShivPlasma&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Reflex Cannon ||99 || eItem_BEGIN_VEHICLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Reflex Rifle|| 230|| eItem_MecArmor2_Flamethrower_Grenade &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Plasma Stormgun|| 235|| eItem_MecArmor3_Kinetic_Mist_ProximityMine&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Plasma Mauler|| 240|| eItem_BEGIN_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Heavy Plasma Rifle || 245|| eItem_END_EXALT_WEAPONS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Plasma Dragon || 250|| eItem_BEGIN_CAPTIVES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC Flamethrower|| 23|| eItem_MecFlameThrower&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| MEC Kinetic Strike Module|| 22|| eItem_MecKineticArm&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Mec Proximity Mine Launcher||27 || eItem_MecProximityMineLauncher&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Mec Electro Pulse|| 26 || eItem_MecElectroPulse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Mec Grenade Launcher||24 || eItem_MecGrenadeLauncher&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Mec Restorative Mist ||25 || eItem_MecRestorativeMist&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| HE Grenade || 81|| eItem_FragGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| AP Grenade || 87|| eItem_NeedleGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Flashbang Grenade||83 || eItem_FlashBang&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Smoke Grenade|| 82 || eItem_SmokeGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Battle Scanner || 97|| eItem_BattleScanner&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Grenade|| 84|| eItem_AlienGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Mimic Beacon||88 || eItem_MimicBeacon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Chem Grenade || 86|| eItem_GasGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Shadow Device||85 || eItem_GhostGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Psi Grenade|| 96 || eItem_PsiGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Arc Thrower ||73 || eItem_ArcThrower&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Medikit||69 || eItem_Medikit&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Combat Stims|| 70|| eItem_CombatStims&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Grapple|| 38|| eItem_Grapple&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Chitin Plating|| 72|| eItem_ChitinPlating&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alloy Plating|| 75|| eItem_ReinforcedArmor&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Mind Shield||71 || eItem_MindShield&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Respirator Implant|| 76|| eItem_RespiratorImplant&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Reaper Rounds || 78|| eItem_ReaperRounds&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Marksman&#039;s Scope|| 34|| eItem_SectopodHeatRay&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Rocket || 77|| eItem_BallisticModule&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Shredder Rocket|| 89|| eItem_BEGIN_ALIEN_GRENADES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Chameleon Suit|| 94|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Ceramic Plates|| 95|| eItem_END_ALIEN_GRENADES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alloy Bipod|| 196|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Breaching Ammo|| 197|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Impact Vest|| 200|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Walker Servos ||202 || eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Neural Gunlink||203 || eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Shredder Ammo || 204|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Psi Screen ||205 || eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Illuminator Gunsight||209 || eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Reinforced Armor ||220 || eItem_NullPrereq&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Neuroregulator ||224 || eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| The Thumper ||129 || eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Tactical Sensors|| 201|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Incinerator Module||211|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| HEAT Ammo||107 || eItem_END_VEHICLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Counterfire Pods ||123 || eItem_END_SHIP_WEAPONS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Smartshell Pods||124 || eItem_BEGIN_INTERCEPTOR_CONSUMABLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Weapon Supercoolers|| 128|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Autosentry Turret || 130|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Adaptive Tracking Pods || 131|| eItem_CivilianCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Core Armoring  || 132|| eItem_TankCorpse &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Damage Control Pod ||133 || eItem_SoldierCorpse &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Advanced Suppression Module || 199|| eItem_END_EXALT_COLLECTIBLES &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Elerium Turbos||221 || eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Battle Computer|| 90|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Holo-Targeter|| 108|| eItem_BEGIN_VEHICLE_UPGRADES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alloy-Carbide Plating|| 189|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Fuel Cell||178 || eItem_DamagedHyperwaveBeacon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Trophy||98 || eItem_END_GRENADES &lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Cognitive Enhancer|| 223|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|SCOPE ||74 || eItem_TargetingModule&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alloy Jacketed Rounds|| 31|| eItem_BEGIN_SPECIAL_WEAPONS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Enhanced Beam Optics || 40|| eItem_BEGIN_ALIEN_SHARED_WEAPONS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Plasma Stellerator|| 48|| eItem_END_ALIEN_SHARED_WEAPONS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Laser Sight|| 79|| eItem_END_ITEMS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Hi Cap Mags|| 80|| eItem_BEGIN_GRENADES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Armor Piercing Ammo||198 ||eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Targeting Module|| 219|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Flak Ammo|| 225|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Alien Pistol || 21 || eItem_SeekerPlasmaPistol&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Pistol||41 || eItem_SectoidPlasmaPistol&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Carbine || 52|| eItem_OutsiderWeapon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Carbine || 42 || eItem_PlasmaLightRifle_ThinMan&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Carbine ||43 || eItem_PlasmaLightRifle_Floater&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Carbine || 44 || eItem_PlasmaLightRifle_Muton&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Rifle || 45 || eItem_PlasmaAssaultRifle_Muton&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Rifle || 46||eItem_HeavyPlasma_Floater&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Heavy Weapon|| 47||eItem_HeavyPlasma_Muton&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Cannon ||20 || eItem_MechtoidPlasmaCannon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Cannon|| 185 ||eItem_SectopodChestCannon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Turret || 33 ||eItem_SectopodCannon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Sectopod Cluster Bomb|| 55 ||eItem_SectopodClusterBomb&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Drone Beam || 36 ||eItem_DroneBeam&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Cannon || 39 ||eItem_CyberdiscWeapon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Grenade || 92 ||eItem_MutonGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Grenade|| 93||eItem_CyberdiscGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Grenade|| 91 ||eItem_FloaterGrenade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Psi Amp|| 37|| eItem_PsiAmp&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Psi Locus ||50 ||eItem_ElderWeapon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Chryssalid Claw || 35 ||eItem_ChryssalidClaw&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Seeker Tentacles|| 56 ||eItem_SeekerTentacles&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Zombie Fist ||49 || eItem_ZombieFist&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Muton Blade|| 51||eItem_MutonBlade&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Acid Spit|| 54||eItem_Plague&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Tac Vest || 57||eItem_END_WEAPONS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Banshee Armor || 58 || eItem_BEGIN_ARMOR&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Tac Armor ||59 || eItem_ArmorKevlar&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Carapace Armor || 60 || eItem_ArmorCarapace&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Corsair Armor || 61 || eItem_ArmorSkeleton&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| SHIV ||100 || eItem_SHIV&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alloy SHIV ||101  || eItem_SHIV_Alloy&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Hover SHIV || 102|| eItem_SHIV_Hover&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Interceptor || 103 ||eItem_Interceptor&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Firestorm || 104 ||eItem_Firestorm&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Skyranger || 105  ||eItem_Skyranger&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Satellite || 106 || eItem_Satellite&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Stingray Missiles || 116 || eItem_BEGIN_SHIP_WEAPONS&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Phoenix Cannon|| 117|| eItem_IntWeap_I&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Avalanche Missiles || 118|| eItem_IntWeap_II&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Laser Cannon  || 119 || eItem_IntWeap_III&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Plasma Cannon|| 120||eItem_IntWeap_IV&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|EMP Cannon  || 121 ||eItem_IntWeap_V&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Fusion Lance|| 122 || eItem_IntWeap_VI&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Defense Matrix (Dodge) || 125 || eItem_IntConsumable_Dodge&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| UFO Tracking (Boost) || 126 ||eItem_IntConsumable_Boost&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Uplink Targeting (Aim) || 127 || eItem_IntConsumable_Hit&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Sectoid Corpse|| 134 || eItem_SectoidCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  Sectoid Commander Corpse|| 135 || eItem_SectoidCommanderCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Floater Corpse|| 136 || eItem_FloaterCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Heavy Floater Corpse || 137 || eItem_FloaterHeavyCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Thin Man Corpse || 138 ||eItem_ThinManCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Muton Corpse ||139 || eItem_MutonCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Muton Elite Corpse || 140 ||eItem_MutonEliteCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Berserker Corpse || 141|| eItem_BerserkerCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Cyberdisc Wreck||142 ||eItem_CyberdiscCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  Ethereal Corpse|| 143 ||eItem_EtherealCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Cryssalid Carcass || 144 || eItem_CryssalidCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Sectopod Wreck|| 146|| eItem_SectopodCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|  Drone Wreck|| 147|| eItem_DroneCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Sectoid Captive|| 150 || eItem_SectoidCaptive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Sectoid Commander Captive|| 151|| eItem_SectoidCommanderCaptive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Floater Captive|| 152 || eItem_FloaterCaptive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Floater Heavy Captive|| 153 || eItem_FloaterHeavyCaptive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Thin Man Captive||154 || eItem_ThinManCaptive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Muton Captive|| 155 || eItem_MutonCaptive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Muton Elite Captive|| 156|| eItem_MutonEliteCaptive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Berserker Captive ||157 || eItem_BerserkerCaptive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Ethereal Captive|| 158|| eItem_EtherealCaptive&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Phalanx Armor|| 159|| eItem_END_CAPTIVES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Aegis Armor || 160 || eItem_BEGIN_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Elerium ||161 || eItem_Elerium115&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Alloys || 162|| eItem_AlienAlloys&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Weapon Fragments || 163|| eItem_WeaponFragment&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Meld || 164 || eItem_Meld&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Entertainment || 165|| eItem_AlienEntertainment&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Food || 166|| eItem_AlienFood&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Stasis Tank || 167 || eItem_AlienStasisTank&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Alien Computer || 168 || eItem_UFONavigation&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| AlienSurgery || 169 || eItem_AlienSurgery&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| UFO Power Source || 170 || eItem_UFOPowerSource&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Hyperwave Beacon|| 171 || eItem_HyperwaveBeacon&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Damaged Alien Entertainment  || 172 ||eItem_DamagedAlienEntertainment&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Damaged Alien Food || 173 ||eItem_DamagedAlienFood&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Damaged Alien StasisTank|| 174 ||eItem_DamagedAlienStasisTank&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Damaged UFO Navigation ||175 || eItem_DamagedUFONavigation&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Damaged Alien Surgery || 176 ||eItem_DamagedAlienSurgery&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Damaged UFO PowerSource || 177||eItem_DamagedUFOPowerSource&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Fusion Core || 179 || eItem_UFOFusionLauncher&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Ethereal Device || 180 || eItem_PsiLink&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Exalt Intel||181  || eItem_ExaltIntel&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Kestrel Armor ||182 || eItem_END_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Outsider Shard|| 183 || eItem_Base_Shard&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Skeleton Key|| 184||eItem_Skeleton_Key&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Mechtoid Core || 187 ||eItem_MechtoidCore&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Seeker Corpse || 188 || eItem_SeekerCorpse&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Rebuild SHIV|| 206|| eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|Rebuild Alloy SHIV || 207||eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| Rebuild Hover SHIV|| 208||eItem_END_EXALT_COLLECTIBLES&lt;br /&gt;
|-style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| NONE|| 0|| eItem_NONE&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Perks ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; | style=&amp;quot;text-align:centre;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot; | Perks&#039; list&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Array Number &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Perk Name    &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Dev Console name  &lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 0 || || ePerk_None&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 1 || || ePerk_OTS_XP&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 2 || ||  ePerk_PrecisionShot&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 3 || ||  ePerk_SquadSight&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 4 || ||  ePerk_GeneMod_SecondHeart&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 5 || ||  ePerk_LowProfile&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 6 || ||  ePerk_RunAndGun&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 7 || ||  ePerk_AutopsyRequired&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 8 || ||  ePerk_BattleScanner&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 9 || ||  ePerk_DisablingShot&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 10 || ||  ePerk_Opportunist&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 11 || ||  ePerk_Executioner&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 12 || ||  ePerk_OTS_Leader&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 13 || ||  ePerk_DoubleTap&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 14 || ||  ePerk_InTheZone&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 15 || ||  ePerk_DamnGoodGround&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 16 || ||  ePerk_SnapShot&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 17 || ||  ePerk_WillToSurvive&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 18 || ||  ePerk_FireRocket&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 19 || Holo-Targeting || ePerk_TracerBeams&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 20 || ||  ePerk_GeneMod_Adrenal&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 21 || || ePerk_FocusedSuppression&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 22 || || ePerk_ShredderRocket&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 23 || || ePerk_RapidReaction&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 24 || || ePerk_Grenadier&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 25 || || ePerk_DangerZone&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 26 || Ready For Anything || ePerk_BulletSwarm&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 27 || || ePerk_ExtraConditioning&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 28 || || ePerk_GeneMod_BrainDamping&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 29 || || ePerk_GeneMod_BrainFeedback&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 30 || || ePerk_GeneMod_Pupils&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 31 || || ePerk_Sprinter&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 32 || || ePerk_Aggression&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 33 || || ePerk_TacticalSense&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 34 || Close Encounters || ePerk_CloseAndPersonal&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 35 || || ePerk_LightningReflexes&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 36 || || ePerk_RapidFire&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 37 || || ePerk_Flush&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 38 || || ePerk_GeneMod_DepthPerception&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 39 || || ePerk_BringEmOn&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 40 || || ePerk_CloseCombatSpecialist&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 41 || || ePerk_KillerInstinct&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 42 || || ePerk_GeneMod_BioelectricSkin&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 43 || || ePerk_Resilience&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 44 || || ePerk_SmokeBomb&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 45 || || ePerk_GeneMod_BoneMarrow&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 46 || || ePerk_StunImmune&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 47 || || ePerk_CoveringFire&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 48 || || ePerk_FieldMedic&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 49 || Ranger || ePerk_RifleSuppression_DEPRECATED&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 50 || || ePerk_GeneMod_MuscleFiber&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 51 || || ePerk_CombatDrugs&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 52 || ||  ePerk_DenseSmoke&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 53 || ||  ePerk_DeepPockets&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 54 || ||  ePerk_Sentinel&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 55 || ||  ePerk_Savior&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 56 || ||  ePerk_Revive&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 57 || || ePerk_HeightAdvantage&lt;br /&gt;
|-style=“text-align:center;”  &lt;br /&gt;
| 58 || Lock N’ Load || ePerk_Disabled_DEPRECATED&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 59 || Sapper || ePerk_ImmuneToDisable_DEPRECATED&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 60 || || ePerk_SuppressedActive&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 61 || || ePerk_CriticallyWounded&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 62 || || ePerk_Flying&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 63 || || ePerk_Stealth&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 64 || HEAT Warheads || ePerk_Poisoned&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 65 || || ePerk_CombatStimActive&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 66 || Javelin Rockets || ePerk_Implanted&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 67 || ||  ePerk_Panicked&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 68 || ||  ePerk_MindFray&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 69 || ||  ePerk_PsiPanic&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 70 || ||  ePerk_PsiInspiration&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 71 || ||  ePerk_MindControl&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 72 || ||  ePerk_TelekineticField&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 73 || ||  ePerk_Rift&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 74 || ||  ePerk_MindMerge&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 75 || ||  ePerk_MindMerger&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 76 || ||  ePerk_Hardened&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 77 || ||  ePerk_GreaterMindMerge&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 78 || ||  ePerk_GreaterMindMerger&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 79 || ||  ePerk_Evade&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 80 || ||  ePerk_Launch&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 81 || ||  ePerk_Bombard&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 82 || ||  ePerk_Leap&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 83 || ||  ePerk_Plague&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 84 || ||  ePerk_Poison&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 85 || ||  ePerk_BloodCall&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 86 || ||  ePerk_Intimidate&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 87 || ||  ePerk_FallenComrades&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 88 || ||  ePerk_Bloodlust&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 89 || ||  ePerk_BullRush&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 90 || ||  ePerk_HEATAmmo&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 91 || ||  ePerk_SmokeAndMirrors&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 92 || Shock and Awe || ePerk_Rocketeer&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 93 || ||  ePerk_Mayhem&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 94 || ||  ePerk_Gunslinger&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 95 || ||  ePerk_GeneMod_MimeticSkin&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 96 || ||  ePerk_ClusterBomb&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 97 || ||  ePerk_PsiLance&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 98 || ||  ePerk_DeathBlossom&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 99 || ||  ePerk_Overload&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 100 || ||  ePerk_PsiControl&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 101 || ||  ePerk_PsiDrain&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 102 || ||  ePerk_Repair&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 103 || ||  ePerk_CannonFire&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 104 || ||  ePerk_Implant&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 105 || ||  ePerk_ChryssalidSpawn&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 106 || ||  ePerk_BattleFatigue&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 107 || ||  ePerk_OnlyForGermanModeStrings_ItemRangeBonus&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 108 || ||  ePerk_OnlyForGermanModeStrings_ItemRangePenalty&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 109 || ||  ePerk_Foundry_Scope&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 110 || ||  ePerk_Foundry_PistolI&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 111 || ||  ePerk_Foundry_PistolII&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 112 || Tandem Warheads || ePerk_Foundry_PistolIII&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 113 || ||  ePerk_Foundry_AmmoConservation&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 114 || Fire In the Hole || ePerk_Foundry_AdvancedFlight&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 115 ||  ||  ePerk_Foundry_ArcThrowerII&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 116 || Deadeye ||  ePerk_Foundry_MedikitII&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 117  ||  || ePerk_Foundry_CaptureDrone&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 118  ||  || ePerk_Foundry_SHIVHeal&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 119  || Psychokinetic Strike|| ePerk_Foundry_SHIVSuppression&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 120  ||  || ePerk_Foundry_EleriumFuel&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 121  ||  || ePerk_Foundry_MECCloseCombat&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 122  ||  || ePerk_Foundry_AdvancedServomotors&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 123  ||  || ePerk_Foundry_ShapedArmor&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 124  ||  || ePerk_Foundry_SentinelDrone&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 125  ||  || ePerk_Foundry_AlienGrenades&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 126  || Light ‘Em Up || ePerk_PlasmaBarrage&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 127  ||  || ePerk_SeekerStealth&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 128  ||  || ePerk_StealthGrenade&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 129  ||  || ePerk_ReaperRounds&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 130  ||  || ePerk_Disoriented&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 131  ||  || ePerk_Barrage&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 132  ||  || ePerk_AutoThreatAssessment&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 133  ||  || ePerk_AdvancedFireControl&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 134  ||  || ePerk_DamageControl&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 135  || Vital Point Targeting || ePerk_XenobiologyOverlays&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 136  ||  || ePerk_OneForAll&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 137  ||  || ePerk_JetbootModule&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 138  ||  || ePerk_ExpandedStorage&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 139  ||  || ePerk_RepairServos&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 140  ||  || ePerk_Overdrive&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 141  ||  || ePerk_PlatformStability&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 142 || || ePerk_AbsorptionFields&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 143 ||  ||  ePerk_ShockAbsorbentArmor&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 144 ||  ||  ePerk_ReactiveTargetingSensors&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 145 ||  ||  ePerk_BodyShield&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 146 ||  ||  ePerk_DistortionField&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 147 ||  ||  ePerk_GeneMod_AdrenalineSurge&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 148 ||  ||  ePerk_GeneMod_IronSkin&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 149 ||  ||  ePerk_GeneMod_RegenPheromones&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 150 || Field Surgeon ||  ePerk_CovertPockets&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 151 ||  ||  ePerk_CovertHacker&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 152 ||  ||  ePerk_Medal_UrbanA&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 153 || Sharpshooter ||  ePerk_Medal_UrbanB&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 154 || Steadfast ||  ePerk_Medal_DefenderA&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 155 ||  ||  ePerk_Medal_DefenderB	&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 156 ||  ||  ePerk_Medal_InternationalA&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 157 ||  ||  ePerk_Medal_InternationalB&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 158 ||  ||  ePerk_Medal_CouncilA	&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 159 || Lone Wolf ||  ePerk_Medal_CouncilB&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 160 ||  ||  ePerk_Medal_TerraA&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 161 ||  ||  ePerk_Medal_TerraB&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 162 || Paramedic ||  ePerk_Dazed&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 163 ||  ||  ePerk_OnlyForGermanModeStrings_AimingAnglesBonus&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 164 ||  ||  ePerk_CatchingBreath&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 165 ||  ||  ePerk_Foundry_TacticalRigging&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 166 ||  ||  ePerk_SeekerStrangle&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 167 || Hit and Run ||  ePerk_ReinforcedArmor&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 168 ||  ||  ePerk_MindMerge_Mechtoid&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 169 ||  ||  ePerk_Electropulse&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 170 ||  ||  ePerk_OTS_Leader_Bonus&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 171 ||  ||  ePerk_OTS_Leader_TheLeader&lt;br /&gt;
|-style=“text-align:center;” &lt;br /&gt;
| 172 ||  ||  ePerk_MAX&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Gameplay Mechanics (Long War)]]&lt;/div&gt;</summary>
		<author><name>Thekcpiper</name></author>
	</entry>
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