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* XComStrategyGame.INT
* XComStrategyGame.INT


===Additional Continent (Australia?) and Bonus===
==Additional Continent and Bonus==
*ContinentBonusNames[eCB_Panic]="\"Tireless Diplomacy\""
*ContinentBonusNames[eCB_Panic]="\"Tireless Diplomacy\""
*ContinentBonusDesc[eCB_Panic]="The rise of panic is slowed worldwide."
*ContinentBonusDesc[eCB_Panic]="The rise of panic is slowed worldwide."


===Extra aircraft weapons===
==Soldier Status==
*m_arrSoldierStatus[eStatus_Fatigued]="Tired"
*m_arrSoldierStatus[eStatus_Exhausted]="Exhausted"
 
==Staff Monthly Costs==
*m_strSalary="Staff Salaries"
 
==Game Objectives==
GameObjectiveNames[eObj_ObtainShards]="Obtain More Outsider shards."
 
==Transfer Jets to Nation==
m_strLabelFCFinishedJetTransfer="A Jet transfer has successfully taken place in <XGParam:StrValue0/>. Return to the Situation Room to claim your reward."
 
==Extra aircraft weapons==
*ShipWeaponNames[eShipWeapon_UFOPlasmaI]="UFO Weapon I"
*ShipWeaponNames[eShipWeapon_UFOPlasmaI]="UFO Weapon I"
*ShipWeaponNames[eShipWeapon_UFOPlasmaII]="UFO Weapon II"
*ShipWeaponNames[eShipWeapon_UFOPlasmaII]="UFO Weapon II"


===End Game Stats include Playstyle===
==End Game Stats include Playstyle==
*m_strPlayLabel="Playstyle:"
*m_strPlayLabel="Playstyle:"
**m_strSummTitle="Game Summary"
**m_strSummTitle="Game Summary"
Line 29: Line 42:
**m_aPlaystyleDesc[ePlaystyle_Money]="Magnate"
**m_aPlaystyleDesc[ePlaystyle_Money]="Magnate"


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


**TechTypeSummary[eTech_AlienAlloys]="\"The alloys used in the fabrication of the alien weapons and technology are like nothing we've ever seen. Light, flexible, and considerably stronger than any known material.\""
===Individual Research for Laser weaponry===
**TechTypeSummary[eTech_AlienWeaponry]="\"These fragments are all that remain of the powerful alien weaponry we've encountered so far. Still, there is much that we could learn from them while working to advance our own weapons systems.\""
*TechTypeSummary[eTech_Laser_Pistol]="\"The alien weapons recovered so far are remarkably advanced, so much so that we hardly know how to study them, let alone use them. However, just from our initial examination, we've already gained important insights into portable laser technology.\""
**TechTypeSummary[eTech_Laser_Pistol]="\"The alien weapons recovered so far are remarkably advanced, so much so that we hardly know how to study them, let alone use them. However, just from our initial examination, we've already gained important insights into portable laser technology.\""
*TechTypeSummary[eTech_Laser_Rifle]="\"Based on our research into the alien weapon fragments, we believe it's possible to develop rifle-class laser weapons with greater range and damage output. Our early prototypes have been encouraging, if a bit... inconsistent.\""
**TechTypeSummary[eTech_Laser_Rifle]="\"Based on our research into the alien weapon fragments, we believe it's possible to develop rifle-class laser weapons with greater range and damage output. Our early prototypes have been encouraging, if a bit... inconsistent.\""
*TechTypeSummary[eTech_Laser_Shotgun]="\"Although much of our efforts have been focused on harnessing laser weaponry for precision firing, we've theorized a number of other interesting variations. One of our more promising concepts is a  hand-held weapon that generates a wide field of fire at close range, but rapidly diffuses over longer distances. This could prove to be a devastating close-combat weapon.\""
**TechTypeSummary[eTech_Laser_Shotgun]="\"Although much of our efforts have been focused on harnessing laser weaponry for precision firing, we've theorized a number of other interesting variations. One of our more promising concepts is a  hand-held weapon that generates a wide field of fire at close range, but rapidly diffuses over longer distances. This could prove to be a devastating close-combat weapon.\""
*TechTypeSummary[eTech_Laser_Heavy]="\"Our experiments with extreme density power packs and enhanced optics have led to weapon design capable of dwarfing the output of our previous lasers. In addition to this heavy-class weapon, we may be able to adapt this technology for fitment on to our fleet of interceptors.\""
**TechTypeSummary[eTech_Laser_Heavy]="\"Our experiments with extreme density power packs and enhanced optics have led to weapon design capable of dwarfing the output of our previous lasers. In addition to this heavy-class weapon, we may be able to adapt this technology for fitment on to our fleet of interceptors.\""
*TechTypeSummary[eTech_Laser_Sniper]="\"With our continued advancement in the field of laser optics, we believe we've devised a power pack capable of generating a single focused beam that remains effective even at extreme range with minimal blooming.\""
**TechTypeSummary[eTech_Laser_Sniper]="\"With our continued advancement in the field of laser optics, we believe we've devised a power pack capable of generating a single focused beam that remains effective even at extreme range with minimal blooming.\""
*TechTypeSummary[eTech_Laser_Cannon]="\"We've finally developed a plausible blueprint for an oversized lens that would allow for us to fabricate a vehicle-mounted laser weapon. Although it would obviously be too large for tactical use, we believe it would be ideal for one of our interceptors.\""
**TechTypeSummary[eTech_Laser_Cannon]="\"We've finally developed a plausible blueprint for an oversized lens that would allow for us to fabricate a vehicle-mounted laser weapon. Although it would obviously be too large for tactical use, we believe it would be ideal for one of our interceptors.\""
**TechTypeSummary[eTech_AlienAlloys]="\"The alloys used in the fabrication of the alien weapons and technology are like nothing we've ever seen. Light, flexible, and considerably stronger than any known material.\""


===Unit Weapons and Items===
==Unit Weapons and Items==
===Weapons and Equipment===
*[XGAmmo_BaitGrenade]
*[XGAmmo_BaitGrenade]
*[XGAmmo_PlasmaBlade]
*[XGAmmo_PlasmaBlade]
**m_strWeapon="Plasma Blade"
**m_strWeapon="Plasma Blade"
*[XGAmmo_ScienceDevice]
*[XGAmmo_ScienceDevice]
*[XGAmmo_Stun Rod]
*[XGAmmo_Stun Rod]
 
*m_aItemNamesPlural[eItem_BattleScanner]="Battle Scanners"
*[XGArtifact_AlienIntelligence]
===Armor===
**m_strName="Alien Intelligence"
 
*[XGArmor_LevelIIHeavy]
*[XGArmor_LevelIIHeavy]
**m_strName="Heavy Carapace Armor"
**m_strName="Heavy Carapace Armor"
**m_strNotes="The Heavy Carapace Armor allows a soldier to withstand heavy damage while wielding two weapons at once.  Inventory and mobility, however, are severly restricted."
**m_strNotes="The Heavy Carapace Armor allows a soldier to withstand heavy damage while wielding two weapons at once.  Inventory and mobility, however, are severly restricted."
*[XGArmor_LevelIILight]
*[XGArmor_LevelIILight]
**m_strName="Light Carapace Armor"
**m_strName="Light Carapace Armor"
**m_strNotes="The Light Carapace Armor is extremely light and flexible, while still offering a significant defense against alien weapons.  A soldier in this armor can climb almost any surface, though they cannot carry as much gear."
**m_strNotes="The Light Carapace Armor is extremely light and flexible, while still offering a significant defense against alien weapons.  A soldier in this armor can climb almost any surface, though they cannot carry as much gear."
*[XGArmor_LevelIIMedium]
*[XGArmor_LevelIIMedium]
**m_strName="Carapace Armor"
**m_strName="Carapace Armor"
**m_strNotes="The Carapace Armor is both stronger and lighter than our conventional armor, allowing soldiers to carry more gear even as they withstand greater damage."
**m_strNotes="The Carapace Armor is both stronger and lighter than our conventional armor, allowing soldiers to carry more gear even as they withstand greater damage."
*[XGArmor_LevelIIIHeavy]
*[XGArmor_LevelIIIHeavy]
**m_strName="Golem Armor"
**m_strName="Golem Armor"
**m_strNotes="The Golem is impervious to damage."
**m_strNotes="The Golem is impervious to damage."
*[XGArmor_LevelIIILight]
*[XGArmor_LevelIIILight]
**m_strName="Ghost Armor"
**m_strName="Ghost Armor"
**m_strNotes="The Ghost is capable of vanishing from sight."
**m_strNotes="The Ghost is capable of vanishing from sight."
*[XGArmor_LevelIIIMedium]
*[XGArmor_LevelIIIMedium]
**m_strName="Titan Armor"
**m_strName="Titan Armor"
**m_strNotes="The Titan armor provides an excellent defense against alien weapons."
**m_strNotes="The Titan armor provides an excellent defense against alien weapons."
*[XGArmor_LevelIIIMediumAir]
*[XGArmor_LevelIIIMediumAir]
**m_strName="Archangel Armor"
**m_strName="Archangel Armor"
**m_strNotes="The Archangel is capable of flight."
**m_strNotes="The Archangel is capable of flight."


===Alien Artifacts===
*[XGArtifact_MummyPod]
*[XGArtifact_MummyPod]
**m_strName="Mummy Pod"
**m_strName="Mummy Pod"
 
**m_aItemNamesPlural[eItem_MummyPod]="Mummy Pods"
*[XGArtifact_Technology]
*[XGArtifact_Technology]
m_strName="Alien Technology"
m_strName="Alien Technology"
*[XGArtifact_CommunicationsDevice]
*[XGArtifact_CommunicationsDevice]
**m_strName="Alien Communication Device"
**m_strName="Alien Communication Device"
**m_strHelp="Using this loot will give +2 to the soldiers TAC for the remainder of combat.  If not used, loot can be disassembled for parts back at HQ."
**m_strHelp="Using this loot will give +2 to the soldiers TAC for the remainder of combat.  If not used, loot can be disassembled for parts back at HQ.
 
*[XGArtifact_AlienSalvage_Food]
*[XGArtifact_AlienSalvage_Food]
**m_strName="Alien Salvage Food"
**m_strName="Alien Salvage Food"
*[XGArtifact_AlienSalvage_Technology]
*[XGArtifact_AlienSalvage_Technology]
**m_strName="Alien Salvage Technology"
**m_strName="Alien Salvage Technology"
*[XGArtifact_AlienSalvage_Entertainment]
*[XGArtifact_AlienSalvage_Entertainment]
**m_strName="Alien Salvage Entertainment"
**m_strName="Alien Salvage Entertainment"
*[XGArtifact_MedicalStation]
*[XGArtifact_MedicalStation]
**m_strName="Alien Medical Station"
**m_strName="Alien Medical Station"
**m_strHelp="Using this loot will fully restore a soldier's hit points. If not used, loot can be disassembled for parts back at HQ."
**m_strHelp="Using this loot will fully restore a soldier's hit points. If not used, loot can be disassembled for parts back at HQ."
 
**m_aItemNamesPlural[eItem_MedicalStation]="Medical Stations"
*[XGArtifact_Alien_Beacon]
*[XGArtifact_Alien_Beacon]
**m_strName="Alien Beacon"
**m_strName="Alien Beacon"
**m_strHelp="Use this beacon to deactivate the power core."
**m_strHelp="Use this beacon to deactivate the power core."
 
**m_aItemNamesPlural[eItem_Alien_Beacon]="Alien Beacons"
*[XGArtifact_Interact]
*[XGArtifact_Interact]
**m_strName="Alien Console"
**m_strName="Alien Console"
**m_strHelp="Hack this console."
**m_strHelp="Hack this console."
 
**m_aItemNamesPlural[eItem_Alien_Console]="Alien Consoles"
**m_aItemNamesPlural[eItem_Alien_Interact]="Alien Interactions"
*[XGArtifact_Salvage]
*[XGArtifact_Salvage]
**m_strName="Alien Salvage"
**m_strName="Alien Salvage"
**m_strHelp="Take this salvage back to your base."
**m_strHelp="Take this salvage back to your base."
 
**m_aItemNamesPlural[eItem_Alien_Salvage]="Alien Salvages"
*[XGArtifact_UFO_I]
*[XGArtifact_UFO_I]
**m_strName="UFO Hull Section"
**m_strName="UFO Hull Section"
*[XGArtifact_AlienIntelligence]
**m_strName="Alien Intelligence"
**m_aItemNamesPlural[eItem_AlienIntel]="Alien Intel"
*m_aItemNamesPlural[eItem_CommStation]="Comm Stations"
*m_aItemNamesPlural[eItem_Alien_WeaponsLocker]="Alien Weapons Lockers"
*m_aItemNamesPlural[eItem_FogPod]="Alien Fog Devices"
**m_aItemNamesPlural[eItem_Alien_Storage]="Alien Storage"
**m_aItemNamesPlural[eItem_Alien_Bomb]="Alien Bombs"


===Skirmish Mode===
==Skirmish Mode==
*[XGBattleDesc]
*[XGBattleDesc]
**m_strSkirmishOpName="Tactical Skirmish"
**m_strSkirmishOpName="Tactical Skirmish"
Line 154: Line 165:
**m_aCountries[1]="U.S.A"
**m_aCountries[1]="U.S.A"


===Battle Results===
==Battle Results==
*m_strUFO="UFO Intercepted!"
*m_strUFO="UFO Intercepted!"
*m_strTerror="City Defended!"
*m_strTerror="City Defended!"
*m_strActI="Alien Base Destroyed!"
*m_strActI="Alien Base Destroyed!"
*m_strActII="Alien Destroyer Neutralized!"
'''*m_strActII="Alien Destroyer Neutralized!"'''
*m_sAliensKilled="Aliens killed:"
*m_sAliensKilled="Aliens killed:"
*m_sXComKilled="XCOM Casualties:"
*m_sXComKilled="XCOM Casualties:"
*m_strPanicReduced="Panic Level Reduced by"
*m_strPanicReduced="Panic Level Reduced by"
*m_strPanicUnchanged="Panic Level Unchanged."
*m_strPanicUnchanged="Panic Level Unchanged."
*m_sBonusShortMission="Mission completed in 10 turns:"
'''*m_sBonusShortMission="Mission completed in 10 turns:"'''
*m_sBonusNoCasualties="No XCOM Casualties:"
*m_sBonusNoCasualties="No XCOM Casualties:"
*m_strBonus="Bonus!"
*m_strBonus="Bonus!"
*m_strPaniHelp="Shooting down UFOs is the easiest way to reduce panic."
*m_strPaniHelp="Shooting down UFOs is the easiest way to reduce panic."
*m_sArtifactsRecovered="Total Alien Artifacts Recovered:"
'''*m_sArtifactsRecovered="Total Alien Artifacts Recovered:"
*m_sArtifactTip="The Engineering facility can break down Alien Artifacts into parts."
*m_sArtifactTip="The Engineering facility can break down Alien Artifacts into parts."'''


===Item Slots===
==Inventory Item Slots==
*m_arrLocationNames[eSlot_RightBack]="Right Back"
*m_arrLocationNames[eSlot_RightBack]="Right Back"
*m_arrLocationNames[eSlot_LeftBack]="Left Back"
*m_arrLocationNames[eSlot_LeftBack]="Left Back"
Line 192: Line 203:
*m_arrLocationNames[eSlot_None]="None"
*m_arrLocationNames[eSlot_None]="None"


===Other Tactical Items===
==Alien Flora==
*m_aItemNamesPlural[eItem_BattleScanner]="Battle Scanners"
*m_aItemNamesPlural[eItem_AlienIntel]="Alien Intel"
*m_aItemNamesPlural[eItem_MummyPod]="Mummy Pods"
*m_aItemNamesPlural[eItem_FogPod]="Alien Fog Devices"
*m_aItemNamesPlural[eItem_MedicalStation]="Medical Stations"
*m_aItemNamesPlural[eItem_CommStation]="Comm Stations"
*m_aItemNamesPlural[eItem_Alien_WeaponsLocker]="Alien Weapons Lockers"
*m_aItemNamesPlural[eItem_Alien_Console]="Alien Consoles"
*m_aItemNamesPlural[eItem_Alien_Storage]="Alien Storage"
*m_aItemNamesPlural[eItem_Alien_Salvage]="Alien Salvages"
*m_aItemNamesPlural[eItem_Alien_Bomb]="Alien Bombs"
*m_aItemNamesPlural[eItem_Alien_Beacon]="Alien Beacons"
*m_aItemNamesPlural[eItem_Alien_Interact]="Alien Interactions"
 
===Alien Flora===
CS_ABM_Alien_Flora SoundNodeWave]
CS_ABM_Alien_Flora SoundNodeWave]
bMature=False
bManualWordWrap=False
bSingleLine=False
SpokenText="Another intriguing discovery... that appears to be a form of alien flora. This could imply the aliens are attempting to establish a long-term habitat on Earth, with conditions more suitable to their physiology."
SpokenText="Another intriguing discovery... that appears to be a form of alien flora. This could imply the aliens are attempting to establish a long-term habitat on Earth, with conditions more suitable to their physiology."
Comment=""


===Grey Market Unlock===
==Grey Market Unlock==
[Council_GreyMarketUnlock SoundNodeWave]
[Council_GreyMarketUnlock SoundNodeWave]
bMature=False
bManualWordWrap=False
bSingleLine=False
SpokenText="The XCOM project has made excellent progress under your leadership, Commander. As a result of your efforts, this Council has agreed to authorize the sale of certain... extraterrestrial artifacts... exclusively to our individual member nations. Your... discretion... in this matter is expected."
SpokenText="The XCOM project has made excellent progress under your leadership, Commander. As a result of your efforts, this Council has agreed to authorize the sale of certain... extraterrestrial artifacts... exclusively to our individual member nations. Your... discretion... in this matter is expected."
Comment=""
[[Unused Features (EU2012)|Unused Features]]


[[Category: Enemy Unknown (2012)]]
[[Category: Enemy Unknown (2012)]]

Revision as of 15:57, 4 May 2013

All of the data on this page is taken from the following game files:

  • XComGame.INT
  • XComStrategyGame.INT

Additional Continent and Bonus

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

Soldier Status

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

Staff Monthly Costs

  • m_strSalary="Staff Salaries"

Game Objectives

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

Transfer Jets to Nation

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

Extra aircraft weapons

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

End Game Stats include Playstyle

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

Different Research Path

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

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

Individual Research for Laser weaponry

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

Unit Weapons and Items

Weapons and Equipment

  • [XGAmmo_BaitGrenade]
  • [XGAmmo_PlasmaBlade]
    • m_strWeapon="Plasma Blade"
  • [XGAmmo_ScienceDevice]
  • [XGAmmo_Stun Rod]
  • m_aItemNamesPlural[eItem_BattleScanner]="Battle Scanners"

Armor

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

Alien Artifacts

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

m_strName="Alien Technology"

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

Skirmish Mode

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

Battle Results

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

*m_strActII="Alien Destroyer Neutralized!"

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

*m_sBonusShortMission="Mission completed in 10 turns:"

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

*m_sArtifactsRecovered="Total Alien Artifacts Recovered:"

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

Inventory Item Slots

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

Alien Flora

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

Grey Market Unlock

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