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Default. Game. Core. XCOM: EU 2. 01. 2From Nexus Wiki. Overview. This description of the Default. Game. Core. ini (DGC.
Bid-on-surplus-equipment-auctions large-selection-in-500+-categories-register-for-free-today-and-start-bidding. Puncho Puncho Run up to flowers and punch them to collect the seeds they spit out and bring them to the portal. QuaRkZ Put down your sub-atomic quarks and when they. This description of the DefaultGameCore.ini (DGC.INI) file is directly based on the Compiled list of DefaultGameCore.ini settings and their functions thread. Missed out on our first sneak peak of what La Morra will be bringing to the Phantom Gourmet Food Fest next.
I'm Gonna Nurse You 2 (Kango Shicyauzo 2)
INI) file is directly based on the Compiled list of Default. Game. Core. ini settings and their functions thread in the Nexus XCOM Mod Talk forum. All credits to him for the first version of this page which essentially kicked off the beginning of the organized modding process for XCOM: EU 2. That article and this should be your first stops when looking to make any change you think should be . The config files in My Games were merged versions of the base game + DLC. So far there's no DLC for Enemy Within, but as prolific as the map team was for the expansion it wouldn't surprise me to see DLC packs of new maps.
Unit. Package. Info=(Pawn. Type=e. Pawn. Type.
Armor. Kit. Package. Info=(Kit. Type=e. Kit. Default. Game.
Core. ini, Default. Game. Data. ini). These files all being with . XCom. Game. Core.
XCom. Game. Data. This would lead to very long . Most items, however, are read . For instance, the damage and offense bonuses for alien varieties of Plasma weapons are taken from the Human/Standard variety of plasma weapons.
E. g. This is a complete list of the Abilities in the game with a brief description about what each does. The following sections that pertain to each item type will have a list of abilities that are known to work or be interchangeable. All other active abilities but 0 seems to be ignored. Need more test, fix this when confirmed differently. They do not appear in Default. Game. Core. ini, but are found and listed in Xcom.
Game. upk: XGTactical. Game. Core. Data. APPEARS TO DO NOTHING FOR PLAYER CONTROLLED UNITS (REQUIRES MUTON FLAG, NEED MORE INFO). Ability. APPEARS TO DO NOTHING FOR PLAYER CONTROLLED UNITS(NEED MORE INFO). Ability. Test: In my test the ability appear only After the soldier turn is over and can't make any more action, the ability disappear as soon as the soldier turn is restored only to reappear when finished once more making the ability unusable. Need more test on different environment to confirm).
Ability. If successful, it reduces target attributes (accuracy, mobility, willpower) and deals 5 points of damage, Ethereals and Sectoid Commanders also have this skill (Note: the ability can be added to normal soldiers skill bar using an armor mod). Ability. APPEARS TO DO NOTHING FOR PLAYER CONTROLLED UNITS (NEED MORE INFO).
Ability. This skill forces the target to make an unspecified 'Will Check'; if they fail this check, they panic. Panicking units become unresponsive to orders and may attack nearby allies or enemies (Note: This ability can be added to any soldier using the armor mod).
Ability. Rift is also gained by the Volunteer just before game final assault. This psionic skill generates a wide and flat area effect that lasts for a few turns and damages every unit as soon as the field is created, and any unit that lingers within the field takes further damage; the damage depends on the victim's Will (Note: this skill is gained legitimately by one soldier just before game conclusion, it's possible to mod the extremely high exp value needed for making this ability allowed to any gifted soldier, with such mod the ability simply appear on the user skill bar without prompting for a level up. Warning: It's untested if the final level script check for volunteer using this skill as a tracker, if so problem may arise when facing the last map, untested yet). Ability. SUPPORT ABILITY (NEED MORE INFO). Ability. SNIPER ABILITY (NEED MORE INFO).
Ability. HEAVY ABILITY (NEED MORE INFO). Ability. HEAVY ABILITY (NEED MORE INFO). Ability. Appears to be a secondary/backpack based item, rather than a true unit ability like psi attacks. With this skill the chance to hit by a soldier become 1. Double Tap skill allow for a second shot using normal weapon.
This skill has no cooldown apparently). Properties Properties can be added to Armors, Weapons, Equipment, and Characters(UNITS) and have effects similar to abilities. This is a complete list of the Properties in the game with a brief description about what each does. The following sections that pertain to each item type will have a list of properties that are known to work or be interchangeable.
Immune to PSI abilities, can't be healed using medkit, requires repair, takes more damage from extra damage to robot abilities. Used by Thin Men and Chryssalids.
This also reduces the ammo capacity of the weapon to three shots (as per the LMG and other Heavy exclusive weapons). Does not allow the Sniper class to equip (use e.
WP. PERHAPS ALLOWS USE OF THIS ITEMS EFFECT WITHOUT NEEDING TO SWITCH TO IT. At this time there does not appear to be a way to add additional armors to the game, however you can modify the existing armors to add various effects.
I am going to list the effects that I know from personal experience can be changed at this time. Again, additional feedback is requested. Abilities that are known to be interchangable are. Fly - Gives the flight command, requires the i. Flight. Fuel=XX stat to have a number greater than 0 to activate, uses fuel on each turn. There doesn't appear to be a way to increase use count at this time.
Properties that are know to be interchangable are. Grapple - Gives the ability to use the grapple command to move to higher terrain. Here is a breakdown of each of the stats. Type = This is the ITEM REFERENCE for the game, DO NOT CHANGE THIS AS THIS IS HOW THE GAME IDENTIFIES WHICH ARMOR IS WHICH. Can be a POSITIVE/NEGATIVE number for Bonus/Penalty.
Can be a POSITIVE/NEGATIVE number for Bonus/Penalty. For reference, partial/full cover grant 2. One fuel per round of flight. Can be a POSITIVE/NEGATIVE number for Bonus/Penalty. Increasing this number adds addtional backpack slots, however it seems that making it THREE or greater breaks the ability to add items to the backpack during loadout. Can be a POSITIVE/NEGATIVE number for Bonus/Penalty. I have not extensively tested adding or removing abilities to characters so I dont have a list of what can and can not be done to these yet, however I will break down what I DO know about them.
In the case of player Soldiers this information is pulled for the initial soldiers you are given at the start of the game, and then modified with the difficulty setting bonus/penalties. However any additional soldiers you recruit appear to pull from a different set of references. This could be, and probably is, a bug in the main game code that may be fixed in a future patch. All the new recruits and the soldier at the base DO NOT seem to use this statistic, check for the rookie section below.
In the case of player Soldiers these stats are pulled for the initial soldiers you are given at the start of the game, and then modified with the difficulty setting bonus/penalties. However any additional soldiers you recruit appear to pull from a different set of stats altogether. This could be, and probably is, a bug in the main game code that may be fixed in a future patch. Also effects chance to be PSIONIC when testing. I had intended to included a list of abilities that I know can be swapped around however as I wrote before I have not tested swapping enough to be certain of many of them.
Here are the few I did test. Civilian. Cover = Gives the ability . I had intended to included a list of Properties that I know can be swapped around however as I wrote before I have not tested swapping enough to be certain of many of them.
Here are the few I did test. RESERVED FOR FUTURE ADDITIONS. The Fourth segment, which I have termed .
These should be more or less self explanatory, but here are the details as I see them. Can. Use. COULD MAKE ALL YOUR SOLDIERS BE PSI CAPABLE, COULD DO NOTHING).
Soldier/NPC UNIT Balance Mods This section of the Default. Game. Core. INI deals with bonuses/penalties units get on the various difficulty settings, as well as stat increases related to leveling up and few various other settings. Things that should be noted here are that the penalties and bonus's applied to your SOLDIERS in this secion only appear to effect the soldiers you START the game with, NOT soldiers you recruit later. This is likely a bug/unintentional behavior and may be fixed in a future patch. Also of note is that the difficulties listed are NOT the difficulties displayed in game.
So keep that in mind when you adjust . Each table has an entry for every UNIT type designated by e. Type=e. Char. If you look back at the CHARACTERS section, you can see what each stat does, what the BASE is for that stat, and then see how the bonus/penalty will effect that unit. All of these settings should be self explanatory but if they are not you can reference back to my previous explanations of what each stat does and figure it out from there.
Note that this is NOT broken down to difficulty modes, so no matter what difficulty you play at your soldiers will always use the same tables for stat progression. First I'll cover the WILL increase, listed at thier default values. Rand. Will. Increase=6 (This is the random amount of will every soldier gains upon leveling up, listed as the number 6 to mean 1 to 6. A soldier will gain anywhere from 1 to 6 will upon leveling up). Base. OTSWill. Increase=2 (This is the FLAT will increase soldiers get once you have reseached IRON WILL in the Officer Training School, meaning every soldier will get 2 additional WILL for every level up).
Rand. OTSWill. Increase=4 (This is the RANDOM will increase soldeiers get once you have researched IRON WILL in the Officer Training School, meaning every solder will get a random amount between 1 and 4 upon leveling up). With the default settings and with Iron Will your soldiers are capable of getting anywhere from 4 to 1.
WILL upon every level up. If you prefer the DICE method). Next you have the listing for each class. Soldier. Stat. Progression=(e. Class=e. SC. It should give bonus defense on rank up, however this setting appears to not function.