Version 1.03 posted, biggest changes are to interceptor combat, plus the time delay on hunker down and overwatch are gone. Enjoy, and I welcome all feedback.
XCOM Long War Mod
Started by
Site Bot
, Jan 04 2013 05:25 AM
3419 replies to this topic
#61
Posted 18 January 2013 - 05:29 AM
#62
Posted 18 January 2013 - 09:29 PM
Hey, i'm trying to set up a personal mod, and i'm curious, how did you manage to make sure that only one abduction mission comes rather than the usual three?
#63
Posted 18 January 2013 - 09:48 PM
@chaoz146
It's a change to XComStrategyGame.upk. You'll have to learn upk editing on the Nexus forums: http://forums.nexusm...xcom-mod-talk/. Check out the forum post "Long War upk changes" for the specific hex changes to the upk file.
It's a change to XComStrategyGame.upk. You'll have to learn upk editing on the Nexus forums: http://forums.nexusm...xcom-mod-talk/. Check out the forum post "Long War upk changes" for the specific hex changes to the upk file.
#64
Posted 19 January 2013 - 04:18 PM
As i have never been to the end of the game, is there a hardcoded 'endgame'? or can the game run for multiple years?
#65
Posted 19 January 2013 - 05:04 PM
Two ways for the game to end: 8 countries leave the council due to panic, or you go on the final mission. Otherwise, the game runs indefinitely. That's not changed from vanilla.
There's a set of steps to trigger the final mission; the game warns you that you are about to reach the point of no return; if you don't take that step, you can keep playing.
Vanilla's multiple-abduction/panic mechanic sort of forces you to run the final mission at some point, but with only one abduction at a time in this mod, you can really keep playing indefinitely as long as you keep winning missions and panic doesn't get out of control.
Of course, at some point, the game stops ramping up the difficulty, and you'll max out on techs, facilities and equipment. I've toned down some of the invincible stuff (like Firestorms), so I'd be interested to hear if the game remains challenging at that point.
Edited by johnnylump, 19 January 2013 - 05:15 PM.
#66
Posted 19 January 2013 - 11:37 PM
As it isn't hardcoded, it would be interesting to see if at some point modders were able to add more content to the game. Then greater and greater levels of technology could be added to the tree, with the aliens employing advancements of their own. One thing i really wish though was that we could field more than 6 operatives at a time. It is hard to feel like you are the commander of an international army, when you cant employ any of the signatures of a real military, such as air power, armored cavalry, artillery, or even simply fielding larger numbers of infantry.
You cant really defend the idea of a guerilla war, which would necessitate small numbers of soldiers, when the aliens show themselves to the world at large after that first terror mission.
You cant really defend the idea of a guerilla war, which would necessitate small numbers of soldiers, when the aliens show themselves to the world at large after that first terror mission.
#67
Posted 20 January 2013 - 09:44 AM
Is there something wrong with funding? It said in Monthly Report that my reward is like $230, but I only got the 80 from one country. Is that normal?
#68
Posted 20 January 2013 - 03:06 PM
check your financial report, you might have some upkeep on facilities and aircraft to account for.
#69
Posted 20 January 2013 - 07:01 PM
Is there something wrong with funding? It said in Monthly Report that my reward is like $230, but I only got the 80 from one country. Is that normal?
The "monthly reward" is not a monthly reward. It's your monthly gross income (before expenses).
#70
Posted 20 January 2013 - 09:03 PM
@ungvaar
BlackAlpha and Haerzog are correct. I'd note that early to mid game in this mod a lot of your income will come from item sales rather than nations, which may be why the number is unusually low.
BlackAlpha and Haerzog are correct. I'd note that early to mid game in this mod a lot of your income will come from item sales rather than nations, which may be why the number is unusually low.



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