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ElementUK

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  1. Anyone made a mod for the beautiful Sun Armour that takes away the ugly Shakespear collar ?
  2. Alot of files says unrar/zip to MODS folder. There is no mods folder....so are you guys saying mods when you mean DLC? I have no mods folder anyway.
  3. Completly OTT ridiclulous now! Tried it many times in many ways. Well done devs, you've destroyed all interest in the game for me now. Just because 'you can' make something yet more powerful or a scenario yet more difficult...does not mean you have to continually push and push. You've passed the point of extremely difficult into the realm of stupidly impossible. No more xcom long war mod for me..cheers lads..and I loved it until now. Bad enough having Beserkers that jump and Hvy Floaters that have shredder ammo and Double Tap..now they can launch and attack! Being attacked from all angles in the Base Defence and not being able to know who comes in as reinforcements..only to get pathetic privates with no armour and decent weapons. Adios lads. hope you enjoy your power trip. You have to know when to stop!
  4. Same problem as Nohant with the lowered hp's and the upk fix did not make a difference to my saved game. Do we have to restart the campaign? Additional: It didn't come into effect until the next mission but thanks guys. Latest version is sweet.
  5. Can not equip Railgun even for the Mec 2 Defender and the Grenade Launcher does not upgrade to Alien Grenades. There really needs to be more Alien Alloys in the first half of the game as it's a constant struggle to move at the pace the game demands with the upgrading of enemies. You don't get a decent amount until your strong enough to take out an alien base or Abductor size ship..which as you know...is a very very long time. Tactical Rigging really does need to be achievable earlier and a lot cheaper. it is merely extra webbing after all and it's a man-made idea that has nothing at all to do with alien tech. All of this was in my 9a game so most likely crap now. Just installed latest. Love the overwatch symbols, very nice.
  6. Uninstall, cont vanilla, re-install. Neoblue: I got my Base 'Defense mission' a few days after researching the alien base tech at the top of the research list.
  7. I used to use the 'No Exalt Mod' but Installing LW made it vanish. Tried to reinstall No Exalt Mod but no change. LW would be so much better without Exalt. They're way too overpowered in the middle game anyway and if you dare not go on exalt missions, they just steal your badly needed funds. Shame the only program you can look at those massive tech charts with is 'paint' as you can't scroll around with anything else that I know of or use. They could be quartered in size so we could keep a window open for constant reference.
  8. That link on the first page no longer works for me. Even when going to the site another way, the mod is not listed. I had it before but installed the Long War mod and it disappeared. I have the files but just need to know where they are placed before using 'turnoffEXALT'. They are far to numerous and deadly in the middle stages of LW mod to even bother with. But you have to turn them off to stop them stealing your money all the time.
  9. I went their and could not find any links to forums. Most of my post IS suggestions. No I am NOT trying anything at all to do with the unmodded game. I have North and South USA and Africa with satellites but lost Canada so the Interceptors are still 200 a go. BTW people struggling to survive this fascinating but ridiculously impossible mod has nothing to do with the old version. It simply needs tweaking a bit. As for trying to capture live aliens for research, when the arc thrower only has 1 charge that has half the % of stunning.....lmao
  10. Respirator Implants NEED to make your troops 100% Immune to Acid. It's bad enough that you get 13 hp Thinmen that not only have Lightning Reflexes but regenerate 2 hp turn. The slot is way to valuable for something that works....a little. Where is the 'Tactical Rigging'; it needs to come into the game much earlier. Exalt are way to powerful in their later stages. 22HP Rocket troops that have Double Tap - sheesh! Injury time needs to be reduced imo, 42 days to have your best troops layed up.... Alien Metallurgy (the one that increases the Alloys you get) takes far too much Meld. 60 when you desperately need it for troops. I'm not even playing Ironman and it's still pisses me off ) Anyone who says they can get through this in Ironman mode is to my mind, simply taking the piss.
  11. I'm just wondering how many dozens of times this has to be played before anyone is supposed to figure out the 'right way' to go about things... I.E; Which is the most advantageous research order, the most needed facilities etc etc. 'Friends in Low Places' mission: Lol what a manic mission this is now but hugely fun. The first 90% of the mission is all about surviving the wave after wave of skinnies coming at you. You need a Gunner with suppression, an assault for taking every opportunity you can for a good run 'n' gun with a shotgun, a scout with lightning reflexes, a damn reliable sniper with low profile (maybe two) and a good Medic or two with two kits each. Having to hunker down to avoid taking damage from Acid becomes a real pain on this mission. Panic is deadly because they can run 8 squares etc. Playing with the 2nd wave option of Critical Hit is nastier for you than the enemy in this mission. PS for the Developers: You ask for specifics regarding possible changes. I notice that when you have the 'Officer training School' Lead by Example, it can be a bit weird as to who gets to be leader. Quite often the ability goes to a Squadsight Sniper which is useless as he often also has the 'Lone Wolf' perk. Obviously there is little point in them being the Squad leader as he is not anywhere near his troops. It has to be Positional so we can choose the leader perhaps. One bug I often come across is not being able to use the 'escape' key to get to the main menu.
  12. It's got nothing to do with 'adapting'. It's to do with the low hit points of soldiers, the high hit points of aliens, the speed which you can get upgrades like armour and weapons and having to take time to actually make all the weapons and armour etc. I just tried 'Confounding Light' and got all my best troops wiped out! It was very hard before, but add in Thin men that are rarely killed in one shot, seekers etc. The only way this can be played successfully is exactly the same way as Impossible/Ironman. Never get your soldiers hit because the length of time wounded and fatigued is way to high for the so-called 'Elite that the world has to offer'. Take 'ultimate great care in everything you do etc. That's ok for people who actually like Impossible/Iron but not the 'normal' player. Fatigue is a step to far imo as is the length of time from wounds. Sectoids having low profile and adding two hp's per mind meld is bad enough but making your soldiers panic for 2 rounds! At least the 'alien trophy' should make you immune to 'all' panic including psionic. There is absolutely no way this can be enjoyed, due to the mental stress involved in losing so many troops. As for trying to bring up PFC's in the 3rd month onwards, forget it. Having 5/6 Interceptors out of action purely because it takes all of them to simply shoot down the first two craft types and then having to watch UFO's galore raid your airspace whilst they take 20 days to repair is just silly. I'd expect the Brutal difficulty to be like this but the very first level..come on. Maybe you won the game on Impossible/Ironman and expect everyone else to be able to play like you, but it just makes your great work....sadly practically impossible to enjoy for any length of time. Games should be fun not mentally impairing due to stress. I'm not looking for EASY, just a survivable challenge. Forced to try the 'Not so Long war' version. Shame I wanted a long game ) btw I've over 1300 hrs.
  13. I like the mod for sure. It just seems a shame you've made it for people that can beat Impossible/Ironman in the normal game. And that's only 'Normal' Mode.
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