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AlienBlitz

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Everything posted by AlienBlitz

  1. Hmm, I guess nobody knows then.... I'll just wait for beta 16
  2. So, is this because the feature hasn't been implemented yet, or have I got a problem with my install?
  3. New game beta 15, with commander's choice 2nd wave option selected. After completing the initial mission, I am still just given two class choices for promotions.
  4. Yes, Long War for EU will work with the EU complete pack, which I think just means the extra missions from gangplank etc are included.
  5. I would just like to offer my congratulations, and thanks to the Long War team for creating this fantastic mod. I'm already up to August in my current game with virtually no glitches, despite the huge depth of added features. 200k downloads already speaks for itself, keep up the superb work guys :-)
  6. Hi I just started a fresh campaign with LW 14F, normal difficulty and no second wave options.... First mission, I flashbang a sectoid and injure it down to 1 hit point. On it's turn, it shoots and kills a soldier in full cover. It wasn't boosted in any way because the rest of it's pod were dead, no other aliens activated. I'm assuming this must be a chance to hit bug, otherwise LW is clearly unplayable in it's current format... The enemy info panel says the sectoid has -50% to hit from being disoriented, and a further penalty from an enemy at higher elevation. Presumably it then gets -40%(?) from the soldier's full cover, so that's at least -90% to hit on the instant kill.... explain please...
  7. Well I just completed a full game using your Warspace mod, and I have to say it was much more enjoyable than the unmodded game was. I have previously completed the unmodded game twice, first on normal ironman, then on classic ironman, both of which I found too easy beyond the first 3-4 missions. I also attempted impossible ironman, but found the RNG a bit too brutal in the first few missions to be enjoyable. Warspace made these early missions more enjoyable on impossible/ironman, and also made the rest of the game more interesting. I particularly like the addition of build times for production of squad weapons and armour. You really notice the difference when it takes 20 odd days to build the best items. The balance of the mod generally seems a lot better throughout the game than vanilla XCOM. I noticed I ended up doing about twice as many missions as in the two vanilla playthroughs, I think because UFO appearances seemed a lot more frequent. This may be because I had satellite coverage over every country, but perhaps a slight reduction in the UFO frequency would help given that I had literally thousands of alien alloys and E-115 before the endgame. Also, panic was never an issue for me even on impossible. Perhaps this can be addressed with some of the second wave options though, assuming they work. All in all a great piece of work - you have made a nearly game genuinely great to play, well done BlackAlpha.
  8. @BlackAlpha - I'm on my first playthrough with your mod, using several of the second wave options. Can you tell me exactly what differences the Marathon option makes? I'm assuming longer research times and healing times, but does it also increase the cost of items like satellites? TIA.
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