Sayra757 Posted April 5, 2015 Share Posted April 5, 2015 (edited) Guys whats going if a country withdraw - i still can launch satellite in long war 15b. is the country gona be back or its permanent that she has withdraw ? Edited April 5, 2015 by Sayra757 Link to comment Share on other sites More sharing options...
Sayra757 Posted April 8, 2015 Author Share Posted April 8, 2015 Mod Release: Long WarI hope a little promotion isn't out of order, but I thought I'd post a link to my "Long War" mod, which is available on the Nexus here. It's a significant overhaul of the strategy game and includes several changes to the tactical game, as well. Along with Warspace and Toolboks, it's one of the few mods I'm aware of that includes significant changes to functions in the upk files, and not just edits to the numbers in DefaultGameCore.ini. Some key features:- You may now take up to eight soldiers on missions, but you'll have to manage a much deeper roster, as soldiers now must rest after every mission or suffer severe penalties.- Aliens now build bases in countries they have taken over; a successful assault on the base will return that country to X-Com!- X-Com soldiers now divide into eight classes: Sniper, Scout, Assault, Infantry, Gunner, Rocketeer, Medic and Engineer, each with unique perk trees.- SHIVs should now be an integral part of your efforts. They are expensive and powerful, and they also can now mount several small items, allowing you to customize your SHIVs with perks previously only available to your soldiers.- New perks, including Ranger, Sapper, HEAT Warheads, Lock N' Load, Bombardier, Vengeance, Javelin Rockets, and Repair. A number of vanilla perks like Shredder Rocket, Revive and Smoke Grenade have been upgraded, as well.- Up to a dozen combat missions per month. You'll be able to respond to almost every abduction (sort of like you had multiple Skyrangers), and there will be a lot more UFOs in the sky. (Panic has been calibrated to account for this.)- Aliens conduct research and level up over time. Alien soldiers grow more accurate and gain hit points. Some gain the ability to regenerate damage. Aliens will field leader and navigator characters with extra hit points and new special abilities, and you will see pods of up to eight aliens at a time!- Aerial combat completely overhauled, with changes to all craft and weapons. Individual interceptors gain experience and grow more effective with each kill, but they take quite a bit longer to repair. Combat in the skies is much more dramatic and less deterministic. You can have up to six interceptors per continent. UFOs also level up over time. - Spamming satellites no longer "solves" the strategy game. You'll need to balance labs, workshops, satellites and interception capability, and there should almost always be more that you want to do than you can do.- All items take time to build, and research takes quite a bit longer. The aliens' advancement has been slowed a bit, too.- Perk changes for every class. The classes retain their core themes, but very few perk choices are obvious any more.- A lot of armors carry two items, and you'll need them; most missions will have a few more aliens than in vanilla. Many new items available to X-Com at game start. And injuries take longer to heal, so you'll need more than six troopers to survive.- Explosives damage is now randomized just like gun damage.- A number of vanilla bug fixes, including the teleport bug and the alien freeze bug. Link to comment Share on other sites More sharing options...
Sayra757 Posted April 8, 2015 Author Share Posted April 8, 2015 thx again for making this mod - its realy new game :) Link to comment Share on other sites More sharing options...
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