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Long War mod discussion


johnnylump

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Is there any way to disable the second wave options in a savegame? i underestimated them a lot, but after spending so much time playing I'd hate to restart the game...

You could probably edit the upk file to change the number of the SW option you used in the function(s) that use it to a different number of a SW option you did not chose in that particular game. That way you can essentially deactivate the SW option in a running game.

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I really like this mod, a few remarks and suggestions from playing a while on marathon:

 

The default "tired" period feels a little too long (I know how to change it, you just might consider to have a lower default as people can also change it up if they like)

 

The additinal items are very good, I just think that there would be more possiblities with the options. So all development feels quite "linear", each new weapon is a little stronger than the one before. This is currious given that there are three totally different concepts of weapons in the game: Bullet, Laser, Plasma. Now a late mediaeval bullet does more damage as a modern assault gun as it is a huge devestating ball of metal, if it hits. And the two weapon work on the same principal.

 

So to make swapping weapon more interresting I would give all bullet weapons high critical damage and an big offensive penalty and low ammunition.

Laser I would make less powerfull than any other weapon but with a big offensive bonus and less need for reload.

Plasma I would leave as it is, as the best all around weapon.

 

 

Just some ideas you might want to consider on future versions.

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Thanks for your feedback and glad you are enjoying the mod. I know some other mods like Warspace balance the weapons against each other rather than create a clear progression, but I'm of the view there aren't enough weapon classes to make that an interesting design choice. Instead, the opportunity cost for employing new weapons is handled in the strategy game, in the cost to R&D them.

 

Also, fwiw, in the readme we don't recommend using the Marathon SW option on Long War -- it messes with some of the same variables that we've already messed with, so I can't really say what your outcome will be.

Edited by johnnylump
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Long War will certainly be broken by Enemy Within technically (attempting to install the mod will result in a game that crashes).

 

However even worse many of the new features in EW will break the mod balance-wise as well, which will likely take more time to adjust.

 

However, the expansion appears to not be making any major changes to the strategy layer as far as aliens and alien missions. I'm a bit disappointed by this, but it creates an opportunity to create a larger more extensive mod to adjust the alien-side strategy game. At this point I'm just doing some design work on tweaking the alien mission types to make the aliens feel a bit more dynamic and less scripted.

 

This includes both narrative and gameplay aspects. As per vanilla the aliens have an objective (which is NOT to take over the world) that they try to achieve. This major objective requires several sub-goals which the AI will have to balance. The AI will adjust its goals based upon XCOM actions (to a limited extent). However, XCOM will still primarily be reacting to the aliens instead of acting pro-actively (with the exception of the alien base attacks). Am planning on keeping XCOM's proactive options primarily focussed on EXALT to keep in line with the EW narrative (though will likely have some tweaks there as well).

 

I'm hoping I'll be able to design such a mod as a direct extension to the vanilla game, as opposed to being Long War-only.

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Enemy Within should fix most of the major ones

 

 

I'll be happily playing Long-War... not really interested in Enemy Within at this point in time.

 

Once the Modders have fixed EW, then maybe... until then, nuh huh.

 

Back OT though:

 

If I have Slingshot installed, but don't intend/want to run the slingshot missions in Long War, should I install the non-Slingshot version of Long War, or the Slingshot version and just not chose to run the first Slingshot mission (thereby ending any further ones)?

Edited by Anbar
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