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Long War mod discussion


johnnylump

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Hey Johnny,

 

First off, the mod is awesome, really rekindled my interest in playing xcom again! Having a blast with the new classes and systems.

 

But, alas, not everything is as it should b for me, having issues with some research. More to the point, the heavy plasma doesn't show up.. Looked at the tech tree image, and it's supposed to show up after researching the plasma rifle, along with the plasma cannon research, right? Well, the plasma cannon showed up, but not the heavy plasma. I fear it's going to b hard to finish up the campaign with only heavy laser and laser sniper rifles.

 

Do u have any suggestions about what to do about this? Keep in mind, I don't know any programming or scripting, total noob, just like to play games. :cool:

 

Klegg

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Same problem here. The techtree says I should be capable of researching more plasma tech, but it just doesn't show up. Do I have to storm the Alien Base to unlock further plasma research?

 

I delayed that, trying to upgrade my men and equipment. Or are there other requirements that aren't listed in the tech tree?

 

BTW, another impression that formed after using just a team full of alloy shivs. These things are seriously deadly and sturdy with the superheavy laser on top. Great thing that the lasers also confer a +15 aim bonus... nice touch, that is needed to keep them competitive in the long run.

 

Also, they were surprisingly strong enough against enemies in a moderate rated abduction mission to simply overwhelm them through sheer speed and firepower and only take minor damage. It played totally different compared to using soldiers. It was all about suppressing and speeding around the map to divide and conquer the enemy. :devil: :laugh: Something that I wouldn't dare with my soldiers, sending them into enemy lines without backup.

Edited by Troggy73
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You have to capture heavy plasmas from the aliens to be able to research them.

 

Darn, time to break out the Arc Throwers again... hope, the upgrade gets done in time.

 

Thanks for helping out. :smile:

 

EDIT: BTW, that's another great feature of this mod. Catching aliens here is a lot harder than in the core game. Surrounding a alien with 4 guys hoping that the fourth will finally stun the damn creature, before you have to pull the plug with another guy in a killshot position is great.

Edited by Troggy73
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Thanks! Glad you're enjoying it.

 

Y'know one thing I liked about the OG was that stunned aliens could get back up again. I'd always have to detail a couple of alien wranglers, both with stun rods, to put the baddie back down every so often, while the rest of the team had to continue the mission.

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Thanks! Glad you're enjoying it.

 

Y'know one thing I liked about the OG was that stunned aliens could get back up again. I'd always have to detail a couple of alien wranglers, both with stun rods, to put the baddie back down every so often, while the rest of the team had to continue the mission.

 

That happened in the old game to an unfortunate trooper of mine that I decided just had to stuff the first downed Chrysallid ever into his backpack... imagine what happened when Mr. Chrysallid regained consciousness... Hint: the troopers day really, really sucked. :laugh: But I learned another valuable lesson that day, paid with yet another of my soldiers lifeblood: Never ever stuff Chrysallids into something that your men have to carry... not ever. :laugh:

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I just took a quick look at what happens when an alien is stunned.

As far as I can tell this is what happens:

m_bStunned = true;
HP = 1;
m_bCriticallyWounded = true;
m_bStabilized = true;
And some extra stuff for outsiders, which are probably best left alone when stunned.
So in theory I don't think it should impossible to add a 1/20 chance every turn for each non-outsider alien to be revived in pretty much the same way that I assume XCom soldiers are revived.
But nah, I'm probably too lazy to attempt it any time soon :smile:
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I have manufactured the med kit but my medics cannot use it. Only one of my troopers can select it in the load out screen. Is there a limitation on using the med kits?

 

Not 100% sure if this would be the source of your issue, but First Aid Kits and Medikits are mutually exclusive. If a soldier has a First Aid Kit equipped then that soldier cannot equip a Medikit. Unequipping the First Aid Kit will allow equipping of a Medikit.

 

This is less than ideal but was pretty much the only way to get the First Aid Kit working. I haven't figured out a way to actually make perks trigger abilities (as in actively used ability icons). So both First Aid Kits and Medikits function pretty similarly, and trigger the same ability. The amount of healing/immunity to poison is determined by which item the soldier has. The logic if a soldier had both was impossible to resolve.

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