SOGASAKOO Posted March 30, 2014 Share Posted March 30, 2014 Sorry, we haven't posted the instructions, and the readme is accessible only once you install. To install:If you are upgrading from Beta 3 or earlier, you should verify back to an up-to-date vanilla install.1. Make sure you have the latest .net framework and Java installed.2. Run the installer.3. When you select your path to install the mod, you should receive a warning that the directory already exists. If you didn't, have you may have missed a step.4. Start the game once. You may receive a CTD error; this appears to be some aspect of the mod completing installation. Start it again, and it should run. Installation notes:1. This mod will overwrite several game files and likely render multiplayer unplayable until you uninstall.2. We don't think it will work on Macs, although you are welcome to try and give us feedback.3. The mod will not work properly on vanilla EW campaigns, so you'll need to start a new one. Campaigns are saved even if you uninstall, so you should be able to return to vanilla campaigns. Long War campaigns probably won't work well in vanilla.4. If Firaxis / 2k issues any patches to vanilla XCOM, it will overwrite and disable Long War, and almost certainly make the mod unplayable until the modders are able to update it. Unfortunately, turning off automatic updates to the game in Steam, via the game menu / Properties / Updates tab, does not prevent patches from loading. Your savegames should be preserved, though.5. If you want to use alternate game textures via Texmod, install them AFTER you fully install Long War.6. If you install this mod over an existing version of Long War EW, you won't be able to uninstall back to vanilla; to do so, you'll have to go to Steam and use the "Verify Integrity of Game Cache" option (under the Xcom game menu / Properties / Local Files tab) to restore your game to its original settings. You should also do this if something goes wrong with the uninstall.7. If this is your first time playing Long War, you should hit ALT-F10 once at the beginning of the game (once the first mission is underway) to reset your map cycler. Thank you! Link to comment Share on other sites More sharing options...
IejirIsk Posted April 21, 2014 Share Posted April 21, 2014 Sorry, we haven't posted the instructions, and the readme is accessible only once you install. To install:If you are upgrading from Beta 3 or earlier, you should verify back to an up-to-date vanilla install.1. Make sure you have the latest .net framework and Java installed.2. Run the installer.3. When you select your path to install the mod, you should receive a warning that the directory already exists. If you didn't, have you may have missed a step.4. Start the game once. You may receive a CTD error; this appears to be some aspect of the mod completing installation. Start it again, and it should run. Installation notes:1. This mod will overwrite several game files and likely render multiplayer unplayable until you uninstall.2. We don't think it will work on Macs, although you are welcome to try and give us feedback.3. The mod will not work properly on vanilla EW campaigns, so you'll need to start a new one. Campaigns are saved even if you uninstall, so you should be able to return to vanilla campaigns. Long War campaigns probably won't work well in vanilla.4. If Firaxis / 2k issues any patches to vanilla XCOM, it will overwrite and disable Long War, and almost certainly make the mod unplayable until the modders are able to update it. Unfortunately, turning off automatic updates to the game in Steam, via the game menu / Properties / Updates tab, does not prevent patches from loading. Your savegames should be preserved, though.5. If you want to use alternate game textures via Texmod, install them AFTER you fully install Long War.6. If you install this mod over an existing version of Long War EW, you won't be able to uninstall back to vanilla; to do so, you'll have to go to Steam and use the "Verify Integrity of Game Cache" option (under the Xcom game menu / Properties / Local Files tab) to restore your game to its original settings. You should also do this if something goes wrong with the uninstall.7. If this is your first time playing Long War, you should hit ALT-F10 once at the beginning of the game (once the first mission is underway) to reset your map cycler. Do I need to change hosts file, or anything else in steam? starting from a fresh install of EW. Link to comment Share on other sites More sharing options...
johnnylump Posted April 21, 2014 Author Share Posted April 21, 2014 No. Link to comment Share on other sites More sharing options...
Sheiky Posted May 5, 2014 Share Posted May 5, 2014 Hi guys, I've enjoyed the mod thus far but I'm having a bit of an issue with it. I've tried searching through known bugs, and have failed at finding an answer.The first time I played long war, the new items such as the ceramic plating, and the laser sight, could not be equipped. All the weapons could only shoot once before they had to be reloaded. I thought this was maybe normal.I started another game, and I found this was no longer the case, though I changed nothing on my own.Unfortunately now, it's reverted back to that way in a saved game I have with the mod.Clean Xcom install, and I followed all the instructions, and I reverted the patches back.Please let me know if this is the way it's suppose to be, or if the answer is somewhere already posted.Thanks Link to comment Share on other sites More sharing options...
Amineri Posted May 5, 2014 Share Posted May 5, 2014 The issues you are experiencing are almost certainly related to an issue with the configuration files being somehow altered from what they should be, or the game not correctly reading the DefaultGameCore.ini file from the loose file instead of the Resource Cache version in the executable. In the DefaultGameCore.ini file, the new Ceramic Plating, etc items should have eWP_AnyClass (which is what makes any class able to use them). Also weapon should have iSuppression= settings, such as Assault Rifle should have iSuppression=403, and LMG should have iSuppression=608, which is what sets the ammo on a weapon-by-weapon basis. If this isn't set, then the upk-code defaults the weapons to 1 shot's worth of ammo. Do you have XCOM:Complete Edition or the regular XCOM:Enemy Unknown expac? Link to comment Share on other sites More sharing options...
gyogen Posted May 5, 2014 Share Posted May 5, 2014 Hi, I was just wondering, on the engineering screen I only have a tab to build vehicles. Where are the tabs to build weapons. etc.? Link to comment Share on other sites More sharing options...
johnnylump Posted May 5, 2014 Author Share Posted May 5, 2014 @ gyogen ... have you researched any technologies that would allow you to build new weapons and armors? The tabs only appear when you do. Link to comment Share on other sites More sharing options...
gyogen Posted May 5, 2014 Share Posted May 5, 2014 Okay, thank you. BTW great mod. Link to comment Share on other sites More sharing options...
Ewokz Posted May 8, 2014 Share Posted May 8, 2014 (edited) Question, how do you level up officers? I've managed to get up to captain, but I've been unable to level up anyone further for the last few hours. Is there anyway to tell how much xp they have towards their next promotion and how what mechanic causes them to eligible for it? Similarly, how do you level psionics? I've gotten 250/250 pxp on a number of troops but I don't know how to access the tier. Edited May 8, 2014 by Ewokz Link to comment Share on other sites More sharing options...
DM_Dan Posted May 23, 2014 Share Posted May 23, 2014 Hi, I recently started playing this mod and am loving it so far; great work and thanks to all involved. I am about half way through month 2 and have caught what I think is a bug. I couldn't find any other mention of it having been flagged already, so here it is: On the large graveyard map, I had just finished cleaning up some Floaters (I used a battle scanner to locate and ambush them) when a Thin Man and a Seeker wandered into view. The Thin Man dived for cover as expected, but the Seeker tried to go Stealth Mode and vanished for a moment before reappearing, presumably because it was inside the radius of the battle scanner. The Alien turn continued for over ten minutes with the Seeker idling in position before I force quit. I have since been back and killed the Floaters without using a battle scanner, which allowed the Seeker to stealth and act normally until it hit the radius of another scanner two turns later in the battle. I noticed that while the Seeker was inside the scanner's radius, it did nothing but attempt to Stealth itself repeatedly on its turn; when it failed to stealth, it simply sat there and waited to be shot. Link to comment Share on other sites More sharing options...
Recommended Posts