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johnnylump

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Unless I am extremely unlucky, there seems to be some issue with hit chance calculation. My rocketeer on Classic difficulty suffered more than 3 misses consecutively while the chance to hit was around 90%. This is also not the first battle my rocketeer faces this issue. It typically arise after firing at least 1 rocket (as far as I can remember, it occurs after firing all rockets, but I am not too certain). Perhaps there is some mix up with rocket spread (the x.x tiles thingy) calculation? I am not certain. More testing needed. Oh, btw, seems to be a beta 13 issue.

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Hi guys, just a quick question. How did you manage to change item weight? I guess you added mobility penalty however weapons/items don't have iMobilityBonus stat in the appropriate ini file.

 

What part of the xcomgame.upk did you had to mod to do it? I would like to add movement penalty to people carring rocket launcher or to heavy class itself whichever is easier to do

 

Resolved, found another easier way to do what I wanted.

Edited by Amphibious
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Hello all,

 

Im a huge fan of the Long war Mod. Just wanted to share a recent experience.

 

 

Early evening, bout 6pm or so, i settled in for a nice long continuation of my long war campaign.

 

First thing that happens, damned exalt hit my cash reserves! Well fine lets go put them back to sleep, i see a cell and i send in my covert op.

 

I load up the mission and SWEET JESUS, they are everywhere, the map is smallish and they have a ton more hit points than i do, a few shots shows my laser weapons are not gonna get me outta this one.

 

I bail on this mission (losing 2 soldiers in the process) and get back home trying to think up how to sort out exalt.

 

I KNOW! I will just start guessing their base location and end them once and for all! US is about to quit xcom in about 2 days, might as well start there, and BINGO, the exalt HQ is in my first guess (only had about 5 countries eliminated from the list). I'm thinking, im so lucky, one more mission and no more exalt to worry about.

 

I load up the skyranger with the best of my soldiers (bring a few extra medipacks just in case) heading off to destroy exalt once and for all!

 

I get there, i can SEE exalt troops upon landing, they have even MORE HP than the ones from the mission. And there is a DAMNED muton elite standing with them. I hadn't even seen these guys in game yet. Ok, i gotta swallow my pride here, a bit of save scumming should still get me outta this mission with a win.

 

ELEVEN REAL HOURS LATER, i am at the last group of 5 exalt agents... My explosives are gone, i have one med pack left, no more scanners, 3 guys are down to a few HP. There is so much carnage on the map from dead bodies and destroyed items/building on fire, i had to lower resolution to 1280. I'm exhausted, brain is fried, i cannot even figure out how to save scum this fight to get a win.

 

But we persevere and get just enough of the right outcomes to save scum our way to a win. Please note, im not proud of the save scumming, but i am a realist, i am also a much worse than I thought i was. I simply do not see how exalts base can be taken with 8 guys given the huge tech/hp lead they have. I searched online at youtube and twitch, looking for a longwar fight in exalts base to see how others did it, but i cannot find anything.

 

I guess it was worth it in the end, i got 900+ space bucks outta the fight. And exalt is finally done, HOWEVER, now my alien missions have ramped up in difficulty greatly. I am not sure if the death of exalt triggers an increase in alien strength or if it was just coincidence. Im playing on classic level, but i do not know if i can ever play another long war run through. I cannot see myself wanting to fight through that exalt HQ mission ever again lol.

 

SO, i would be REALLY interested in hearing from those people that ran through the exalt hq base mission without save scumming. How did you do it, what was the tech levels comparatively, did you use mecs/psi troops? Was there some specialized anti exalt troops you created through particular perk choices? Please share your knowledge.

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Hello all,

 

Im a huge fan of the Long war Mod. Just wanted to share a recent experience.

 

 

Early evening, bout 6pm or so, i settled in for a nice long continuation of my long war campaign.

 

First thing that happens, damned exalt hit my cash reserves! Well fine lets go put them back to sleep, i see a cell and i send in my covert op.

 

I load up the mission and SWEET JESUS, they are everywhere, the map is smallish and they have a ton more hit points than i do, a few shots shows my laser weapons are not gonna get me outta this one.

 

I bail on this mission (losing 2 soldiers in the process) and get back home trying to think up how to sort out exalt.

 

I KNOW! I will just start guessing their base location and end them once and for all! US is about to quit xcom in about 2 days, might as well start there, and BINGO, the exalt HQ is in my first guess (only had about 5 countries eliminated from the list). I'm thinking, im so lucky, one more mission and no more exalt to worry about.

 

I load up the skyranger with the best of my soldiers (bring a few extra medipacks just in case) heading off to destroy exalt once and for all!

 

I get there, i can SEE exalt troops upon landing, they have even MORE HP than the ones from the mission. And there is a DAMNED muton elite standing with them. I hadn't even seen these guys in game yet. Ok, i gotta swallow my pride here, a bit of save scumming should still get me outta this mission with a win.

 

ELEVEN REAL HOURS LATER, i am at the last group of 5 exalt agents... My explosives are gone, i have one med pack left, no more scanners, 3 guys are down to a few HP. There is so much carnage on the map from dead bodies and destroyed items/building on fire, i had to lower resolution to 1280. I'm exhausted, brain is fried, i cannot even figure out how to save scum this fight to get a win.

 

But we persevere and get just enough of the right outcomes to save scum our way to a win. Please note, im not proud of the save scumming, but i am a realist, i am also a much worse than I thought i was. I simply do not see how exalts base can be taken with 8 guys given the huge tech/hp lead they have. I searched online at youtube and twitch, looking for a longwar fight in exalts base to see how others did it, but i cannot find anything.

 

I guess it was worth it in the end, i got 900+ space bucks outta the fight. And exalt is finally done, HOWEVER, now my alien missions have ramped up in difficulty greatly. I am not sure if the death of exalt triggers an increase in alien strength or if it was just coincidence. Im playing on classic level, but i do not know if i can ever play another long war run through. I cannot see myself wanting to fight through that exalt HQ mission ever again lol.

 

SO, i would be REALLY interested in hearing from those people that ran through the exalt hq base mission without save scumming. How did you do it, what was the tech levels comparatively, did you use mecs/psi troops? Was there some specialized anti exalt troops you created through particular perk choices? Please share your knowledge.

The reason that you can't find any videos on how to deal with exalt is because the general strategy to deal with exalt is to just ignore them XD

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Hey,

 

I've been playing Long War beta 13 for a few days and i'm getting A LOT of Transport class UFO landing missions, like 5+ a month (and it's getting kinda tedious).

 

I was wondering if there was a way to reduce the number of a specific UFO type appearance in the DefaultGameCore.ini? or at least reduce number of the transport UFO missions

 

or do i need to go play in the .upk file (if so, which one?)

 

 

 

 

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Reply to post #355 (and than my own question)

I understand the feeling, although i did read it might not be intended that you assault the transports early game?

Having said that there is the option of "Not-so-Long War" in the secondwave which you could try. I myself havn't tried it yet so not sure how finnely balanced it is compared to the standard Long War mode.

For changing the ini, not sure you could check http://forums.nexusmods.com/index.php?/topic/808409-compiled-list-of-defaultgamecoreini-settings-and-their-funtions/

or check the discussion about modding Long War. But if you only change the number of UFO's/ground missions you risk destroying the balance by reducing alien progress and your own material income and xp?

 

=============================================================================

I had a question as well. I'm at the part of foundry projects to upgrade my aircrafts. What i just noticed now is that on completion it does not give a workshop refund on the materials. Is this working as intended?

 

Wondering now what workshops do, is the following correct for Long War v13?

-Workshops only influence the Build Items section

- They influence the Price

- Upon completion they give a material refund of Elerium, Alien Alloys, Weapon Fragments. They don't refund anything else.

- The workshops discount/refund is always rounded up in your favour

 

Here is a table of refund % vs workshops (small % off because of rounding)

A + adjeceny bonus equals 0,5 workshop. This does not double dib.

0 workshops = 0%

1 workshops = 10%

1,5 workshops = 14,5%

2 workshops = 18%

2,5 Workshops = 21,5%

3 workshops = 24,5%

3,5 Workshops = 27,5%

4 workshops = 30%%

4,5 Workshops = 32%

5 workshops = 34%

5,5 Workshops = 35,5%

6 workshops = 37%

6,5 Workshops = 38,5%

7 workshops = 40%

7,5 Workshops = 41%

 

To get 7,5% workshop you have a row 2x3 row with 4x workshop+ 1x Foundry + 1x Cybernetics Lab

 

======================================================================

 

 

I noticed that the description for Adjacency Bonus if Satellite Uplink and Satellite Nexus were diffrent. This made me think that the Nexus was twice as good but they are exactly the same.

 

 

 

Edited by Talrosh
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May contain minor spoilers for the first few missions of the long war mod.

 

Tried to find the answer to my question here in this thread, does not seem to be here. If I missed it, appologies.

 

I've just started using the long war mod and am very impressed. However I'm at my first alien landing and having a lot of trouble. This is my third mission. A large alien ship lands(forget specific class), and I send in my six squad members. I failed badly my first time, no worries, tried a second time. I was doing well until I came to the 'main' part of the ship. Inside were five outsiders, one with 20 hps. As well there were 4 floaters. I begin fighting and I am able to direct the battle so i'm only engaging 2 floaters at a time(there are three enterances and the outsiders do not seem to start attacking if they can not visually see my soldiers). However the turn following my first turn in this fire fight with the two floaters, four chrysallids drop down out of the air behind my soldiers and then move in. They each have atleast 8 hitpoints. And from a flank come three sectoids. I'm basically overwhelmed. I realize the long war is supposed to be difficult, which is ok with me, but this seems too much for just the third mission. Does anyone know the battle i'm talking about? Suggestions? Should I just ignore the landing entirely?

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@ RiotBoi : This isn't quite the right place for this discussion. This thread in the Mod Talk forum is for modders that want to discuss technical aspects of Long War (some feature they want to incorporate, or modders that want to mod-mod on top of Long War). The thread for bugs/balance discussions is at : http://www.nexusmods.com/xcom/mods/88 under the 'Forums' tab.

 

However, the short answer is that the Long War missions aren't scripted, and what you came across was the aliens performing a resource gathering mission. You don't have to win the mission to win the game.

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I'm not sure if this question has been answered or not.. I tried searching but I got nothing... anyway, my question is:

 

How do I edit the list of mission names? prefix/suffix list for the randomly generated mission names. I know it's somewhere, but I haven't been able to figure out where it is, what file, etc. Can anyone shed some light on the situation? I really want to add some silly adjectives to lighten up the missions. Probably nothing too ridiculous, just some awkward adjectives/nouns... like "jiggly" or "gyrating" or something. Please let me know if anyone has found out which file they are in (and yes I'm using long war, obviously).

 

 

edit: OK so I found the file thanks to this mod: http://www.nexusmods.com/xcom/mods/481/?
it's in path... XEW>XComGame>Localization>INT and the file is called "XComStrategyGame.int" just open with notepad++ (regular notepad may work too)

The guy who made the mod said that adding any more names to the list won't be recognized, so I'm currently trying to find how I can increase that number. If anyone has any insight, again, greatly would be appreciated.

Edited by zeppelin1717
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May contain minor spoilers for the first few missions of the long war mod.

 

Tried to find the answer to my question here in this thread, does not seem to be here. If I missed it, appologies.

 

I've just started using the long war mod and am very impressed. However I'm at my first alien landing and having a lot of trouble. This is my third mission. A large alien ship lands(forget specific class), and I send in my six squad members. I failed badly my first time, no worries, tried a second time. I was doing well until I came to the 'main' part of the ship. Inside were five outsiders, one with 20 hps. As well there were 4 floaters. I begin fighting and I am able to direct the battle so i'm only engaging 2 floaters at a time(there are three enterances and the outsiders do not seem to start attacking if they can not visually see my soldiers). However the turn following my first turn in this fire fight with the two floaters, four chrysallids drop down out of the air behind my soldiers and then move in. They each have atleast 8 hitpoints. And from a flank come three sectoids. I'm basically overwhelmed. I realize the long war is supposed to be difficult, which is ok with me, but this seems too much for just the third mission. Does anyone know the battle i'm talking about? Suggestions? Should I just ignore the landing entirely?

I had the same issue when i played long war for the first time. ignore large ships! you will be sorry if you don't. I can go ahead and ruin your day by telling you it gets a hell of a lot worse than just 4 chryssalids. The last room i fought in had 0 cover and 4 outsiders, 10 hp per, and the big one had 20. with 3 hp regen per turn. don't bother with large ship landings. even mediums are hard. certainly don't try to fight the large ships either. doesn't end well. I had the exact same situation as you, but basically the moment i approached the ship i pissed off 8 chryssalids, 3 flaoters, and 2 thin men. needless to say i savescummed out of that situation only to get to the last room and see those outsiders and just load my pre-mission autosave and just skip the mission. get used to skipping large UFOs. =\

 

tl;dr ignore large ship landings at all costs! (until you can deal with all of that crap.. at least upgraded armor and laser weapons, i'd say)

Edited by zeppelin1717
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