johnnylump Posted January 29, 2013 Author Share Posted January 29, 2013 (edited) Thanks for making this mod. I am *tremendously* enjoying the game again. I noticed a peculiar aberration. When I first completed Sectoid Autopsy, I was permitted to construct Uplink Targetting (Aim) modules for $20 each (I had 10 engineers at the time). After completing a workshop (taking me to 15 engineers) the cost was then listed as $25. My expectation was that the price would go down. I'm not certain, admittedly, whether this is a native bug to XCOM:EU or something introduced in your mod. Just figured I'd bring it to your attention. Glad you're enjoying it! That's a weird one. I have messed with engineer effectiveness, and if you only have a few, prices of a thing should be higher than their "base" cost. But it shouldn't go up as you add engineers and a workshop! I'll look closely at the formula and see if it's anything I do. Thanks for the outpoint. Edit: Found it: The engineer effectiveness bonus/penalty wasn't calculated if you had exactly the number of engineers to build the item. Fixed -- thanks! Edited January 31, 2013 by johnnylump Link to comment Share on other sites More sharing options...
johnnylump Posted February 1, 2013 Author Share Posted February 1, 2013 Version 1.04 is up. This is largely a balancing update based on feedback from players. Enjoy! Link to comment Share on other sites More sharing options...
drake8888 Posted February 15, 2013 Share Posted February 15, 2013 I wanted to follow up on some of my thoughts on the Longwar mod. First off, having a great time, this reminds me more of the original....it is a long slog against a determined enemy. I will note that I have modded the LongWar a little bit (added the AIM function to all rifles, increased grenade damage, and made Light plasma fit in the pistol slot) Just to give everyone an update, I am in September and I have about 20 soldiers in my squad. Over the past 6 months, I have lost about 15 to KIA. I have only 3 COL and 2 Majors and all of my COL have been on about 30 missions and have over 70 kills each. Majors have been on 20-25 missions have have around 55 kills. Each month I have to send out the team to at least 10 missions, so there is something every 2-3 days that you have to reply to. Soldiers who get wounded are out for 14-30 days so you need a large squad to keep 6-10 soldiers ready for the next encounter. 6 months in and I only have 1 set of Titan armor, and 5 sets of Carapace and 1 set of skeleton armor. I have no Alien alloys to make more. Which is some ways is very fun that I have to be very careful in what I buy. The hardest thing is keeping at least 1 intercepter available to shoot down the alien craft. In some cases I have had all four slots being repaired and it was better to release the longest one out to buy a new intercepter for the next encounter in just a few days. Overall, this is a blast. Really a long conflict. The only thing that I think would need tweaking is the Country panic levels. They are all at 1 since I can respond to every encounter, they never get past 2 at the most. This is obviously the function of the 3 attacks at once in the un-modded game. So that the player can only select 1 attack and the other 2 countries have their Panic go up because of the no-response. Thanks for your efforts on this Johnnylump... great job!!!! Link to comment Share on other sites More sharing options...
johnnylump Posted February 15, 2013 Author Share Posted February 15, 2013 Thanks, Drake! What version are you playing? I've put up a beta of 1.05 that starts you out with a lot more panic. You'll still drive it down over the course of the game, but it's more of a threat for a while. Link to comment Share on other sites More sharing options...
drake8888 Posted February 15, 2013 Share Posted February 15, 2013 I will have to give the 1.05 version a try. I am using the 1.03 version (I believe). Link to comment Share on other sites More sharing options...
johnnylump Posted February 15, 2013 Author Share Posted February 15, 2013 You could probably keep your game going, although your finances may change a bit. I had some feedback there wasn't enough incentive to launch satellites, so I'm trying put a little more pressure there. (May have made money a little too easy, so I'm waiting to hear back on that) Link to comment Share on other sites More sharing options...
johnnylump Posted February 17, 2013 Author Share Posted February 17, 2013 (edited) Version 1.05 (final) is up! Perhaps the most novel new feature is that your interceptors now improve with experience. Edited February 17, 2013 by johnnylump Link to comment Share on other sites More sharing options...
Vinterdimma Posted February 18, 2013 Share Posted February 18, 2013 Version 1.05 (final) is up! Perhaps the most novel new feature is that your interceptors now improve with experience. Does it show in game which Interceptor has any kills? Link to comment Share on other sites More sharing options...
johnnylump Posted February 18, 2013 Author Share Posted February 18, 2013 (edited) In the hangar, where you change out the weapons on an individual plane. Sorry it's beyond my powers to also put it in the launch interface. Edited February 18, 2013 by johnnylump Link to comment Share on other sites More sharing options...
drake8888 Posted February 18, 2013 Share Posted February 18, 2013 Nice!! I like the idea that the pilots would get experience. It was one of the thoughts that I really liked before the game came out, the thought that we could have pilots as part of our squad and they gained experience as they shot down UFO's. So other than giving the pilot a name, it looks like you have accomplished it... nice job! Link to comment Share on other sites More sharing options...
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