johnnylump Posted March 15, 2013 Author Share Posted March 15, 2013 Updated Long War to version 1.07 to make it compatible with March 15, 2013, patch. It contains all the above 1.06 stuff, plus the following changes: 1.07 - Explosives damage randomized like other weapon damage. This should also function with damage roulette. - Abduction missions should no longer overlap on dates. - Arc Thrower success chance seriously nerfed. It's a little more than half of vanilla. Returned Arc Thrower to 2 charges. - You can now build the Foundry at game start. However, only the basic SHIV tech is available for development - Increased SHIV hit points to 12 (from 10), reduced mobility to 12 (from 14), reduced minigun damage to 4 (from 6), increased cost of all SHIVs and made build times two weeks. - Gave in and made soldiers $20 each to keep you from throwing cheap rookies into the slaughterhouse. - Boost interceptor consumable requires sectoid autopsy and 10 engineers, instead of cyberdisk. - Auto-hit interceptor consumable requires floater autopsy and 15 engineers, instead of sectoid. - Dodge interceptor consumable requires cyberdisk autopsy and 20 engineers, instead of floater. - Reduced time in which a hunter will appear after a UFO is not shot down to 7 days (from 10, vanilla is 5). Link to comment Share on other sites More sharing options...
Amineri Posted March 15, 2013 Share Posted March 15, 2013 I really, really like the re-ordering of the interception boosts! :thumbsup: Link to comment Share on other sites More sharing options...
Amineri Posted March 17, 2013 Share Posted March 17, 2013 Couple of thoughts regarding the $20 soldiers- On the NCE option -- in XGFacility_Barracks >> RandomizeStats is where the step between amount is set. For aim it is iMultiple = 5, mobility 1, Will 2. You could reduce the multiple and the starting range. If most of the randomized stat increases came from level-ups (Hidden Potential), it would be much harder to abuse the old $5 soldiers by hiring waves and rookies and dismissing them. Also if you made the average random stat slightly lower than the default stats. Another alternative would be to implement a soft form of the Second Wave option Total Loss. Soldiers that are KIA have a random chance to lose each individual item that they were carrying. It does kind of make sense, given that plasma bolts routinely destroy walls and concrete barriers, that the armor, gun, medikit, scope, etc. that soldier was carrying -might- not come back unscathed. Link to comment Share on other sites More sharing options...
johnnylump Posted May 10, 2013 Author Share Posted May 10, 2013 Hey Long Warriors, Long War version 1.08 is posted. Changes from 1.07 include: Major Changes:- Aliens now conduct research! Both alien soldiers and UFOs will grow tougher over time, gaining hit points, accuracy and other abilities. Some aliens will begin to regenerate damage. The X-Com player can slow the alien advance by orbiting satellites and shooting down UFOs. Some aliens and UFOs will be a little easier at first but quickly grow tougher. Adjusted encounter tables to create a wider variety of alien forces in the middle and late game, now that upgraded aliens are more viable against advanced X-Com troopers.- Robotic aliens and SHIVS now have a perk that reduces the damage they take from each hit. Robotic aliens will be a little easier to hit but harder to damage.- Major overhaul to SHIVs to make them a much more important component of X-Com's efforts. Basic SHIVs are now buildable at start. Advanced SHIV weapons and decks are built separately and put together in the equip items screen in the barracks. Adjusted SHIV and SHIV weapon capabilities. SHIVs are significantly more powerful and resistant to alien damage, but they are more expensive as well. Activated the SHIV Sentry Gun technology and made SHIV repair times more linearly related to the damage they have taken. Alloy SHIVs require Titan Armor technology; Hover SHIVs require Archangel. All SHIV weapons have an "armor piercing" capability in which they do extra damage to alien robotic creatures.- All council countries now provide marginal monthly income (in lieu of base income that was tied to nowhere), while countries with satellites provide the full amount. Losing any country will now hurt your income.- You may now have up to six interceptors per continent.- Game Startup now skips splash screens and videos.- Tactical game minimum and maximum camera zoom expanded. In addition, rotation increment changed to 45 degrees instead of 90.- Embiggened the space covered by satellites over several countries to make interceptions a little more consistent. You'll see interceptors range further over Europe, Africa and the Pacific in particular. This may mean more downed UFOs over oceanic and arctic areas, but your chance of shooting one down will be much less limited by small countries.- If an interceptor is shot down, its weapon is lost to X-Com.- The equipment of soldiers left behind (alive or dead) on tactical mission failures or retreats will be lost.- AI edits in attempt to halt "freezing alien" bug. Flanked / overwatched / suppressed aliens should no longer skip their turns, but instead try something.Additional Changes:- Using Squad Sight to target aliens beyond a sniper's visual range now causes a to-hit penalty that can be mitigated by having multiple X-Com troopers able to see the target. Squadsight no longer functions when the sniper is on overwatch.- Improved Phoenix Cannon range.- "Small Scouts" are now called "Scouts." "Large Scouts" are now "Destroyers." "Supply Barges" are now "Supply Cruisers."- Altered satellite hunter UFO chances to down one of your birds.- Sectoid Commanders now have Outsiders as escorts.- Foundry no longer buildable at start.- 10 scientists at start; research times increased to compensate- Starting and monthly cash adjustments. Cash should be a little easier to earn now.- Soldiers back to original $15- Funding council missions will now usually take place every month.- Added support for Slingshot missions (by reducing rewards and extending time before Mission #2 is available.)- Less variance in soldier heal time- Africa games now start in Egypt.- Interceptor experience now provides greater to-hit bonus per kill, but is capped at a slightly lower maximum bonus.- Some restructuring to monthly mission setup and frequency. There will be fewer missions per month early on. Late game you may see two terror missions in a month. Link to comment Share on other sites More sharing options...
seraglio73 Posted July 3, 2013 Share Posted July 3, 2013 what do you have to do to get foundry? Link to comment Share on other sites More sharing options...
johnnylump Posted July 3, 2013 Author Share Posted July 3, 2013 Experimental Warfare technology makes the foundry available for building. Link to comment Share on other sites More sharing options...
Amonchakad Posted July 27, 2013 Share Posted July 27, 2013 Here's the save file with the repeatable crash: all you have to do is fire at the floater with the soldier "Ananda Mistry", and the game will crash (at least, it always does for me).The version is Long War 1.91, installed in english with the slingshot DLC. http://www.filedropper.com/save1 Link to comment Share on other sites More sharing options...
morgante Posted July 31, 2013 Share Posted July 31, 2013 (edited) Hi Johnny and Amineri, here's the save file you asked me to post on this thread. Like Amonchakad, the version is Long War 1.91, English, Slingshot DLC. Also, I was using Toolboks for Arc Throwers as pistols and used it to modify the DefaultGameCore.ini to grow a super soldier a.s.a.p. to unlock the "Lone Wolf" achievement on Steam. (I modded starting stats for soldiers, maybe I made some of them too high?) The game always crashes CTD's when you try to select Mindfray in the training screen of the Barracks. http://www.filedropper.com/save20 Cheers Edited July 31, 2013 by morgante Link to comment Share on other sites More sharing options...
johnnylump Posted July 31, 2013 Author Share Posted July 31, 2013 @ Morgante. Got it, found error, tested fix successfully, will be fixed in 1.92. Link to comment Share on other sites More sharing options...
Rellin Posted August 3, 2013 Share Posted August 3, 2013 Experimental Warfare technology makes the foundry available for building. Where can I find a list of what research unlocks what for this mod? Link to comment Share on other sites More sharing options...
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