<This is by no means an "easy" or "casual" mode mod>
are you kidding me? I have heavily "adjusted" the mentioned settings, even going so far as giving my soldiers double the amounts of health, more move points etc. and still get my ass handed over to me. From what I see in your settings, you have just brought the game down a notch from !"%&§$&"§stupendous§$"§$idiotic"§$&"beeeeeeeep"§$§$%myholypassage Difficulty to Uberextremelyhard.
Long War in Impossible setting Non-Stop (which translated to long war is the "direct to the graveyard" setting) is what is waiting in Hell for gamers.
Honestly, I think many many many players are just boasting and are too afraid to admit that this thing is just too damn hard to enjoy and I am also sure that quite a lot adjust the settings but would never admit.
I have no such problems, I glady admit that I am a casual supersuck gamer...I enjoy Long War mainly because of the additions to the game not because of the ridiculous difficulty.
The audacity to call the starting difficulty "Normal"....tsts
(oh, just on a side note, yes the game is great and long war is also great but I think they are waaaay overboard with the normal difficulty setting. I understand if "classic" and "impossible" are extreme, they should be but "Normal" should be kept at some manageable levels.)
So I just had a bug that cause my interceptor to glitch out and sit on HQ and not chase the UFO. It just sat there as time passed and completely borked my save. Granted, It was a new playthrough so I only lost like 30 minutes. But I did a quick search and it popped up that using an old .ini file can cause this. Your mod was the only one I installed over Long War, and I'm using the newest version of LW, which is 1.0, so I don't know what to do at this point. Anyone ever complain about this glitch? I tried checking both .inis for the interceptor tables, but they seem to be about the same in terms of values... Nothing seemed off to me.
I just realized that the .ini in this mod are listed as being for 15F at the latest, but the mod pack says 1.0. I just read on Reddit that they changed the UFO tables to be in the DGC instead of the UPK, and the ones they need aren't in the 15f .inis. So I guess this mod needs to be updated? I'll go ahead and post both links so you can see what I'm talking about.
Any chance you could post the lines I would need to change to update it? I'm sure you have em saved somewhere. I tried to go into the configs by myself, and I was able to enact about half the changes (the ones that needed a single line to change, but the broader ones I had no idea where to look.)
These where the ones I wasn't able to change myself.
Fatigue time reduced by 20% Items will no longer require repair via repair bay. Repair bay still required to augment soldiers Chance the aliens will hit the highest-panicked adjacent country on several mission types reduced from 75 to 40. This will spread the panic around. Time/Alloys/Elerium/Meld requirements for building items (including MECs) reduced by 20% Mobility penalty removed for small items: ammo types, scopes, targeting module, plasma stellerator Drums mags mobility penalty reduced from 2 to 1 Facility building costs and times reduced by 20% MEC armour cash costs reduced by 30%
The rest were fairly easy to find, but these are giving me trouble... If it isn't too much trouble, an update would be the better option, but if you don't feel like doing that, I can update my .ini myself, I just need to know what lines to change for the options I listed. I just hope to get it set up soon... I'm dying to start my playthrough.
I really like the fatigue and repair changes of this mod, but I find the economic changes (apart from Meld) a bit too much. Can someone suggest me a way to reverse those to vanilla Long War?
Hey, now that LWBeta15e is released, using this mod as is will not include the Motion Scanner item. To fix this, go to DefaultGameCore and Ctrl+F for the Flak Ammo info. Then, paste this after the item info for flak:
Hey, now that LWBeta15e is released, using this mod as is will not include the Motion Scanner item. To fix this, go to DefaultGameCore and Ctrl+F for the Flak Ammo info. Then, paste this after the item info for flak:
; Motion Tracker ItemBalance_Normal=(eItem=222,iCash=20, iElerium=0, iAlloys=0, iTime=5,iEng=10); Motion Tracker, charges hardcoded to item number BalanceMods_Classic=(eType=222,iDamage=0,iCritHit=0,iAim=0,iDefense=0, iHP=0,iMobility=-1,iWill=20);
15 comments
~/Library/Application Support/Feral Interactive/XCOM Enemy Unknown/XEW/MacInit/XComGameCore.ini
Of course, make a copy of the original first.
One thing though, could you a version compatible with the new training mode defaulgamecore.ini?
Thanks!
Let me know if you find any problems
Thank you
are you kidding me? I have heavily "adjusted" the mentioned settings, even going so far as giving my soldiers double the amounts of health, more move points etc. and still get my ass handed over to me. From what I see in your settings, you have just brought the game down a notch from !"%&§$&"§stupendous§$"§$idiotic"§$&"beeeeeeeep"§$§$%myholypassage Difficulty to Uberextremelyhard.
Long War in Impossible setting Non-Stop (which translated to long war is the "direct to the graveyard" setting) is what is waiting in Hell for gamers.
Honestly, I think many many many players are just boasting and are too afraid to admit that this thing is just too damn hard to enjoy and I am also sure that quite a lot adjust the settings but would never admit.
I have no such problems, I glady admit that I am a casual supersuck gamer...I enjoy Long War mainly because of the additions to the game not because of the ridiculous difficulty.
The audacity to call the starting difficulty "Normal"....tsts
(oh, just on a side note, yes the game is great and long war is also great but I think they are waaaay overboard with the normal difficulty setting. I understand if "classic" and "impossible" are extreme, they should be but "Normal" should be kept at some manageable levels.)
https://www.reddit.com/r/Xcom/comments/3yfnaj/when_long_war_bugs_out/
https://www.reddit.com/r/Xcom/comments/3yruyg/lw_frozen_interceptor_bug_after_updating_to_long/
The bottom one lead me to the top one. And they both corroborate each other. They seem to be recent posts.
These where the ones I wasn't able to change myself.
Fatigue time reduced by 20%
Items will no longer require repair via repair bay. Repair bay still required to augment soldiers
Chance the aliens will hit the highest-panicked adjacent country on several mission types reduced from 75 to 40. This will spread the panic around.
Time/Alloys/Elerium/Meld requirements for building items (including MECs) reduced by 20%
Mobility penalty removed for small items: ammo types, scopes, targeting module, plasma stellerator
Drums mags mobility penalty reduced from 2 to 1
Facility building costs and times reduced by 20%
MEC armour cash costs reduced by 30%
The rest were fairly easy to find, but these are giving me trouble... If it isn't too much trouble, an update would be the better option, but if you don't feel like doing that, I can update my .ini myself, I just need to know what lines to change for the options I listed. I just hope to get it set up soon... I'm dying to start my playthrough.
The latest version has a replacement file for 15e final - you don't need to change anything.
; Motion Tracker
ItemBalance_Normal=(eItem=222,iCash=20, iElerium=0, iAlloys=0, iTime=5,iEng=10); Motion Tracker, charges hardcoded to item number
BalanceMods_Classic=(eType=222,iDamage=0,iCritHit=0,iAim=0,iDefense=0, iHP=0,iMobility=-1,iWill=20);
And the Motion Tracker item will be available.