I think this also affects how long your Interceptors stays in Repair State, should you increase their HP. Mine is sitting on 15 days. I do NOT recall this being the case before this Mod.
When ever I try and change the damage and stuff, it doesn't apply. I've tested it in my game on a save I have right before a ufo shows up but it doesn't do anything, it still takes the same amount of damage. Can someone help me? Also how do I know I'm installing it right?
It might be that you need to adjust certain values before you create your aircraft. For instance, if you modify Mec stats, it won't change existing Mec's.
Did you try testing it on newly constructed aircraft ?
I'd like to know if the changes to UFO stats only apply to newly built units or will it augment stats for existing craft ?
I made a change to Armored fighters bonus HP and base HP of Firestorm, but I don't think it has applied.
Edit: After more frustration with late-game Air combat I tried configuring the mod again, this time doing some rather radical changes and it appears to have worked!
No more save-scumming 50 times a month because UFO's two-shot your fully upgraded Fusion lance wielding Firestorms.
1. Right now interceptors get +3% to hit and +1% damage per kill. Where do I change that? 2. Where do I change the cost and effect of air modules that grants 100% hit or evade for next 2 attacks? 3. Where do I change the damage and properties of the wingtip sparrowhawks missile? 4. Where do I change the interceptor maintenance cost?
I have LW b15f3. I downloaded the text file, I downloaded and extracted PatcherGUI (version 7.3). I modded the early part of the file (this is my last try here): // ALIEN SCALING: ALIAS= bMAX_ALIEN_SCALING: <%b 25> // 32 * 30 = 960 research ALIAS= bALIEN_HP_SCALE_FACTOR: <%b 50> // gets multiplied by the current alien research (research / 30) and added to ufo health ALIAS= bALIEN_DAMAGE_SCALE_FACTOR: <%b 5> // multiplied by current alien research (research / 30) and added to alien weapons' damage ALIAS= bALIEN_AIM_SCALE_FACTOR: <%b 2> // multiplied by current alien research (research / 30) and added to alien weapons' aim
Reducing how much the UFOs get buffed by their tech increases (50 hp, and 5 damage) and only allowing 25 updates (no idea if the last makes any difference).
I open PatcherGUI, I bring the file in and hit Apply and "Error patching UPK!" It then lists the paths which look to be right.
Does this mod prevent the ridiculous power growth of enemy UFOs too? The wiki states that alien craft gains about 75HP and 2 aim every 30 research they acquire, and it never caps, making really late game literally nightmare. So modding the aerial stats is one thing, but preventing the constant unfair gear up that you cannot counteract, would be my most pressing issue.
That would be good news. I could not find such an option so far however. I have pretty much modded the defaultgamecore.ini to total conversion (no stat growth for aliens and most game variables rolled back to vanilla), but must have overlooked what controls this.(cannot be obvious, because I did searches for "gain", "ufo", "aim" and such in the ini, before starting to seek out uploaded mods) What I did so far to compensate is slow down the alien tech progression to only 1%, but that also eliminates the nice new leader mechanic for the most part, which I would rather like to keep.
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Playing Long War.
Did you try testing it on newly constructed aircraft ?
I gave the firestorm more hp, but I'd like to reduce the cash bounties to balance this out if possible.
But how this settings are related to DGC.ini ones if they are different?
I'd like to know if the changes to UFO stats only apply to newly built units or will it augment stats for existing craft ?
I made a change to Armored fighters bonus HP and base HP of Firestorm, but I don't think it has applied.
Edit: After more frustration with late-game Air combat I tried configuring the mod again, this time doing some rather radical changes and it appears to have worked!
No more save-scumming 50 times a month because UFO's two-shot your fully upgraded Fusion lance wielding Firestorms.
Awesome job thank you for this!
1. Right now interceptors get +3% to hit and +1% damage per kill. Where do I change that?
2. Where do I change the cost and effect of air modules that grants 100% hit or evade for next 2 attacks?
3. Where do I change the damage and properties of the wingtip sparrowhawks missile?
4. Where do I change the interceptor maintenance cost?
Thanks.
I have LW b15f3. I downloaded the text file, I downloaded and extracted PatcherGUI (version 7.3). I modded the early part of the file (this is my last try here):
// ALIEN SCALING:
ALIAS= bMAX_ALIEN_SCALING: <%b 25> // 32 * 30 = 960 research
ALIAS= bALIEN_HP_SCALE_FACTOR: <%b 50> // gets multiplied by the current alien research (research / 30) and added to ufo health
ALIAS= bALIEN_DAMAGE_SCALE_FACTOR: <%b 5> // multiplied by current alien research (research / 30) and added to alien weapons' damage
ALIAS= bALIEN_AIM_SCALE_FACTOR: <%b 2> // multiplied by current alien research (research / 30) and added to alien weapons' aim
Reducing how much the UFOs get buffed by their tech increases (50 hp, and 5 damage) and only allowing 25 updates (no idea if the last makes any difference).
I open PatcherGUI, I bring the file in and hit Apply and "Error patching UPK!"
It then lists the paths which look to be right.
Any ideas?
What I did so far to compensate is slow down the alien tech progression to only 1%, but that also eliminates the nice new leader mechanic for the most part, which I would rather like to keep.