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This page was last updated on 04 October 2015, 10:03AM
- Changelogs
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Version b1b
- Included the wrong stat randomizer in the original mod, resulting in all soldiers having 11 move and very low will. Built a new randomizer that allows for bonus points to be added for character creation in the DGC.ini (HIGH_MOBILITY). By default bonus points are set to zero. Bonus points do not apply for Strict Screening games.
Fixed an entry in the DGC.ini that allowed SHIVs to equip Arc Throwers and Medikits. This was left over from a failed attempt to give SHIVs even more options.
I'm sure there are dozens more bugs to find, not to mention balancing. I currently have a campaign going on Classic to get a feel for where things are, but feedback is appreciated.
- Included the wrong stat randomizer in the original mod, resulting in all soldiers having 11 move and very low will. Built a new randomizer that allows for bonus points to be added for character creation in the DGC.ini (HIGH_MOBILITY). By default bonus points are set to zero. Bonus points do not apply for Strict Screening games.
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Version B1f
- Tweaks to Tactical Game:
Adjusted perk trees for several classes, primarily rocketeers.
New perk tree text file included!
Shock and Awe now gives 2 additional rockets
Shredder Ammo now gives 2 shredder rockets.
Shredder Ammo now gives a free AP grenade to Engineers (which will have the Shredder ability)
SHIV HP decreased by 2, SHIV Suppression project increases SHIV HP by 2 back to previous.
Fixed Sectoid very low will.
Tweaks to strategic game:
You now start with only 3 interceptors, down from 4
Abductions are on a 4 hour timer and the Skyranger moves 25% slower.
Super Skyranger project increases Skyranger speed (12.5% faster than old Skyranger, 50% faster than new Skyranger)
Fixed gatling lasers given at the wrong tech
Fixed Cybernetics not being in the right place on the tech tree
Rank requirements for OTS slightly increased
Recruits slightly more expensive ($20->$25)
Wrecks are slightly less valuable
Japan 'Ghost in the Machine' bonus bumped to 4 additional SHIVs (6 total; everyone starts with 2)
- Tweaks to Tactical Game:
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Version B1e
- Tracked down a bug in the strategic AI. Some function in Long War that I couldn't track down was changing a value in unexpected ways so I ended up rewriting a large chunk of the strategic AI.
The high risk, high reward landed large in March is back (and every month thereafter has a good chance of at least one landed large UFO)
Alien aggro decays slower at lower tiers, meaning you have to almost actively ignore the aliens for them to go back to stealing a country every month.
There is just enough time to squeeze in two abduction missions if one of them is fairly close. You can get rewards for both missions, but you get a little aggro from every successful mission. Considering creating a Foundry project to speed up the Skyranger.
Fixed the medic tree; had field surgeon instead of paramedic at CPL.
Repairing SHIVs takes a little bit longer and costs a little bit more (50% of building a new one). They're still incredibly useful little meatshields. Might add a little Meld to the rebuild cost in the future. Considering lowering the basic SHIV's DR.
Halved the number of Council requests you should get in a month. Abduction rewards are intended to be the primary source of income and staff.
In all, this was a big update. Strategic AI changes should become active at the start of the next month, although you'll likely be back at Month 1 behavior.
- Tracked down a bug in the strategic AI. Some function in Long War that I couldn't track down was changing a value in unexpected ways so I ended up rewriting a large chunk of the strategic AI.
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Version B1d
- Caught two typos in the DGC.ini file that left Snipers and Assaults with only partial perk trees. You don't need to reinstall the entire mod for this one, just replace the DGC.ini.
Small bug fixes will probably be coming fast and furious as my own quality assurance playthrough progresses. I've played the first month close to 20 times now and still keep catching things.
- Caught two typos in the DGC.ini file that left Snipers and Assaults with only partial perk trees. You don't need to reinstall the entire mod for this one, just replace the DGC.ini.
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Version B1c
- New, less dumb version naming!
Updated the strategic AI to send UFO research/harvest missions to a country you control only about half of the time, instead of every single mission (still a 15% chance to see all three of the first month research missions, and a 10% chance to see none).
Tweaked the air war to make scouts slightly more annoying. They now escape slightly faster and do slightly more damage. It may take two interceptors to bring one down, especially after the first month.
- New, less dumb version naming!
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February 2024
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21 Feb 2024, 11:33AM | Action by: Waela
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'Medium War - A Long War Mod'
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09 Feb 2024, 9:35PM | Action by: MunchyChewys
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'Medium War - A Long War Mod'
September 2023
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29 Sep 2023, 9:16PM | Action by: GrayFox1799
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20 Sep 2023, 6:27PM | Action by: toeeggs
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December 2021
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13 Dec 2021, 7:01PM | Action by: fredolino123
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August 2021
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06 Aug 2021, 7:00PM | Action by: TulyTruk
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April 2021
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09 Apr 2021, 5:01PM | Action by: Wyllow
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Medium War - A Long War Mod
March 2021
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26 Mar 2021, 4:53PM | Action by: zivabeagle
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October 2020
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09 Oct 2020, 9:08PM | Action by: Gasdjoos
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September 2020
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25 Sep 2020, 9:25PM | Action by: eibger
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August 2020
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31 Aug 2020, 7:52PM | Action by: pietro95
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Medium War - A Long War Mod
April 2020
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10 Apr 2020, 7:37AM | Action by: BATZ1068
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Medium War - A Long War Mod
January 2020
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20 Jan 2020, 4:13PM | Action by: thatdude23
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Medium War - A Long War Mod
July 2019
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28 Jul 2019, 11:15AM | Action by: HenryDustron
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Medium War - A Long War Mod
October 2017
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26 Oct 2017, 1:37PM | Action by: picus666
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Medium War - A Long War Mod
October 2016
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11 Oct 2016, 7:53PM | Action by: CandyRay
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May 2016
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25 May 2016, 8:17PM | Action by: voxi
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Medium War - A Long War Mod
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01 May 2016, 3:40PM | Action by: moonwind69
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Medium War - A Long War Mod
April 2016
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03 Apr 2016, 5:38PM | Action by: fox144
Endorsed
Medium War - A Long War Mod
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