Is there any way to make this compatible with long war mod manager? My LW is already heavily modded but this one seems like a must have.
EDIT: nvm I c+ped everything from below [XComGame.XGTacticalGameCore] until right before ; XCOM HQ Initial Power Supply. Seems to have worked. Thanks again for a great submod!
Ah... never mind, you changed the timing of when they get upgrades, not actually halving the upgrade damage amount. Seems like you rounded down for some of them.
I don't think its lines between 191 and 832, I checked and they are completly the same and doesnt make any sense that this lines would change their research.
The purpose of those lines can be seen in the comments and they are controlling the upgrades the aliens get with research so I didn't change the rate of alien research , I just turned of damage progression. That means that normal enemies have the same damage over the course of the campaign , and they still get aim , will , hitpoints , defense like it was inteded in long war . Leaders get perks and all the stuff that normal enemies get , plus half the damage progression to simulate probably elite weapon mods or whatever that aliens would give to their elite soldiers .
For example (lines 192 to 206) : exalt soldier gets damage upgrade 2 times , at research 210 and 450 by same logic ,elite soldier gets 5 damage upgrades etc.
I'm a noober at this kinda stuff, but i can move stuff around , was just wondering if the core.ini file needs to be removed from the folder and then just dropping your file in it's place and if dynamic war is the only option that can be chosen when starting a new campagain
Answer to the first question is yes , you replace old ini file . All the second wave options are available and should work , I recommend red fog very much
Any chance you'd be willing to list which lines you changed? I want to be able to use this mod with another mod that uses the same file, and it'd be easier to add this mods lines to the other mod. I'm planning a new playthrough and I want to get it set up so I don't have to redo it half-way through because I didn't configure my game with the right mods.
In LW there is natural progression of aliens tied to number of game days plus some other factors that is meant to keep them competitive when you upgrade your squad to "super soldiers" called alien research .
- Alien and exalt progression was modified to not give them additional damage on weapons - perks still provide damage bonus when appropriate - bosses in long war still get half the progression in default file , but there is version that erases damage progresion on whole
yeah a lot of the mods that are ment for long war are using the same files with text editing you could try to do it yourself , my tweaks are between lines 191 and 832 and you could copy them from bobantiabuser and put them in easy long war or some other mod . Bear in mind that my tweaks only kick in around september , when regular floaters that do 8-12 damage show up . Until then , difficulty of long war is the same which means pretty hard compared to vanilla
Updated for 1.0 . I have also determined that the best version for my pleasure is half damage progression for leaders and no damage progression for critters. There are easier and harder versions included on the page also . Please let me know if you like the balance , and which version is most appealing to you
Also , the one more thing that convinced me that damage tweaks are nearly necessary is that there are no youtube lets players that play beta15 that are past alloy weapons and aegis armor .
Only one that is still playing is ursinus1 , check out his videos ! He is playing like a master , the only problem is that missions with defensive positioning playstyle take 45 minutes to 1,5 hours !
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EDIT: nvm I c+ped everything from below [XComGame.XGTacticalGameCore] until right before ; XCOM HQ Initial Power Supply. Seems to have worked. Thanks again for a great submod!
changed the lines 192 - 838 in my already modded ini
ty sir
The purpose of those lines can be seen in the comments and they are controlling the upgrades the aliens get with research so I didn't change the rate of alien research , I just turned of damage progression.
That means that normal enemies have the same damage over the course of the campaign , and they still get aim , will , hitpoints , defense like it was inteded in long war .
Leaders get perks and all the stuff that normal enemies get , plus half the damage progression to simulate probably elite weapon mods or whatever that aliens would give to their elite soldiers .
For example (lines 192 to 206) : exalt soldier gets damage upgrade 2 times , at research 210 and 450
by same logic ,elite soldier gets 5 damage upgrades etc.
Answer to the first question is yes , you replace old ini file .
All the second wave options are available and should work , I recommend red fog very much
tweaks are between lines 191 and 832 and you could copy them from bobantiabuser and put them in easy long war or some other mod
In LW there is natural progression of aliens tied to number of game days plus some other factors that is meant to keep them competitive when you upgrade your squad to "super soldiers" called alien research .
- Alien and exalt progression was modified to not give them additional damage on weapons
- perks still provide damage bonus when appropriate
- bosses in long war still get half the progression in default file , but there is version that erases damage progresion on whole
Also , the one more thing that convinced me that damage tweaks are nearly necessary is that there are no youtube lets players that play beta15 that are past alloy weapons and aegis armor .
Only one that is still playing is ursinus1 , check out his videos ! He is playing like a master , the only problem is that missions with defensive positioning playstyle take 45 minutes to 1,5 hours !
I would assume so, since I doubt the file structure was changed in any major way, but felt I should ask.