XCOM: Enemy Unknown

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LW Rebalance General (1581 comments)

  1. Ucross
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    A general forum to discuss anything.
  2. sundog005
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    Was enjoying this until I hit the Cryssalids that only take 2 points of damage from laser weapons when I ACTUALLY even hit and have such high dodge I can't even get my to hit chance on them above 48%, not to mention the fact they SKITTER out of the way when you throw a grenade.... :O   Sorry but I don't need to sweat this much playing a video game in my free time when trying to relax, LOL my goodness. I appreciate the modding community  and everything but  wow, err thats a nope from me. Still endorsed and appreciated for trying to tame the original beast that is XcomEU LW which I beleive was even harder or should I say unbalanced, not necessarily harder there is a differance.
    1. Ucross
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      Thanks for the feedback man.  Can you tell me what difficulty you were playing on and in which month you found the lids too difficult?
  3. ma3nius
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    Can you bring back the slomo command? It works in vanilla and in long war, but it doesn't work in this mod.

    if i put
    .Bindings=(Name="ThumbMouseButton", Command="slomo 5.0 | onrelease slomo 1.0")

    in the DefaultInput.ini, nothing happens and i removed the other command that was binded to the ThumbMouseButton.

    Any feedback appreciated.
    1. Ucross
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      https://www.ufopaedia.org/index.php/New_Hotkeys_(LWR)#Game_Speed
    2. ma3nius
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      I understand. alt+f7 permanently decreases, alt+f8 permanently increases and alt+f9 permanently resets it, maybe i didnt give enough info.

      What i miss is this :
      When I hold a button, the speed is X, x=10 for example. If i release the button, it returns to default, so x=4. by activating the button, the speed doesnt change permanently, only while holding, the speed is temporarily on a given speed.
      So i want a button, that when holding, the speed is 10 and upon release, it returns to default.


      .Bindings=(Name="ThumbMouseButton", Command="slomo 5.0 | onrelease slomo 1.0")

      This binding does exactly what i want. When i hold a button, the speed is 5.0. When i release it, it returns to 1.0.

      Anyway, thanks for the feedback.
    3. Ucross
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      Ah, yea, that's not a function of LWR.  I can add it to the list to look at though.
    4. Ucross
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      Ok, it has been added as a new feature in the latest version (should be released shortly). Activate it by pressing "."
  4. saedland
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    Will you ever add the different quirk perks to the perk section of the wiki?
    I mean, it had been some time since those were introduced, but only death perks have been added to the wiki so far... unless they had been added to an obscure part of the wiki I havent found yet...
    1. Ucross
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      Probably not.  I'll let others do that if they want.  There is a full list in the defaultlwrebalance.ini file.
  5. redpepper7336
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    Hi Ucross,
    Thanks for the mod.  I'm a little confused on Aim progression. I'm at April 28th with about 6 Corporals and they all still have the same Aim as they started with except for my Sniper who started at 70 and now has (85) in blue brackets. Why is everyone else's aim still between 63 and 69? The only other stat boost I noticed was one of my assaults went from 16 to 16.6 in blue brackets for mobility.
    Thanks
    1. Ucross
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      https://www.ufopaedia.org/index.php/Attributes_(LWR)#Soldier_Attributes
  6. xkopofil
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    Hello, can you tell me where the Ui hp bar located. I know the vanilla xcom eu limited to 30 hp bar. How long war team mod the Ui? 
  7. houmie
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    Hello,I recently came across this mod and it seems like an incredible enhancement to many of Long War's shortcomings. The improvements in air combat, overwatch traps, the pace of ground warfare, and the unpredictability of unlocking a new pod with the last soldier's move, which often leads to certain death in the next round, have all been impressively addressed. Excellent work! This feels akin to XCom3, to be honest.A significant issue I encountered with Long War was its excessive length. Last year, I played through the 10 days of Christmas, most of January, and half of February, yet I still hadn't managed to unlock the MECs.


    • How does the pace of LWR compare? Is it faster, or would it be sensible to enable the Not-so-Long-War Option?


    • I notice that regular updates are still being provided. Are these updates backward compatible, or is it necessary to start a new campaign with each new release?


    • In Long War, there was a bug where disabling the Exalt didn't stop their rockets from being fired at you. There is a bug fix available at https://www.reddit.com/r/Xcom/comments/3p62ld/mod_fix_for_exalt_using_grenades_and_rockets_when/. I'm curious if this has been integrated into LWR, or at least, if it's compatible. It requires PatcherGUI.


    • Considering the extensive changes you've made to the game, I'd like to share an idea. In XCom2, it's possible to create a pool of soldiers and save them with their names, nationalities, and appearances. This allows the game to select someone from this pool, rather than having to modify each soldier manually every time. Do you think something similar could be implemented here?


    • How about research do we need to beeline for laser? Or can we explore as see fit and still have a chance to win the campaign?  In LW due to weak AirCombat laser was very important.
    • I played with Red Fog in LW and found it unfair. It made it easier for XCom and harder for Aliens.   Because the debuff items became obsolete,  all it took was causing damage to multiple aliens to debuff them along the way.  And since Xcom took the first turn, the remaining injured aliens had no chance to hit anything on their turn.  But I see you have changed it to apply the effects only after the damage has reached the base HP.  Do aliens have base hp and armour HP too?



    Many Thanks.
    1. Ucross
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      • How does the pace of LWR compare? Is it faster, or would it be sensible to enable the Not-so-Long-War Option?
        LWR is twice as fast as LW.0 and the end game is shorter.  However, you can change that with second wave settings to be 4x as fast, 2x as fast, just as fast as LW 1.0, or twice as long as LW 1.0.  The end game will always be a little faster though as it was a slog in LW 1.0.
      • I notice that regular updates are still being provided. Are these updates backward compatible, or is it necessary to start a new campaign with each new release?
        All updated are backwards compatible except major version changes (e.g. 1.52 to 1.53).
      • In Long War, there was a bug where disabling the Exalt didn't stop their rockets from being fired at you. There is a bug fix available at https://www.reddit.com/r/Xcom/comments/3p62ld/mod_fix_for_exalt_using_grenades_and_rockets_when/. I'm curious if this has been integrated into LWR, or at least, if it's compatible. It requires PatcherGUI.
        In LWR exalt do not have rockets.  
      • Considering the extensive changes you've made to the game, I'd like to share an idea. In XCom2, it's possible to create a pool of soldiers and save them with their names, nationalities, and appearances. This allows the game to select someone from this pool, rather than having to modify each soldier manually every time. Do you think something similar could be implemented here?
        Yes, players do that when they stream LWR but actually I don't know how.  you might ask on the discord.
      • How about research do we need to beeline for laser? Or can we explore as see fit and still have a chance to win the campaign?  In LW due to weak AirCombat laser was very important.
        There are more optimal paths but it has been resdesigned so there are no 'wrong' paths (or at least less).  Feel free to be more creative.  However, on really high difficulties you have to understand the strengths and weaknesses of what you are researching and take advantage of it.
      • I played with Red Fog in LW and found it unfair. It made it easier for XCom and harder for Aliens.   Because the debuff items became obsolete,  all it took was causing damage to multiple aliens to debuff them along the way.  And since Xcom took the first turn, the remaining injured aliens had no chance to hit anything on their turn.  But I see you have changed it to apply the effects only after the damage has reached the base HP.  Do aliens have base hp and armour HP too?


      • Yes.  LWR is completely balanced with red fog in mind.  Note that LWR is also FAR more challenging that LW 1.0 and you will need all the help you can get.  As an example, no one has ever passed the most difficult setting on Ironman.

  8. jwfoo555
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    Hi, I'm returning to XCOM after several years, and am wondering, what are the main differences between this mod and LW 1.1?
    1. Ucross
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      I'm really not sure about LW 1.1 sorry.  I think it's a collection of a few QoL mods?  You should probably go on their discord/page and ask.
  9. ferretinbun
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    Hi - I think I need some help. I'm new to Rebalanced but I'm very experienced with Long War.

    My questions is about terror missions in general but probably cryssalids more specifically. I barely scraped through my first terror mission, but I'm finding my second completely impossible. It's mid June and I have laser weapons and Phalanx armour all round, but whenever I fight Cryssalids I'm only doing about 2 or 3 damage each time, so fighting 8 cryssalids (along with 6 seekers) all at the same time is just not doable.

    What's odd is that I have just done Newfoundland, which I did without a hitch - I can handle 2-3 cryssalids at a time, but on the terror mission I'm just getting completely overwhelmed.

    What am I missing? I can see cryssalids have white on their hit bars, so presumably that's telling me they have armour? So how do I get through that?

    Thanks
    1. Ucross
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      Ask these questions on #ask-advice on the discord: https://discord.gg/ZmFhxAuu

      Include your difficulty so players can help you more.
    2. ferretinbun
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      Thanks!
  10. orokinlonewolf
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    So I'm a newbie to LW as well as LWR. Why is it that sometimes I can move a unit for their first turn, go select another unit, and when I come back to the first unit be unable to do anything other than move again for their second turn?

    All of their icons on the selection bar are red and unselectable.
    1. Ucross
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      This is because your unit used all of their actions and was given a free extra action called a 'Scamper'.

      See here: https://www.ufopaedia.org/index.php/Other_Abilities_(LWR)#XCOM_Scamper
  11. davea24
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    I was trying to give my soldiers slightly better stats by changing values in the main config, but for some reason is does not work, aim,mobility,will,hp etc , is it hardcoaded?
    Also I changed the number to give more female soldiers and that didnt work either.
    1. Ucross
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      The initial 15 soldiers are set.  Those values do work but only for new soldiers.

      Try using the second wave option "Fresh Recruits".
    2. davea24
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      OK thanks for getting back to me,and all your hard work with this mod.