XCOM: Enemy Unknown

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LW Rebalance Modding (488 comments)

  1. Ucross
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    Post modding questions and information here.
  2. DeinGesicht
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    Hi, Ucross, your mod is more realistic than Enhanced Realism and Tactics imo, but something I'd like to be done in a more arcade way to keep the interest. Is there any way to modify the chance for stat increase event after the mission? The current chance is especially limiting for rosters of 99 soldiers, where the count of missions per head is rather small.
    1. Ucross
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      I'll add a variable to the dgc.ini for next patch
    2. DeinGesicht
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      I'll be looking forward to it!
      Every day you are getting closer to making a perfect mod, thank you for your dedication, Ucross.

      Can the setting be changed mid-campaign? Like the effect only applies for the next battle or something
    3. Ucross
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      mid-battle even, yea
  3. eld10
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    Hey, Ucross, fantastic mod! Didn't think I would come back to XEW after all these years but here I am thanks to your mod.

    After playing a bit, I've been itching to modify the perk trees a little. I've noticed that the same ePerk gives rise to many different perks in different trees, however. ePerk_Bombard for instance is used for both Tinker and Acid Tech.

    How does that work? Does the soldier class determine which version of the perk is used? If so, is there a way to look up what perk is generated for each ePerk and class combination?
    1. Ucross
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      Yea basically the hard code tries to detect which class the ability is on then tweak it based on that. It's very hodgepodge. =P
    2. eld10
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      Interesting solution haha!

      Three new questions, please:

      1. There are perks that grant other perks, such as Will To Survive granting Steadfast. Is this also hardcoded or can this be arranged through ini edits?

      2. Changing the squaddie perk (even if it's unique) results in the class info window missing some info. E.g., if I were to move ePerk_FireRocket from Heavy Weapons to Support, when I select Fire Rocket on rookie level up, the info window only shows Fire Rocket but not class name or stat growth. Is there something else I need to do after changing a subclass-defining perk?

      3. I moved rockets into the Support class. When I select Fire Rocket, the unit changes colour correctly. But when I select the Sapper perk next, the unit changes colour again. Does the Sapper perk for some reason activate a subclass change? (Edit: the same thing happens with Mechanic.)
    3. Ucross
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      1) Hardcoded

      2) Not sure tbh.  The code is really finicky.  Probably have to play around a bit.

      3) Yea, classes change color based on Squadie and then again based on LCPL perk (hard coded, but dgc.ini variable can turn it off)
    4. eld10
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      Thanks for your patient answers, Ucross. On colors:

      I've tweaked the ini (settings below) for subclass colours, and this works for the squaddie level-up. Where are the LCpl colours defined though? Or where in ini can we toggle off the LCpl colour change?

      ; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!
      HQ_BASE_POWER = 7                            ; Sniper Color
      HQ_BASE_POWER = -1                           ; Sniper Headgear
      HQ_BASE_POWER = 32                           ; Scout Color
      HQ_BASE_POWER = -1                           ; Scout Headgear
    5. Ucross
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      LCPL are hardcoded.
    6. eld10
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      Is there a way to turn that off? You mentioned an ini edit, I believe?
    7. Ucross
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      Yea, check out the wiki under the installation link.
    8. eld10
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      Thank you!

      Edit:: found it

      SOLDIER_COST_CLASSIC=1; (LWR Default = 1) Set to 1 to have the tint of armors change to hardcoded values on LCPL promotions, Set to 0 to use the SPEC armor tint changes defined in this dgc.ini only
  4. ComwadeOwO
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    how could I remove the limit on mec soldiers on a mission? I kinda prefer to do a MEC saturated run
    1. Ucross
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      On the wiki there should be a link called installation.  You can find out which dgc.ini variable you can edit to change that.
  5. wliew
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    Hi there, can you show me how to add psi gift to my psi un-gifted soldiers? Or there any command that add 100% psi gifted?
    1. Ucross
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      I think everyone is 'gifted'.
  6. xkopofil
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    Nice
  7. Shadow913
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    Hi, I would like to know if Squadron Unleashed 2 can be used or compatible? If yes, is there a need to configure? if no, will it be added?
    1. Ucross
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      It should be compatible.  I believe szmind made it so it is compatible.  As far as balanced though, that's another story. =P
  8. PanMianDa
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    Idon't know if this is the right place to ask this, but I couldn't find better. How do I change the soldiers stats ? Like aim, will, mobility, etc ? I tried editing the inis, but it doesn't seem to do anything at all. I managed to have civilian character changed, but soldiers are staying unchanged, no matter what I do. Does this mod hide soldier stats somwhere not in inis ?
    1. Raikko37
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      same problem, i was two days testing and nothing u_u
    2. Ucross
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      Yea, some of it is, unfortunately, hardcoded.
    3. Tarlisen42
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      (double post removed)
    4. Tarlisen42
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      So to confirm - this part of the DGC ini is meaningless aside from the soldier cost? Because there's no way to modify starting mobility / aim / will / HP as it's hardcoded? Aside from the cost, changing this does nothing?

      SOLDIER_COST=140                             ; All Difficulties
      LOW_AIM=60                                   ; Minimum starting aim for rookie; Midpoint set by soldier character entry; Max = (2 * Mid) - Min (only works with balance soldiers second wave option)
      LOW_MOBILITY=12                              ; Minimum starting mobility for rookie; Midpoint set in soldier character entry;  Max = (2 * Mid) - Min (only works with balance soldiers second wave option)
      HIGH_MOBILITY=0                              ; Relative starting defense, added to amounts in Characters= and BalanceMods entries (only works with balance soldiers second wave option)
      LOW_WILL=5                                   ; Minimum Starting Will for rookie; midpoint set by soldier character entry; Max = (2 * Mid) - Min (only works with balance soldiers second wave option)
      HIGH_WILL=4                                  ; Minimum Starting hp for rookie; midpoint set by soldier character entry; Max = (2 * Mid) - Min (only works with balance soldiers second wave option)
      ROOKIE_AIM=2                                 ; Point cost for aim in soldier build
      ROOKIE_MOBILITY=108                          ; xxyy: xx = Point cost for defense; yy = Point cost for mobility
      ROOKIE_STARTING_WILL=401                     ; xxyy: xx = Point cost for hit points; yy = Point cost for will 
      SOLDIER_COST_HARD=0
    5. Ucross
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      I think that does affect things with the (#31) Balanced Soldiers Second Wave option on.
  9. suspect7777
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    Hey there!

    I am currently 15 months into my current campaign, doing very well, enjoying this mod very much so, thank you for the mod! But I have a problem with monthly panic because a single feature ruins my entire campaign. I was wondering why random countries go ape-crazy at each council report while the council rated my performance A+ every time (playing on Classic) then I looked at the wiki and realised that countries gain 2*(months-passed-since-campaign-start) panic at the beginning of each month. I'm not even going to sugarcoat it, this feature really annoys me as it basically says 'if you passed the 50 month mark you have lost the game, period' and it progressively gets more and more uncontrollable. Alien level is only 7 and a half so effectively I am at the half point of the alien invasion yet this feature is already strong enough to ruin my campaign. I tried disabling it in the ini files but I couldn't find anything related to this. Can anyone help me remove or at least edit this monthly panic value?

    Thank you very much in advance!
    1. Ucross
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      Yea, it basically means the aliens are going to win unless you kill them.  You can't indefinitely sit back and shoot down UFOs and have everything be hunky-dory. 

      It is hardcoded but I'll put it on the list of things to add to the .ini so it can be tweaked.
    2. suspect7777
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      Thank you very much for making this tweakable in the following updates! Again hats off to you for this wonderful mod because it made XCOM such a good game for me that I simply cannot get bored of it even after playing it for years.

      PS:
      I understand the reasoning and can completely get behind it, we can't just sit back for 50 months but this humble request for help was a feedback as well:  I personally think this system is a bit busted because as I said I'm only at Alien Level 7 after 15 months, basically not even half of the max level and I haven't researched a bunch of stuff yet I am not nearly as powerful to even attempt to finish the game now, heck I can barely shoot down UFOs because I'm behind the research, it is a constant tug of war and I love it. But I don't think it is intended to lose a country or two or even 7(yep, 7 countries gained 30 panic in my playthrough) just because we made it to the next month after resisting the alien invasion for just one year so in my humble opinion I think this is unbalanced and way too much punishment for trying to play slow and steady.
    3. Tarlisen42
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      I also thank you for making this changeable in the next patch! Thank you for all your hard work here - it's taking one of my favorite games to new heights!

      (Or has this already been implemented? If so, where in the .ini?) 
    4. Ucross
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      You're supposed to lose the majority of countries (12 or so) but the new year.  On easier difficulties you can minimize this more due to the game being so much easier.
  10. SirensCry
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    I just spent 30 mins like a moron trying to " fix " my fresh install as there was no overwatch button on my guys! , before googling to find out is a new feature xDDD

    Luckily i still had the old 1.21.11 installer, so i can still play, but i would love to also have all the new things of later versions.

    So : just to make completely sure before i launch mi first campaign in like 2 years xD :

    Did anyone manage to find an easy way to enable " original " Overwatch on the latests versions of the mod?
    1. MTC933
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      same here LOL

      yeah, Overwatch without seeing the enemy, would be neat to have to option to put it back in.
    2. Tarlisen42
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      Same here. I miss it and want it back. I like being able to have enemy pods trip overwatch, and being able to use overwatch for stealth seeker defense. I just finished the tutorial and am not sure how I'll deal with seekers that stealth on contact. 
  11. MrHotdogIRL
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    I haven't played LW in many moons.  I was looking at getting back into it and saw a mod still lovingly being updated!  I have given it a couple go's and I know it will be the best LW experience to date.  Thank you. 

    Quick question is there an easy way to use or incorporate these into my gameplay?

    https://www.nexusmods.com/xcom/mods/657/?tab=description
    https://www.nexusmods.com/xcom/mods/639

    I think I can eventually parse all the information and make all the edits to the config and core file but I was curious if someone smarter than me knew a different way. I am really stumped by the roulette plus as I know it'll only work with the original config for LW. Thanks for the time.