XCOM: Enemy Unknown
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142 comments

  1. Metroidude
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    Cool mod!
    If I may make a suggestion (assuming you still develop for this,) fixing the tooltips for some items would remove some frustration I (and perhaps others) experienced with equipping different guns on soldiers.
  2. loriendal
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    A lot of interesting code in AscensionOverhaulInstall.txt
    Somewhere you can find a detailed description of each change?
    1. Dethraker
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      Short Answer: Not at the moment, no.

      Long Answer: We fully intended to start working on detailed descriptions and notes for all our changes as we got closer to a "finished product" but we have died off quite a bit on our progress due to RL issues. Also, we were in the process of an almost complete rework of our systems and method of modding to the point where AscensionOverhaulInstall.txt would be vastly different than it is presently if we didn't remove it altogether in order to make several smaller patch files that have more specified roles.

      Are you a modder as well? We have a discord server where you're welcome to ask questions. I responded to your DM but you asked a different question on there. If you would like a more direct means of communication just ask for the server info in that DM conversation.
  3. cnelthorke
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    hola, sigo usando este mod, y lo tengo actualizado a la version 2.02... y sigo teniendo problemas al ordenar un furia..
    lo puse al 100% y pedi 10 mercenarios, le doy a cargar varias veces y nada...

    pd: gran trabajo, me encanta este mod
    1. Dethraker
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      Apologies for not getting to this, both Az and myself are currently not working on modding due to RL concerns that take priority. I will be moving soon and after getting setup at my new house I will be returning to some modding activity.

      It sounds like you're not getting any Fury Mechs even when set to 100% chance correct?

      There is a Fury Fix2.02 that is supposed to address this exact issue, did you download that patch file?

      Other than that I can't really offer any help as I don't have my tools setup currently, in another month I should be back in business though. Once again sorry for the extremely delayed response.
  4. faeton54
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    I hire 36 soldiers for max 100, and game crush when then arrived.
    I saved my save files until maybe fix this issue.
    1. Dethraker
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      If it was 36 soldiers all at once it might be an issue with the game not being able to handle that many loops for our random stat system. We ran into some issues with that early on with 10-15 ordered but had fixed it to our knowledge. Don't think I ever tried to order 30+ because I didn't think any players would be ordering that many all at once lol.

      I wish I could tell you that I'll be getting back to modding at some point cause I'd like to, but every time I think I will something else comes up in my life. Best fix I can suggest is to order half one day and half the next and it shouldn't cause a crash. Sending you a link to our discord so you can drop the log.txt though.
    2. faeton54
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      I hire 10 soldiers once and it not bugged.
      Maybe its need to be added on mod description.
  5. mick00587
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    Hello Dethraker
    After many hours of intense xcom 2, i decided to relaunch long war 1 with your mod (again :p), and i'm suffering the same "bug" than joelsutton1 : the game crash when i try to promote my sniper.
    Also, for some reasons, i'm not seeing the icons for the new skills (those in the sniper class, related to pistol i think)

    I'm using the last version of the mod, with the quick hotfix related to the fury.

    Do you have a quick fix to this problem? ^^
    If not well, i will wait for the next big patch (hopefully, it should fix it)

    Thank you
    1. Dethraker
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      mick00587,

      Heya, glad to hear you're trying out the mod and sorry you've run into an issue. I haven't been actively looking into anything related to this mod in awhile, been hooked on Battletech for a bit. Never got another response related to the levelup crash so [wrongfully] assumed it resolved itself. I have made plans to start up a new playthrough next week using just the files I uploaded to Nexus so I can thoroughly test the released mod. Some things that would help me resolve this:

      Is it just a Sniper that causes a crash on levelup?

      Is it a specific rank that causes the crash?

      Is it a specific perk that causes the crash?

      What are your Second Wave settings?

      Are you using any additional mods?

      Thanks for the feedback and I will be looking into this starting next week!
    2. mick00587
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      Thanks for the answer Dethraker.
      Yep i'm using some mods/second wave settings, but i'm pretty sure they are not the cause : i was using the same mods/settings with an older version of the mod (like 8 months ago) and didn't have this problem.
      Second Wave :
      Commander choice , red fog, we are legion, united humanity... can't remember the others

      mods : again, hard to remember everything :
      Enhanced tactical info, maximum carnage, sequential overwatch, virtual reality training, DR chipping

      I have been toying with various mods previously (your mod and "the Art of war" mod), trying to "merge" them both. (Best of both worlds :p)

      The crash occured when leveling a sniper to the rank those perks were "pickable", so it was a specific rank (third rank i guess?) Also, the description for the new perks (from your video, one of the perk is a pistol perk) was not there, instead there was some gliberrish. Lately, i have been toying with the Improved training roulette mod, and i'm starting to consider my "experimentation" to be responsible for the crash. (The thing is, i don't remember if the mod was active with Ascension...stupid brain...)

      One more thing :

      Because of the crash, i stopped playing Ascension (for now :p), and started a new campaign, this time with your mod "merged" with the art of war. (It's not really hard to do, i use WinMerge to "merge" both DefaultGameCore.ini )And so far, no crash. Obviously, i don't see the new perks from ascension with the normal class, but i can hire mercenaries, use the new ammunition slot... So my bet is that my crashes were related to those sniper perk. Again, i was not seeing the description, so maybe there is a bug, or maybe i f***ed my installation with a buggy modified training roulette mod...

      Anyway, don't rush a new game because of me. I will test some things this week (mainly, changing the tree of a class to incorporate your new perks and see what's happening from there) and tell you the results.

      Thanks




    3. Dethraker
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      A few things to mention:

      1. Ascension is basically a total conversion overhaul at this point as it changes so many different parts of the code that unless we've specifically made the mods compatible, or incorporated them, it's likely that other mods making hex changes will break something in our overhaul. We wanted to start on compatibility work but got busy with RL things and then kinda fell off on working on the mod.

      2. Not all of the Second Wave options are compatible with Ascension likely because of the different changes we've made to the code, we suspect that most will work but in regards to Training Roulette it's very likely that one is not.

      3. Az's newest version of Training Roulette Plus is not currently compatible with Ascension, this is something we hope to address but are not sure when that will happen. We're still working on a complete rework of the code utilizing his new ModBridge method in order to make adding things in the future much easier for us. This is time consuming and we haven't been that focused on it lately.

      4. Neither of us is currently actively working on Ascension changes/additions, we may spend some time going over the code and making changes to bring it over to the hew method but for the most part we have our focus elsewhere. Az has been focusing on streamlining ModBridge and upgrading his Roulette Plus mod. I have just returned to XCom related modding and am currently looking at some new systems that will be released in standalone format before being incorporated into Ascension. I may also start breaking apart things currently in Ascension to be standalone.

      I haven't given an update on our progress in awhile because there's not much to say, I was hoping that the version I released was more or less functional so that people could at least enjoy something different for EU/EW since I imagine at this point they have beaten Long War enough times to optimize it and might have already beaten Long War Rebalanced and Art of War.

      Trust me I'm not "rushing" a new campaign, more finally getting around to doing something I've been intending to do for several weeks. I need to remember the current state of things and also make sure the mod is as bug-free as I can get it. When I'm not working on the new systems I might start looking into making more mods compatible with Ascension, at least the more popular ones though no promises as anything I do for the current version will mean nothing with the new version lol.

      If you have any mod preferences feel free to share, also we are always looking for more help/motivation to work on modding and have a server on discord where we keep our ideas and plans so PM me if you're interested in joining us on discord. It has been dead for awhile but I'm starting to get back to it for the summer.
    4. mick00587
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      A little update : i think i completely f***ed up my install
      I tried changing the sniper tree to see if the bugs were still there, but for "reasons", my saves now are refusing to load. So i though, "oh well, i will start will a proper install"....

      Now, the game is starting (yeah), but nothing will load (nayyyyy) and i can't even start a new campaign (clicking "start" does nothing) .

      I guess i will re install the whole game from scratch, install long war + ascension, add my changes to the defaultgamecore.ini and localizations files, start a new game from there, and then, install one mod at a time to check compatibilities.

      And don't worry about not having update your mod for a while, i know moding requires a HUGE amount of time (i learn this the hard way).
      By the way, ascension is already a pretty good overhaul (i did finish an ascension campaign 8/9 months ago :p) and for the most hardcores of us, it's also easy to "mod" to our own tastes. (i like the art of war design philosophy changes, hence my attempts to "merge" both of your mod)

      Also, I have 2 questions :
      - Would you consider big design change to ascension ? Like for instance, changing the current xp system/talent tree from Xcom EW to the new talent tree system from War of the Chosen (basically, a solder can learn all perks from it's tree, as long as the solider have the proper amount of "experience points" to buy all the skills)
      I HATE talent tree with a passion because of this : pick skill 1 , and now, you can no longer buy skill 2 because "REASONS". Thus forcing players to go with cookie cutter build...

      -do you plan/have ideas to mod xcom 2 ? ^^
      You say you have been toying with the idea to mod Xcom 2.
      There is (should be?) a new expension coming, the community is trying to incorporate long war 2 with War of the chosen...
      I feel like you, i like xcom 2, WOTC did improved the core game, but still, i miss the UFO chase, the music... Andddd i don't like the advent

      Also, xcom 2 is much more friendly to modders than Xcom EW (i mean, come on, editing through an hexa editor... Adam Jensen would say : "i did'nt ask for this"

      Well, another question : have you seen Phoenix point ? (an Xcom game more in line with the older xcom : inventory managment, limited ammo...)

      Sometimes, i wish a team would make an overhaul with these systems in mind for xcom long war...

      Thank you



    5. Dethraker
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      Lots to respond to lol.

      In regards to your troubles, sometimes it's really easy to forget to revert(change back) some very small changes you made somewhere while modding, this is why I had a couple buggy releases. At the time I wasn't that organized with the "versions" and some of the changes we had been working on for future systems got mixed in or in trying to build the installation file I forgot to add in changes that were essential for the version I was uploading. A clean install is the way to go, even as far as deleting and reinstalling XCom.

      You can also rename folders, specifically the XCom-Enemy-Unknown folder, to something different and create a backup that way. You can use this as your initial Long War install so that if you ever corrupt your game to a point it won't work, like you said it is currently, you can then just delete the corrupt folder and copy/paste the initial Long War install and start from there.

      In regards to updates there is no rush or guarantee coming from us on any timelines. We are doing what we enjoy working on for now. It's most likely that Ascension won't be receiving any updates for quite some time but you might see a new page pop up in the near future, something along the lines of "Ascension Standalones" which will be systems created separately to work with Long War 1.0. We have so much we would like to do and even more ideas that we haven't even begun to explore but have more or less decided that we should make these systems standalone first and if we're motivated enough later try and balance them together into a coherent overhaul.

      Question 1:
      Short answer, not for standard soldiers as we prefer the idea of making the commander choose a specialization.

      Long Answer, we are kinda partial to the "one choice per rank" system for our soldier classes. This prevents superhero soldiers and also focuses on the feeling of specializing your soldiers. You might be excited to hear that we have been discussing ways to change the Mercenaries up a bit by making them more of a separate entity. Right now the Mercenaries are essentially an afterthought for campaigns, or at least it feels that way to me when playing through. You don't want to stop research and getting better gear so the only thing you can really sacrifice is the air game which makes it a bit harder to get missions.

      We want to create a Mercenary system that behaves something like the Factions from WotC. They will receive reputation points of some kind for kills, completing missions, etc. and can use those points for specialty gear [not available to XCom] and to unlock training options(which will be in the form of a perk tree). We're still divided in actual implementation of how the training options and the overall system will function but it's possible that with Mercenaries you will be able to "buy" all perks/training using the reputation points. Also this is early discussion only so the system could be abandoned altogether or change significantly from what I mentioned here.

      Question 2:
      I did mod XCom 2 when it first released, I have followed all the big mods for XCom 2, and I have several ideas that I would like to work on for XCom 2. The things I want to do, however, would be extremely time consuming and require modifying so many systems. I don't have time for that on top of what I'd prefer doing on XCom EU/EW even if XCom 2 is easier to mod. Plus I really enjoy working with AzXeus and he doesn't have an interest in modding XCom 2 currently. If we ever finish a good chunk of things we want to do on EU/EW or if this supposed expansion/dlc everyone is talking about gets our interest then it will be a solid maybe.

      I don't have any faith in the LWotC team, their leadership wasn't doing any work except in discussing concepts when I was on their team and I doubt that has changed. They [LWotC leadership] seem more like people that want to get others to make the overhaul they want to play than a coherent team of modders. They do have some talented members on their team though so it's definitely possible that they'll prove me wrong.

      I didn't enjoy LW2, likely because JL, Amineri, and the others were only a small portion of the people responsible for the masterpiece that was LW1.0. They did some good things but you could tell it was a very focused endeavor instead of a project made from passion. I'm not saying they didn't have passion in their work, just that LW2 was a bought and paid for mod and they only did as much as they felt they needed to maintain a decent reputation with the community. They are trying to make their own game afterall so it's a smart move.

      Phoenix Point looks good, I haven't bought it yet cause I like to wait on player reviews and such to roll in. I'm not sure what the question is here though, adding inventory management on a deeper scale isn't something we're looking into atm.
    6. mick00587
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      Ok, thx for the answers :)
      I like your mercenary ideas, espeially if you are able to create new skills/perks, this would potentially create several new classes.

      Hope that the new xp for xcom 2 is quite good, maybe we could see you and AzXeus working on some great additions :)

      About long war 2, i don't know the team, i just hope they end up with a release at one point in time. My biggest concern is that they are currently working on a LWotc adapation knowing that another expention is in the pipe... Well, will see

      I was mentionning Phoenix point because right now, it looks like the closest thing to an older xcom (inventory managment, real ballistic...) with a new proper engine (and an interesting setting too). Xenonauts was fine, but a bit too old technically for my taste...

      Anyway, good luck with Ascension
    7. Dethraker
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      1. That's actually the goal, to make each Mercenary feel unique and not like a Class. Also I'm looking into a way to make Mercenaries standalone from Ascension and easier to add to a LW1.0 playthrough. Currently they are built around the Ascension experience and are more or less a piece of the bigger puzzle.

      2. Pavonis is a talented team for sure, JL and Amineri were a big part of creating Long War 1, actually the biggest part. I'm still super excited for their next project of passion, Terra Invicta, and can't wait until it's in a playable state.

      3. Yea, Phoenix Point looks like something I'd enjoy playing, but I honestly don't play games that much anymore. I wish I had all the time in the world to play all the games I wanted and still mod but on top of those two things, and more important to me, I have a family to share my time with.

      Thanks for the support! It's always nice to chat with people who enjoy some or all of our changes.
  6. frazel1305
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    Hey, I got really bored at work and had some ideas to put forward... Think the S.H.I.V idea everyone has had but I've put it on here anyway;

    UFO Crash Site
    The UFO’s crew have reduced health due to the nature that they crashed, depending on how long you left the UFO depends on the crew’s health.
    1-4 hours after crash crew are at 50% of their max health.
    4-12 hours after crash crew are at 75% of their max health.
    12+ hours after crash crew are at full health.
    This will hopefully stop players waiting for certain troops to be ready for deployment and launching the mission with only 1 hour to spare.

    Skyranger Cargo Hold
    A foundry project that allows a S.H.I.V only slot on the Skyranger. When choosing a team to deploy there will be a cargo hold button which allows players to select a spare S.H.I.V unit from your barracks – could be upgraded to allow 2 S.H.I.V’s to be loaded onto the Skyranger. Idea is that S.H.I.V’s are used for supporting troops on the ground and should get more use, suppressing enemies and drawing fire while the rest of the squad engaging, hopefully allow tactical flanks etc.

    Garrisoned Troops
    Have the option to station troops at your interceptor base’s. The troops must be sent to the base fully kitted out as there will be no option to modify their loadout unless they are back at base (takes time to transfer). With your selected troops garrisoned at the base (max of 4) you can call them in as reinforcements during missions that out outside. The idea being there are helicopters which Xcom has access to and would hot drop troops into the battlefield as needed, like Exalt troops do. They can only be called in by an officer and cannot exceed the max number of soldiers on a mission meaning a troop would have to die before being able to be called in.

    Exalt Changes
    Reverts to not outright helping the aliens, they want to achieve world domination and the aliens would get in their way. Exalt would act in the same way as Xcom by responding to alien activity around the globe, an abduction mission may have a chance of spawning an Exalt pod to combat both you and the aliens - the idea being they are also after resources and alien tech.
    Exalt can assault your garrisoned troops at interceptor bases – only allowed to have 4 troops there so would be a difficult mission.
    (Exalt would never be able to mount a force large enough to assault the main base – however could appear on the main base defence mission assisting the alien to achieve a common goal)
    Exalt could have a mole on the inside – chance one of your troops could be a sleeper agent for Exalt, can take them on missions, level them up just like a normal soldier however on certain missions they may be “activated” by Exalt (achieved by applying the mind-controlled effect to the soldier?) they will act against you. No chance to get the soldier back and you will have to kill them, however you could then call in a reinforcement troop.
    When Exalt have been destroyed they will then begin openly working with the aliens, bolstering their ranks as traitors to human race.

    Taking Back Control
    Psionic power to allow psionic soldiers to take control of allies – Idea being that you would over power the Sectoid Commanders/Ethereal’s mind control in favour of placing them under the psions control. A drawback to this would be that the psionic solider uses all of their will to overpower the mind control already in place and cannot use any other psi abilities for the rest of the mission due to having to keep control of their ally. Used as a last hope resort if the MC caster is out of reach of the squad and that rapid-fire alloy cannon is pointed directly at the face of one of your best soldiers.

    Reverse Engineering
    In long war requests come through regarding reverse engineering certain mechanical enemies; Xcom should be able to do the same, maybe integrated with the Cargo Hold idea above. Drones would be a simple one to reverse engineer as you can do it via Arc Thrower however would like the option to do it to a Sectopod. How to go about it below;

    Research Project: codename – Tides
    Allows the creation of a control module and remote control in engineering

    Control module must be created in engineering.

    Foundry/Engineering project: prerequisites = 1 x Sectopod wreck, 1 x control module
    Not guaranteed to work just like psionic based on a % chance, if successful on load out screen click the cargo hold and select the Sectopod. If unsuccessful control module and Sectopod wreck is lost/destroyed.

    Create the remote control in engineering – equipped only by engineers.

    On load out screen if select Sectopod in cargo bay squad size is limited to 4 soldiers, one of those soldiers must be an engineer with the remote control equipped, Idea being that the engineer is the one controlling the Sectopod. Then standard tactical mission but with a Sectopod on the team.

    Domination
    Just like in Xcom 2, only available for the Ethereal’s and does what it says on the tin, dominates one of your squad members to serve the aliens until the Ethereal is killed. Would make targeting the leaders of the alien race a main priority, if used on a solider and that solider is killed then Ethereal’s can only use the standard 3 turn MC as dominating is a single use ability.

    Covert Operative
    New soldier class who specialise is subterfuge, can only equip side arms but have perks which make them more like a secret agent, example perks below;

    Inside Man: On covert operations have a chance to have an Exalt member or two starts with your covert operative.
    Comms Jammer: Limited use ability akin to hacking a comms relay without having to reach one – start with single charge, perk could allow additional charges.
    Gunslinger: Same as Xcom 2, allows two shots from fire arm without ending their turn.

    For use in a tactical mission can be akin to a scout, providing better recon for the squad that a scout ever could offer.

    Let me know what you guys think.
    1. Dethraker
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      The best thing I can tell you is that if you're interested in directly contributing to the project myself and AzXeus have no objections to you or anyone else making changes or additions to it. The project is under his name but you're more than welcome to take the current version, learn how it's done, and then continue the work we started. I think AzXeus still has plans to work on the project but it will be in a different system of sorts so the current implementation will be outdated when/if he gets around to that.

      I wish I still had the drive/time to do all the things I wanted to but without additional help, it's not very likely.
    2. Dethraker
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      UFO Crash Sites:
      This is something that we want to look into as well, eventually, but we're setting small goals for now in order to allow us to continue progressing even if at a very slow pace.

      Skyranger Cargo Hold:
      The SHIV seat is something that we've wanted to do from the start, and we already have an idea of how to make it work.  If you look at the description section of the mod page you'll see it listed towards the bottom, haven't updated that in quite some time since we're still not sure exactly what plans we want to work toward right now.

      Garrisoned Troops:
      Get out of my head!  Seriously, I have been brainstorming ideas to make it necessary to equip soldiers to different bases around the world and how that would tie into the gameplay in EU/EW, would it give additional units or do we just remove the "fly to area" screen and go right into the base defense the way it does with the initial base defense mission.  This may or may not happen though as it would require new UI screens and quite a bit of work to get into a functional state.

      Exalt Changes:
      Stay tuned...

      Taking Back Control:
      I really like this idea, though not the way the game currently plays.  A perk like this would be useless 99% of the time, but the concept does give me other ideas.  Domination could play into this sort of thing as well.  As with everything else unless we get some additional help or a bunch of free time things like this may remain simply concepts we would like to do.

      Covert Operative:
      We have already spent a great deal of time thinking about and organizing thoughts for the different classes we want to "add" to the experience.  Though if everything goes as planned it should be a good deal easier to create/modify classes in Ascension to where people can make them more unique themselves if they want.  Not quite to the XCom 2 levels of simple, but friendlier than they are currently.
  7. shogunblade1
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    can you please add squadsight back for the LMG? it kinda breaks the game for me. makes the weapon pretty useless.snipers also useless without squadsight
    1. Dethraker
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      We intentionally nerfed Squad Sight because it makes soldiers more powerful really early on, it's part of the way that we increased the difficulty in the mod. If someone else wants to add the perk back into the INI files they are welcome to do so.

      We added the perk to the Marksman Scope so that you could have the choice of taking the Sniper/LMG + MM Scope combo for the additional sight range on the field while losing that valuable inventory slot. By adding the Squad Sight perk to the MM Scope we were also able to increase the range on varying other weapons to allow more of them to benefit from the SS bonus like the Battle Rifles, once again at the loss of one of your inventory slots. It becomes a choice, Squad Sight and lose an inventory slot or not and take a grenade or battle scanner, etc.

      Everyone is free to make their own iterations but the decisions we made for the mod were made after we put a good deal of thought into them.
    2. shogunblade1
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      how do you add squadsight back to the LMG? couldnt find the file to do so?
    3. Dethraker
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      Search for all of these in the DefaultGameCore.ini file inside the <path to Steam>steamapps>common>XCom-Enemy-Unknown>XEW>XComGame>Config folder: (NOTE: the names may vary slightly as I may have changed the names in my own game or in the last upload I did...not sure honestly)
      ; LMG
      ; Gatling Laser
      ; Gauss Machine Gun
      ; Gatling Pulser
      ; Plasma Dragon
      and change the value in iAlloys to reflect 3000 + the value already there.

      The way the code reads it is it splits the number by dividing that value by 1000 and if the value left is 3 then it will give the unit carrying that item the perk Squad Sight. If you want Sniper Rifles to also have Squad Sight in the same way you'll have to find them in the DGC.ini the same way you found the LMG variants.
    4. shogunblade1
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      I had a brainstorm idea the other night/ is it possible to add blades to the game using the close encounters mechanics and having it in pistol slot?
    5. szmind
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      Well, johnnylump made a good point on that idea: how much damage do you think would it be reasonable for such a weapon if a point-blank shot with rifle deals 3? The only reasonable anwser is 1, maybe 2. Too much modding effort for almost non purpose other than fun :)
    6. Dethraker
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      Kinda agree with szmind here, if someone wanted to take the time to rebalance the entire game around it to change all values then by all means but to just add into the current mechanics it wouldn't make much sense to have melee weapons that did more damage than some of the ranged weapons so they would just do 0 damage in many cases.
    7. shogunblade1
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      dont understand what your saying in xcom 2 meelee weapons do more than most range weapons
    8. azxeus
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      what they are saying is that it doesn't make much sense for a sword to do as much damage as a gun, just as it doesn't in xcom 2
    9. szmind
      szmind
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      Exactly what Azxeus said. In LW you have sawed-off shotgun taking the role of 'sword/blade' actually. Cause it is actually touch-on weapon.
    10. Dethraker
      Dethraker
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      In XCom 2 they made a design decision to step away from reality for the sake of letting people get up close and attack with melee weapons, that doesn't mean it makes any sense why a blade would do as much damage to an armored unit as a laser beam. If you like melee then XCom 2 has plenty of melee and mods that add more melee options, it's not something that interests members working on this project to work towards.

      If they were to be added, for someone like me, you would need to rebalance armor, weapon damage, and resistances to factor in a new type of weapon damage, blade/melee. It would work well on unarmored units like the Sectoid and do absolutely nothing on units like Berserkers, Mutons, and all robotic units, at least if I were to do it. This would take a good deal of work and isn't something I'm interested in doing considering there aren't even animations or an easy way to add animations in EU/EW.
  8. Slusherbandicoot
    Slusherbandicoot
    • member
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    i cant get this to work. i have uninstalled and reinstalled the mod twice but the game wont load up. what am i doing wrong
    1. Dethraker
      Dethraker
      • member
      • 234 posts
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      You have to make sure to copy all the files over from the zip folder. There is an install.txt file that gives more details on the install.

      We recommend a fresh Long War install, so uninstall Long War, verify game integrity through Steam, reinstall Long War, then follow the instructions in the INSTALL.txt file included in the zip folder.

      You need both the Long War mod as well as the PatcherGUI program made by WGhost. You can find PatcherGUI inside the UPKUtils modpack by WGhost here:

      http://www.nexusmods.com/xcom/mods/448/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fxcom%2Fajax%2Fmodfiles%2F%3Fid%3D448&pUp=1

      If you still have issues after this then we likely need to get into a chat service like discord to help you get it up and running.
    2. Slusherbandicoot
      Slusherbandicoot
      • member
      • 21 posts
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      i got it to work now. i completely forgot that verifying game integrity was an option thanks for the help!
    3. Dethraker
      Dethraker
      • member
      • 234 posts
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      Glad you got it to work! Let us know what you think of the changes so far once you've had the chance to play for awhile.
    4. shogunblade1
      shogunblade1
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      please readd squadsight to the LMG---game breaker for me
  9. joelsutton1
    joelsutton1
    • member
    • 1 posts
    • 0 kudos
    Hey man. Mod seems great and I really want to play it as an experienced Long War veteran, however every time I install it will play fine until I have to promote someone. Once I hit the okay button after choosing their class the game crashes on me every time. Please help.
    Second Wave Options:
    Damage Roulette
    New Economy
    Hidden Potential
    Traing Roullete
    Save Scum
    Red Fog
    Cinematic Mode
    Total Loss
    Commanders choice
    Aiming Angels
    Durability
    The Friendly skies
    We are Legion
    Perfect Info

    Thanks
    1. Dethraker
      Dethraker
      • member
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      Hey joelsutton1,

      I linked this to AzXeus since he's still working on some things XCom related, he said it could have something to do with Training Roulette since we haven't done any testing with that SW option active. Other than that can't really give you a solid answer and am not working on the project at the moment. Best of luck.
  10. Dethraker
    Dethraker
    • member
    • 234 posts
    • 1 kudos
    Found another bug while looking through our code, it's related to the Fury MEC class. The fix is available as a miscellaneous file download, I recommend using PatcherGUI to install it but LWModManager might work as well.