I'm playing lw 1.1 by loriendal, and noticed one problem. In my start region interceptors in AGG mode deal ~175 DPS with base weapons, but in the other region, in which i launched the satellite, they deal in the same mode ~65. Also, the interceptor that I transported from the starting region to the new one began to deal less damage(same as ~65). By the way, I met in the second region only one ship by this time. Is this game mechanic or an issue?
DPS does not depend on the region (code-wise there is not a factor). What can affect the hit chance aside from the tactic: 1. starting distance (Vulcan Cannon is a close range weapon, dealing 0 damage at long range) 2. pilot and his traits However, I cannot see how these would bring 175 DPS to 65 DPS with LW 1.1. config for SU2 mod. With the default config of the mod - it could, yes, but in LW 1.1 all the weapons are "long range weapons" (only Vulcan is short range). I also can't see any considerable pilot's trait that could have such high impact on the DPS.
So, redownloading XCOM mods to my laptop after having them on my PC, and loading a save file, when I run into a problem with this mod. When I download the version of this mod released most recently, (V1.15 dated for 11 June), I don't have the secondary weapon, tutorial, mod options or any of the extra options in the Hangar Section, but when I download the older version that I had downloaded before (V1.142-Beta, dated for 12 April) the features are there. Not sure if it's something that is supposed to unlock after progress, or actual issue with the files. (My save is right at the beginning because I was loading it as a test file before fresh start)
Questions: 1. How do you tell the mod is working at all? I don't know whether the issue is that the mod is not working or it is lacking parts of its functionalities. 2. In Pause Menu - is there the button for Tutorial? 3. Is there the Pilot Roster at all? 3. Are you using UI Mod Manager? If yes - is the mod on the list.
... Disregard, I think I just had a bad download. I redownloaded it just now to double check before answering (Because I was using the known good one for the time being), and when I installed and launched, it was all there, rather than missing, so all is good now.
To answer the questions though for more record keeping than anything else 1. Honestly can't be sure other than having seen it in the active mods list of UI Mod Manager 2. No 3. No 4. Yes, mod was on the list.
As I said though, after a fresh download from the mod link today, all is good. Odds are the download I did on the 17th just bugged out somehow.
Hello, I'm enjoying your mod, but I'm leaving this comment due to one minor issue. The problem is that when using xbox or Playstation's controller, I can't train pilots in the training center. I can't place pilots in the training center because it doesn't have a key binding to be exact. If possible, I'd appreciate it if you could tell me how to fix this. And this comment is written in a translator, so the sentence can be awkward. Sorry.
It should work the same way as Gene Labs and Psi Labs. I use the very same interface with the same bindings (probably just A button with directional stick). I will test it when I am at home.
OK, my bad, it appears that Gene and Psi Labs do share some basic code but not the "navigate through the list" code. The fix incoming shortly. Stay alert.
I'm currently playing Long War and is encountering a bug where escorting UFOs generates a crash site and and the game immediately disengages after the first one gets shot down. Re-engaging causes me to have to shoot down everything from the beginning, which leads back to the previously mentioned problem.
The escort UFO after shot down generates a crash site for "UFO-0" which shouldn't be possible (both for the crash site and the UFO count), and the crash site is in a different location than the air battle area (crash site in USA, engaged location is Australia)
I changed the config a bit based on this page in ufopedia: https://www.ufopaedia.org/index.php?title=User:Riw/SquadronUnleashed , one of it is to enable council reward on escort shot down. I tried reverting the option but still has the same issue.
I also have other mods installed, so maybe its a bug occurring due to other mods?
oh so it's a bug of previous version, i see. I downloaded the mod since March but procrastinated a while until i actually start my Long War playthrough and there's already an update to fix it inbetween the 2 periods.
I installed the new release and it works fine now. Thanks for the help
Playing with the LW 1.1 mod by Loriendal, which includes SU 2.0.
Everything seems to have installed fine, but I can't figure out how to send more than one Interceptor out at a time. I press A button to assign one, but when I do the same on a second it removes the previous.
Yes, in LW 1.1 the Leaders start with Squadron Size at 1. But you can easily set "global Min Squadron Size" in Mods Menu to e.g. 2. It will ignore pilot restrictions regarding minimum, so you will be able to always send at least 2 jets (or more - depending on what you set).
When is the update to the new version of the mod expected (not BETA?). I want to start a new campaign and if a new version comes out soon, then play with it. Thank you.
I was going to wait with squadron unleashed until my next playthrough (I'm several hundred hours into a LW game) but it somehow added itself, despite me never enabling it in the mod manager, while I was in a tactical game messing with other mods, and because I'm on ironman and don't know how to turn that off, I'm stuck with the mod now. I encountered one raider which a single pilot could easily have shot down before I had squadron unleashed, but now suddenly 3 of my pilots together managed to increase the health of the raider from 6k to 30k. it looks like weapons deal negative damage. I'm so lost.
edit: also for some reason lvl 1 training school upgrades cost like 5k credits, or 2k monthly cost. I couldn't find how to change that and I know it's not supposed to cost absurd amounts. It's supposed to have one less 0
I suspect you might have experimented with some overhaul which included Squadron Unleashed. Anyway - you can easily turn the mod off by simply deleting or commentig out the line for it in DefaultMutatorLoader. Just don't delete any files (or your saves with the mod will stop loading). You should have your fleet back as it was before the mod. Warning: if you have "manufacturable" weapons mounted in secondary slots - remove them (replace with the Vulcan) before disabling the mod.
Regarding the HP - the latest update of the mod includes serious change to HP scaling over time. The HP of UFOs will quickly increase - the higher the difficulty, the faster. This if for UFOs to catch up with rapid increase of Xcom firepower. You can alter the modifiers manually in DefaultSquadronUnleashed.ini (the easiest way is just comment out or delete BalanceShips lines).
The reason for change to the "HP scaling" resulted from trivialisation of dogfights where as soon as you started fitting Phoenix Cannons the battles lasted 3-4 seconds.
Regarding the costs - it seems like you are using the config for LW ERaT overhaul. Bring back the standard config.
You don't. My mods are not installed with Patcher GUI or LW Mod Manager. I write mutators and LW is enough to handle mutators without any patches. You must be putting the files in wrong location. Show me a screenshot of windows explorer showing where you have put the files. Or navigate to the SquadronsUnleashed folder where you put it in and copy the exact path to it so I can verify.
Oh, and paste the contents of your DefaultMutatorLoader.ini
Read the installation instructions again. This mod is not a mod installed with txt-patch. Instructions tell you nothing about patching anything, just copy files to the game directory, add lines to DefaultMutatorLoader.ini and that's it.
(this mod does not modify any other game file - therefore no need for LW Mod Manager and no risk of overwriting the mod with LW Mod Manager patches)
Config for ERaT is downloaded separately and the description of the file in the Downloads section explains that this file is for the users of Enhanced Realism and Tactics overhaul mod (hence "ERaT" abbreviation). If you don't play the overhaul you shouldn't use this config because, in short, it multiplies costs and prices of the pilots and training center by c.a. 100. ERaT overhaul
After starting the UFO capture, the game immediately freezes on the hologram of the earth. Time passes and then it indicates that the interceptors have returned, but nothing happens. After a short while it exits the holoview, but if I go back, I can't do anything.
I am not sure what you mean by "capture". It would be better if you described what you do, not only what you see. I click this, this happens, I click that, that happens etc.
I'm at the first UFO sighting in the game. After starting the fighters, the game switches to the hologram, but the little fighter icon doesn't move. Time passes but there's no reaction. A little time passes and the game indicates that the fighters can be deployed again, but nothing changes, the little fighter is still above the base on the hologram. It exits the hologram after about a day. If I go back, the UFO is still visible, but when I click on it, it doesn't respond. The fighters are not in the hangar. If I haven't sent fighters to it, the game continues, but the UFO remains frozen. If I try to send fighters to it later, the same thing happens.
Ok, I understand the issue. Now we need to determine if it is the mod that is causing it. What happens when you disable Squadron Unleashed and reload the save and try this situation without the mod?
I disabled the mod and started a completely new game and the problem still occurs. So the mod is not the problem. thanks for trying to help. I hope I can figure out what is causing it and fix it.
I would suspect sth wrong with your installation but it might be the mod as well. Can you upload the save file and Launch.log file after the crash to desktop? Crash the game, exit, go to \Documents\MyGames\Xcom...\Logs and take Launch.log from there. In \SaveData is your save file as well, probably the newest one (by date). You can also try reaching me through Discord and just drop the files through Discord (you can run Discord through the browser if you don't use the app.
Ship and weapon stat modifiers are in DefualtSquadronUnleashed.ini in the lines starting with ShipWeapons= and BalanceShips= (the latter rather for UFOs but if you provide iShipType=1 for Raven or iShipType=3 for the Firestorem it should work). Mind that these modifiers go on top of DefaultGameCore.ini values - don't replace them.
You cannot modify the Skyranger's speed with this mod.
Regarding the broken interception - are you sure you are using the mod with LW?
222 comments
1. starting distance (Vulcan Cannon is a close range weapon, dealing 0 damage at long range)
2. pilot and his traits
However, I cannot see how these would bring 175 DPS to 65 DPS with LW 1.1. config for SU2 mod. With the default config of the mod - it could, yes, but in LW 1.1 all the weapons are "long range weapons" (only Vulcan is short range). I also can't see any considerable pilot's trait that could have such high impact on the DPS.
I have no clue.
1. How do you tell the mod is working at all? I don't know whether the issue is that the mod is not working or it is lacking parts of its functionalities.
2. In Pause Menu - is there the button for Tutorial?
3. Is there the Pilot Roster at all?
3. Are you using UI Mod Manager? If yes - is the mod on the list.
To answer the questions though for more record keeping than anything else
1. Honestly can't be sure other than having seen it in the active mods list of UI Mod Manager
2. No
3. No
4. Yes, mod was on the list.
As I said though, after a fresh download from the mod link today, all is good. Odds are the download I did on the 17th just bugged out somehow.
The escort UFO after shot down generates a crash site for "UFO-0" which shouldn't be possible (both for the crash site and the UFO count), and the crash site is in a different location than the air battle area (crash site in USA, engaged location is Australia)
I changed the config a bit based on this page in ufopedia: https://www.ufopaedia.org/index.php?title=User:Riw/SquadronUnleashed , one of it is to enable council reward on escort shot down. I tried reverting the option but still has the same issue.
I also have other mods installed, so maybe its a bug occurring due to other mods?
I installed the new release and it works fine now. Thanks for the help
Everything seems to have installed fine, but I can't figure out how to send more than one Interceptor out at a time. I press A button to assign one, but when I do the same on a second it removes the previous.
Is there something else I should be doing?
I want to start a new campaign and if a new version comes out soon, then play with it.
Thank you.
edit: also for some reason lvl 1 training school upgrades cost like 5k credits, or 2k monthly cost. I couldn't find how to change that and I know it's not supposed to cost absurd amounts. It's supposed to have one less 0
Regarding the HP - the latest update of the mod includes serious change to HP scaling over time. The HP of UFOs will quickly increase - the higher the difficulty, the faster. This if for UFOs to catch up with rapid increase of Xcom firepower. You can alter the modifiers manually in DefaultSquadronUnleashed.ini (the easiest way is just comment out or delete BalanceShips lines).
The reason for change to the "HP scaling" resulted from trivialisation of dogfights where as soon as you started fitting Phoenix Cannons the battles lasted 3-4 seconds.
Regarding the costs - it seems like you are using the config for LW ERaT overhaul. Bring back the standard config.
Oh, and paste the contents of your DefaultMutatorLoader.ini
I assume i've missed something. Does thie installation guide change with LWmodmanager. I've not used one before.
(this mod does not modify any other game file - therefore no need for LW Mod Manager and no risk of overwriting the mod with LW Mod Manager patches)
yes?
and what does ERaT mean, if you don't mind me asking?
ERaT overhaul
If I haven't sent fighters to it, the game continues, but the UFO remains frozen. If I try to send fighters to it later, the same thing happens.
thanks for trying to help. I hope I can figure out what is causing it and fix it.
You can also try reaching me through Discord and just drop the files through Discord (you can run Discord through the browser if you don't use the app.
Like speed of the skyranger and raven and firestor and UFOs and weapon damages??
Okay now for some reason interception is broken idk why and how.
Mind that these modifiers go on top of DefaultGameCore.ini values - don't replace them.
You cannot modify the Skyranger's speed with this mod.
Regarding the broken interception - are you sure you are using the mod with LW?
I am gonna reinstall and try it again.
Also It might be because editing DGC data? Both soldier and Firestorm raven and ufo data maybe?