XCOM: Enemy Unknown

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Long War Wiki Discussion (474 comments)

  1. ellatan
    ellatan
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    Locked
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    Long War Wiki
     
    To Do List - planned upgrades and current tasks to improve and update the Wiki
  2. IlRematore
    IlRematore
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    Wiki has been going up and down continuosly these days
  3. savvage
    savvage
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    the wiki lists crysalids having robotic
  4. z0mb1e15
    z0mb1e15
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    I downloaded this mod because I heard it was a great mod, I wouldn't know, my team was wiped out on the first mission, my team must of just graduated from the stormtrooper academy of marksmanship, the aliens had no problems, their first shot killed one of my team (seeing this one of the team panicked and shot and killed one of his team mates, the only time one of the team hit something), the next 4 shots aliens fired resulted in 4 kills.
    1. KatyPerry7744
      KatyPerry7744
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      - Use a full cover instead of a half cover
      - Blow enemy cover with HE grenades
      - Use smoke grenades and flashbangs
      - Hunker down instead of taking 30% shots

      Cinematic Mode second wave option helps too
  5. bingo12345
    bingo12345
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    deleted
  6. hazardass
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    What is going on with UfoPedia ?
  7. bateks
    bateks
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    Wiki is down again
    1. Huillam
      Huillam
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      You can still access it through google cache:
      https://www.google.com/search?hs=cXx&channel=suggest&hl=en&q=+site:ufopaedia.org+longwar+wiki&sa=X#hl=en&q=site:ufopaedia.org+longwar

      Click on the triangle on the right of an url and select cached.

      Edit:
      Navigation should be easier using archive.org: http://web.archive.org/web/20160111032643/http://ufopaedia.org/
  8. Enhas
    Enhas
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    The soldiers page should add how stats are allocated when a new soldier is made, when not using Strict Screening.

    As far as I can tell, it works like this:

    - Each soldier has 37 (42 if starting with Australia) "points"
    - Baseline stats is 3 HP, 11 mobility, 58 aim, -5 defense and 16 will
    - Points are distributed at random until all 37/42 of them are used, without going over any stat caps
    - An extra HP costs three points, mobility four points, aim one point, defense one point and will one point
    - Stats cap at 5 HP, 15 mobility, 72 aim, 5 defense and 44 will
    - The +1 HP, +1 mobility, +3 aim or +5 will starting bonuses are added *after* this, which means they can go over the cap

    I don't know how the special (Annette, etc... as well as MEC Troopers) soldiers work or what exact bonuses they get, this is just for standard soldiers.
    1. Ucross
      Ucross
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      That's not exactly true.

      It actually starts by assigning a random mobility, then checking how much higher or lower from average that mobility is and then assigning the next stat. Then it does the same for the next stat until it gets to the final stat. I'm not sure the exact order.

      Special soldiers just have 'set' stats.
    2. Enhas
      Enhas
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      It does seem to work a bit in the way I described though, because I've crunched the numbers with many regular soldiers and it always adds up to 37 "points". But it does make sense that mobility is assigned first, because it's worth the most in terms of points. If I knew the order that the stats are picked, then I could be sure that I'm not just making things up or anything like that.

      And not every special soldier has set stats, I've seen variations on the Furies sometimes.
  9. hazardass
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    Hello,

    The description of "Advanced Repair" under Foundry projects
    (http://ufopaedia.org/index.php?title=Foundry_%28Long_War%29#Aerospace_Improvements) is somewhat vague. It just says:

    "Increases interceptor, SHIV, and item repair speed. "

    Could you tell us exactly how much it increases the repair speed? Is it a flat percentage for all repairs?
    Without this info it's pretty difficult to decide if, or when, I should get that perk. Please also consider updating the Wiki.

    Thank you.
    1. hazardass
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      Could one of the experts here please respond? I can't believe nobody has ever purchased the "Advanced Repair" foundry upgrade. Someone has to know how much it increases the repair speed of interceptors and SHIV.

      Also, Advanced Flight is similarly vague. It just says "increases flight time..." but it doesn't say by how much. So I don't know if these upgrades are worth it.

      Anyone know this?

    2. Zyxpsilon
      Zyxpsilon
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      From the ingame Advanced Repair description which ends with this; "... by about one-third."

      Advanced Flight?? For Hover Shivs & Archangel/Seraph armors... IIRC, the turns counter limit goes from 6 to 12. So - doubled. This is the same effect --also-- given by Fuel-Cell (which is mentionned in the Wiki articles about Equipment), btw.
    3. hazardass
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      Thank you Zyxpsilon! I mostly rely on the wiki to decide what to research, so I never get to see the in-game description for many of these things. I think the Wiki should include the details.
  10. hazardass
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    Wiki is down again
    1. hazardass
      hazardass
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      It's back up and it seems they've updated it to v1.0. Thank you.
  11. ZengarZonvolt
    ZengarZonvolt
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    so i just got the VR training mo for long wars and it helped me make a good warrior out of these puny privates as i bought them and i just learned that after the lance corporal promotion units get to pick their nicknames. and i hatched an idea to assign their nicknames as teams like assault - 1 or buster- 1 and a such. makes it easier to use soldiers and see what team is unavailable due to exhaustion. i know this has been asked around the steam forum but is there no way to make a roster sorting mod? i know i found a dirty solution that to enable strick screening so all solder starts with 4 HP, 65 Hit and 40 Will, then enable commander's choice for class then assign class orderly but sometimes newly recruited solder from either the barracks or from miniquest kinds of screw with the arrangement. but thats just me though. fantastic mod. so thats one of the few suggestion i wanna say. the other one is a sort of MP bar for Psionic soldiers. it kinda makes me feel better that the psi ability cost something other than cooldown. also how about a rather hard mechanics regarding armor. what i wanna see is like Doom armor. what it does is your armor takes 1/3 of the damage you took. so if you are wearing the tac armor which is +1 HP, and you took 3 damage, your solder takes 2 HP damage and 1 armor damage. but if you are wearing say the banshee armor that gives +3 HP, what it would look like is your banshee armor will take the 1 armor damage and you will take the 2 HP damage, leaving you with 2 HP and 2 AP, and if the next attack is just 1 damage, the armor will take it all and leave you with 2 HP and 1 AP. if your HP drops to 0 even though you still have some AP, the soldier will roll a 1d20 to see if he bleedout or die. if the roll is less than the max HP then the soldier bleedout, otherwise he/she dies.

    EDIT: quick edit because i forgot to mention this.

    for the armor system, you should make it so Medikit only heals the HP so the armors is a one off thing, making the repair system make sense in more than one way. this should make long wars that more meaningful, as soldier get hit and their armor got destroyed, the fear should set that the next shot could be fatal. one last suggestion is private weaponry. and what i mean by that is that private soldier should only be able to use pistols and only have 1 slot for extra gears.
    1. ThelsK
      ThelsK
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      You're in the wrong thread. This thread is about discussing the wiki, not the game itself.

      As for sorting... they have some control over how the list is sorted, but can't provide options to toggle between them, unfortunately.

      The current sorting goes by status (available/fatigued/wounded/etc), and then by XP. So even if you do as you said, and assign classes in order, it'll get messed up when some of your soldiers earn some XP.

      As for your other suggestions, Long War is "complete". They'll keep an eye on it and implement fixes if needed, but no new features. Most of the features seem out of scope for a mod of a game that doesn't like to be modded. Hopefully, XCOM2 has the promised modding support to implement such ideas.