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Ok, I was really stunned by the demand, but I'm happy to help. Here's the changelog:
That's it. Some of those sound heavy handed, like the repair/heal time nerfs, but like I said - in October I had a guy out for 41 days from a critical wound. Interceptors can still be out for a very long time as well but you're a little less likely to end up with the extremely stupid 'whole fleet is out for a month because I got bad RNG on a scout'. Most of the bullshit is still bullshit, but slightly less so. I didn't touch EXALT, and I was very tempted to reduce the flying cover bonus by 5 because -30 is really rough and part of what makes heavy floaters so dumb late game, but I didn't. Also, it has some of my default settings for soldier colors, so feel free to tweak that to your own liking. You can get it here oswald ownenstein fucked around with this message at 04:54 on Dec 20, 2014 |
# ? Dec 20, 2014 04:51 |
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# ? Apr 28, 2024 03:40 |
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Dope! Thank you
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# ? Dec 20, 2014 05:03 |
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You are a saint. How would I check what version of LW I have?
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# ? Dec 20, 2014 05:19 |
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Just upgrade to the latest version or that ini will probably gently caress up your game since the arc thrower setting wasn't there before one of the recent beta 14 versions
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# ? Dec 20, 2014 05:38 |
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NeoSeeker posted:Just one more reason to camp my steam wishlist for daily deals. Be sure to join us every week at Thursday Night XCOM, hosted by forums poster Beagle.
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# ? Dec 20, 2014 05:41 |
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Waiting on that daily deal.
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# ? Dec 20, 2014 07:23 |
NeoSeeker posted:Waiting on that daily deal. While you're waiting can you detail your zipline-based zombie survival plan? I'm actually interested in this.
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# ? Dec 20, 2014 07:27 |
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Segmentation Fault posted:While you're waiting can you detail your zipline-based zombie survival plan? I'm actually interested in this. I am also eagerly anticipating this cockamamie scheme.
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# ? Dec 20, 2014 08:19 |
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Moddington posted:Be sure to join us every week at Thursday Night XCOM, hosted by forums poster Beagle. How did this week go anyway, has Beagle recovered from losing all his gear yet?
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# ? Dec 20, 2014 08:40 |
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Scapegoat posted:How did this week go anyway, has Beagle recovered from losing all his gear yet? Surprisingly well. Lots of pip-pip-pip noises and dead floaters.
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# ? Dec 20, 2014 12:54 |
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Yeah, he's pretty much completely rebounded at this point. Murdering hordes of sectopods, pulling off captures aplenty, and even managed to avoid losing Canada again despite yet another terror mission (in my hometown, too). Goes to show that a single major loss doesn't necessarily spell the end in Long War, even on Impossible.
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# ? Dec 20, 2014 13:04 |
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I got to watch TNX live for the first time and actually cheered when held strong against the alien menace. Life will go on, people will still go to Tim Hortons.
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# ? Dec 20, 2014 14:10 |
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So is there a list of good builds for the different classes somewhere/in this forum? I've got no idea what to go for, since this is like a completely different game with LW.
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# ? Dec 20, 2014 14:15 |
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Koorisch posted:So is there a list of good builds for the different classes somewhere/in this forum? Scapegoat posted:Have a read of Beagles build strategy I'm following this and it's working out great so far
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# ? Dec 20, 2014 14:44 |
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Does anyone know how to do .ini editing on the Mac App Store version of the game? Everything I find via Google is for Windows and for the Steam version. I just want to do stuff like unlock all the Second Wave options and so on so I can crank up the difficulty a bit for a playthrough before I look at installing Long War.
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# ? Dec 20, 2014 15:21 |
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K, so. Ive installed the most recent long war and ini mod, and its mostly working. Just completed Confounding Light for the first time, which was fun. Now, I am experiencing some weirdness, and Im not sure if its cause Im using an updated save, or something else. Every now and then I get a new mission, and it doesn't show me my team - I have to click them manually. (That might be a feature not a bug). When I do click the team, most of the time it launches normally. About 1/3 of the time, it doesnt show one of my troopers (I can click their inventory but not see them), and when I launch, it does the flight sequence, but doesn't load the map. It's just a blue cursor on a field of black. Any suggestions?
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# ? Dec 20, 2014 16:08 |
LowellDND posted:K, so. Having a clean slate when you start a mission is a long war feature. As for the missing soldier and the hanging black screen, that sounds like a model failing to load. Did you save a backup of defaultgamecore.ini?
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# ? Dec 20, 2014 16:12 |
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Segmentation Fault posted:Having a clean slate when you start a mission is a long war feature. Yes, I did. I just checked the recruit costs in game, and they are still 25, so I'm wondering if the ini mod didn't take. edit: I put in the backup ini, same results. Loel fucked around with this message at 16:29 on Dec 20, 2014 |
# ? Dec 20, 2014 16:15 |
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Oswald, you are a saint.
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# ? Dec 20, 2014 16:33 |
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LowellDND posted:Yes, I did. did you edit the new ini's name? You can't just copy and paste it. As it is named differently.
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# ? Dec 20, 2014 16:44 |
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CharlestheHammer posted:did you edit the new ini's name? Yup. It did the 'move and replace' pop up and everything. edit: Ive checked using both ini files, same results either way. Loel fucked around with this message at 16:54 on Dec 20, 2014 |
# ? Dec 20, 2014 16:47 |
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LowellDND posted:Yup. It did the 'move and replace' pop up and everything. Did you use the correct folder? X:\Steam\steamapps\common\XCom-Enemy-Unknown\XEW\XComGame\Config
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# ? Dec 20, 2014 16:57 |
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Dongattack posted:Did you use the correct folder? Aha. That fixed the 20 credit trainee issue, but the map is still not loading. Didn't load under the back up ini either.
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# ? Dec 20, 2014 17:04 |
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LowellDND posted:Aha. That fixed the 20 credit trainee issue, but the map is still not loading. Whichever troop(s) aren't appearing in the skyranger, change their hair/helmet before launching.
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# ? Dec 20, 2014 17:42 |
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Orgophlax posted:Whichever troop(s) aren't appearing in the skyranger, change their hair/helmet before launching. No go. In the squad line up, they dont have a picture at all. I went ahead and changed their numbers just in case, but the map still didnt load. (checked using mod ini)
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# ? Dec 20, 2014 17:49 |
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LowellDND posted:No go. In the squad line up, they dont have a picture at all. I went ahead and changed their numbers just in case, but the map still didnt load. Also installing the patch will overwrite your ini, so if you put the ini in and installed the patch that will cause a problem I would try just doing a clean reinstall of everything though, I haven't encountered anything like you did, I don't think it's an ini issue.
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# ? Dec 20, 2014 18:04 |
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Ive made similar changes to those changes listed in that custom .ini oswald ownenstein made as well as some weapon changes of my own. All weapons: Same ammo counts as their ballistic counterparts. Shotguns base 6, snipers 4, heavy rifles 4, LMGs 10, SAWs 8. Gauss get +1 ammo over base, Long Rifle is still a single shot weapon with 2 shots with ammo conservation. SMG- base ammo to 3. It's in a bigger weapon slot than used by the machine pistol with similar capabilities. Heavy Rifle- Accuracy Penalty to -10. So a scope can counter the penalty Sawed Off shotgun- Range to 15 so its better than melee range. Ammo conservation allows 2 shots. Marksman's Rifles/LMGs: Range increased from 36 to 40 MEC minigun- Base Ammo to 3
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# ? Dec 20, 2014 19:05 |
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Landed abductors, man. I just holed up in a little patch of woods and had my Goliath bait the aliens into that little bay with the ramp and the power source. Then drop rockets on them. There was also a little corner that the rockets already destroyed where I had the MEC stand. With CCS she killed three mutons and a huge amount of drones and seekers on that spot. Just reload every turn. Sulphagnist fucked around with this message at 19:57 on Dec 20, 2014 |
# ? Dec 20, 2014 19:51 |
I just had my first terror mission... it took place in an densely populated urban cemetery. Floaters just flew around the map murdering all of the civilians and I could only reach 2 before they were all dead.
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# ? Dec 20, 2014 22:57 |
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Decrepus posted:I just had my first terror mission... it took place in an densely populated urban cemetery. Floaters just flew around the map murdering all of the civilians and I could only reach 2 before they were all dead. That's Long War.
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# ? Dec 20, 2014 23:12 |
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So, I just did an extraction with 2 shivs and 2 rookies on the forested road construction map. Everything went without a hitch except when I tried to extract it was saying one unit was outside the extraction zone. I tried reloading the save and redoing the turn a few times, but no matter what I did and where I stood one unit was always outside the extraction zone. Finally I said screw it and extracted to see what happened and one of my shivs that was clearly in the extraction zone was left behind. No idea what that was about.
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# ? Dec 20, 2014 23:31 |
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wolfman101 posted:So, I just did an extraction with 2 shivs and 2 rookies on the forested road construction map. Everything went without a hitch except when I tried to extract it was saying one unit was outside the extraction zone. I tried reloading the save and redoing the turn a few times, but no matter what I did and where I stood one unit was always outside the extraction zone. Finally I said screw it and extracted to see what happened and one of my shivs that was clearly in the extraction zone was left behind. No idea what that was about. That's happened to me before but with MECs. I solved the issue by moving the MEC(s) toward the center of the extraction zone and it seemed to work.
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# ? Dec 20, 2014 23:34 |
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Disillusionist posted:That's happened to me before but with MECs. I solved the issue by moving the MEC(s) toward the center of the extraction zone and it seemed to work. Weird, maybe the next time I will figure out the magic square to put the shiv in.
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# ? Dec 21, 2014 01:41 |
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wolfman101 posted:Weird, maybe the next time I will figure out the magic square to put the shiv in. There's a thing with SHIVs and gold moves into the extraction zone. I think MECs have a similar issue if they fire in the extract? I could be misremembering or those could be older bugs.
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# ? Dec 21, 2014 01:44 |
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oswald ownenstein posted:Also installing the patch will overwrite your ini, so if you put the ini in and installed the patch that will cause a problem Well, that's disappointing. New install, same symptoms. I guess its the save. New game it is.
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# ? Dec 21, 2014 01:46 |
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oswald ownenstein posted:Ok, I was really stunned by the demand, but I'm happy to help. Here's the changelog: Thanks for this, i don't use your ini, but you keyed me in on some variables i wasn't aware off. Making Genemods cheap made the game a lot more fun, but also had the side-effect of making Meld more sparce earlier, which in turn butterfly-effects it's way to slower faility building since i can't go hogwild and sell Meld, i like it.
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# ? Dec 21, 2014 01:56 |
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Echophonic posted:There's a thing with SHIVs and gold moves into the extraction zone. I think MECs have a similar issue if they fire in the extract? I could be misremembering or those could be older bugs. I think any soldier/MEC/SHIV who fires on the last turn, even from the extraction zone, is left behind.
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# ? Dec 21, 2014 03:30 |
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Zokalwe posted:I think any soldier/MEC/SHIV who fires on the last turn, even from the extraction zone, is left behind. Nope, i often take potshots with my soldiers before i extract from 4 man Exalt missions, and nobody left behind so far at least. Unless it's a very inconsistent bug, i've done it around 10 times without any errors.
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# ? Dec 21, 2014 03:42 |
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So I grabbed the complete pack on steam since it was on sale. Is it just me or is classic alot easier now? I've on my 5th mission or so and still haven't lost a guy. There's typically only 4-5 aliens per map; I seem to remember the early game being way harder on the xbox. The sectiods are only coming in pairs of 2, I am pretty sure it used to be 3.
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# ? Dec 21, 2014 03:59 |
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# ? Apr 28, 2024 03:40 |
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So Im really digging the new game. The last round let me do a lot of practice, so my early maps are taking no fatalities, and prolly 20% as many wounded. Im going for europe/labs/prisoner build, as opposed to fumbling around (as much), and Im not ignoring infantry and scouts like I did last time. 2 missions have stood out so far: the first started fine and ended up panicking terribly. I was squad rushing up the map as per normal (it was a harbor/storage units map) and a sniper critically injures one of my guys out of the fog as he moves between places. Okay says I, I advance into the fog and send a medic over. They critically injure my medic, and one sectoid holds off my entire advance for 4-5 rounds. 3 guys shooting at him, 40-50% chances every time, miss every time. Even worse, when I send my backup medic over, a 2nd sectoid flanks me. So its 3 guys fighting one sectoid and not hurting him, and 1 guy fighting another sectoid and not hurting him. I even got 3 tiles away from the first sectoid, behind him, it was unreal. Finally got him, but Ive never seen 2 sectoids hold off a squad like that. Second mission was the V shaped highway one. New map to me, and I was unsure what was the 'real' direction. So I start left up the highway, make contact. Okay, I move troops over to extend the line, and make contact on the right. Suddenly I have four pods of sectoids hitting me from 2 flanks with no cover. I got obliterated. Reloading the map, I moved my guys 3 tiles into cover, all six of them in a row, and sent one up and back to pop pods. They next 30 rounds was them just advancing over open terrain and getting destroyed by my squad. I eventually ended up waiting 3 rounds of silence, then walked my guys up the hill to find one sectoid sitting terrified behind a car all by his lonesome. So of course we shot him in the face. I'm pleased with how things are going so far. I'm hoping the early prisoner rush will let me catch up on the air game later.
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# ? Dec 21, 2014 04:14 |