• XCOM V3: Hyphens are SO last decade
    5,000 replies, posted
Yea sure I could try to edit an ini. I just need to know what kind of adjustments you want made to it. Personally I reduce fatigue to 20%, buff air game and repair times. Slight increase to hard cash from missions and 15% increase in alloys. [editline]19th July 2015[/editline] ^ hell nick we could collaborate on an easier/balanced fp .ini
if someone were to make Long War as close to vanilla X-COM as possible without not being long war I would totally play it.
[QUOTE=Xavith;48244195]Yea sure I could try to edit an ini. I just need to know what kind of adjustments you want made to it. Personally I reduce fatigue to 20%, buff air game and repair times. Slight increase to hard cash from missions and 15% increase in alloys. [editline]19th July 2015[/editline] ^ hell nick we could collaborate on an easier/balanced fp .ini[/QUOTE] Sure man, if you want just add me and we can chat it over steam.
[QUOTE=ScottyWired;48202113]Ramping up the difficulty for myself after finishing my first Enemy Within play, which I did after my first Enemy Unknown play. Classic Ironman, with Marathon, Absolute Critical, Not Created Equally, Hidden Potential, and Training Roulette. Starting base in Asia. Slingshot and Progeny off this time because fuck 'em. Let's do this shit. [editline]14th July 2015[/editline] WELP. [B][I][URL="https://dl.dropboxusercontent.com/u/111996868/2015-2/Games/classicironman%20%281%29.jpg"]It[/URL] [URL="https://dl.dropboxusercontent.com/u/111996868/2015-2/Games/classicironman%20%282%29.jpg"]was[/URL] [URL="https://dl.dropboxusercontent.com/u/111996868/2015-2/Games/classicironman%20%283%29.jpg"]fun[/URL] [URL="https://dl.dropboxusercontent.com/u/111996868/2015-2/Games/classicironman%20%284%29.jpg"]while[/URL] [URL="https://dl.dropboxusercontent.com/u/111996868/2015-2/Games/classicironman%20%285%29.jpg"]it[/URL] [URL="https://dl.dropboxusercontent.com/u/111996868/2015-2/Games/classicironman%20%286%29.jpg"]lasted[/URL].[/I][/B][/QUOTE] I just wasn't having fun like this, so the following statement is no longer true. [QUOTE=ScottyWired;48190231]I'm glad XCOM 2 will be out before I've got the patience and experience to play Long War.[/QUOTE] Back to normal, with a fair few Second Wave options and ini changes I found on reddit, Nexus and SA but none that explicitly hold my hand. I'm having more fun now.
[QUOTE=CGNick;48244189]We're not complaining about wanting an "easy-time and relaxed" Long war, but rather a proper balanced one without having to follow some stupid meta all the time. Granted a lot of stuff from the second wave options can make it easy, but some make it TOO easy. Like the major buff of aim to your ground and air game. Ini changes are good as well, you can customize a lot, but not everything. You can't adjust the airgame aim or interception time for example, that's all hardcoded.[/QUOTE] Ya I hear you, it's just that [I]some[/I] complaints I see are simply because people don't set the game options right.. I think.. Plus some minor small edits in dgc.ini which isn't much I know, but like repair/fatigue times. I didn't even buff cash or alloy incomes personally. I want it to be hard, but not stupidly hard. The buff to ground combat won't even matter if you play on Brutal (trust me, the aliens become super accurate even with Cinematic Mode, starting from 1st mission), but the buff to air is still probably quite noticeable. (The buff to air and ground are separate in the Second Wave options too.)
I wonder if they'll improve the CQC animations in XCOM 2. If you flank someone by getting on the cover tile directly to their left/right and fire, your guy just ends up walking inside of him and shooting at the floor or the air. [QUOTE=CGNick;48244229]Sure man, if you want just add me and we can chat it over steam.[/QUOTE] Hooray, cooperative balancing! I'mma start downloading Long War now so I can install it later whenever you guys finish. Also I'm trying to play Classic Ironman and holy shit it is tough, but thankfully I'm not doing as badly as I though I'd be. I did alt-f4 once when a Muton and two Floaters killed three of my high cover guys with crits from low ground.
You can start with Iron Rose's ini balancing from Something awful: [url]http://www.nexusmods.com/xcom/mods/582/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fxcom%2Fajax%2Fmoddescription%2F%3Fid%3D582%26preview%3D&pUp=1[/url] Changelog: Exalt Health Reduced Fatigue and Injury Timers Reduced Officer Fatigue Penalty Reduced Soldiers suffering Critical Wounds no longer lose will Air Evade Defense Reduced to 25 from 30 Rocket Scatter Reduced Base UFO Alloys increased on Normal, Classic and Brutal difficulties Reduced Alloys lost on UFO Crash Reduced Elerium lost on UFO Crash Increased Alloy/Elerium Rebate for Workshops by 50% Cut Interceptor Repair times to 1/3 base Interceptor Rearm Hours Reduced to 1 day Mec Flamethrower Damage Buffed from 4-6 to 6-8 Battlescanners Useable by All soldiers MEC Suits buffed (changes listed in readme).
Does anybody here have any late-game Long War B15 saves? I need to test how the aliens do research wise later on.
The fucking poetry of this :v: [t]https://dl.dropboxusercontent.com/u/111996868/2015-2/Games/2015-07-20_00001.jpg[/t]
If you are taking suggestions from randumbs can I suggest ramping up arc thrower stun chance at least when the alien is below 3HP? Something like 50% at 3HP, 70% at 2HP, 90% at 1HP. Or maybe make it actually simply inversely proportional to the percentage of health the alien is missing. I really really dislike setting up a hunt on the last remaining alien, getting him pinned with suppression, surrounding him from all sides so he can't just bail but in cover so he can't snipe anybody, only for that effort to fail to 50/50 random roll
[QUOTE=Awesomecaek;48244943]If you are taking suggestions from randumbs can I suggest ramping up arc thrower stun chance at least when the alien is below 3HP? Something like 50% at 3HP, 70% at 2HP, 90% at 1HP. Or maybe make it actually simply inversely proportional to the percentage of health the alien is missing. I really really dislike setting up a hunt on the last remaining alien, getting him pinned with suppression, surrounding him from all sides so he can't just bail but in cover so he can't snipe anybody, only for that effort to fail to 50/50 random roll[/QUOTE] I've boosted the chances a bit. I'll test out the chances later.
I kinda like the Long War Newfoundland mission actually, even though I lost 3 people on it. The original newfoundland mission in vanilla xcom was WAY too easy, while the Long War actually makes it challenging by adding more than just lids. It's one of the only parts of the game where it doesn't go all out BS.
Ok so a little update status on this: Alien progression: I've removed some of the damage upgrades, specifically on the leaders. Damage reduction-wise, I've also lowered it a bit and also made it progressively increase, instead of just getting like 2 DR out of the blue one day. Also made the regeneration on some aliens be a bit less. I've adjusted that some aliens like the Mutons/Floaters have less Will increments and Sectoids/Ethereals have a bit more. XCOM-wise: Soldier base aim is now boosted to 70 aim and without strict screening it varies from 65-75 (Default being 58-72). SHIVs have a 4th slot. I've also boosted their HP just a tiny bit on the upgraded variants. Recovery time is now slightly improved to work at about 2/3 of the original. Max wound time is now set at 40 days. Fatigue is set to work at about 60% of the original and commanders get half the fatigue penalty from being commanders. Item-wise: I've reverted the items to give out bonuses at 5/10/15 increments instead of the 4/8/12 system. Carbines now give out +5 Aim instead of 6, and Laser guns also have +5 Aim instead of 7 (Which makes the laser carbine to have +10 aim in total). I made the HE grenade have a little bit more environmental destruction than before, so it feels stronger now. Arc thrower is now made to be a bit better, here are some Example stats: Normal: 1HP - 67% / 2HP - 60% / 3HP - 52% / 4HP - 36% / 5HP - 25% / 6HP - 18% / 7HP - 12% / 8HP - 8% Improved: 1HP - 71% / 2HP - 71% / 3HP - 71% / 4HP - 67% / 5HP - 60% / 6HP - 52% / 7HP - 36% / 8HP - 25% Airgame: I can't manually edit the fight time or aim stats on the Interceptors, so no change there, however I made it so that the recovery time is about 33% faster and rearming them now takes only 5 days instead of 7. The boost to the recovery time is quite noticeable, so I think I won't lower it more than that.
Armour combat sperg in me is wondering if there's point behind having both dedicated "Mechanical Units" class and DR at the same time. Couldn't we simply have mechanical units all have naturally high DR, independent on their healthpool (which could be moderately low), with HEAT ammo simply giving weapons DR ignore? That way you could have the variety of fleshy huge HP pool sponge Berserks and relatively sleek looking (due to relatively lower HP) but in fact very tough cyberdiscs. And I would make XCOM armour come with mainly DR as well, with extra HP only coming from the natural stat increase/biomods. I dunno, it feels like a bit more elegant solution to me.
Friend of mine sent me a link to a couple screens. I laughed and cried at the same time. [t]http://i.imgur.com/yLJlRLb.jpg[/t][t]http://i.imgur.com/eIJmUIO.jpg[/t][t]http://i.imgur.com/dQgjZ7x.jpg[/t]
[QUOTE=Awesomecaek;48246185]Armour combat sperg in me is wondering if there's point behind having both dedicated "Mechanical Units" class and DR at the same time. Couldn't we simply have mechanical units all have naturally high DR, independent on their healthpool (which could be moderately low), with HEAT ammo simply giving weapons DR ignore? That way you could have the variety of fleshy huge HP pool sponge Berserks and relatively sleek looking (due to relatively lower HP) but in fact very tough cyberdiscs. And I would make XCOM armour come with mainly DR as well, with extra HP only coming from the natural stat increase/biomods. I dunno, it feels like a bit more elegant solution to me.[/QUOTE] So the idea is that the armors don't give out huge amounts of HP, but instead give a good amount of DR and some HP to top it off? I think a problem would be that MECs would have so much DR early on, that you wouldn't be able to dent them, whether its Mectoids or MEC soldiers. I think the DR system for MECs atm is alight, it's just that Long War doesn't properly balance it out.
[QUOTE=CGNick;48246250]So the idea is that the armors don't give out huge amounts of HP, but instead give a good amount of DR and some HP to top it off? I think a problem would be that MECs would have so much DR early on, that you wouldn't be able to dent them, whether its Mectoids or MEC soldiers. I think the DR system for MECs atm is alight, it's just that Long War doesn't properly balance it out.[/QUOTE] Is there any chance one could change how DR is applied? Something like that DR would apply on damage after 1-3 points that would go through always and only the damage above that could be lowered by DR, so whittling down high DR thing would be still possible with enough sources of plain attacks. Alternatively just make DR either substract the number of points [B]or[/B] substract a percentage, whichever leaves the defender with [I]more[/I] damage taken. (so, again, whittling works). Alternatively just make some of the basic equipment ignore lot of DR (while nerfing it otherwise). How about AP Grenades, Sniper Rifles (but not Scout) and Battle Rifles (they might actually have an use now). Also shredder rocket could just debuff DR for a longer while. [editline]19th July 2015[/editline] Tbh I wish the most the original X-COM expendable ammo magazine system was still in. You could give even the basic weapons various kinds of ammo (Armour piercing, hollow point, incendiary) and you would have to choose what stuff are you going to bring with you in what quantity.
[QUOTE=Awesomecaek;48246309]Is there any chance one could change how DR is applied? Something like that DR would apply on damage after 1-3 points that would go through always and only the damage above that could be lowered by DR, so whittling down high DR thing would be still possible with enough sources of plain attacks. Alternatively just make DR either substract the number of points [B]or[/B] substract a percentage, whichever leaves the defender with [I]more[/I] damage taken. (so, again, whittling works). Alternatively just make some of the basic equipment ignore lot of DR (while nerfing it otherwise). How about AP Grenades, Sniper Rifles (but not Scout) and Battle Rifles (they might actually have an use now). Also shredder rocket could just debuff DR for a longer while. [editline]19th July 2015[/editline] Tbh I wish the most the original X-COM expendable ammo magazine system was still in. You could give even the basic weapons various kinds of ammo (Armour piercing, hollow point, incendiary) and you would have to choose what stuff are you going to bring with you in what quantity.[/QUOTE] The thing is, I can't change how DR works. I can only change the amount of DR units have unfortunately.
Well, as I said, third option would still work, no? Proper snipers, AP grenades which anyone can use (but which cram a lot of slots for non-engines) and battle rifles, which are something nobody ever really uses, could be three starting things you could kill high DR stuff with. It would be about making sure you have the right stuff on you in case you see lot of mech stuff.
[QUOTE=Awesomecaek;48246516]Well, as I said, third option would still work, no? Proper snipers, AP grenades which anyone can use (but which cram a lot of slots for non-engines) and battle rifles, which are something nobody ever really uses, could be three starting things you could kill high DR stuff with. It would be about making sure you have the right stuff on you in case you see lot of mech stuff.[/QUOTE] Still no, I can't make items that ignore DR. It's hardcoded.
[del]Hell you could just add an "AP Ammo" starting item that would work work with all ballistic weapons, give it DR ignore, but halve (or otherwise nerf) the base damage.[/del] [editline]19th July 2015[/editline] Oh hum nevermind then.
Man I seriously can't wait for XCOM 2 at this point. I just wanna make my own damn mod. A goddamn stargate mod.
Stargate is a very cool universe and still barely used in games but sadly anything worthwhile done in it is bound to be a massive content sink if it's meant to be worth anything.
[QUOTE=Awesomecaek;48246642]Stargate is a very cool universe and still barely used in games but sadly anything worthwhile done in it is bound to be a massive content sink if it's meant to be worth anything.[/QUOTE] I know, it has to be quite content wise heavy, but if such content were to be made, it would be perfect to go into the XCOM 2 mechanic world.
[QUOTE=CGNick;48245480]Ok so a little update status on this: Alien progression: I've removed some of the damage upgrades, specifically on the leaders. Damage reduction-wise, I've also lowered it a bit and also made it progressively increase, instead of just getting like 2 DR out of the blue one day. Also made the regeneration on some aliens be a bit less. I've adjusted that some aliens like the Mutons/Floaters have less Will increments and Sectoids/Ethereals have a bit more. XCOM-wise: Soldier base aim is now boosted to 70 aim and without strict screening it varies from 65-75 (Default being 58-72). SHIVs have a 4th slot. I've also boosted their HP just a tiny bit on the upgraded variants. Recovery time is now slightly improved to work at about 2/3 of the original. Max wound time is now set at 40 days. Fatigue is set to work at about 60% of the original and commanders get half the fatigue penalty from being commanders. Item-wise: I've reverted the items to give out bonuses at 5/10/15 increments instead of the 4/8/12 system. Carbines now give out +5 Aim instead of 6, and Laser guns also have +5 Aim instead of 7 (Which makes the laser carbine to have +10 aim in total). I made the HE grenade have a little bit more environmental destruction than before, so it feels stronger now. Arc thrower is now made to be a bit better, here are some Example stats: Normal: 1HP - 67% / 2HP - 60% / 3HP - 52% / 4HP - 36% / 5HP - 25% / 6HP - 18% / 7HP - 12% / 8HP - 8% Improved: 1HP - 71% / 2HP - 71% / 3HP - 71% / 4HP - 67% / 5HP - 60% / 6HP - 52% / 7HP - 36% / 8HP - 25% Airgame: I can't manually edit the fight time or aim stats on the Interceptors, so no change there, however I made it so that the recovery time is about 33% faster and rearming them now takes only 5 days instead of 7. The boost to the recovery time is quite noticeable, so I think I won't lower it more than that.[/QUOTE] Sounds good to me man (you will be posting how to change all this right?)
[QUOTE=joshuadim;48246769]Sounds good to me man (you will be posting how to change all this right?)[/QUOTE] Better yet, I'll make it simple and just package it up so people can must merge it with their Long War and it will work just fine. The only thing people will need to adjust is their soldier color format again if they wish.
[QUOTE=CGNick;48247331]Better yet, I'll make it simple and just package it up so people can must merge it with their Long War and it will work just fine. The only thing people will need to adjust is their soldier color format again if they wish.[/QUOTE] Thanks dude! It will help me against some of the bullshit that LW brings up (cough first Exalt mission cough)
I must have the glitchiest install of xcom. An exalt soldier just climbed up the building, threw a smoke at my own team with no other enemies in the floor... [t]http://i.imgur.com/Is8MDOr.jpg[/t] ..and then got stuck on this pose when it was my turn. [t]http://i.imgur.com/YQaAUKs.jpg[/t]
I started LW today. Anything I should know? How much more difficult is [I]the[/I] newfoundland mission going to be this time around? Barely anyone made it back my first time
[QUOTE=Dr.C;48249784]I started LW today. Anything I should know?[/QUOTE] the aliens win
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