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MechPlasma
Jan 30, 2013

OneTwentySix posted:

Can someone explain what benefit the reflex cannon is (plasma shotgun)? It's the same damage as the alloy cannon, but has one fewer shots. Does it just not have the penalty to hardened targets? I feel like I just wasted a ton of money on this thing.
Ah, I investigated it for you while I was updating the weapons wiki (if you want to help, just go to XEW\XComGame\Config\DefaultGameCore.ini and search for the weapon name. iOffensive is the aim modifier) and noticed that they had the same 7-13 value. As far as I can tell, you're not using the latest Long War (beta 13) so your Alloy Cannons are bugged to be way more powerful than they should be.

If you want to be fair but don't want to update, you can change it through editing that .ini file. Change the Alloy Cannon's iDamage to 8. Simple as.

What I also noticed while editing the .ini, that I didn't really before, is just how obscenely powerful the default SHIV turret is. On it's own, it's as strong as a Pulse Rifle!

MechPlasma fucked around with this message at 15:43 on Jul 19, 2014

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Tin Tim
Jun 4, 2012

Live by the pun - Die by the pun

Beagle posted:

Ranger +1 is pfffhbtbtbtbt because of how neglible it is, Low Profile is good, but Sprinter is got to go so god drat fast. Sprinter + Light Armor + SMG + Inherent Scoot Mobility = RIP every bomb mission, terror mission, newfoundland, and all aliens that didn't want to be flanked because you are moving at the speed of sound.

Assault Sprinter is even more hillarious for Run and Gun sprinting.
Heck yeah, having your scout be a human Sonic is really great! Just took the perk on a scout who had 15 move already :rms:

golem_ii posted:

8 Seekers at once is pretty fun!


As others have said, bring those battlescanners as soon as Seekers become a thing! Scouts get two as a perk which is pretty much all you'll need for the most part. I had some tough times with Seekers when I started LW because I neglected scanners. But once I used them things got a lot better.

So, I really hope that the LW people hear all the hate that the current Exalt missions are getting :ohdear:


Yeah okay, just parachute three heavies into my back. That's no big deal and very cool.


Having zero chance to save your operative because he gets mobbed on the other end of the map on the start of turn two? Even better!

I reloaded that one because gently caress it and got the same mission on the observatory map

Yep, Exalt outnumbered me four to one. Or rather five to one because the Operative can't do much with a pistol.


I think I should be happy that only one of my guys is out for more than a month?

Also, more odd stuff.


Why didn't close combat proc this time? The last one was due to elevation, but here it's all good in my eyes? Zombie walked up and nothing happened.


Two floaters moved on the same tile. lol, never saw that before.


Well, the aliens do come from space. So I guess covering the sky is a good idea? :v:

Tin Tim fucked around with this message at 16:09 on Jul 19, 2014

Hunt11
Jul 24, 2013

Grimey Drawer
So my current game has glitched so that I can not input any orders so is there any way to get the game working again or will I have to just restart from my last save point?

Deuce
Jun 18, 2004
Mile High Club

Hunt11 posted:

So my current game has glitched so that I can not input any orders so is there any way to get the game working again or will I have to just restart from my last save point?

Can't you just save now and restart?

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

Jesus Christ. :stare:
It's only mid-May on Long War and this thing showed up. Maybe it's because I finished the game pretty quickly but in my Vanilla run I never saw one of these. What the hell is it? Battleship, I presume? It can shoot me down in one hit and Firestorms are a far-off pipe dream.

On that note however, rushing beam laser cannons for my ships and researching each ship type between major projects was a good idea. My air game is definitely stepped up.

Roobanguy
May 31, 2011

^^^Yeah, that's a terror mission ship, they are just there to mock you as you watch the panic of where ever it lands skyrocket.



I didn't even know enemies could gently caress up grenade throws hahaha.

Darkrenown
Jul 18, 2012
please give me anything to talk about besides the fact that democrats are allowing millions of americans to be evicted from their homes
After getting Lasers I had several Exalt missions which I thought weren't so bad. Even when some elite agents showed up things were workable. Perhaps I had judged LW's Exalt missions too harshly, I thought. But just now I got one of those 4 soldier only missions, populated by at least 75% elite agents and now they have Lasers too. I thought I could at least hack the data and escape, but after hacking the second node more elite agents airdropped in by the Skyranger and went on overwatch. In the end I left one corpse behind and pulled 4 heavily wounded soldiers out of the flaming wreckage of the map. I only managed to kill 7 Exalt :stonk:

golem_ii
Dec 22, 2004

Vib Rib posted:


Jesus Christ. :stare:
It's only mid-May on Long War and this thing showed up. Maybe it's because I finished the game pretty quickly but in my Vanilla run I never saw one of these. What the hell is it? Battleship, I presume? It can shoot me down in one hit and Firestorms are a far-off pipe dream.

On that note however, rushing beam laser cannons for my ships and researching each ship type between major projects was a good idea. My air game is definitely stepped up.

http://www.youtube.com/watch?v=zZkcOa3tkyI

edit: "Experimental Warfare"

dyzzy
Dec 22, 2009

argh
I thought I was caught with my pants down when my first terror mission came up, but two specialist gunners with LMGs just filled everything with holes while the rest of my newbie squad just hunkered down between turns.

Aside from a few shotgun kills on some very brave chryssalids they were all of the mission's confirmed kills. :black101:

Oh and it was murder street too. How apropos :smug:

Beagle
Dec 8, 2012

It's fine...

dyzzy posted:

I thought I was caught with my pants down when my first terror mission came up, but two specialist gunners with LMGs just filled everything with holes while the rest of my newbie squad just hunkered down between turns.

Aside from a few shotgun kills on some very brave chryssalids they were all of the mission's confirmed kills. :black101:

Oh and it was murder street too. How apropos :smug:

Gunners were my favourite Weapons class for a while because suppression everywhere, then I discovered how good Rockteers are, but now Gunners are back with a vengeance because I discovered how good Flush is.

I wish I started with 8 soldiers, I want to take one of every class before the midgame. They're all so wonderful and balanced for each of their roles :911:

Tehan
Jan 19, 2011
Does Long War make the aliens pick their targets non-randomly? Because France was the scripted withdrawal and ever since then the aliens have had a raging hate-boner for Germany. Three terror missions at Cologne, one in Germany, and more UFO fly-bys than the entirety of North America - they were getting bombed on a weekly basis before I got satellite coverage up.

Whether it's random or not, it's really built up an emergent narrative. Started with a satellite over Japan and have managed to keep it alive the whole time thus far, and Japan's never left zero panic. I like to imagine the Japanese are the most ardent supporters of X-Com, with action figures and cosplay and fanclubs, and 'Sugar' Abubakar, Ace Pilot of Asia with eight confirmed kills is probably a national hero. The Germans are harrowed but unbroken, constantly hovering around level four panic but never surrendering. The French are right proper bastards, withdrawing right at the start and having thrice harboured Exalt cells, not that it stops my murder squads from moseying on over on a regular basis to kick around Exalt or to do the Portent/Deluge/Furies stuff, if the French have something to say about jurisdiction they can tell it to my gatling laser. Russia is making the best of things, constantly offering scientists and technicians in exchange for any alien gizmo I can get my hands on. Egypt has an insatiable hunger for corpses, Mexico wants a disturbing amount of live aliens, and the British are really into drones and seekers. And for some reason the aliens really, really love landing in Canada.

I don't think Australia even realizes there's a war on, they've had a grand total of one abduction and it was in Melbourne so I doubt anyone even noticed.

amanasleep
May 21, 2008

Tin Tim posted:


Why didn't close combat proc this time? The last one was due to elevation, but here it's all good in my eyes? Zombie walked up and nothing happened.

Have to see the turn to know for sure, but did that zombie walk over from the left? If so he only walked one tile into your Assault's vision beyond that car's full cover corner.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

Beagle posted:

Gunners were my favourite Weapons class for a while because suppression everywhere, then I discovered how good Rockteers are, but now Gunners are back with a vengeance because I discovered how good Flush is.

I wish I started with 8 soldiers, I want to take one of every class before the midgame. They're all so wonderful and balanced for each of their roles :911:
If there's one thing Long War does well, it's round out the classes. Engineers were the one class I wasn't too interested in, but now I have them lobbing smoke and scanners across the entire loving map while decimating whole walls to reveal clusters of exposed mutons. At first a scout just seemed like a faster assault with dodging instead of Run and Gun, but now that I've gotten more into them I don't use them the same way at all.
And since 5/8 classes can use shotguns now, your options for outfitting really open up. Do you give the shotgun to the Assault and the laser rifle to the Scout, or vice versa? Depends on the squad composition, the available equipment, the mission setting, etc.

Also, the fact that they tell you the kind of terrain you'll be facing makes a world of difference. I really like knowing that ahead of time.

Beagle
Dec 8, 2012

It's fine...

Tehan posted:

Does Long War make the aliens pick their targets non-randomly? Because France was the scripted withdrawal and ever since then the aliens have had a raging hate-boner for Germany. Three terror missions at Cologne, one in Germany, and more UFO fly-bys than the entirety of North America - they were getting bombed on a weekly basis before I got satellite coverage up.

Whether it's random or not, it's really built up an emergent narrative. Started with a satellite over Japan and have managed to keep it alive the whole time thus far, and Japan's never left zero panic. I like to imagine the Japanese are the most ardent supporters of X-Com, with action figures and cosplay and fanclubs, and 'Sugar' Abubakar, Ace Pilot of Asia with eight confirmed kills is probably a national hero. The Germans are harrowed but unbroken, constantly hovering around level four panic but never surrendering. The French are right proper bastards, withdrawing right at the start and having thrice harboured Exalt cells, not that it stops my murder squads from moseying on over on a regular basis to kick around Exalt or to do the Portent/Deluge/Furies stuff, if the French have something to say about jurisdiction they can tell it to my gatling laser. Russia is making the best of things, constantly offering scientists and technicians in exchange for any alien gizmo I can get my hands on. Egypt has an insatiable hunger for corpses, Mexico wants a disturbing amount of live aliens, and the British are really into drones and seekers. And for some reason the aliens really, really love landing in Canada.

I don't think Australia even realizes there's a war on, they've had a grand total of one abduction and it was in Melbourne so I doubt anyone even noticed.

AFAIK the LW strategy AI is very different and I'd like to say it does make smart decisions re: taking over countries/continents. I've seen pictures of mid/late-game "air raids" where a bunch of UFOs prepare and then assault all at once to overwhelm XCOM air defense. I know they definitely react to how threatened they are by XCOM and by how many resources they have.

I love the writeup of your council personalities, haha. It makes it all the sweeter when you imagine the Skyranger touching down in France as the local governments whine about it.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

Tehan posted:

Does Long War make the aliens pick their targets non-randomly? Because France was the scripted withdrawal and ever since then the aliens have had a raging hate-boner for Germany. Three terror missions at Cologne, one in Germany, and more UFO fly-bys than the entirety of North America - they were getting bombed on a weekly basis before I got satellite coverage up.

Whether it's random or not, it's really built up an emergent narrative. Started with a satellite over Japan and have managed to keep it alive the whole time thus far, and Japan's never left zero panic. I like to imagine the Japanese are the most ardent supporters of X-Com, with action figures and cosplay and fanclubs, and 'Sugar' Abubakar, Ace Pilot of Asia with eight confirmed kills is probably a national hero. The Germans are harrowed but unbroken, constantly hovering around level four panic but never surrendering. The French are right proper bastards, withdrawing right at the start and having thrice harboured Exalt cells, not that it stops my murder squads from moseying on over on a regular basis to kick around Exalt or to do the Portent/Deluge/Furies stuff, if the French have something to say about jurisdiction they can tell it to my gatling laser. Russia is making the best of things, constantly offering scientists and technicians in exchange for any alien gizmo I can get my hands on. Egypt has an insatiable hunger for corpses, Mexico wants a disturbing amount of live aliens, and the British are really into drones and seekers. And for some reason the aliens really, really love landing in Canada.

I don't think Australia even realizes there's a war on, they've had a grand total of one abduction and it was in Melbourne so I doubt anyone even noticed.
This is a fantastic narrative. I wonder what kind of fans XCOM would get in real life. :allears:
Unfortunately for me my forced withdrawl early on was in Canada, so now I can't get the Air and Space bonus until way later. :( I guess Africa's a good goal, though. But with as high as prices on maintenance are, Europe is probably a better option.

GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.
A team of scouts/gunners/assaults with flush, combined with assaults with close combat specialist, is absolutely hilarious.

Especially if they are Gunners with Shredder ammo.

Flush definitely seems to trigger that pretty reliably.

Sadly, not every enemy can be fully flushed, but the increased chance to hit against fliers and stuff is honestly still pretty nice. +30 bonus to aim is totally worth the half damage in a bunch of situations.

I sort of want to try making a super-tanky Assault now though. So many nice defensive perks...

GlyphGryph fucked around with this message at 03:13 on Jul 20, 2014

ArchangeI
Jul 15, 2010

Vib Rib posted:

This is a fantastic narrative. I wonder what kind of fans XCOM would get in real life. :allears:


A bunch of nerds with far, far too much knowledge of how a Laser Rifle works.

Wassbix
May 24, 2006
Thanks guy!
Can anyone give me some tips for dealing with LW berserkers? I shot at one and all 8 people in squad panic'd and lost 2 turns in which they walked up and started mauling my guys. After i shot at them again and caused 5 guys not dead to panic...

ArchangeI
Jul 15, 2010

Wassbix posted:

Can anyone give me some tips for dealing with LW berserkers? I shot at one and all 8 people in squad panic'd and lost 2 turns in which they walked up and started mauling my guys. After i shot at them again and caused 5 guys not dead to panic...

Don't bring rookies/people with low will. Other than that, Flashbangs, Grenades, Rockets.

Wassbix
May 24, 2006
Thanks guy!

ArchangeI posted:

Don't bring rookies/people with low will. Other than that, Flashbangs, Grenades, Rockets.

I did flashbang, and the team was all corps so I'm guessing I was really unlucky

MechPlasma
Jan 30, 2013
Alright, end of month four. I've destroyed the far-too-long Alien Base and started researching the Hyperwave Relay, before I found out that I need to destroy a second Alien Base to actually make the thing. That is... REALLY strange. Oh well, at least you can make a country instantly ragequit by accusing them of being EXALT. Which spawns an alien base.

Yes, accusing a country of being alien sympathizers will make them so pissed off that they'll start sympathizing with the aliens. Logically.

I've also been thinking about skipping Alloy SHIVs. Not entirely intentionally, but my research is so far ahead while my money/alloy reserves so lacking that I haven't even had a good opportunity to make them yet.


As for the balance in Not-So-Long War, it's... not bad, as far as I can tell. I know Meld is affected by a multiplier, and I'm assuming ship materials are too (next time someone takes a Scout intact, let me know the figures). But I get the impression the enemy is behind on tech - is it normal, five months in, to still have them using mostly Scouts and nothing more than Medium Raiders? 'Course, it could just be that I haven't lost a mission yet and let very little ships through.



In the meantime, have some cool stuff:


I'm pretty sure this isn't even supposed to be possible!

And yes, when you don't lose a single civilian, the panic level stays just where it is!


Pictured: a Chrysalid taking over 50 points of guaranteed damage in one turn. Against default weapons. That doesn't require an action. And that happens multiple times a turn, until you run out of ammo.

Basically, what I'm saying is that Chrysalids can't do SQUAT against Sentinel Drone SHIV teams. And it's hilarious to watch them try!


Beagle posted:

I discovered how good Flush is.
What manner of devilry is this? Flush? Good? Nay, I shall not believe your wicked lies!



Edit: oh, here's a question. Which is better, HEAT ammo or Holo-targeting with +5 aim? All the tough opponents (Cyberdisks, Mechtoids, the occasional tough Floater) are robotic, so I'm wondering if it's worth the loss of up to 15% accuracy.

MechPlasma fucked around with this message at 03:48 on Jul 20, 2014

Beagle
Dec 8, 2012

It's fine...

MechPlasma posted:


What manner of devilry is this? Flush? Good? Nay, I shall not believe your wicked lies!



Edit: oh, here's a question. Which is better, HEAT ammo or Holo-targeting with +5 aim? All the tough opponents (Cyberdisks, Mechtoids, the occasional tough Floater) are robotic, so I'm wondering if it's worth the loss of up to 15% accuracy.

HEAT with Flush = like 6 damage to robotics with Flush with basic ballistics :toot: I take it over Holo and take Holo on Scouts instead.

Are those SHIV "Sentinel Modules" their version of CCS? Pretty hillarious looking. Alloy SHIV very strong.

HundredBears
Feb 14, 2012

MechPlasma posted:

Edit: oh, here's a question. Which is better, HEAT ammo or Holo-targeting with +5 aim? All the tough opponents (Cyberdisks, Mechtoids, the occasional tough Floater) are robotic, so I'm wondering if it's worth the loss of up to 15% accuracy.

The obvious answer would be both. I'm not sure what the optimal mix is, but one or two with Holo-targetting would be better than pure HEAT even against robotic enemies, while HEAT on a few won't hurt much against non-robots since the HEAT SHIVS can just shoot enemies that have already been Holo-targetted. If you need to research one before the other, HEAT makes sense for the first pick. You can rely on a damage boost like that; +5 aim not so much.

Edit: If you're talking about Gunner perks and not SHIV small items the yeah, listen to Beagle. Is the perk worth +5 aim now? The perk stat bonuses were pretty lackluster in the last beta that I played.

HundredBears fucked around with this message at 04:28 on Jul 20, 2014

Beagle
Dec 8, 2012

It's fine...

HundredBears posted:

The obvious answer would be both. I'm not sure what the optimal mix is, but one or two with Holo-targetting would be better than pure HEAT even against robotic enemies, while HEAT on a few won't hurt much against non-robots since the HEAT SHIVS can just shoot enemies that have already been Holo-targetted. If you need to research one before the other, HEAT makes sense for the first pick. You can rely on a damage boost like that; +5 aim not so much.

Edit: If you're talking about Gunner perks and not SHIV small items the yeah, listen to Beagle. Is the perk worth +5 aim now? The perk stat bonuses were pretty lackluster in the last beta that I played.

Oh you guys were talking about SHIV items not Gunner perks. I'm such a bad babby that I haven't got late enough to build multiple alloy SHIVs yet so it didn't even cross my mind :(

Speedball
Apr 15, 2008

So is an all-SHIV team viable? Expensive, probably, and lacking in cool special abilities, but viable? Probably needs that auto-repair Foundry thing to really pay off...

deep dish peat moss
Jul 27, 2006

Roobanguy posted:

^^^Yeah, that's a terror mission ship, they are just there to mock you as you watch the panic of where ever it lands skyrocket.



I didn't even know enemies could gently caress up grenade throws hahaha.

I once had two low-health high-ranking soldiers end a turn a few tiles away from a 1-HP muton. He ran up to the immediately adjacent tile and he threw a grenade at them, missing the shot and somehow lobbing it backward just far enough to blow himself up and leave my two soldiers alive. It was the most amazing spectacle.

Glidergun
Mar 4, 2007
Is there something you're supposed to do to get engineers in Long War? I have more than twice as many scientists as engineers, and while part of this is having full satellite coverage over North America, part of it is that scientists just seems easier to come by. Am I doing something wrong?

chiasaur11
Oct 22, 2012



Speedball posted:

So is an all-SHIV team viable? Expensive, probably, and lacking in cool special abilities, but viable? Probably needs that auto-repair Foundry thing to really pay off...

Yup.

Mobile, high powered weapons, and with the Sentinel module and suppression, they can be pretty good.

Roobanguy
May 31, 2011



so apparently your operative still exists when they exit through the evac zone. that guy got killed btw

Doctor Goat
Jan 22, 2005

Where does it hurt?
Your evac ship has nothing but shotguns installed on it.

MechPlasma
Jan 30, 2013

Speedball posted:

So is an all-SHIV team viable? Expensive, probably, and lacking in cool special abilities, but viable? Probably needs that auto-repair Foundry thing to really pay off...
So far, I say yes, even without the auto-repair. The downside is the lack of explosions, Officer upgrades, and special abilities, but they make up for it with an obscenely powerful basic gun, good starting health, and ridiculous expandability ($20 without workshops to resurrect a SHIV, and an injured SHIV is only out for a week).

In terms of expenses, they're somewhat expensive at the beginning, but because they don't actually need upgrades and you can skip a whole lot of normally-necessary purchases and projects, and some Research ones too, they do pay off.

Oh, but the two places they fall down is in capturing aliens (you need at least one regular and three Outsiders) and the Base Defense mission (I presume, I haven't played it, but in the original it really depended on you having high-ranked well-equipped dudes). They're certainly both possible, (remember that losing Base Defense just makes you restart the mission, not the game), but when I do a pseudo-Impossible I'm totally gonna cheat on those anyway. I'm not carrying around a fleshbag for all my UFO missions, that's just no fun.



If you want, I've got a very rough guide I made a few posts back, and I'll be making a proper one later. Although I'd really suggest putting it off until Beta 14, when the too-many-missions bug gets (supposedly) fixed.

Glidergun posted:

Is there something you're supposed to do to get engineers in Long War? I have more than twice as many scientists as engineers, and while part of this is having full satellite coverage over North America, part of it is that scientists just seems easier to come by. Am I doing something wrong?
I think Scientists are supposed to be as common as Engineers, but it's still cool. Scientists are WAY more useful up until considerably later.

toasterwarrior
Nov 11, 2011

MechPlasma posted:

I think Scientists are supposed to be as common as Engineers, but it's still cool. Scientists are WAY more useful up until considerably later.

True; however, Engineers are critical in early game since you'll need them to set up both Workshops and Satellite Uplink/Nexuses. Two Laboratories will carry you for a long while.

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

11 may not seem like a lot but 3 dense pods of seekers in a row really makes me hate these assholes. >:(
Also, whoever said explosions destroy weapon fragments but not corpses, drat you for a liar. I just encountered my first cyberdisc on this mission and finishing it with a rocket yielded no wreck to salvage.

MechPlasma posted:

I'd really suggest putting it off until Beta 14, when the too-many-missions bug gets (supposedly) fixed.
What bug is that specifically?

toasterwarrior
Nov 11, 2011
Wonderful, nothing like activating a Chryssalid pod through a wall thanks to buggy LoS. Time to creep around this UFO and hope that the fuckers dash into my line of fire instead of waiting until I move too close and murdering all my dudes :sigh:

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖
Line of sight is pretty good in most of the game's areas, but in UFOs it's a total crapshoot. Ramps, slopes, diagonals, roofs... whether you'll be able to see one end from the other, you may as well flip a coin.

Dysgenesis
Jul 12, 2012

HAVE AT THEE!


I am about to finally get around to installing this game. I have read the op and then jumped to the end of the thread. I played lots of enemy unknown on the ps1.

Do I need to know anything else super important? Should I just go straight in with enemy within or play the normal game first?

Lima
Jun 17, 2012

^^ Go hog wild with EW from the start. The added complexity is nothing compared to the old Ufo/X-com.

Vib Rib posted:

Line of sight is pretty good in most of the game's areas, but in UFOs it's a total crapshoot. Ramps, slopes, diagonals, roofs... whether you'll be able to see one end from the other, you may as well flip a coin.

Climbing or grapple hooking up a multistory building is also almost guaranteed to reveal pods inside :(

Lima fucked around with this message at 15:48 on Jul 20, 2014

Grand Fromage
Jan 30, 2006

L-l-look at you bar-bartender, a-a pa-pathetic creature of meat and bone, un-underestimating my l-l-liver's ability to metab-meTABolize t-toxins. How can you p-poison a perfect, immortal alcohOLIC?


What .ini changes would you suggest to make Long War a bit easier? I want to like it and I don't mind having the difficulty increased some, but I keep getting into this mid game where it's pure frustration. I have so few resources and mechtoids/berserkers start showing up and I feel like I can't make any progress. More money would be a big help.

Smiling Knight
May 31, 2011

Grand Fromage posted:

What .ini changes would you suggest to make Long War a bit easier? I want to like it and I don't mind having the difficulty increased some, but I keep getting into this mid game where it's pure frustration. I have so few resources and mechtoids/berserkers start showing up and I feel like I can't make any progress. More money would be a big help.

I feel that reducing cost and upkeep for planes would help a fair bit. As is, expanding satellites to South America is literally a net loss, money-wise, if you plan on actually protecting it from ufos. Other continents really aren't much better.

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GlyphGryph
Jun 23, 2013

Down came the glitches and burned us in ditches and we slept after eating our dead.
goddamn it I hate Newfoundland. Am I the only one that has to deal with these weird screenlocks every single time I play this level? I had to reload 6 or 7 times last time to finish the level without breaking the game, and it took me way to long to figure out how to navigste the ctrl-alt-del menu properly with the keyboard (the game kept focus for the mouse, so that didn't work).

It's just weird and dumb and terrible and I sometimes get the impression that I'm the only one who has the problem (and it's ONLY with Newfoundland, specifically the infestation mission and particularly attempting to finish the level... I'd assume it's a problem with the cutscene loading somehow?)

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