Xcom enemy within long war mod download
This is a very interesting bonus. While it may take a few base restarts til you get the vents in good locations, this bonus can completely eliminate your need for Elerium Generators, saving you lots of elerium and money, as well as allowing fast base expansion due to having so much power. I really like how this one shakes up the game so much. If you want to have a mostly SHIV game, this is the bonus for you. This means that with Commander's Choice, you will have a Max ranked soldier after your first mission of a class of your choice.
Considering soldiers get bonus stats every few missions they participate in once they reach Master Sargent, this bonus lets you work towards making a Super Soldier if that's a play style you want to try for. A slightly better version of Ghost in the Machine as it also benefits MEC troopers, which make great although expensive troopers.
This means all soldiers can move 1 additional tile. A very powerful bonus. Instead of 10 days to train a psionic soldier, its now 5. A very nice bonus early game as you wont get this until Advanced Aerospace Concepts and early game you sort of struggle to hit Scouts as your pilots aren't trained or have good weapons. This is one of the other top tier bonuses, as this lets you build 2 sattlites for the cost of 1.
And like it or not, satellites will be shot down from time to time, so the cost reduction for new ones is great. Plus the extra uplink is right next to your first one, not hurting your base layout at all. And if you have the Second Wave option Diminishing Returns enabled, this helps deal with that.
Up to you how much you value this. I personally don't value this much as its better to not get hit at all. Aim is always good. This is another aerospace upgrade. Not very useful as you don't care about officer training school rank amounts due to how many soldiers you need to have leveled anyway to avoid Fatigue.
I don't find this useful as autopsies and interrogations are fast anyhow and at points even with them at normal speed you may run into times where you can't research anything due to not having enough weapon fragments anyway. Country Satellite Bonus In addition to a continent bonus, each country also gives you a bonus if they have satellite coverage. Most of these bonuses are weaker versions of starting bonuses, but some are unique as well. Check them out on the Wiki, as well as the starting amount for each country.
Commander's Choice is a recommended Second Wave option so you can choose your soldier's class. SHIVs are amazing. Alloy SHIVs make excellent tanks with the correct upgrades. They can also be upgraded to suppress targets, making them some decent support as well.
Don't neglect the Steady Weapon option. Additionally always Steady Weapon on a Rocketeer before you fire its rocket so the rocket doesn't deviate.
Full Cover gives some DR in addition to its defensive bonuses. Try to stick to it as much as you can. Use Grenades to remove alien cover. Really helps vs mutons that like to hide in cover. EXALT can still use their alternative abilities such as firing a rocket or throwing a grenade though. Don't feel ashamed to sell items on the Grey Market. Its necessary on higher difficulties. Plus once you can get alien captives, those make better trades for the council than corpses.
Only corpses you don't wanna sell are Cyber discs since they make Dodge modules for your interceptors. You also need 15 thin men for an acid grenade, ext But since you get aliens like crazy as each mission has aliens on the map at once or more, well, corpses are aplenty!
And captured alien weapons sell for a lot themselves. Try to always have 1 satellite in stock just in case the aliens shoot down one of your satellites. That way you can instantly put up the new one. Suppressing an Overwatching alien will suppress its Overwatch until your Suppressing Fire is canceled.
Likewise dealing damage to an alien using Suppression fire cancels its suppression. To obtain Rift, they must mind control an Ethereal. This is very difficult due to the obscenely high will of the ethereal. To help this along, a Combat Drugs soldier and a berserker serum, as well as a 2nd psi unit that mind links with the first unit, can help out a bunch. Its the hardest part of the campaign for sure. Fatigue is a new mechanic in Long War. Basically what it means is that after a mission, those soldiers will be injured for 1 hp if you send them into another mission before their fatigue wears off.
Psionic soldiers and Gene modded soldiers have longer fatigue than normal soldiers, and SHIVs have no fatigue at all. What this means is that you need to rotate your soldiers. Instead of the base game where you had one super great squad, in this game you will have, 4, 5, or maybe even 7 squads rotating in and out. A good way to help manage fatigue is to in the first few months, bring some Rookies in alongside your squaddies, improving them and getting your next few squads ready for when you need them later on.
A few things to keep in mind Lots of rooms have adjacency bonuses, forcing your base to have to dedicate places to certain areas depending on their adjacency bonuses. Now, for the actual buildings, there isn't that much to say about the layout.
What this means The top 2 rows to the left, you will have 3 adjacent Satellite Relays and 3 Satellite Nexus, filling out a 2x3 grid. This will give you exactly enough satellite uplinks to cover the entire planet.
Find a spot in your base with a free 2x2 grid. In this spot you will put 2 labs, your Gene lab, and your PSI lab. Your Power Generators you probably wont have much of a choice on, but try to get as many adjacency bonuses that you can with them without interrupting the other 3 base areas.
Place the Alien Containment Facility, Officers School, Hyperwave Relay, and Gallop Chamber wherever you want that doesn't interfere with any of the above as they have no adjacency bonuses. Now that you have an idea on how to layout your base, what do you build first? Build Order In the Long War, there isn't a hard and fast rule of what you build first. Usually you want to get your foundry up while slowly getting over to your steam vents and putting up a relay so you can get your continent bonus.
Once this is done, you can usually safely start working on the rest of your infrastructure as you amass more Interceptors so you can protect other continents, and eventually launch satellites on them. That being said, if you have some Second Wave modifiers active, like say, Wear and Tear, a Repair Bay might be one of your higher priorities.
Thankfully its really cheap to make and is usually one of your first buildings anyway after the first Relay and the Foundry. Ideally the build order for your early game should be this A second Relay so you can have 3 satellites up at once.
A temporary Fission Generator so you can build down to your Steam Vents 3. Work your way down to reach your planned 'Workshop' block 4. Put up a Foundry 5. Work your way to your first Steam Vent 6.
Build a Thermal Generator. At this point you can choose how you want to build your base from here. You can decide to remove that Fission generator if you want since the steam vent one will give lots of power and put another building there, or what have you.
NOTE: On the higher difficulties, especially with Second Wave options War Weariness and Results Driven, you may want to keep that fission generator until much later as money is extremely scarce. Why Do I have building limitations? This is a new feature in the Long War so you have a need for those people.
Just build the room when you have enough scientists and Engineers. Research in Long War is fairly straightforward at the start, and branches off later in the game depending on how you want to build your army.
This section is to explain the standard build path before you start to branch off into other paths. This allows you to trade Sectoid corpses to the council for scientists, thus greatly speeding up your future research. Next you will grab Alien Weaponry to unlock the SCOPE item for you to build, increasing soldier accuracy, and unlocking the way to Beam Lasers Next you will research Beam Lasers so you can get laser weapons, giving your soldiers a massive accuracy and damage upgrade.
At this point you can choose to either get Alien Materials or Advanced Beam Lasers Alien Materials allows you to trade Meld and other items to the council, but some of those deals might not be worth it.
Additionally it'll give you access to the specialized weapons for every class. Once you have grabbed both of these, you will get Experimental Warfare which unlocks the ability to make Acid grenades when you autopsy a Thin men. It also unlocks the next and last Early game research you should beeline for, Advanced Aerospace Concepts At this point you can decide if you want to rush Gauss weapons, rush Psionics, get Armor, rush Plasma, or rush MECs.
Now you have gotten your Xenobiology and maybe your lasers, and you want to know where to go from there? Well there are many paths that you can choose from.
Do note, while Xenobiology is unskippable, you can skip Lasers if you know what your doing, instead picking up Alien Materials for a Phoenix Cannon and taking these alternate routes.
Or you could come to these routes from the Early Game Research Path area of this guide. Additionally you can research autopsy's and interrogations at any time, as well as Alien UFO research projects. One Autopsy that is recommended is Thin men however, as they give access to Acid grenades after you research Experimental Warfare. Path 1: Armor Tech This is the next logical step up after Lasers, even though all paths listed here are also alternatives.
Just upgrade your armor until you have Aurora or Banshee armor. You can stop this path upon researching Advanced Body Armor no problem and work towards other goals if you so wish, picking it up later when you have the chance to research Elerium. Berserker Interrogation increases Armor Research due to an armor credit, but chances are this will only help you with Advanced Power Armor or the MEC armor research lines. Path 2: Psionics Unlike the base game, it is very fast and easy to get into Xenopsionics, only requiring Xenoneurology, Xenogenetics, and Sectoid Autopsy to unlock the research option.
This research path will give you the Gene Lab and the PSI lab, both of which give adjacency bonuses if next to laboratories or themselves, increasing your research speed and giving you access to PSI units. Sectoid Interrogation goes a long way to making this research faster, as Sectoid research credits increase Biocybernetics and Xenogenetic research.
Sectoid Commanders help Xenopsionics, but chances are you will research Xenopsionics long before you ever see a Sectoid Commander. The downsides to this path are that if you skipped Lasers, your still using your starting weapons and may be feeling a slight pinch as Alien health has gone up. If you didn't skip lasers, you might be a bit behind on your armor, which isn't too bad.
This lets you build a MEC and later on you can unlock the Flamethrower, which is still as powerful in Long War as it was in the base game. The downside of MECs is that they are expensive to produce, costing more than an interceptor per armor. Path 4: Gauss Gauss is the next tier weapon after Lasers, and can be either rushed at the start, or after you finish your Early game research paths. Gauss Weapons only require Alien Materials and Experimental Warfare to be researched before you can make them, and are the middle of the road when it comes to weapons.
Muton Interrogation Research Credits increase Gauss research, so they may be helpful if you find you can interrogate a muton before you get access to Gauss. There aren't any real disadvantages for going to Gauss after the early game build as its the next step up other than your armor might be falling behind. Path 4a: Gauss Rush This is the same as above, but you skip researching Lasers and just rush straight for guess. Unlike the above, this has some serious disadvantages, but if done right you can get Gauss weapons out 2 months earlier than normal.
The downsides of this are numerous however, first and foremost they take a long time to research and build. It could take upwards of 2 months before you research basic Gauss after starting to research it, followed by another month building the guns themselves! All this time the Aliens are getting ahead of you in research, making the tactical game harder.
Path 5: Pulse Weapons Pulse is the 2nd best weapon type in the game, and the highest type XCOM can build itself without you needing to capture aliens. If you research this and its Advanced counterpart after researching Advanced Gauss weapons, you will get access to EMP weapons, which will give you the 2nd strongest aircraft weapon, the EMP cannon, which is as good as a Plasma cannon but doesn't need an Alien Heavy Rifle to craft.
Thin Man Interrogation help this research path immensely due to the laser credit. I'd recommend getting this after researching some armor tech, Gauss, and maybe a support tech like Psionics or MECs, as Gauss can get you to the end of the year usually. You can get this after getting Advanced Lasers, Aerospace, and all of that if you want though, but like Plasma, it might make your tactical game harder due to how long it takes to research and build.
Path 6: Plasma These are the highest tier weapons in the game, and unlike the base game, are actually tricky to make as you need to capture an alien alive to get its weapon, which in turn is used to craft a plasma weapon as XCOM can't reproduce an alien plasma core. Naturally if your going this route you will unlock MECs long before you unlock Plasma weapons, so this is a possible research path to combine with obtaining MECs and Lasers.
Heavy Floaters give a Plasma Research Credit. The earliest I've seen Plasma Carbines come online is late August, so its not necessarily the best research path to beeline for after finishing the early game stuff, and you should definitely not rush plasma at all. Once you eventually make your way to Plasma and the heavier armor types, all that's left are a few other research paths that I'm sure you can figure out.
This will give you access to the Fusion Lance Aerospace weapon and the Blaster Launcher, but chances are if you don't have the Slingshot DLC, you may never see Fusion Weapons pop up as downing an alien Battleship is very difficult.
The original Long War installation files will be extracted from the Long War installation file into a temporary folder 2. These original files will replace your current Long War game files except for config files if you've chosen to preserve them. This effectively reverts Long War back to it's original installed state, removing all mods.
Each selected mod will be installed in sequence. When it completes, you can close LWModManager and start your game. It will remember your settings the next time you start it. Requires Bronzeman option if Ironman mode is enabled. It is relative to the selected "XCom Enemy Within" folder.
Sections appear in config files as [SectionName]. Don't include the square brackets. You can have as many of these as you like. If an exact matching line is already found in the config file it will be removed and the line added to the end again. This prevents any conflict with the "preserve config files" option. It's possible to define lines that replace or delete earlier lines in a config file by using special characters at the start of each line that is added.
Unfortunately the patchupk. Originally posted by graphics :. Last edited by sheep from hell ; 9 Jul, am. Jbob View Profile View Posts. I've been having the same problem and I think I solved it. I got the this folder already exists error and then the mod installed. It seems to be an issue if the game is installed on a separate drive from steam. A hotfix might be to move the exe to the same directory, excepting enter 'steam' now in place of 'steamlibrary', a difference on my computer, between first and 2nd drives , and where the install is likely searching for it, then move the updated exe back manually.
Moving drives seems to have worked for me. Hello, I have installed the Steam EW version. It was the EW game that loaded again with no errors. I rolled back to the EW version, uninstalled Long War, installed it again but no luck. Any solutions to this?
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