Difference between revisions of "Dynamic War (Long War)"

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* '''The cost of things''': the resources (credits/alloys/elerium/meld/weapon fragments) cost of items, training, etc doesn't change. The altered income per mission is already balanced out by the altered number of missions. Note that the cost of things did increase in beta 15, which might be mistaken for scaling of costs because of Dynamic War. The exception is the cost of alien corpses for things, which does scale.
 
* '''The cost of things''': the resources (credits/alloys/elerium/meld/weapon fragments) cost of items, training, etc doesn't change. The altered income per mission is already balanced out by the altered number of missions. Note that the cost of things did increase in beta 15, which might be mistaken for scaling of costs because of Dynamic War. The exception is the cost of alien corpses for things, which does scale.
 
* '''Corpses gathered''': The amount of alien corpses gathered per mission doesn't scale, but the cost in corpses of research, items, etc. is scaled.
 
* '''Corpses gathered''': The amount of alien corpses gathered per mission doesn't scale, but the cost in corpses of research, items, etc. is scaled.
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*'''Base building''': base facilities building times and power required do not change.

Revision as of 23:05, 18 March 2015

Dynamic was is a Second Wave option which replaces Marathon. It allows scaling of how long a campaign takes by scaling the number of alien missions per month. Many other things are scaled accordingly. It includes a new alien strategic AI, scaled number of missions and adjusted economy. Unadjusted, this generates 50% of number of missions that standard Long War would, but this can be adjusted in the LongWar.ini file which is 0.5f at default, for half the amount of alien missions. Values below 0.2f and above 2f are not advised, although some shortcomings of scaling can be overcome by editing other settings in .ini files.

Things that scale with Dynamic War

  • Alien missions: Number of alien missions per month scales, but not the number of EXALT or council missions per month.
  • Resources gathered: Resources such as credits/alloys/elerium/meld/weapon fragments gathered per mission.
  • Xp per mission: however at very low scales, the Xp per mission hits a cap.
  • Fatigue & injury: timers scale.
  • Stay frosty this perk allows officers to reduce fatigue by one point. This deduction is applied before Dynamic War scaling.
  • Alien corpses required: for research, rewards, etc.

Things that don't scale with Dynamic War

  • EXALT missions: Number of EXALT missions per month. The player gets enough clues to determine the location of EXALT headquarters at the same time point as without Dynamic War enabled. Therefore the number of exalt missions per month doesn't scale and players still exclude one country per exalt mission. This puts an unbalanced strain on the soldier roster when playing at higher speed.
  • Council missions: The number of council missions per month doesn't scale.
  • Xp per mission beyond cap: there's a maximum Xp a soldier can earn per mission.
  • The cost of things: the resources (credits/alloys/elerium/meld/weapon fragments) cost of items, training, etc doesn't change. The altered income per mission is already balanced out by the altered number of missions. Note that the cost of things did increase in beta 15, which might be mistaken for scaling of costs because of Dynamic War. The exception is the cost of alien corpses for things, which does scale.
  • Corpses gathered: The amount of alien corpses gathered per mission doesn't scale, but the cost in corpses of research, items, etc. is scaled.
  • Base building: base facilities building times and power required do not change.