Difference between revisions of "Mods (Long War)"
(added personal modifications to LW mod in separate section per forum request) |
(Add Ellatan's MECs XP change.) |
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With this, Fission is still less efficient than a thermo, however players shouldn't feel like they are getting an extra difficulty tacked on because they didn't get a good steam vent. Now if there is a good steam vent, it's simply a bonus. To change these options, examine lines 1395 and line 1800. | With this, Fission is still less efficient than a thermo, however players shouldn't feel like they are getting an extra difficulty tacked on because they didn't get a good steam vent. Now if there is a good steam vent, it's simply a bonus. To change these options, examine lines 1395 and line 1800. | ||
+ | |||
===Appearance Changes=== | ===Appearance Changes=== | ||
Line 78: | Line 79: | ||
</pre> | </pre> | ||
− | ==Second | + | |
+ | ===MECs earn full XP for kills=== | ||
+ | This change require Hex Editor. | ||
+ | |||
+ | * Open XComGame.upk file in \Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole folder with HxD | ||
+ | * Search -> Find -> Datatype Hex-Values: A0 00 E7 85 00 00 38 3F 2C '''02''' 16 | ||
+ | * Replace 02 with 01. | ||
+ | |||
+ | This will eliminate the penalty. Setting it to 03 will give them 1/3rd of XP for kills.[http://www.reddit.com/r/Xcom/comments/2g04ye/lw_in_vanilla_mecs_earn_half_the_xp_for_kills/ckerbtf] | ||
+ | |||
+ | |||
+ | ==Second Wave Option Changes== | ||
===Aiming Angles=== | ===Aiming Angles=== |
Revision as of 14:44, 11 September 2014
Some players prefer to change certain settings on top of the stock Long War mod. This page is an effort to track standard changes by players. Unless otherwise noted, code changes occur in the DefaultGameCore.ini
file. Some suggestions can be found [1] (remove this link once most of the mods are added).
Base Changes
Energy Changes
Alternative Fission and Thermo changes are proposed:
________________Pwr__Cost__Cost/Pwr_____ Fission Current --- 6 --- $120 --- $20.00 Fission Change --- 8 --- $150 --- $18.75 Thermo Current -- 25 -- $350 --- $14.00 Thermo Change -- 20 -- $300 --- $15.00
In addition, increase Adjacency bonus from +3 power to +4.
With this, Fission is still less efficient than a thermo, however players shouldn't feel like they are getting an extra difficulty tacked on because they didn't get a good steam vent. Now if there is a good steam vent, it's simply a bonus. To change these options, examine lines 1395 and line 1800.
Appearance Changes
How to Remove the Gene Mod Armor:
This will replace the gene mod armor with a sleeved chest plate. However, said chest plate was designed to have shoulder pads, which are missing, so there will be a noticeable gap with either gene mods or those who use tactical vests instead of tactical armor. The gap is textured, so it won't break any models. You can still add shoulder pads by using decos ingame.
Use CTRL + F To find the following UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar_GM,ArchetypeName="Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM") Remove both GMs from "Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM" Now the game will read the normal armor instead of the GM version. You can choose to do this to specific models, or use find and replace to change them all. To use find and replace, I recommend you find _GM" and _GM. and replace them with " and . respectively.
How to change default color, and headgear.
In your DefaultGameCore.ini file, you'll be able to find lines that alter the rookie's starting color, and headgear, as well as the first time they are promoted to a class. Acceptable values, and their definitions, can be found here. http://wiki.tesnexus.com/index.php/Initial_soldier_appearance_-_XCOM:EU_2012#Tables (< Someone hyperlink that for me, please.)
If you press "CTRL + F", you will open up the find menu. Locate the comment; ; Initial soldier appearance and you will find directly below it; DEFENDER_MEDIKIT = 6 ; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32) COUNCIL_STAT_BONUS = -1 ; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1) ShowUFOsOnMission = -1 ; Rookie headgear; See readme for acceptable values. This will overwrite any randomized hair. Set to -1 for no change. Use the values linked above to find exactly what you want. To change the promotes, find the following lines directly below the rookie's section, and change the numbers to any value between 0-32 or -1 for no change. ; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries! HQ_BASE_POWER = 32 ; Sniper Color HQ_BASE_POWER = -1 ; Sniper Headgear HQ_BASE_POWER = 15 ; Scout Color HQ_BASE_POWER = -1 ; Scout Headgear HQ_BASE_POWER = 12 ; Rocketeer Color HQ_BASE_POWER = -1 ; Rocketeer Headgear HQ_BASE_POWER = 9 ; Gunner Color HQ_BASE_POWER = -1 ; Gunner Headgear HQ_BASE_POWER = 29 ; Medic Color HQ_BASE_POWER = -1 ; Medic Headgear HQ_BASE_POWER = 22 ; Engineer Color HQ_BASE_POWER = -1 ; Engineer Headgear HQ_BASE_POWER = 21 ; Assault Color HQ_BASE_POWER = -1 ; Assault Headgear HQ_BASE_POWER = 19 ; Infantry Color HQ_BASE_POWER = -1 ; Infantry Headgear Please note, that any text after a ; is a comment, and editing anything past them will do nothing.
MECs earn full XP for kills
This change require Hex Editor.
- Open XComGame.upk file in \Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole folder with HxD
- Search -> Find -> Datatype Hex-Values: A0 00 E7 85 00 00 38 3F 2C 02 16
- Replace 02 with 01.
This will eliminate the penalty. Setting it to 03 will give them 1/3rd of XP for kills.[2]
Second Wave Option Changes
Aiming Angles
It may be the case that 90 degrees is too small of an arc for cover to provide full protection, so we can cut the aiming angle down to 30 degrees. This gives your cover a 120 degree arc in which it provides full protection, so you can easily fight enemies so long as you're not stupid about picking your cover.
You can change the settings in defaultgamecore.ini, and there is a diagram in there to help explain it:
; Top down view ; ; B ; \ ; \ ; A-----^ ; T ; ; T is a target with cover in the direction of '^'. ; A is a shooter with the maximum aiming angle aim bonus ; B is a shooter with the minimum aiming angle aim bonus ; The aiming angle bonus increases linearly in the angle range between A and B
SW_AIMING_ANGLE_THRESHOLD= 30.0f; 45.0f; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90 SW_AIMING_ANGLE_MINBONUS=5 ; Shooter B's aiming angle bonus is SW_AIMING_ANGLE_MINBONUS SW_AIMING_ANGLE_MAXBONUS=-5 ; Shooter A's aiming angle bonus is [T's Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]
The option for 45 degrees is commented out, and replaced it with 30 degrees. With these settings, 30 degrees to parallel (60 degrees off of perpendicular), gives a +5 to hit. Just shy of the 90 degree flank, it's +(coverbonus - 5) to hit.
Weapon and Item Changes
Arc Thrower
It is possible to equip the arc thrower as a pistol, or both as a pistol and item. Adjust the default line
Weapons=( strName="", iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
to allow for pistol slot only (note the entries for properties 3 and 5)
Weapons=( strName="", iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Pistol, Properties[4]=eWP_Backpack, Properties[5]=eWP_Secondary, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
or to allow for both pistol and small items only
Weapons=( strName="", iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=eWP_Pistol, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
To increase the range of the Arc Thrower to normal vision range, replace line 1673 in DefaultGameCore.ini with this:
Itembalance_Normal=(eItem=eItem_ArcThrower, iCash=100, iElerium=0, iAlloys=94000, iTime=10, iEng=20)
iceofwolf's Modification Package
This package is recommended with Red Fog and Aiming Angles enabled. Red Fog, so that every hit point has meaning; and Aiming Angles, so that proper or improper positioning makes a bigger difference.
General Disclaimer
Posted by request. This package was a personal rebalancing of several aspects exposed in the DefaultGameCore.ini. These changes were played in early to early-mid; their balance is untested in late-mid to late game. They were made in Long War beta 13 and may not work with earlier or later betas. Please include information on all mods made to the game, including .ini modifications, when reporting bugs or providing feedback to the mod developers.
Although the majority of the modifications made to the Long War mod were made as soon as beta 13 was downloaded, some were added as the game was played. Some modifications that are included in the linked file may have been missed in the wiki detail due to poor personal changelog habits.
Please thank the devs of Long War not only for the Long War mod itself, but more importantly, for opening up the XCOM game so that players can alter their mod to suit individual preferences.
DefaultGameCore.ini
This link will be removed at request of the moderators of this page or at request of the developers of the Long War mod.
XCOM Unit Modifications
Soldier starting stats vary by much greater margins.
- Search for
Characters=( strName="", iType=eChar_Soldier
and edit the Will entry to =30 - Search for
BalanceMods_Easy=( eType=eChar_Soldier, iDamage=0, iCritHit=0
and edit the iDefense entry to =15 - Search for
LOW_AIM=
and edit it to =45 - Search for
HIGH_MOBILITY
and edit it to =-15 (that's negative 15; it's necessary for how the game rolls random stats) - Search for
LOW_WILL
and edit it to =10
Starting barracks is filled with 64 eager rookies. With the above variation in stats, the additional bodies may be needed.
- Search for
NUM_STARTING_SOLDIERS
and edit it to =64
Psionic soldiers are easier to field. (If it were possible, I'd make this a binary check: If the soldier's Will exceeds the power he is trying for, then he succeeds; if not, he fails. I'd also obscure the percentage chance. Since no such code is exposed, everybody gets psi if they spend the time to do it.)
- Search for
PSI_GIFT_CHANCE
and edit it to =.99 - Search for
PSI_TRAINING_HOURS
and edit it to =144
Psi XP requirements reduced.
- Search for
; Psi XP Levels
and alter the required XP as desired.
Equipment Modifications
Laser Sniper Rifle, Scatter Laser and Laser Strike Rifle all have ballistic ammo levels. Further weapon tiers were not modified because the effect on game balance could not be directly observed; modify higher tiers to your own liking.
- Search for
Weapons=( strName="", iType=eItem_ExaltLaserSniperRifle
and replace the whole line with: Weapons=( strName="", iType=eItem_ExaltLaserSniperRifle, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Sniper, Properties[1]=eWP_MoveLimited, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=6, iEnvironmentDamage=30, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=25, iOffenseBonus=7, iSuppression=605, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Sniper Rifle
- Search for
Weapons=( strName="", iType=eItem_LaserAssaultGun
and replace the whole line with: Weapons=( strName="", iType=eItem_LaserAssaultGun, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Assault, Properties[1]=eWP_Rifle, Properties[2]=0, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=7, iEnvironmentDamage=60, iRange=30, iReactionRange=14, iReactionAngle=360, iRadius=0, iCritical=20, iOffenseBonus=7, iSuppression=605, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Laser
- Search for
Weapons=( strName="", iType=227
and replace the whole line with: Weapons=( strName="", iType=227, ABILITIES[0]=eAbility_ShotStandard, ABILITIES[1]=eAbility_Overwatch, ABILITIES[2]=eAbility_Aim, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Sniper, Properties[1]=eWP_Overheats, Properties[2]=eWP_MoveLimited, Properties[3]=0, Properties[4]=0, Properties[5]=0, iDamage=6, iEnvironmentDamage=30, iRange=36, iReactionRange=36, iReactionAngle=200, iRadius=0, iCritical=15, iOffenseBonus=7, iSuppression=605, iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Strike Rifle
All armor small item equippables confer the Secondary Heart perk.
- Search for
Itembalance_Normal=(eItem=eItem_ChitinPlating
and replace the whole line with: Itembalance_Normal=(eItem=eItem_ChitinPlating, iCash=100, iElerium=0, iAlloys=4020, iTime=10, iEng=35);
- Search for
Itembalance_Normal=(eItem=eItem_ReinforcedArmor
and replace the whole line with: Itembalance_Normal=(eItem=eItem_ReinforcedArmor, iCash=0, iElerium=0, iAlloys=4005, iTime=7, iEng=15);
- Search for
ItemBalance_Normal=(eItem=94
and replace the whole line with: ItemBalance_Normal=(eItem=94, iCash=60, iElerium=5002, iAlloys=4003, iTime=7, iEng=30)
- Search for
ItemBalance_Normal=(eItem=95
and replace the whole line with: ItemBalance_Normal=(eItem=95, iCash=-1, iElerium=0, iAlloys=4000, iTime=-1, iEng=-1)
- Search for
Itembalance_Normal=(eItem=220
and replace the whole line with: Itembalance_Normal=(eItem=220, iCash=70, iElerium=0, iAlloys=4010, iTime=7, iEng=12);
Tactical Modifications
Flying provides no defensive bonus. This also causes flying units to be counted as exposed.
- Search for
AIR_EVADE_DEF
and edit it to =0
Red Fog SW option carries more significant movement penalty.
- Search for
SW_COVER_INCREASE
and edit it to =9.9f
Resource Modifications
Mechtoids and Floaters provide significantly more Meld.
- Search for
MECHTOID_MELD
and edit it to =80 - Search for
HFLOATER_MELD
and edit it to =1030
Strategy game altered so that resources are more plentiful and all items are cheaper, but take longer to build. Net result can be gamed, arguably: rushing an item will result in the same credit, alloy and elerium cost as the base LW mod, but will take 75% of the time it would take in the base LW mod -- but this also adds a Meld cost.
- Search for
ABDUCTION_REWARD_CASH
and edit it to =300 - Search for
ITEM_TIME_BALANCE
and edit it to =1.5 - Search for
ITEM_CREDIT_BALANCE
and edit it to =.66 - Search for
ITEM_ELERIUM_BALANCE
and edit it to =.66 - Search for
ITEM_ALLOY_BALANCE
and edit it to =.66 - Search for
ITEM_MELD_BALANCE
and edit it to =.25
Enemy Unit Modifications
Thin Man poison spit reduced to range of 5.
- Search for
Weapons=( strName="", iType=eItem_Plague
and replace the whole line with: Weapons=( strName="", iType=eItem_Plague, ABILITIES[0]=eAbility_Plague, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Support, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properties[3]=eWP_Backpack, Properties[4]=0, Properties[5]=0, iDamage=7, iEnvironmentDamage=45, iRange=5, iReactionRange=25, iReactionAngle=200, iRadius=144, iCritical=0, iOffenseBonus=0, iSuppression=202, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )
Lightning Reflexes removed from all Chryssalid units.
- Search for
BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=1, iCritHit=2, iAim=0
and replace the whole line with: BalanceMods_Hard=(eType=eChar_Chryssalid, iDamage=1, iCritHit=2, iAim=0, iDefense=5, iHP=1, iMobility=0, iWill=0); Lightning Reflexes (removed)
All Exalt and Elite Exalt that have not been promoted to navigator/leader have significantly reduced hit points, putting all Exalt into one-shot territory. Their offensive capabilities have not been altered.
- Search the Characters block (the first major block of text after armors) for any entry with "Exalt" in the name. Find
HP=
on that line. Adjust as desired.
All alien and Exalt final forms have been disabled, except the leader/navigator. This final upgrade would normally occur at "alien research threshold" 900, which is a rough estimate of how many days have passed since the beginning of the game, modified by alien research efforts. These final upgrades give the aliens substantially higher stats and seem to have been intended to provide a sense of urgency and/or provoke the player to finish the game (to be fair, two to three years is plenty long enough). This file disables them simply because the author of the package modding the mod doesn't like them.
To re-enable these super upgrades or to disable earlier upgrades, search for ; ALIEN AUTOMATIC UPGRADES
. The section that follows details all of the upgrades each non-XCOM unit can receive over time, most of which start at "210". Place a semicolon at the beginning of any line which you want to disable, or remove the semicolon from each unit line you want to re-enable.
Note that, despite denying aliens and Exalt their final upgrades and restricting Exalt starting HP, leader/navigator types of each alien will remain a significant threat.