Mods (Long War)

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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.)

Note that you must make these changes before starting a new game for them to take effect.

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

The MEC Nuclear Option

For players that are not too fond of the grenade launcher for the MEC, they can switch its functionality to a last-ditch-option onboard nuclear reactor overload weapon. Find the line in defaultgamecore.ini that begins: Weapons=( strName="", iType=eItem_MecGrenadeLauncher,

And replace the entire line with:

Weapons=( strName="", iType=eItem_MecGrenadeLauncher,       ABILITIES[0]=eAbility_MEC_GrenadeLauncher, 	ABILITIES[1]=0,                      ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Mec, 		Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Explosive, Properties[4]=0,               Properties[5]=0,        iDamage=275,  iEnvironmentDamage=750, iRange=1,  iReactionRange=30, iReactionAngle=200, iRadius=700,  iCritical=0,  iOffenseBonus=0,  iSuppression=0,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) 

By loading out the grenade launcher on a MEC, this will give you an option to overload the MECs (hypothetical) nuclear reactor resulting in a massive explosion that is guaranteed to kill/destroy everything (including the MEC) in a wide radius surrounding the MEC. Use only in cases of extreme clusterfuck/heroism.

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.

Dropbox Link

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.