Steam installeren
inloggen
|
taal
简体中文 (Chinees, vereenvoudigd)
繁體中文 (Chinees, traditioneel)
日本語 (Japans)
한국어 (Koreaans)
ไทย (Thai)
Български (Bulgaars)
Čeština (Tsjechisch)
Dansk (Deens)
Deutsch (Duits)
English (Engels)
Español-España (Spaans - Spanje)
Español - Latinoamérica (Spaans - Latijns-Amerika)
Ελληνικά (Grieks)
Français (Frans)
Italiano (Italiaans)
Bahasa Indonesia (Indonesisch)
Magyar (Hongaars)
Norsk (Noors)
Polski (Pools)
Português (Portugees - Portugal)
Português - Brasil (Braziliaans-Portugees)
Română (Roemeens)
Русский (Russisch)
Suomi (Fins)
Svenska (Zweeds)
Türkçe (Turks)
Tiếng Việt (Vietnamees)
Українська (Oekraïens)
Een vertaalprobleem melden
When looking for mods your best bets are nexus.com and moddb.com.
change my mind Szmind.
Used to be maybe in 2016. It has tons of changes to code and additional mutator-based minimods (mostly mine by the way) - changing core mechanics. Not that I am fond of most of them, but to list the flagship ones based on code-changes:
1. squadron aircombat (multiple ships sent and attacking at once)
2. overwatch fire reacting to every action (basically Covering Fire being permanently bound to overwatch) but only vs visible enemies (no OW fire vs a new unit coming into view of OW) - there are many exceptions to it based on perks
3. %DR everywhere and "penetration" as a new mechanic
4. chained pod-reveal (revealing a pod triggers all pods visible to the activated pod)
5. Outsiders starting with low stats at mission start and "growing" over the mission (meant to encourage possibly fast engagement)
6. Fatigue based on mission's length
7. Ethereals gaining Overpower aura (whatever it works like, lol - sort of basilisc gaze)
8." Scout senses" (soon coming within MiniMods Collection as well) - a scout triggers "hear sound" cues pointing to nearest not-visible enemy each time he moves to new position.
9. much more UFOs to deal with while less impact of letting them fulfill their missions
10. totally new council request system - a council can ask you for any stuff (even way beyond your capabilities or not even researched yet) giving you say 160 days.
11. Grey market having fluctuating prices - you can try to bargain.
12. At the end of mission you can decide to pay for extra salvage team to retrieve more resources.
13. You can speed up healing by injecting meld.
14. You can clear perks of a soldier paying meld.
and much, much more... (even I cannot track all this).
Well - does that make you change your mind? :)) Hey - why don't you try some of my MiniMods, they are non-invasive easily selectible and tuned via .ini. Have some new fun!
No. Because you install LWR by replacing core .upk files of the game with their LWR version (overwriting LW files).
lots of neat differences in the rebalaced mod (installed overtop of long war),
so far so good, except i need more soldiers than the 40 i have, 1/2 injured , 1/2 tired due to the multiples of missions thrown at you at once.
But in need, fire those highly wounded guys that only had one battle and get a new one.
also, soldiers cost a lot now, i think it's $100. now with the mod, although you can pull in $4 -5000 a month , money is still tight with everything else demanding attention.
i just got into lasers now and have met a couple of nasty aliens where i have considered bugging out.
fun so far!
to the op; see here;
https://www.ufopaedia.org/index.php/Long_War_Rebalance
Otherwise i really don't see a problem? don't excavate anything you don't need to excavate and don't build elevators that aren't necessary at the time. Stock up on soldiers and rotate them.
Otherwise i really don't know how you get into that much trouble. You might need a bit better strategy to minimize both damage and time spent on missions?
also the soldiers only cost 25$ if i remember correctly.