XCOM: Enemy Unknown

XCOM: Enemy Unknown

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Long war and making some changes
Playing beta 14i cause from what i hear beta 15 is even worse.

So I'm running into a problem. So far every single terror mission I'm getting is designed to be impossible. Just failer from the start. Here's what I'm talking about.

One mission, 20 zombies, and 9 cryslists, Often maybe 5 would rush you and the others would then go on a murder spree. You try to keep them in sight to shoot them and you'll find the other 4 packs of them. Trying to do this with only bullet weapons is impossible, the best you can hope for is to use the civis as decoy's. Cause you try to rescue them you are dead.

Another, Sectoid, cyberdisk, 6 cryslists, Berserker, 2 Mutons and one seeker and 2 sectoids. You run into the mutons first, then if you think about moving up (which you kind of have to to get close to the civis) almost all the foes I just pointed out are spotted. Remember the cryslists turn the civis into zombies too. So add those against you all at once. As you might imagine, your best result really is just give the civi's the middle fingure for honestly being the most stupid civis on the planet and leave with your squad intact. (Honestly, when your freaked out of the aliens, your not going to run so your kissing the freaking berserker that just mashed your friend into pulp! Or rush to hug the cryslists that just infected your friend that just killed your mother!)


That's just 2 examples. Now I'm not terrible at tactic games, gotten to guass weapons only lost a handful of troops fought some long escort missions. but these terror missions are always made to be impossible, I've tried looking for it my self but finding the lines that will make it possible to get rid of terror missions is harder then I thought.

Abductions, UFO's, counsil, Exalt, Escorts... I could care less for those, tactics and placement always at least help there. but these terror missions I'm just fed up with. Had about 5-6 so far and all impossible. I'm sure your suppost to do a few with out losing almost all your squad in the process.

Where would I change the terror missions to not happen? Or where would I find the aliens and alien counts that spawn in these missions? I know now how to counter the cheat for now but want a more pernament solusion for my next play throughs.

Also

Would there be anyway to simple copy the items over to the villia game, but leave the aliens unchanged? Like a portion of the mod failed to install that part? What parts of the ini's would I need to move over to the vinilla game to move the research and new items over
Last edited by Tashrinbackup; Jun 14, 2015 @ 4:54pm
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Showing 1-15 of 58 comments
hghwolf Jun 14, 2015 @ 10:01am 
Sorta pro tip for LW :

Activate the console, cheat past the things you find unfun.
Tashrinbackup Jun 14, 2015 @ 10:05am 
I've tried to find a key that opens such as I have heard of a kill all foe on screen kind of deal, however I have yet to find this key.

Edit: Ok needed a addon for it, and done. One why to counter the cheating I suppose.
Last edited by Tashrinbackup; Jun 14, 2015 @ 10:17am
Mhblis Jun 14, 2015 @ 1:50pm 
Terror missions in LW is very different than in Vanilla. Just focus on killing the aliens and on't worry about civs so much. They have way less impact in panic and you have way more options of actually dealing with it in LW.

EXPLOSIVES cause man 20 Zombies and 9 Lids is a an easy missions.

I won't lie towards the end of LW terror missions can get out of hand pretty easily. So it maybe you have started getting to that point for yourself. Remeber in LW some missions you just cannot deal with it.
Last edited by Mhblis; Jun 14, 2015 @ 1:51pm
Tashrinbackup Jun 14, 2015 @ 2:59pm 
While yes Explosives will work perhaps against a 20 man zombie army, not so much one with mutons and all the other aliens floating and infecting about.

I know some missions you suppost to just back out of. But this is almost every single one so far. I move in, and all the enemy's are so tightly clustered that I spot anywhere from 10-15 aliens. Now that would not be an issue if I could at least lock down the cryslists sometimes. But such is not the case.
AlexMBrennan Jun 14, 2015 @ 4:14pm 
I've tried to find a key that opens such as I have heard of a kill all foe on screen kind of deal, however I have yet to find this key.
Open $STEAM/XCom-Enemy-Unknown\XEW\XComGame\Config/DefaultInput.ini

Add the following line: .Bindings=(Name="NumPadOne",Command="killaliens") under [XComGame.XComTacticalInput] and voila, pressing 1 on the numpad will kill all aliens.

Remeber in LW some missions you just cannot deal with it.
I know right - meld spawns in literally inaccessible places, or maybe ten EXALT soldiers spawn in the hack zone, or maybe aliens spawn in inaccessible places, or maybe sectoid commanders always trigger a crash-to-desktop.

It's impressive how much they have done with the rather limited modding capabilities of the game, but I really doubt that any of it will ever work as intended.
Last edited by AlexMBrennan; Jun 14, 2015 @ 4:14pm
Tashrinbackup Jun 14, 2015 @ 4:32pm 
Thanks for the advice, but really I would like to eventually modify the ini so that way I would not need to use cheats and such to get a fun game.

I'm ok with being out numbers, surrounded, out gunned ect. But I have a issue with it when yes, 10 Exalt spawn in the capture circle, or right by it. I have an issue when the Terror missions spawn you in a bad starting location, then expect you to take out 20 aliens that spread out and rush you mowing down the civis in their path. I have a problem when I have red fog turned on, and a sectoid on 1 HP at long range can one shot my 10 HP squad behind full cover and up hill.


I love the new content Long way has, the new weapons, the armor. but wish there was a way to filter out all the garbage the devs of the mod decided to throw in as well. There is no other content mods that I can find besides maybe a reskin of a gun here and there.

Now thanks to using cheats my save is messed up and all my top ranks have suddenly gone back to squaddies but can't level up but still have all of there ability trees.

I just want the guns, the armor, the new items and such. In the vinilla game. Not any of the other garbage that was added in. To be honest I never played on clossic or ironman'ed it through. Yes I got to pulse lazors now but I'm losing interst and just feel like the RNG is made to screw me over, knowing its is suppost to does not help it either.
sakolnliza Jun 14, 2015 @ 4:45pm 
It's amazing what Johnny n his crew has done. Game was dead to me. Not cause it was bad. i just overly played it and got burnt out. Took a couple long breaks and what drew me back in was the mod. And makes XCOM2 and easy buy since the game is still kinda fresh in my mind. So it's a win win really for the EU/UW makers that the mod is out there keeping the game relavent.

So many new and improved stuff. For example couple of subtle but very nice:
1. Camera rotation degrees doubled. Or however u explain it. I can move camera better.
2. Overwatch symbols. Can't count the times i went to get a drink during alien movement only to come back and wonder hmmm is that dude in overwatch? Back in the day.

There's things i don't like for sure like holding your breath during a lightning reflex run for your life. And seems to be balance issues here n there n everywhere. But hats off to the fellas for giving us tools to tweak the ini to however way we want to play it. And as Wolf mentioned, even console for those did it a million times b4 missions like EXALT.

To get back to your post topic:) Haven't played with it, but did see a terror timer thingy in the ini. Guess u can change it to a zillion days so u would never get one? Not sure.

If u ever have questions on the ini as some of it is not that obvious. Don't hesitate to ask the forum. Bunch of nice folks here to help:)

Have fun:)
Tashrinbackup Jun 14, 2015 @ 4:54pm 
Well so far they have helped but only temporarily. What I'm aiming for is a enjoyable, no cheating time with the mod. That goes for both sides player and CPU. But so far, my own changes are.... not cutting it and I don't know what else to change. I don't like that I'm having to resort to cheats to counter the mods cheats to not feel like I'm being cheated against.

Ultimately, if the over hauled combat system to be removed, the mod would be a lot more fun for me. I'm not in Xcom to want to tear my hair out (which happens rarely) or to feel like RNG is always siding against me and there's nothing I can do (RNG does that a lot to me in many games) or feel like its far too constant for every mission of a type to be more or less of a "**** you, leave. Either keep your squad and lose the contry, or lose both."

I'm no coder or programmer, I got a few issues that make such things a big pain, I can do small things though.

Would there be anyway to simple copy the items over to the villia game, but leave the aliens unchanged? Like a portion of the mod failed to install that part? What parts of the ini's would I need to move over to the vinilla game to move the research and new items over?
BrowneHawk Jun 14, 2015 @ 5:38pm 
I don't play the long war mod for some of those reasons. I love all the added stuff and how its a longer game. Hate how strong the mobs are. Never been a fan of the hardcore gamer mentality. I guess some people like to be punished.
Mhblis Jun 14, 2015 @ 8:11pm 
What exactly are you disliking about the combat system because there are so many ways to alter it that you need to be a little bit more specific.

You can't move the ini that won't work. There are a bunch of other files that go with it as well all packeged up in the other data files. The developoers were nice though and gave us an access point to modify many of the variables affected by those files.

But if you are just aiming for unchanged aliens thats super easy but a bit of work. (Sorry not at home so cant actually link you the section)

1.
Under the research section of the ini you will see easy alien has 5 entries listed. Each entry has a value for the research level it gets appllied to the alien at and then a list of the changes, be it perks, stat buffs and so on.

Simply set all those values to zero. Now even as the aliens tech up you will end up with more aliens per map but they won't be boosted in any way beyond the base type you find in vanilla, Just don't modify the basic entry for the aliens only the research values.

The next section below that is the Leader/Navigator section.

Again set to 0, change values down, leave as is.

I believe at the top of this section you could actually turn them off as well.

2.
Ok with the aliens done you go need to change the ARC Thrower % back towards vanilla levels.

3.
Turn off repair bay.

4.
Change the Research time and engineering time modifier back towards vanilla levels

5.
Lower Fatigue timer. I recommend no less than 24 hours or it will cause bugs.

6.
Lower Interceptor repair time. Never under 120 hours. Or it can bug. Tells you 100 in the ini but the foundry project can bring it under 100 hours and cause it to bug.

7.
Change the rearm and transfer times for interceptors.

8.
Change tha adjacency bonuses of sat uplinks and Nexus up by 1.

9.
Change the number of uplinks for sat nexus and uplinks up by 1.

10.
Reduce the values for the amount of PSI XP needed per level for levels 3+. don't change the XP requirement for levels 1 and 2 unless you know what your doing.

Those 10 steps should bring you real close to vanilla levels of gameplay, are super easy to do when you don't know the ini and won't impact balance too heavily.
Tashrinbackup Jun 14, 2015 @ 8:49pm 
Part of the issue I think is linked to the aliens reasearch system. And I think I found the lines your talking about but not 100% sure. Most of the other stuff I have messed with, but I mean I've accidently turned all fatiuge off in my attempt to get rid of mission fatiuge, changes research times and intersepter stuff ect. But it.... doe snot feel like I'm fixing the source of whats driving me away


I see


;BalanceMods_Easy controls initial alien difficulty-based bonuses above/below baseline set in Characters entry.
;iCritHit sets difficulty level (0 - 3); Critical Hit chance cannot be modded in BalanceMods_Easy
;These are not cumulative across difficulty levels!
;Normal
BalanceMods_Easy=( eType=eChar_None, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Civilian, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Soldier, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Tank, iDamage=0, iCritHit=0, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Sectoid, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Floater, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Thinman, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Muton, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Cyberdisc, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_SectoidCommander, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_FloaterHeavy, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_MutonElite, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Ethereal, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Chryssalid, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Zombie, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_MutonBerserker, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Sectopod, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Drone, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Outsider, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_EtherealUber, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_BattleScanner, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Mechtoid, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_Seeker, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_ExaltOperative, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_ExaltSniper, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_ExaltHeavy, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_ExaltMedic, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_ExaltEliteOperative, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_ExaltEliteSniper, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_ExaltEliteHeavy, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )
BalanceMods_Easy=( eType=eChar_ExaltEliteMedic, iDamage=0, iCritHit=0, iAim=-10, iDefense=0, iHP=0, iMobility=0, iWill=0 )


But its above the research tab, to me this is a lot of jibberish lol but this the area your talking about?


Or does it look more like this?



; ALIEN AUTOMATIC UPGRADES
;iDamage=Damage Bonus
;iCritHit=Alien Research threshhold to apply bonus;
;iAim=xxyy (xx=critical bonus, yy=aim bonus);
;iDefense=xxyy (x.x=Damage Reduction; yy Defense bonus)
;iHP=xxyy (xx=ShieldHp; yy HP bonus)
;iMobility=Mobility Bonus
;iWill=xxyy (xx=bonus regen (above +2 base granted by perk 45), yy Will bonus)

BalanceMods_Normal=(eType=eChar_ExaltOperative, iDamage=1, iCritHit=210, iAim=5,iDefense=0, iHP=1, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_ExaltSniper, iDamage=1, iCritHit=210, iAim=5,iDefense=0, iHP=1, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_ExaltHeavy, iDamage=1, iCritHit=210, iAim=5,iDefense=0, iHP=1, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_ExaltMedic, iDamage=1, iCritHit=210, iAim=5,iDefense=0, iHP=1, iMobility=1, iWill=5)

BalanceMods_Normal=(eType=eChar_ExaltOperative, iDamage=0, iCritHit=330, iAim=0,iDefense=0, iHP=1, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_ExaltSniper, iDamage=0, iCritHit=330, iAim=5,iDefense=0, iHP=0, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_ExaltHeavy, iDamage=0, iCritHit=330, iAim=0,iDefense=0, iHP=2, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_ExaltMedic, iDamage=0, iCritHit=330, iAim=0,iDefense=0, iHP=1, iMobility=0, iWill=5)

BalanceMods_Normal=(eType=eChar_ExaltOperative, iDamage=1, iCritHit=450, iAim=5,iDefense=0, iHP=2, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_ExaltSniper, iDamage=1, iCritHit=450, iAim=5,iDefense=0, iHP=1, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_ExaltHeavy, iDamage=1, iCritHit=450, iAim=0,iDefense=0, iHP=2, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_ExaltMedic, iDamage=1, iCritHit=450, iAim=0,iDefense=0, iHP=1, iMobility=0, iWill=200)

BalanceMods_Normal=(eType=eChar_ExaltEliteOperative,iDamage=1, iCritHit=270, iAim=5,iDefense=0, iHP=1, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_ExaltEliteSniper, iDamage=1, iCritHit=270, iAim=5,iDefense=0, iHP=1, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_ExaltEliteHeavy, iDamage=1, iCritHit=270, iAim=0,iDefense=0, iHP=1, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_ExaltEliteMedic, iDamage=1, iCritHit=270, iAim=0,iDefense=0, iHP=1, iMobility=1, iWill=5)

BalanceMods_Normal=(eType=eChar_ExaltEliteOperative,iDamage=1, iCritHit=350, iAim=0,iDefense=0, iHP=1, iMobility=1, iWill=3)
BalanceMods_Normal=(eType=eChar_ExaltEliteSniper, iDamage=1, iCritHit=350, iAim=0,iDefense=0, iHP=0, iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_ExaltEliteHeavy, iDamage=1, iCritHit=350, iAim=5,iDefense=0, iHP=1, iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_ExaltEliteMedic, iDamage=1, iCritHit=350, iAim=5,iDefense=0, iHP=0, iMobility=0, iWill=5)

BalanceMods_Normal=(eType=eChar_ExaltEliteOperative,iDamage=1, iCritHit=480, iAim=5,iDefense=5, iHP=1, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_ExaltEliteSniper, iDamage=1, iCritHit=480, iAim=5,iDefense=5, iHP=0, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_ExaltEliteHeavy, iDamage=1, iCritHit=480, iAim=5,iDefense=0, iHP=1, iMobility=0, iWill=0)
BalanceMods_Normal=(eType=eChar_ExaltEliteMedic, iDamage=1, iCritHit=480, iAim=5,iDefense=5, iHP=1, iMobility=0, iWill=0)

BalanceMods_Normal=(eType=eChar_ExaltEliteOperative,iDamage=1, iCritHit=630, iAim=5,iDefense=5, iHP=2, iMobility=1, iWill=3)
BalanceMods_Normal=(eType=eChar_ExaltEliteSniper, iDamage=1, iCritHit=630, iAim=5,iDefense=0, iHP=1, iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_ExaltEliteHeavy, iDamage=1, iCritHit=630, iAim=5,iDefense=0, iHP=2, iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_ExaltEliteMedic, iDamage=1, iCritHit=630, iAim=5,iDefense=5, iHP=2, iMobility=1, iWill=200)

BalanceMods_Normal=(eType=eChar_ExaltEliteOperative,iDamage=1, iCritHit=900, iAim=5,iDefense=5, iHP=2, iMobility=1, iWill=5)
BalanceMods_Normal=(eType=eChar_ExaltEliteSniper, iDamage=1, iCritHit=900, iAim=5,iDefense=0, iHP=1, iMobility=0, iWill=5)
BalanceMods_Normal=(eType=eChar_ExaltEliteHeavy, iDamage=1, iCritHit=900, iAim=5,iDefense=0, iHP=2, iMobility=0, iWill=5)
BalanceMods_Normal=(eType=eChar_ExaltEliteMedic, iDamage=1, iCritHit=900, iAim=5,iDefense=5, iHP=2, iMobility=1, iWill=200)

BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=15, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=10)
BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=30, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=10)
BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=75, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=10)
BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=1, iCritHit=120, iAim=5, iDefense=5, iHP=0, iMobility=0, iWill=10)
BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=180, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=5)
BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=240, iAim=0, iDefense=0, iHP=0, iMobility=0, iWill=5)
BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=300, iAim=5, iDefense=5, iHP=0, iMobility=1, iWill=5)
BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=360, iAim=0, iDefense=5, iHP=0, iMobility=1, iWill=5)
BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=1, iCritHit=420, iAim=5, iDefense=0, iHP=1, iMobility=0, iWill=5)
BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=510, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=5)
BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=1, iCritHit=600, iAim=505,iDefense=5, iHP=1, iMobility=0, iWill=5)
BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=690, iAim=0, iDefense=5, iHP=1, iMobility=0, iWill=5)
BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=0, iCritHit=800, iAim=0, iDefense=5, iHP=1, iMobility=0, iWill=5)
BalanceMods_Normal=(eType=eChar_Sectoid, iDamage=1, iCritHit=900, iAim=5, iDefense=0, iHP=3, iMobility=0, iWill=15)

BalanceMods_Normal=(eType=eChar_Floater, iDamage=0, iCritHit=75, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=2)
BalanceMods_Normal=(eType=eChar_Floater, iDamage=0, iCritHit=120, iAim=5, iDefense=0, iHP=0, iMobility=0, iWill=2)
BalanceMods_Normal=(eType=eChar_Floater, iDamage=0, iCritHit=180, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=2)
BalanceMods_Normal=(eType=eChar_Floater, iDamage=0, iCritHit=240, iAim=5, iDefense=0, iHP=1, iMobility=0, iWill=2)
BalanceMods_Normal=(eType=eChar_Floater, iDamage=1, iCritHit=330, iAim=0, iDefense=5, iHP=0, iMobility=0, iWill=2)
BalanceMods_Normal=(eType=eChar_Floater, iDamage=0, iCritHit=420, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=2)
BalanceMods_Normal=(eType=eChar_Floater, iDamage=0, iCritHit=570, iAim=0, iDefense=5, iHP=0, iMobility=0, iWill=2)
BalanceMods_Normal=(eType=eChar_Floater, iDamage=0, iCritHit=690, iAim=0, iDefense=0, iHP=1, iMobility=0, iWill=2)
BalanceMods_Normal=(eType=eChar_Floater, iDamage=0, iCritHit=780, iAim=5, iDefense=0, iHP=0, iMobility=0, iWill=2)
BalanceMods_Normal=(eType=eChar_Floater, iDamage=1, iCritHit=900, iAim=5, iDefense=5, iHP=3, iMobility=0, iWill=2)

BalanceMods_Normal=(eType=eChar_Thinman, iDamage=0, iCritHit=90, iAim=5, iDefense=0, iHP=1, iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_Thinman, iDamage=0, iCritHit=120, iAim=5, iDefense=0, iHP=0, iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_Thinman, iDamage=0, iCritHit=210, iAim=0, iDefense=0, iHP=1, iMobility=1, iWill=3)
BalanceMods_Normal=(eType=eChar_Thinman, iDamage=1, iCritHit=360, iAim=505,iDefense=5, iHP=0, iMobility=1, iWill=203)
BalanceMods_Normal=(eType=eChar_Thinman, iDamage=1, iCritHit=450, iAim=0, iDefense=5, iHP=1, iMobility=0, iWill=3)
BalanceMods_Normal=(eType=eChar_Thinman, iDamage=0, iCritHit=600, iAim=505,iDefense=5, iHP=1, iMobil..

this is below the research part but I don't see 'easy' in there.
Mhblis Jun 14, 2015 @ 9:29pm 
The first lot of stuff you linked is the modifiers applied to units based on your difficulty.
This line tells you this.

";BalanceMods_Easy controls initial alien difficulty-based bonuses above/below baseline set in Characters entry. "

Be aware LW doens't have an Easy difficulty. There is also an idosyncrasy in the way the difficulties are named due to how the game was developed. There should be different sections that duplicate each other each headed as follows.

" ;Normal, ;Classic, ;Brutal, ;Impossible"

Anways all that is one of the sections you don't edit.


------------------------------------------------------------------------------------------------------------------------------------------


; ALIEN AUTOMATIC UPGRADES

This is the section I'm telling you to set everything to 0

the exalt section is just badly formatted. Instead of groupin the units and all its upgrade together like they did with aliens they listed the different Exalt unit at each tier before listing them all again at the next tier.

------------------------------------------------------------------------------------------------------------------------------------------

Lastly this stuff should all be near the top of the ini as of the last few Beta 14 and 15 ini.

Not sure reasearch and foundry stuff is near the bottom and even then you have all the Tactical, geoscape and soldier ability trees inbetween.
hghwolf Jun 14, 2015 @ 9:47pm 
It`s incredibly amusing to me that making LW less tedious is itself a very tedious task.
Mhblis Jun 14, 2015 @ 9:52pm 
It really isn't. I mea asking on a forum and getting guided is pretty simple and you get to learn a few things along the way.
Tashrinbackup Jun 14, 2015 @ 10:00pm 
O.O I'll have to get on that tomorrow and hope I don't screw this up lol. Thats..... a lot of numbers and text to not scramble in my head.
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Date Posted: Jun 14, 2015 @ 9:53am
Posts: 58