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Doomsdaycounter is editable without any dlcs so I don't see why the script would change place in the ini edits in long war when it's a mod based on the game. After manually changing an ini you need to do another step of removing the old settings created when loading the game. A way to know is to change something visual in the game like numbers on health but you can as well increase the avatar healthbar and don't have to worry if the changes took place.
I've just done the first one on my current playthrough, with a squad of 8 and boosted infiltration. I think it was quiet late (only elerium left to research), yet the avatar project only has 5 pips.
Not saying you shouldn't increase the doom counter, but you really want at least one liberated region with full haven as soon as possible, for your own benefit.
So, are you saying that the Vanilla fixes for the DoomCounter should work for LW2?
I've read a lot(OK, a WHOLE LOT), of post,(most seem to be at least a year old.), that suggest that it isn't that simple with long war. I'm going to spend the rest of the evening testing some of the suggested edits. Its just hard to know if its working as I use XCOM2 Mod-launcher(?), and a Windows 7 version that doesn't make adding command-line arguments possible or easy, especialy with a STEAM game. :( *I'm not even sure which "short-cut" or .exe it uses. I've tried adding the Console command option in Steam but it still doesn't work. I may have to download the SDK(?) for it to even work if I somehow do manage to get the command-line into the proper place. Having made extensive changes to this mod/game for my enjoyment, I know that some changes must be made in the Steam folder, and some must be in Documents/config after restart and clearing the Documents/config folder. I have spent the last two months modding and testing. I thought I had it fixed just right...but got bit by the Avatar clock, because I didn't rush liberation from day one.
Yea, I tried to do that. But, as I hadn't read all the data on how this is done, I was busy keeping the concentration of Advent forces low in my regions...somehow I got the crazy idea that this was the point. :( I do put most of my resistance personel on "intel" and usually have an advisor soldier in each one, but I find it difficult to remember just which region I've just cleared of "Faceless", as mission pop-up so fast, and I didn't write it down. As I understand it, once you have run the mission to "find the spy", that particular region should be "spy-free" for the rest of the campaign(?). Am I correct in this? Seems there should be some indication at the site that would let you know which ones have been successfully cleared. I've modded my game so that I can play on Legendary, (I like more enemies to kill), but in such a way as to not have to live with the less-than-you-need in supplies/alloys/corpes ect...artificial hardness. So, putting resistance members on "supply" is not a real issue. *I increased the number of drops per mission, and I just sell them for supply at the black market.
I guess I need to draw Advent's attention to a particular region, and keep everyone on "Intel" , and scan that region, until the "liverate region" chain starts?
Once that is done, keeping the Avatar blips down, is easy.(I've modded the RNG out of my soilders aim stats), but aparently there are Hidden blips that increase the Avatar project without any way of setting it back...so pushing the game as long as you want...without modding the Avatar rush system, is not really possible.
Its my understanding that there are several things adding to the Avatar project. Research, Facilities, and the Water-World facility, which must be modded or your still rushing to beat the clock no matter how many pips you add.(?)
I just like to kill aliens, and feel cheated when the game says I have to finish it by following this path NOW, or it will end the game for me. Looking to fix this some way. (I would seriously like to play long enough to get third tier armor, before I have to fight Bosses, and massive mobs).
From all the year-old post that I've read, I have yet to find one that works in this way. Adding more pips has a limit, and like I've said, there are lots of other things that relate to Avatar the must be adjusted to elimate behind the scenes Avatar rush completely. Its a shame that the Devs of LW2 haven't put out a way to do this, as there are hundreds of post asking how to disable this feature, and NONE with a clear-cut way to do it. Not even a mod for LW2 that does this. ??? Disapointing to say the least. I hope I can figure it out before I give up on this game and go back to playing LW.
My thanks to both of you for your helpful feedback!
I could swear I posted this in the LW2 Sub-forum.
If I didn't I appologize.
I have searched the LW2 sub-forum, for answers on this but found little in the way of working edits. Most sounded promising, but were either rendered obsolete, by a new release, or were found to create more behind-the-scenes problems that cropped up after many hours of play.
Seems Pavonis Interactive (Long War Dev team), would have made something to fix this,(a mod for example), as there are MANY people asking for it. Also, it seams that very few people are even discusing LW2 in the last 18 months. I find very few post after Feb of 2017, if any. I was pleasantly suprised that I recieved a response from you two on here. :)
Also there's the pavonis forums which is more active: http://www.pavonisinteractive.com/phpBB3/viewforum.php?f=15
About spies, I think there's always a chance some new recruit in a haven is a faceless. I'm not sure at all the rendez-vous mission guaranties you've found all of them.
You don't need to draw Advent's attention to start a liberation chain. The lowest the advent strength is, the easier it will be. First part is usually hacking a computer or recovering an item I think, then rescue a VIP, and third one is abducting a hostile VIP. In the haven management screen, you can follow your progress regarding liberation: there's a dot right next to the haven's name after you've done Lib 1, then 2 dots after Lib 2, then of course you can see the tower mission etc.
I think it would be very strange if the devs would add an option to disable the avatar project, since it's the only way to lose.
This is what I'm using, if I'm not mistaken.
They just released a patch too.
I found the command-line argument setting. (Face-Palm!) lol
Thank you for this!
Thanks for this too!
I was really unsure as to how to get the "Liberation Chain" started.
PS:Almost all my missions say something about "Recovering Intel, or Leads", but I'm not given the option to research them after the mission...or is there something special I have to do besides the basic mission of rescuing somebody? I alway feel like I've left data behind somehow, as like I say, I have yet to get "Lead" intel that is researchable. I'll try again.
LOL! OK, you make a very good point. Still, there must be a way to extend this game "safely" without risking background advances forcing the "defeted" scenario, before you get the chance to research half the stuff or use it. (I imagine if I rush the first "liberation Chain", I will be able to do so...fingers crossed.) I may need to add pips or mod the facilities a bit to "revise and extend" my gameplay. :)
PS:I started to install the SDK, but it looks like it re-installs a whole new version of the base game. Is this correct? Like I said, I've made extensive modifications over the last couple of months and have not been entirely festidious with keeping track of every change, so starting over would be a bit of a nightmare. However, most changes were within the LW2 folder(Maybe all of them), so I might be OK.
If no POI pops up, that was probably the lead you seek, which will allow the next stage mission to spawn. In that case, there should be a dot following the region name in the havens list (accessible through the command room or the central button on the map).
I've never used the SDK, so I can't help with that.
Thanks again, Ozzy! ;) \o/
I finally got the dev menus to show up, however, I keep forgetting to test the console in-game. (I've been at this for almost 48 hours now...lol). It looks like I may not need to download the SDK unless I want to create my own mod or something. You really saved me a lot of hair-pulling, ya did.
Thanks for further clarification on the "leads" missions. I'll have to keep my eyes open for "Pips" on the Havens.
I've made the recommended changes to the DoomClock and assorted facilities, ect...Fingers crossed I don't get a month into this game(In real time), and discover I did some such wrong.
I'm already getting a better game experiance by just imagining that the enemy are one of the people responsible for releasing this DEMO version of the game. ;) *Hoping I can someday create a special class...equiped with a BOAT ORE!
Big Picture, you want:
Lasers in April
Magnetics in Mid May/Early June
Liberate 2 regions by Mid August. No need to liberate more than 2, since running an HQ mission after August more than likely means your head will get handed to you.
MSGTs in July/August
Coil Rifles in August.
You should be able to effectively end the game by February of the next year, but you can continue it if you like. However, It's not like the other XCOMs where you get to turtle and tech up to your hearts content and squash the aliens like bugs. They are actively trying to wipe you out. You might be able to afford a few plasma rifles, a beam cannon and a Plasma lance by game end, but that's about it...
Concerning the Liberation chain, read this site carefully. It explains it better than most.
http://daydull.com/gaming/long-war-2-liberation-missions-identify-liberate-region-xcom-2/
As you were told, the "pips on the haven" will tell you where in the liberation chain you are. As far as the doom clock goes, all you need to do to slow it down is run missions and do your favorite thing, which is kill aliens. The more of a PITA you are, the less Advent focuses on the Avatar project and the more it starts to see XCOM as a threat and it uses resources to counter that threat. Occasionally you will get a facility lead from a mission, which if you destroy the facility, of course reduces the Doom clock. Doing story line missions will reduce the clock, but the clock is always running and is only revealed once you liberate your first Region. It's easy to counter though, once you are aware of what needs to happen. You can't run all the missions, and you don't have to, but you need to run the right ones.
As was mentioned, post your questions at the Pavonis site. The guys there know how the game really works. I was like you when I first started the game. Basically going about it wrong. And honestly your first campaign is really just a test run. There's a lot to the game and most of it is subtle.
I count myself among the last few more active players of the game. Ones who dig into every aspect of the missions, squad development, mission approaches, etc. To me LW2 is one of the few games worth my time. The rest are all too easy and designed to spoonfeed you. Plus with the literally thousands of mods, cosmetic and otherwise, it has too much personality to ignore.
I'll admit I do go back and play vanilla XCOM LW, XCOM2 or un-re-moddified versions of LW2 from time to time.
I will never play WOTC again, until such time as a mod is released removing the Chosen, the endless interuptions, all the yapping, and the contant five-year-old type taunts, about eating my soul or other seriously dumb chat. Sadly there are lots of good improvements on the game core in WOTC, along with a lot of other completely over the top, and out of the realm of an alien shooter game stuff. *Withcraft being a huge letdown for those of us not into satanism.
But for the most part I just mod out the RNG factor on Aim, and enjoy maxing out my research and such, so I can "Squash" the little buggers all afternoon. :D
Thats fun for me. It is still hard, and my soilders can still get killed, but I don't have to spend the time setting up an ambush with my best soilders and watch it all go "Pear-shaped" because I missed 6 90% shots. I know that is really what the game is designed around, but its just not fun to me. I've got enough stress in my life. :)
This is the part of the NEW XCOM that really hit me hard in the gutt.
I wanted to be able to use my brain and figure out a way...eventually(May require several re-starts), to max out my soilders/squads, and get the best equipment, and really take it too the enemy. *This would add re-play value, and maybe even the posibility of varying aproaches.
Saddly this is not the route the powers-that-be went. Vanilla, is just like playing one of those zombie games, where you just try to survive long enough to win. There doesn't really seem to be much benifit in using any sort of stratey apart from,- Liberate sector, set all to intel/supply, run the gauntlet of "liberation-Chain", and you're effectively done...do that twice and you ARE.*Give or take a few similar missions. It doesn't feel like Gurrilla warfare, it feels like Connect-the-dots. So, I try to mod the game in such a way as to be more flexible and take a while longer. Something akin to the original LW.(*at least I'm attempting too.) I think the reason LW2 feels so shallow is the devs realized that with the game set-up the way it is...there really isn't much that can be done to "help" it. You're just left with adding bells and whistles.
Having said all that, I spent the money, and the last few months, doing what I can to not feel like I was robbed. lol I think if those of us who have played this series from the very begining were honest,..this latest rendition is a bit of a disapointment. *There have been others as well.
There is a strategy layer in LW2 such that unless you want to deal with massive retaliations on your havens, you have to at least somewhat plan how you contact and interact with the regions. I don't think you know about that aspect. But in the main it's about tactics and killing aliens. You can have varying approaches, but it's definitely not about maximizing/having the best equipment... It's about knowing how to use what you have, which to me requires more thought than bringing the biggest gun and one-shotting everything in sight. But to get at any of that, you need to actually play the game, which you haven't done yet.
I know a lot of people complain about the RNG but I've played all of the XCOMs since the very first one in 1997 and never had an issue with it. I honestly don't know what the problem people have with it. My guys don't miss many 90% shots, so I think there many be some "tall tales" in some peoples descriptions of a problem.
Anyway, as long as you're good with it, then my work here is done.
You make some great points. Especially about the stategy layer in LW2.
I haven't really played or researched the net enough to know what that strategy actually is per-se.
*I know you can put Resistance Personnel into hiding and that might lower Advent's presence in that region. Sometimes it works...I've played entire campaigns where it had no effect at all.
But yea, I am entirely in the dark on how to prevent massive retaliations. I've tried to keep Advent's presence low, and NOT do a lot of missions in areas where Advent has a high presence...but a lot of the time..like my current campaign...almost all the mission I get, are in regions where I'm NOT actively scanning, and desperately trying to avoid. But, I desperately need the recruits, scientist, engineers, supplies, ect... So, I have to do them.
I realize that I could spend a day and a half, setting up my squad for each mission to max the effectiveness of each soilder and deal with shortfalls in weaponry or armor, and the like...I did that for a while, but it started to feel less like a game, and more like a job. I spent at least twice as much time setting up for missions as I actually did running them. Which is OK. It just gets tedious, and after a while, I stopped caring for each individual soilder, and wanted to get on with it.
My aproach lets me do that, for the most part.
I actually enjoy the game now. But, some of the newer concepts,(IE:The rush mechanic, mission timers, and the way that most of the new features feel like last min additons, and not really given much time to flesh-out, improve, implement effectively, and/or balance) , doesn't really live-up to MY expectations. I will admit, I belive had the Devs been given the time to polish a lot of these new mechanics, that this would have been a jaw-dropping new game. * Minus The Avatar project, and Mission timers. Great concepts for a game, just not this game.
Most of the animations and cut-scenes are really fantastic. And then you have to hack a door and your soilder does some weird dance(?).
The maps look amazing, and the new random generation is a great concept...(*and not all that hard to implement...Creation of each block took some talent and time I'm sure.)
THEN....you have the nagging buzzing of sentry towers, sound glitches from long dead drones buzzing incesently, visibility issues that unless you're playing with your thumbs, mean constant adjustment to see where you moving too...the map moves under your cursor and consistantly places you in the wrong spot. Height issues/zoom issues...I can zoom all the way to Mars, but when I select my unit, I STILL cannot see if he has line of sight to the targets half the time. The beautiful tall buildings become such a chore to use that one find himself avoiding the "High-ground bonus" just to avoid dealing with the visibility problems. Windows and doors crashing or opening in the wrong place, and AFTER whatever went through them has already moved.
Messages that pop-up and dissapear so fast you cannot read them. Even in LW2.
The constantly running clock means you cannot look at the global scape(?) long enough to make an informed decsion, without being bombarded with mission after mission, or message after message...ect.
The camera insisting on moving to the action, long after said action is all but over. :(
*May be a mod issue, I'm not sure.
*Just some examples of where I think things really could have been improved given the time...but time is money, I get that. Still, a lot of these issues are sub-par for any game, and I believe that anybody with the TRUE desire to create a good game, would not have insisted this be "shipped-to-market" in this state. *I was lucky enough to avoid all the patch-work they DID manage to put out.
You KNOW beta-testers were saying.."Does the game really need to interupt and talk this much?" and "You know, after the third play-through, all but the deaf, are going to be begging for a way to shut this off."
The fact that this feed-back was dissreagarded is very telling, and sad.
For example to correct the fixed rotation, I use the mod that allows infinite rotation, etc. Almost every aspect of the game can be changed in some way.
I thank God, for the people that have taken it upon themselves to put the time and effort into doing it. I am a bit terrified at how this is going to effect my numerous tweaks. lol
Cool. I think it's a great game, once you get it tweaked to your liking. I can't find fault with a custom made game, lol. What 3rd party patch are you talking about? Haven't heard about that.