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lol, seriously?
If I understand right, each mission success adds 25f, and default decay is 0.25f.....soooo, in order to passively break-even I'd need to wait 100 days after a single mission success? Or 62.5 days with a scientist?
That sounds like heat increase would be inevitable even when trying to mitigate by spreading activity across regions? Or is it basically expected that we proactively use Covert Ops for heat reduction quite regularly? .......or, alternatively, am I just missing something with my math? :P
That's a Long War 2 mod, which is for the base game not WotC, so probably not.
https://steamcommunity.com/sharedfiles/filedetails/?id=2556670777
I would have preferred that instead of changing FL and enemy composition up and down in terms of the alien tech tree, this was done by adding more enemy pods or larger pods of the current tech tree.
In any case, is there a way via config to disable the FL changing based on heat?
(base did a thing heat + story/facility bonus + # of aliens killed + chosen appeared * [squad size taken on mission / max squad size ])
Is that facility bonus implying what I want in the mod is already in the mod?
My shifty engineer pocketing my rebate?
Now, I have a command PrintCellStates and it looks like i have values for cells so i can confirm the mod is working correctly.
But values are between 50 and 158 and the medium level is 600 if I remember well so something IS/WAS not working to increment those values (End of campaign, tier 3 armor etc..., low heat). I'll check during some day/week if values increase normally now and I'll say it here.
I use the mod loader and i have almost 400 mods but not one is conflicting with this line so I don't understand why it was commented. RM, an idea ?
Thanks.
Regards,
I read all comments and found the command PrintCellStates to check state of cells.
Funny things begins here: I had no command PrintCellStates (in console, using tab) so i rechecked all conf file of the mod and i found these lines:
From file XComEngine.ini:
[Engine.Engine]
+ModClassOverrides=(BaseGameClass="UIStrategyMapItem_Continent", ModClass="LightStrategyChanges.UIStrategyMapItem_Continent_LSC")
The second line (ModClass...) was commented and as it looks important (loading a part of the engine related to the Map) I tried to uncomment it.
....
There also seems to be a difficulty cliff between low and medium heat, especially if you're running enemy or difficulty mods. For example I ran into a pod of Advent Custodians at Force Level 14, and I sort of just laughed and evaced that mission.
Increased FL makes the game harder proportionate to other mods, so that is little to do with this mod. However, I think that the research-time balance is something worth looking into on the harder difficulties. Right now it feels like a choice between spend crucial research time or hit medium heat and have supply raids become brutal.
A possibility would be to add additional means of managing heat, which still require time or resources -- covert actions, resistance cards, or guerilla tactics. Just some ideas anyhow. Cheers!