XCOM 2
Long War of the Chosen
2,524 Comments
Guts 1 hour ago 
nvm I figured out my noob mistake. Needed to actually ensure the mods were "enabled" in AML which wasn't registering just from check boxing each.
Guts 1 hour ago 
Are there other required mods besides what contained with this package and from the Alien Hunters link mentioned when subscribing? I'm running the game with AML and 10/10 mods loaded (see below). However, I'm not getting the option to start Long War in-game. It's still just reading as the generic "new game".

Mods:
WotC: robojumper's Squad Select
[WOTC] Revert Overwatch Rules Change
X2WOTCComunnityHighlander v1.30.4
Better Second Wave Mod Support
[WOTC] Alien Hunters Community Highlander v1.30.4
[WOTC] Community Promotion Screen
[WOTC] Accurate Situation Report
Long War of the Chosen
[WotC] Mod Config Menu
Yet Another F1
The Coal Man Oct 24 @ 1:50pm 
Are raids meant to be almost impossible? I cannot infiltrate on that mission type so it starts with 37-39 enemies with no way to lower them over time like a normal mission.
-Norbert- Oct 14 @ 12:06pm 
Interestingly enough since today that issue seems to be gone.
I didn't change anything in my mod setup, but the CommunityHighlander mod and it's Alien Hunters submod did update, so maybe the issue came from there and is now fixed with their current updates.
RhodeXLX Oct 12 @ 6:52pm 
@-Norbert- You must have something else tampering with civilian vision range, then. Civilian vision radius should have a 2-tile radius at most.
-Norbert- Oct 11 @ 6:54am 
Is there any way to turn off, or reduce the range of civilians spotting you?
Civilians seem to have unlimited visual range, and only don't see parts of the map they have no line of sight with. I've been spotted by civilians at easily four times the spotting range of Advent units.
Not to mention that the majority of missions start with me already in visual contact with civilians, who remove my concealment the moment I make any move.
RhodeXLX Oct 10 @ 3:13am 
I don't think they mentioned it was right at the start of the mission. I think they specifically said it was half a movement away. Yes, this type of encirclement is somewhat common for Avatar facilities.
Garr Incorporated Oct 10 @ 1:44am 
@turin_4
No. I have assaulted two Avatar facilities and have never encountered encirclement like this. Usually the enemy forces were more spread on the path to the facility proper. True, by running a little too forward I could trigger about 12 enemies at once, but never right at the start of the mission.

Maybe the issue may lie in the parcels you rolled. Are you using any modded maps that affect wilderness or somesuch?
turin_4 Oct 10 @ 12:12am 
So, a question concerning Avatar Facility missions-the ones to sabotage and reduce Avatar Project progress. I've got 103% infiltration, and while I start concealed, the mission *literally* has my squad in the center of a semicircle of goons barely half a move action outside activation range, with my back to the wall.

Is this common? Am I meant to get 200% infiltration, to make it more manageable? Or will this dynamic remain consistent at complete infiltration, and I'm meant to sidle along the back boundary and nibble away at `em from the edges, or what?
fred101j Oct 9 @ 4:16am 
Ah, it straight up just looks like the normal xcom 2 one, where it is begin mission/ abort. When I get back on I am going to check whether it's some default LWOTC setting
RhodeXLX Oct 8 @ 9:18pm 
@fred101j That is the Squad Select screen. I'm asking for the mission briefing page. The one that looks like this: https://i.imgur.com/RC88iqQ.jpeg
fred101j Oct 8 @ 1:21pm 
@RhodeXLX I will post a screenshot soon but it looks like a normal LWOTC mission deployment screen with the infil calcs, but it just starts missions like normal xcom 2
khumak Oct 8 @ 8:40am 
Found a Disguises mod designed for Covert Infiltration and added a discussion topic showing how to make that give infiltration bonuses for LWOTC as well (I used the same bonuses that you get for Suppressors).
RhodeXLX Oct 8 @ 2:22am 
@fred101j Do you mind sharing a screenshot of a mission briefing? The page you're on when you click on the Launch Mission button.
turin_4 Oct 7 @ 11:51pm 
So I'm seeing a lot of conflicting information on soundtrack mods to expand the catalogue of music that plays for LWotC-does anyone have any good reccs or fixes that make `em work?
fred101j Oct 7 @ 9:16pm 
Is it just me or is the infiltration mechanic broken? Missions just start now, no waiting around for a week.
FrancoFromSpace Oct 5 @ 8:18pm 
Has anyone else gotten an issue where the game infinitely loads a mission? Where the Xcom logo is just spinning in the bottom right. Left it overnight hoping it'd be done by the morning and its still just spinning. Had to switch off my PC cause Alt+F4 didn't work and task manager was inaccessible
Tedster  [author] Oct 3 @ 1:53am 
LW locks the rulers to certain mission types anyways by overriding the spawn behavior.
turin_4 Oct 2 @ 4:40am 
@Nico & @RustyDios Thanks kindly for y'all's information:) I think I understand-I did like those missions, since it's been years since I played `em, but not enough to restart, I think. I'm glad they're incorporated, though, even though those particular missions and the flavor they have are gone now.
RustyDios Oct 1 @ 7:10pm 
The best way to play is no integrated AND no story missions selected... this unlocks the "secret" setup of vanilla, where the rulers are roaming free, ready to show up past FL4 on ANY mission (not locked to facilities), the weapons can be purchased right away in engineering, no proving ground project needed ...... you need the mechanised warfare project to unlock sparks AND you get a free spark for doing so
Nico Oct 1 @ 6:36pm 
@turin_4 The integrated DLC option fully integrates those mechanics into the core game. Meaning in order to unlock SPARKs you then need to research the Mechanized Warfare research instead of having to do the Lost Tower mission as that one no longer exists. Similarly the Alien Hunters are already free to show up at the few spots where they can show up, which I think are only really big missions like Alien Facilities. And they are also always shown as a SITEREP for those missions, so you know they're there before you go there.

The option should be checked by default since it's the intended way to play this mod. Though unchecking it to again have the missions should also work. By the time you play LWotC you should usually already be fimiliar with the story missions so there is no real reason to again play them and the integrated option simply ... properly integrates those mechanics into the core game
turin_4 Oct 1 @ 6:20pm 
@Nico Sorry to bug, but you were decisively helpful before and more informed than me. (A low bar, that!) The 'Integrate DLC' option-does that mean that the various missions, such as the Robotics factory and the special missions for the modified aliens will return, if you don't check that option at start?
turin_4 Oct 1 @ 6:16pm 
@sjattuh it is pretty damn rad, yeah:)
sjattuh Oct 1 @ 11:52am 
After playing all the XCom's and their modded versions, this was by far, and I do mean by far far, my favourite version of XCOM all together, and that includes the original 1990's versions. Such an amazing experience, and imho, exactly how a Turn-Based tactical overlay game was meant to be.
turin_4 Oct 1 @ 12:24am 
@Nico That worked! Thank you kindly.
Nico Sep 30 @ 9:31pm 
@turin_4 Yeah, Full salvage missions are pretty rare and also usually a lot more difficult. Except for the Rendesvouz mission where you mostly use rebels, but those give mostly common corpses and due to the low difficulty also only very few corpses, but still good enough for an officer corpse.
turin_4 Sep 30 @ 9:26pm 
@Nico Ah, I haven't done that yet, thank you. I also don't have a Render Corpse option...I think I may've made a bad mistake in sellin' `em early, hah, not knowing they'd bottleneck like this. All my missions have been extractions, so no corpses.
Nico Sep 30 @ 9:24pm 
@turin_4: Have you already done the Advent Trooper autopsy? Since that's the requirement for the officer autopsy. Also, an easy way to see if you have the corpse is to see if you have the research option to render the officer corpse, since that also requires one.
turin_4 Sep 30 @ 9:10pm 
Sorry if this is a common question-I don't do much modding, though I'm really liking LWotC. My difficulty is that in spite of having 2 Advent Officer corpses, I can't begin the Autopsy Officer research project. It doesn't even show up as an option, and I'm sure I do have the corpses, I checked the inventory. Can anyone help? Thanks:)
kevin.carlson Sep 29 @ 2:25am 
Is anyone showing 'missing dependencies for this mod in the last day or two?
The Real Canadian Bros. Sep 28 @ 10:39am 
Hey, I'm having an issue rebuilding a character so that they are a Templar.

Whenever I try I get an error that reads: Solider class defined but selected solider is not a required character template for 'Templar' class.

The other Templar mods I have are the one armed Templars and the Recruitable/Trainable Templars
NANHA Sep 28 @ 4:40am 
So XCOM 2
It became more fun
Nico Sep 20 @ 6:40am 
@Mercent: That's because Alien Hunter is not a requirement for this mod, so it's Highlander is also not required if you don't use Alien Hunter. But that is also why it very directly tells you in the description that you must use the Alien Hunter Highlander if you use the Alien Hunter DLC, so it was simply you being too lazy to read the description.
Mercent Sep 20 @ 5:31am 
Yo, why this bitch@ss mod does not include Alien Hunter Community Highlander as one of the key dependencies? DLC_2 error solved by installing it.

Waited 3 hours of time playing @ss vanilla before realising there is DLC_2 load error.

Better add it as a dependency yo
RhodeXLX Sep 18 @ 6:57pm 
It's called Gatecrasher, not Gatekeeper.
I think you should just go through your mods one at a time and check each of its descriptions if it's compatible with LWOTC or long war. If it doesn't say so, then it probably isn't incompatible, but you should probably not play with it anyways.

Please use the Alternative Mod Launcher if you aren't already as well.
handsomegrape Sep 18 @ 6:15am 
Is there like a list with incompatible mods somewhere? I keep crashing when trying to start gatekeeper. It works reasonably fine on the character creator, albeit a tad laggier than a game this old has any right to be on a new computer.
SpectR Sep 16 @ 1:06am 
We all make mistakes, but thank you very much anyway!
RustyDios Sep 16 @ 1:03am 
and also.. I was mistaken and there is indeed an easy-to-edit .ini setting ... sorry for my original misguided information post.
SpectR Sep 16 @ 1:03am 
Well, I've spoken ill of a good man, I'm digging under him, but all I need to do is just fix the file... Two days of searching.... Thank you very much, kind man, you saved my state of mind))) :stok:
RustyDios Sep 16 @ 12:58am 
@SpectR;

it's possible to reenable them via an .ini edit. In XComLW_Overhaul.ini find +DISABLE_REINFORCEMENT_FLARES[#] and set it to true or false for your difficulty.

-- from DerAva on the LWotC Reddit, the first hit when I googled; "LWOTC Reinforcement Flare"
Took me less than 5 minutes, your welcome <3 :)
SpectR Sep 16 @ 12:50am 
Thank you)
SpectR Sep 16 @ 12:49am 
Maybe add a couple of spaces?
RhodeXLX Sep 16 @ 12:47am 
Oof my link was removed. I was trying to link the LWOTC wiki, specifically on the page titled Difficulty Levels.
RhodeXLX Sep 16 @ 12:46am 
Base evac delay is increased from 3 to 5. Starting region strength is increased from 1 to 2. Starting global strength is increased from 26 to 37. Infiltrations take roughly 20% longer. Boosting costs 30 instead of 25.

Etc. Etc.

{LINK REMOVED}
SpectR Sep 16 @ 12:32am 
I've been googling for the second day, either he's deceiving me and changed the difficulty, or I'm looking for the wrong thing... If you're sure he's deceiving me, how can I expose him, what should I pay attention to? Are there many differences between Veteran and Legend difficulty, at least ones that are immediately visible to the naked eye?
RustyDios Sep 16 @ 12:25am 
Hmm, then I must be mistaken. Sorry for false information.
I would suggest to follow his example >>> "I googled which line to fix in which file"
RustyDios Sep 16 @ 12:05am 
It's not in a simple .ini setting, it's baked into the code of the LWotC reinforcement flare and the removal of the flare is a balancing adjustment of LWotC, so you can't easily group/camp on the spawn point with your bladestorm/etc guys.
SpectR Sep 15 @ 11:44pm 
Good day, dear modders! Please tell me, on Legend difficulty, the red fire of enemy reinforcements is not displayed, I understand that this is sewn into the mod itself, but be so kind as to tell me where this .ini file is located, and which line to edit, it is very necessary, thanks in advance)
Nico Sep 13 @ 4:34am 
@enricofermi2: Usually most players use the Alternate Mod Launcher (AML) Since both the regular mod launchers are absolutely terrible compared to AML.