XCOM 2
Larger Long War Of The Chosen
64 Comments
Wrath 6 Jun @ 2:52pm 
@Razeluxe related to your message from 5/11/24 , is it a mandatory edit ? Or does the game runs fine with this mod installed out of the box ?
Karas Neckurus 25 Apr @ 6:05pm 
with lwotc and double pod count, in supply raid mission, you can activate around 80% of the pod in the map just by doing blue move...
Hurt Cobain 31 Jan @ 3:04am 
Thanks! I'll be sure to do that I appericate the help
Tedster  [author] 27 Jan @ 6:04pm 
You'll have to edit mission defs for each mission manually to increase their size.
Hurt Cobain 25 Jan @ 7:18pm 
I edited the Max_Squad_Size to 32 and the Max_first_mission_squad_size to 24 but it doesnt seem to allow me to deploy more then 16. Not sure what else I have to change to allow me to use 24 guys on a standard mission.
Hurt Cobain 25 Jan @ 5:18pm 
Is there a config to change retaliation missions id like to have 16 units on those missions
Razeluxe 5 Nov, 2024 @ 6:01am 
Editing pointers for the geeks out there :

- Number of enemies in a map = copy paste the XcomLW_Overhaul.ini from longwar folder and overwrite this mod ini file (same name, XcomLW_Overhaul)

- Number of squad for your xcom = this mod has a file named XComLW_InfiltrationSettings.ini and all you have to do is edit the numbers on MAX_SQUAD_SIZE and MAX_FIRST_MISSION_ SQUAD_SIZE into something moderate, like 12 or 14

YOUR WELCOME, TWEAK AND EDIT WHATEVER YOU LKE INCLUDING SQUAD SIZE AND ENEMY SIZE EACH MAP
Razeluxe 5 Nov, 2024 @ 4:03am 
its intended for new campaign, adding the mod midgame will result in CTD
Komissar Gebet 29 Sep, 2024 @ 6:07pm 
Got constant CTDs on destroy monument missions. Just once it somehow loaded and I was able to complete it, but the next one was totally a no-go. So I deactivated map mods - didn't work. Then I deactivated this mod and voila - the mission finally was able to start.
Komissar Gebet 22 Sep, 2024 @ 7:06am 
Can this be added mid-campaign or do I need to start from scratch?
Hurt Cobain 10 May, 2024 @ 1:16pm 
a verision that allows the player to tweak if they want more or less squad members would be nice. Id like to play with 20 to 24 troops on most missions
Killer Connor 16 Apr, 2024 @ 5:02pm 
Is there a version of this with 12 gop 16 hq and 20 waterworld ? current is a bit overly long for my tastes
Inerael 4 Apr, 2024 @ 6:42am 
gonna try it :)
Actually Advent is verry strong , gonna try to make great droid army to counter this, so need this mod :)
Twitch.tv/KAEN_SG 10 Mar, 2024 @ 12:04am 
It only started lagging a bit for me when I had over 130 corpses on the map.
Reduce your UI and cosmetic mods if your game runs laggy.
Deathraven13 29 Feb, 2024 @ 3:23pm 
@Inerael I lag in one instance: region base, so far, and I think It's because I have Hive units but not even enabled hivemod thus causing the issue so during base mission I get a 2-3 second lag, not that serious since at least I can complete the mission.Some people can have +100 units on map and be fine apparently.

I play on minimal.
Inerael 29 Feb, 2024 @ 3:19pm 
Amazing, thanks you ! Just wondering does i make me risk to lag ? Like does it impact performance ?
Deathraven13 27 Feb, 2024 @ 3:17pm 
@Sean- It take some time to get used to, so light-moderate (19-19) is like Very light 7-9. Double pod count count isn't a requirement tho.
Sean- 27 Feb, 2024 @ 3:07pm 
The infiltration numbers are all over the place, unplayable sadly
Tedster  [author] 16 Feb, 2024 @ 6:07pm 
part of it is you're already going down to str 1 I think based on the base activity if you infil to 150%, so additional boost to get to 200% isn't helping.
Deathraven13 16 Feb, 2024 @ 6:03pm 
I don't get it yet it make sense, ok so everything is normal I guess.
Tedster  [author] 16 Feb, 2024 @ 5:54pm 
there's some RNG with number of enemies on schedules, I assume that base one is the str 1 schedule with 7 enemies, so doubled is 14. There's other ones with 8 enemies, so doubled is 16.
Deathraven13 16 Feb, 2024 @ 5:04pm 
Is the timer correct ? Boosting a mission increase the number of ennemies.
Using LWOTC beta and this and double pod.
https://steamhost.cn/steamcommunity_com/profiles/76561198080054108/screenshot/2526026336950645945/
Deathraven13 15 Feb, 2024 @ 4:33pm 
Well, using LWOTC beta still make my mission to not load so that's a dead run, I only managed to do 2 region mission because most of the time it's a low time given to me so bein on may without being even close to liberate a region is a dead run, so missions are fun but the tactical layer is kinda off, sometimes I add people in the squad and the ennemy numbers go down, sometimes I remove a soldier an the ennemy numbers go up, I equip a suppressor and the ennemies count goes up.

I've added nothing more compared to my other LWOTC runs aside this and double pod count. That's quite a shame, seems like it's a good idea but need some improvements, I do like what kaen did but I have some doubts that I'll be able to do the same with the mods I have....
Deathraven13 15 Feb, 2024 @ 2:06pm 
Oh ok thanks for the infos.
Twitch.tv/KAEN_SG 15 Feb, 2024 @ 1:58pm 
Yes, my changes are added on top of this mod. This mod doesn't change any gameplay.
Deathraven13 15 Feb, 2024 @ 11:24am 
Hold on a second Kaen, the part under "Changes Based on the LWOTC Beta 1.2 with Spark Rework" is with your listmod and not LLWOTC right ?
For exemple in-game on Commander cover is still 45 deefense while your doc says 60 so these things are for your mod list I assume meaning detecting missions earlier, I'm confused now since I've read somewhere that an update made region missions easier to detect so you don't have to restart a lot.
Twitch.tv/KAEN_SG 14 Feb, 2024 @ 6:28pm 
@Deathraven13 It's safe to change mid-campaign. It uses the same steam workshop ID so it's a drop in replacement.
Deathraven13 14 Feb, 2024 @ 6:25pm 
@Twitch.tv/KAEN_SG The issues i've mention for the missions are from someone asking in LWOTC (the non beta).

I am using the non beta version so I guess I need to use it. Missions where difficult to get for some so the LWOTC beta have fixed that according to the changes i'm reading.

Thank you for the answer

One question tho: IIRC LWOTC beta is supposed to be the version that can have changes and break a campaign so should I wait or is it safe to use ?
Twitch.tv/KAEN_SG 14 Feb, 2024 @ 6:12pm 
@Deathraven13 I've already playtested 100+hrs of this mod. There is no issues with Smash and Grab or Extract missions. You need to use the BETA version of LWOTC not the normal version.
The required items linked for this mod is not correct.

Screenshots here
https://docs.google.com/document/d/1eDtILugKBQdXjwqXocvfAO8MYyUnCTbBd7peqKwRM9s/edit
Deathraven13 14 Feb, 2024 @ 4:02pm 
Scratch that I've ended my campaign because I have a mission bug due to having sent more units than the mission could handle, without those supplies the run is dead because I'm already a bit behind so I'll go play Palworld for now, if you manage to find a fix or if LWOTC does have a "not autofill" which I think it got then I'll restart at some point, by that time someone should have already confirmed if smash & grab and Extract mission do work as intended or not.
Deathraven13 14 Feb, 2024 @ 3:18pm 
Well since the squad can be auto-assigned it adds units to max and beyond thus causing the issue, if you select an empty squad then select a squad with +8 soldier it will select 8 of them and stop, so on these mission you either do it manualy or you stop the autofill. For bonds I guess you get points at the end mission results thus those who are not visible at that screen receive nothing so you'll need a way to bypass it, like give the points during the mission or something. Hope that help in some ways, I'll report any bugs I can find, next missions should be SMASH & GRAB and EXTRACT, someone got issues with those by not receiving rewards so I'll see If i have that too.

Otherwise great mod I like it.
Tedster  [author] 14 Feb, 2024 @ 3:02pm 
yeah, that's news to me and not sure why squad select does that.
Deathraven13 14 Feb, 2024 @ 2:53pm 
IMO it's fine this way, those are quick deployment so it make sense and the double pod doesn't affect the mission, otherwise you would have to double the health of the datapad and other stuff.
I'll say trying to fix the "automatic squad deployment have soldiers on the background thus you'll actualy send more units that the mission can hold causing a crash" and not getting points toward bonds for the extra units send would be something that should be fixed at some point.
Tedster  [author] 14 Feb, 2024 @ 2:42pm 
if people have better way to balance missions involving rebels, I'm interested in hearing it but doubling rebel counts too doesn't seem like a good solution, 16 XCOM + 12 rebels + haven advisor is too much
Gdeadman 14 Feb, 2024 @ 1:00pm 
Oh okay thanks for the info!
Deathraven13 14 Feb, 2024 @ 6:22am 
The game crash when loading a defense mission (to protect a haven), this is caused when the game auto load a team that have more soldiers than the mission allow I guess.
So if you have that happen clear the squad and manualy place each soldiers.
Deathraven13 14 Feb, 2024 @ 4:10am 
@Gdeadman If you mean "Rendez-vous" mission where you have detected a faceless then no the mission remain the same with the same number of resistance forces and Advent forces, the same happen to retaliations and when defending your haven, can't really say about the last one because the game crash on that mission for me.
Oh yeah ambush mission in the resistance ring is the same too.
Gdeadman 13 Feb, 2024 @ 7:32pm 
Does this mean the alien spy missions (i forgot what they are called) will be more difficult due to the doubled pods?
Deathraven13 13 Feb, 2024 @ 1:23pm 
There is a problem: The additionnal units sent doesn't count toward bonding, only the units at the mission end screen receive it I guess.
VS-lockon 13 Feb, 2024 @ 7:36am 
HI how do i make missions. Up to 14 people
ShunBrokuSatsu 10 Feb, 2024 @ 7:34am 
Mustafa yeah you are going to have to overwrite the file in this mod in order for the number of soldiers you want to be the one used to be safe.
Mustafao01 9 Feb, 2024 @ 7:22am 
Does this mod overwrite the changes in the ini files? I have already done changes to give me a large recruitment pool for the base LWOTC mod file. I hope it isn't overwritten when I enable this.
Twitch.tv/KAEN_SG 7 Feb, 2024 @ 11:48pm 
Ted forgot to update the patch notes for this so here it is.

1.0.3 of LLWOTC

[*]Increased value of the supply hack rewards from 35/75 to 50/100.
[*]Incrased value of the alien alloy hack rewards from 10/20 to 15/30.
[*]The 50% increase in resource rewards is now rounded up so should help early game alloys/elerium.
[*]Doubled the effectiveness of the Recruit job.
[*]Doubled number of soldiers available in the black market (requires LWoTC beta v14 or newer).
[*]Doubled the number of soldiers, rebels, and rookies from POIs.
[*]Starting recruits available from 5/5/3/0 to 15/15/10/5.
~KawaiiOverload~ 7 Feb, 2024 @ 9:55pm 
THIS PLUS BETA STRIKE MEANS A MISSION A DAY!
ShunBrokuSatsu 7 Feb, 2024 @ 7:28am 
Oh yeah ok I get it now. Sometimes the way the pod doubling works might make the enemy activity jump to the next tier. That makes sense.
Tedster  [author] 6 Feb, 2024 @ 10:24pm 
with the double pod count mod, all pods and enemy counts are doubled, so your 7-9 will turn into a 16-18, 10-12 will turn into 19-21 or 22-24, and so on.
ShunBrokuSatsu 6 Feb, 2024 @ 8:39pm 
Seems like the crate race missions have an alert level that is higher than they should. In a strength 2 region I am getting enemy activity of moderate-heavy. If I am reading that correctly that translates back to light in normal longwar which means the mission is getting treated as alert level +3 for some reason. When the region was strength 1 the enemy activity was moderate which if this pattern is consistent means the area was treated as strength 4. Not sure if this was intended.
Twitch.tv/KAEN_SG 6 Feb, 2024 @ 3:59pm 
Well starting with 100 soldiers completely breaks the game's balance. Despite doubling squads and pods... the game is still pretty balanced.
SuperDigga 5 Feb, 2024 @ 3:57am 
Twitch I got a large barracks roster so it may be just what i need. Btw starting soldiers are configured in the ini file. Just change it to 100 or more.
Twitch.tv/KAEN_SG 5 Feb, 2024 @ 1:39am 
If anyone is interested in the Config Changes I'm using on my customized Big Vs Bigger Run.
https://docs.google.com/document/d/1eDtILugKBQdXjwqXocvfAO8MYyUnCTbBd7peqKwRM9s/edit