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I like it.
It's much more complicated than that. I was attempting to reduce the punishment and tension of this game without affecting difficulty but Firaxis designed things so most/all things are closely tied to difficulty.
For you to fully understand where I'm coming from it would probably take an entire day/week's worth of writing and reading essays to communicate multiple things in full detail but I don't have the patience to do that now or any time soon. I don't expect anyone to have the patience to sit through this either.
So i can confirm that the boost are applied to the troops in the field of battle, where it matters. :)
So it is possible it is working in tactical missions, but just doesnt show on an existing LW2 game.
As for the kit, the light vest could probably do with a bit more health for LW2, as the basic Nano-Vest now has a health of 3.
With my current understanding the stat boosts should no longer conflict with any other mod. If anyone is willing to test this mod with LW2 I'm interested to know if the stat boosts work at least.
I'd be grabbing this and trying it if I wasn't worried about LW2 compatibility - honestly I'm tempted just for the soldier stat boosts, I like my recruits to actually have some baseline competence, heh. But given how much LW touches, I suspect this might need checking for compatibility.
Do you have any plans on testing that kind of stuff yourself, or? Because I might give testing it once I've got a stable modset for LW2 play that I'm confident won't break, but I admit I don't have much modding experience with this game so I'm not 100% sure what I'd need to look for.
I don't know if this is Long War 2 compatible but otherwise this mod works for me.
It probably needs a new game since I haven't done anything to the mod to make sure it works with saves.
Also sorry if it sounds like I've been overly critical - wasn't intended at all, honest. I'm a firm subscriber to the 'if you think you can do it better then do it yourself' school, heh. Mostly just spitballing thoughts and giving my opinions
It's not like I wasn't worrying about balance at all. I primarily wanted a way to make smaller squads better without squad size upgrades. I'm too lazy to micromanage 5+ soldiers all the time.
If it helps, I don't consider these custom utility items overpowered at all. For each of the four types only one can be built for the entire game.
I've also discovered those defensive items don't really allow me to be overly reckless. It's just a way to lessen the damage of a couple or few hits. I also use them to help train rookies or help when my A-team is healing.
Not that 'balanced' has to be your objective. :P
Just like MickeyTJR said it comes down to personal preference. One person's "items too amazing" can be another person's fun.
There's no one way to play! You seem to have missed the description part saying you can tweak the items!
Fair enough. If I stumble on out how to separate parts of mods as in-game toggle options then I'll probably update this mod or make a new one.
I have no idea how to turn off parts of a mod atm.
I am curious though if there's something wrong with deciding to not build the new proving grounds projects at all. I'd like to think it is an in-game choice.