Long War Training Roulette Ini

  • Hidden Potential: Level-up stats randomized. Adjusted for Long War. Training Roulette: Soldier perks are randomized. In general the list of randomized perks is different than in vanilla. (For example, Field Medic cannot be randomized). You can mod the perks eligible for TR in DefaultGameCore.ini. Save Scum: Unchanged from Vanilla EW - Red Fog: Significantly changed from vanilla. Aliens and robotic units are affected.
  • Jul 22, 2018  I saw on another post re roulette you said this 'It works with Long War, you just need to add the 8th rank and 3rd column with an ini edit' Could you please do a copy and paste of this INI.
  1. I'm going to try to write a basic guide on how to mod Long War, as well as specific instructions for the most popular requests on /xcg/.
  2. -----HOW2MOD-----
  3. 1. Find your directory. Usually this will be: C:Program FilesSteamSteamAppscommonXCom-Enemy-UnknownXEWXComGame
  4. 2. From there, most edits will take place in DefaultGameCore.ini, which is in the config folder. I'm talking about stuff in that file unless specified otherwise
  5. 3. If you're going to fuck with something, save a backup first.
  6. 4. Download a program like Notepad++ or something to make your life easier. Particularly useful for comparing the differences between the .ini files of different builds of Long War.
  7. 5. Fortunately the LW devs are pretty good with documentation so most common stuff is spelled out for you or otherwise pretty intuitive if you poke around.
  8. -----Default Soldier Colours, Hair/Headware, Armour decoration, etc.-----
  9. ; Initial soldier appearance
  10. ctrl+f for this line:
  11. ; Weights in country selection for new soldiers. The engine sums the total of all weights and then randomly selects among them.
  12. No you can't change gender chances easily, that requires hex editing. Check your privilege :^)
  13. -----Interceptor Repair Times-----
  14. ; The Hangar
  15. -----Basic Fatigue Levels, Officer Fatigue Levels, and Injury Timers-----
  16. ; Soldier Values and starting stat modifiers
  17. Eliminate fatigue completely if you want, but keep in mind that focusing on fewer soldiers will make XCOM more brittle. Also get good.
  18. The way that the RAND_DAYS_INJURED line works is explained here: http://ufopaedia.org/index.php?title=Injury_Time_%28Long_War%29
  19. -----Fatigue Levels for Psi Ranks and Gene Mods-----
  20. ; Psi Perk Configuration
  21. As indicated, iEng= is the extra hours of fatigue. Gene mods are directly below psi perks.
  22. Keep in mind that the game will still claim that the mods and perks impose their regular fatigue penalties, as the text is controlled by a different .ini file.
  23. -----Gauss Weapon DR Nullification-----
  24. ;Tactical constants
  25. It's the last value in the section, COUNCIL_FUNDING_MULTIPLIER_EASY
  26. -----Editing Perk Trees-----
  27. ; Long War subclass perk trees
  28. It's at the very bottom of the file. Follow the instructions carefully.
  29. All MEC perks work with soldiers just fine, but most don't have proper animations.
  30. Dunno how perks not normally found in perk trees (genemods, medal bonuses) work, experiment at own risk.
  31. -----Turning Arc Throwers into pistols and/or givng Arc Throwers greater range-----
  32. Follow the directions here: http://ufopaedia.org/index.php?title=Mods_%28Long_War%29#Arc_Thrower
  33. -----Editing Soldier Base Starting Stats (properly)-----
參考資料
http://ufopaedia.org/index.php/Weapons_(Long_War)

Apr 22, 2014 Long War EW Proto-Wiki - posted in File topics: PLEASE DON'T POST ON THIS THREAD.Only devs should be able to post here, but it may be unlocked momentarily while we are editing it.


Weapons (Long War)

內容

  1. 2 Weapon Tiers(武器類型)

簡介

Long War makes several changes to weapons:

Long War Training Roulette Ini Youtube

  • There are five tiers of weapons: Conventional/Ballistic, Beam Laser, Gauss, Pulse Laser, Plasma.
  • There are several additional types of primary and secondary weapon available in each tier.
  • Many weapons can be Steadied as an action to improve aim for the next turn.
  • Explosives no longer do fixed damage, and their damage reduces the further a target is from the center of the blast.
  • Rocket launchers use a revamped accuracy system using the soldier's aim.
Long War 中的武器做了數項調整:
  • 武器類型分為五種: 傳統/ 彈道, 雷射光束, 高斯武器, 脈衝雷射, 電漿武器
  • 每種類型的主武器與副手武器都有增加不同用途的改版武器
  • 許多武器可以使用「穩定武器」這個指令使下回合命中提高
  • 爆炸傷害不再是固定值, 而是依照爆炸中心的距離遞減
  • 火箭發射器的命中由士兵的命中(aim)進行加權計算

Weapon Tiers(武器類型)

Conventional/Ballistic (傳統/彈道)

These are the basic weapons you start with - and whilst they're okay to begin with, they're not going to be up to scratch in the long run. The sawed-off shotgun is unique to this tier. Ballistic weapons use the same models as EXALT ballistic weapons in vanilla.

開始時即可擁有的武器類型, 雖然可在遊戲初期使用, 但要應付遊戲中後期的敵人是明顯不夠的. 短管霰彈槍(sawed-off shotgun)在這個類別是唯一沒有其他改版的. 彈道武器(Ballistic weapons)使用原版XCOM中的EXALT的實彈武器模型.

Beam Lasers (雷射光束)

Early beam lasers form the second tier of weapons, and all carry a small inherent accuracy bonus, which can make them good 'training' weapons for inexperienced troopers. They also have a little more firepower than Ballistic weapons, but it still won't be enough in the long run. Although skipping laser weaponry in vanilla is a viable and at times easy-to-pull-off gambit, in Long War the expenses for gauss weapons combined with the tighter economy makes this less appealing, and the aim bonus beam lasers confer makes them arguably better early game than gauss anyway. Beam Lasers use the same visuals as EXALT laser weapons in vanilla.

早期的雷射武器是第二種武器類型, 擁有少量的命中加成, 使它們成為良好的訓練用武器, 讓菜鳥部隊能夠迅速上手. 它們的攻擊傷害比彈道武器略高, 但仍不足以在遊戲後期獲取勝利. 雖然在原版XCOM跳過雷射武器是可行的, 但在Long War中, 高斯武器的高昂價格, 以及緊繃的經費使得遊戲很難跳過雷射武器的開發, 此外命中加成使得雷射武器的表現在遊戲初期要比高斯武器來的好. 雷射武器使用原版XCOM中的EXALT的雷射武器模型.

Gauss (高斯武器)

Gauss weapons return to ballistic projectiles but elerium power sources make man-portable magnetic accelerators practical; combined with alloy-based projectiles, it's a recipe for pretty formidable personal weaponry. In general Gauss weapons have a larger clip size, which can make this tier of weapons preferable for soldiers that has ammo-intensive perks or abilities such as flush ,suppression, collateral damage, in the zone, close combat specialist, close encounters, light 'em up, and rapid fire. Uniquely, the sniper rifle of this tier--the Gauss long rifle--grants snipers the HEAT ammo perk, whom otherwise can't obtain said perk normally. This makes Gauss snipers a powerful counter to mechanical leaders/bosses whom can have over 50 health and a staggering amount of damage reduction; though in return, the Gauss long rifle has a rather inconvenient clip size of 1. Gauss weapons use the original XCOM ballistic weapon models.

高斯武器使用彈道武器系統, 但加上超鈾驅動的可攜式電磁加速器; 並結合外星合金的彈藥, 使它成為極具威力的個人武器. 一般而言, 高斯武器有更多的彈藥, 使得高斯武器適合大量消耗彈藥的技能, 例如「熱血洶湧」(flush), 「壓制」(suppression), 「連帶攻擊」(collateral damage), 「絕命地帶」(in the zone), 「進戰專家」(close combat specialist),「親密接觸」(close encounters), 「火力全開」(light 'em up), 「極速開火」(rapid fire). 唯一的例外是狙擊版本的高斯武器:高斯長步槍(Gauss long rifle), 它可使狙擊手獲得「高熱彈頭」(HEAT ammo)的技能, 狙擊手在正常情況下無法靠其他方法獲得這個技能. 「高熱彈頭」使高斯狙擊手在攻擊機械化的精銳敵人時特別有效, 這些小隊長等級的敵人通常有超過50點生命值, 並具備大量的護甲減傷(damage reduction). 高斯長步槍威力強大的代價是它的彈匣只有1發子彈, 非常不方便. 高斯武器使用原版XCOM中, XCOM部隊的實彈武器模型

Gauss weapons also are able to pierce enemy damage reduction (DR). Specifically, they nullify 0.34 enemy DR, which means that there is a 34% chance of nullifying one point of enemy DR. This amount is doubled upon researching the Quenchguns foundry project.

高斯武器具有穿透敵人護甲減傷(damage reduction , DR)的能力. 它們可以忽視敵人 0.34的DR, 也就是有34%的機會忽視敵人1點的DR. 這個數值可以藉由製作工廠計畫中的「急冷槍管」(Quenchguns)來加倍.

Pulse Lasers (脈衝雷射)

Refining and enhancing laser technology allows for the development of pulse laser weaponry, another step up in terms of firepower. Pulse laser weapons have a bonus to their critical hit chance, which might make them more preferable to laser weapons in the hands of crit-focused assaults and snipers. They use the same visuals as XCOM-built laser weaponry from vanilla.

對雷射科技進一步研究可以開發出脈衝雷射武器, 具有更強大的火力. 脈衝雷射武器擁有爆擊率(critical hit chance)的加成, 使它們適合需要爆擊的兵種, 如突擊兵與狙擊手. 脈衝武器使用與原版XCOM相同的雷射武器模型.

Plasma (電漿武器)

Plasma tier weapons are the most powerful in terms of raw damage, but also expensive and hard to obtain; building them requires captured alien weapons as production components... which means you'll have to stun and capture aliens for every weapon you want to build. Plasma weapons have the same models as the weapons either used by the aliens or made by XCOM like the Sniper Rifle.Since b15e, Plasma Weapons also carry special effects, making them more unique like in the vanilla game:

  • Plasma Rifle (Assault Rifle): +1.5 crit damage on biological units.
  • Heavy Plasma Rifle (Battle Rifle): +1 damage when steadied.
  • Plasma Carbine (Carbine): +6 Defense.
  • Plasma Stormgun (SMG): +4 mobility, compared to usual +3 for SMGs.
  • Plasma Novagun (SAW): Can be steadied.
  • Plasma Dragon (LMG): +1 damage against airborne units.
  • Reflex Cannon (Shotgun): +1.5 crit damage against units within 4 tiles.
  • Reflex Rifle (Marksman Rifle): +1.5 crit damage against flanked/exposed units.
  • Plasma Sniper Rifle (Sniper Rifle): +1.5 crit damage against units 35+ tiles away.
  • Particle Cannon (MEC): +1 damage on robotic units.
  • Superheavy Plasma (SHIV): +8 Aim, +4% crit.)

電漿武器具有最強大的基礎傷害, 但也非常昂貴且難以取得; 要製造它們需要獲得外星人的武器, 以取得武器核心零件才能進行製作... 這表示您必須擊暈(stun)並補捉外星人, 每造一把電漿武器就要補捉一個外星人. XCOM的電漿武器與外星人的電漿武器使用相同的圖樣模型, 例如電漿狙擊槍. 從b15e開始, 電漿武器具有專屬的特別效果, 使它們與原版遊戲相比更具獨特性.

  • 電漿步槍 Plasma Rifle (Assault Rifle): +1.5 爆擊傷害(crit damage)在生物體上.
  • 重型電漿步槍 Heavy Plasma Rifle (Battle Rifle): +1 傷害當進行過「穩定武器」.
  • 電漿卡賓槍 Plasma Carbine (Carbine): +6 防禦力.
  • 電漿衝鋒槍 Plasma Stormgun (SMG): +4 移動力, 比一般SMGs 的+3移動要高.
  • 電漿新星槍 Plasma Novagun (SAW): 可以進行「穩定武器」.
  • 電漿龍炮 Plasma Dragon (LMG): 對空中單位+1 傷害.
  • 反射手炮 Reflex Cannon (Shotgun): +1.5 爆擊傷害(crit damage) 在攻擊4格內的敵人時.
  • 反射步槍 Reflex Rifle (Marksman Rifle): +1.5 爆擊傷害(crit damage) 在攻擊側翼或無掩體的單位時.
  • 電漿狙擊槍 Plasma Sniper Rifle (Sniper Rifle): +1.5 爆擊傷害(crit damage) 在攻擊位於35格以外的單位時.
  • 粒子炮 Particle Cannon (MEC): 攻擊純機械單位(robotic units)時+1 傷害.
  • 超重型電漿 Superheavy Plasma (SHIV): +8 命中, +4% 爆擊率

Weapon types (武器型別版本)

Long War adds many new types of primary and secondary weapon. Most of these weapon types have a corresponding weapon at each technology level. The primary weapon types are, in descending order of average damage: SHIV/MEC Primary Weapons > Light Machine Guns and Shotguns > Heavy Rifles, Marksman/Sniper rifles and Squad Automatic Weapons > Assault Rifles > Carbines and Submachine Guns > Machine Pistols > Pistols. In general, the more powerful a weapon is the more unwieldy it is as well, and that will reflect in aim and mobility penalties/bonuses. The MEC version of heavy machine guns have a unusually large deviation of +/-4. And finally Shotguns' damage is severely impeded by damage reduction.

Training

Long War 增加了許多不同版本的主武器與副手武器. 大部分的武器型別都有對應的科技等級. 主武器的型別, 按照平均傷害力可分為: SHIV/MEC 主武器 > 輕機槍與霰彈槍 > 重型步槍, 神射手/狙擊槍與班用自動武器 > 突擊步槍 > 卡賓槍 > 衝鋒槍 > 自動手槍 > 手槍. 一般來說, 威力越強, 武器會越受限, 這些限制反應在命中與移動力的減益/加成上. MEC版本的重型機槍擁有不尋常的偏差 +/- 4. 最後, 霰彈槍的傷害值會被敵人的護甲減傷(damage reduction)大幅削弱.

Steadying (穩定武器)

Many weapons have an extra action available: Steady Weapon. This is a standard action, which will end the turn when used, which grants +20 aim for the next shot. The bonus is discarded if the soldier moves or switches weapon. This essentially allows a soldier to fire a carefully aimed shot over two turns. The use of perks such as Light 'Em Up and Double Tap only apply the bonus to the first shot taken. Note that sniper rifles can be steadied after moving, even if the operator cannot fire them. Steady Weapon's Aim bonus also applies to fired rockets, reducing rocket scatter.

許多武器可以進行額外的動作:「穩定武器」(Steady Weapon). 這個動作將會結束士兵的回合, 並使士兵在下次射擊時獲得 +20命中的加成. 這個效果在士兵移動或是換武器時會消失. 這將使士兵使用兩回合小心的射擊目標. 一些技能如「火力全開」(Light 'Em Up)或「二次行動」(Double Tap)只有在第一次射擊時會獲得加成. 注意狙擊槍可以在移動後進行穩定武器, 即使操作者無法進行射擊. 穩定武器的加成也作用在火箭上, 能減少火箭的偏移.

Long War Training Roulette Ini Full

Explosives (爆裂物)

In Long War explosives no longer do fixed damage to all targets in their radius. The further a target is from the center of the blast, the less damage it will take. This also applies to cover and cover in general is a little tougher than in vanilla.

在Long War中, 爆裂物不再具有固定的傷害. 離爆炸中心越遠, 爆裂物的傷害就越小. 對於掩體的傷害也是同樣規則, 因此掩體會比原版XCOM要稍微耐炸一些.

This behaviour can be 'reverted' to the original mechanics by taking the Tandem Warheads perk, which causes the perkholder's explosives do to full damage across their entire blast radius. The perk is normally available to Engineers, Rocketeers, and Archer MECs; it can sometimes be obtained on other classes via the Training Roulette Second Wave option.

爆炸威力衰減的現象可以藉由「縱列式串聯彈頭」(Tandem Warheads)來消除. 此技能使技能擁有者的爆炸攻擊在爆炸範圍內都是最高值. 這個技能正常情況下可由工兵、火箭兵、與射手MEC學到. 這個技能也可以在開啟第二波選項的訓練輪盤時, 讓其他兵種有機會學到.

Rockets (火箭)

Long War uses a revamped system for rocket accuracy. Aim is used when firing rockets to determine the chance of them landing on target, rather than the fixed 90% chance in vanilla. Rather than the vanilla behavior of a missed rocket veering wildly off course, Long War rockets never 'miss' but will veer off course a random amount based on the soldier's Aim, with higher Aim giving less scatter. Lower range means less scatter, and the soldier achieving 120 Aim yields no scatter at any range. Rockets can also be fired after moving, but with increased scatter and reduced range. Rockets can not change height through scatter.

Long War Training Roulette Ini Video

Long War使用一個修正系統來計算火箭的準確度. 命中(Aim)用來計算火箭命中目標的機會, 與原版的90%機會命中不同, 也與原版對射偏的火箭的算法不同, Long War的火箭絕不會射偏(miss), 但將會依照士兵的命中而有偏移. 較近距離發射火箭會有較少的偏移, 當士兵達到120命中(Aim), 則火箭射程範圍內不會有任何偏移. 火箭可以在移動後進行發射, 但會增加偏移並減少射程. 火箭無法藉由偏移改變爆炸中心的高度.

The hit chance shown while aiming is not a literal % hit chance, nor is it the maximum scatter distance. 'Scatter' instead indicates the standard deviation on the X and Y axis. You can expect 68% of your rockets to hit within the standard deviation, 95% to hit within 2 times the standard deviation, and 99.7% to hit within 3 times the standard deviation. Rockets can exceed even this degree of deviation, but the chance is negligible.

火箭的命中機會並不是用百分比表示, 也不是用最大偏移距離表示. 發射時顯示的偏移量是表示爆炸中心與指定地點平面上X和Y軸的偏差格子數. 火箭會有68%的機會落在指定地點1倍的偏移格子數內, 有95%的機會落在偏移2倍格子數內, 並有99.7%的機會在3倍格子數內. 火箭有可能偏移超過3倍格子數, 但是機會很小. (譯註: 這段是說火箭大部分情況下偏移2倍, 近7成的機會只偏移1倍, 且只在平面偏移, 不會影響Z軸, 即爆炸點的高度)

Long War Training Roulette Ini Download

Unblocked (no 'Shot is Blocked' warning) rockets that veer off course will travel through most destructible terrain to their destination, destroying it in the process. If they encounter an allied or enemy pawn, they will detonate immediately.

Long War Training Roulette Ini 2

當沒有'射擊遭阻擋。(Shot is blocked)'的警告顯示時, 火箭會在發射經過途中可摧毀的地物, 並直達終點, 摧毀目標. 但如果火箭在行進途中撞到隊友或敵人, 火箭將會直接引爆. (譯註: 火箭行進路線上不能撞到東西, 不然會在撞到時引爆, 無論撞到的是隊友還是敵人)

Long War Training Roulette Ini 1