Xcom enemy unknown long war mod download






















Install Steam. Store Page. Global Achievements. Luciferblack View Profile View Posts. Ive been hearing alot about this mod but it seems the website I get it from is asking me money when I try to register, some sort of website membership free, is there a place I can get it for free? Showing 1 - 6 of 6 comments.

Nexus mods rule they are free but there worth there fee just to support the massive amount of work they do. So I look at the fee as more of a donation. Soldiers have Fatigue, meaning that after a mission if they go on another before Fatigue wears off they will come back injured no matter what. This means you need to make a huge roster of soldiers which you rotate around and might need to bring fewer than the max amount of soldiers on easier missions.

Some alien autopsies are also behind other research paths such as Alien Biocybernetics. During Terror missions, IE missions where you need to save civllians, each civillian killed raises that countries panic by 2 and the panic of the continent by 1 Meaning 3 panic per civvie killed for that country.

Losing terror missions or ignoring them means the country immediatly leaves the Council. That being said, it isn't that bad but still challenging. If you want a shorter game, enable Dynamic War. If you want a longer game, enable Liberator. It can happen! Due to this, if you do choose to do Ironman, Periodically back up your game.

I'd recommend enablingCommander's Choice Second Wave option. Commander's Choice is something almost everyone uses so you don't have RNG ruining your class picks for a soldier. You can also pick Strict Screening if you don't want random stat variations between your soldiers, but all random allocated stats on soldiers equal the same total anyway and I feel that random stat soldiers make them feel more realistic.

Remember, this is a very long war! Read the UFOwiki [ufopaedia. See the wiki. A few tips for each class when it comes to builds Rocketeers have only one good build. Also if a rocket has a chance to deviate, make sure that it doesn't say "Rocket is blocked" when your firing it. If the rocket is NOT blocked, it will go through all objects and cover until it hits the spot it deviated to. Gunners have many builds. Infantry have a couple builds.

My favorite build is the crit build, as it allows them to kill bigger units later on. Snipers have many builds, and due to their sharpshooter rifle, can move with the rest of the squad if you want. Usually for disable snipers. I'd also advise making one or two disable snipers. They need more aim than normal snipers due to disabling shots acc penalty, but are very useful when your assaulting bases. Make Sectopods and Bosses much easier.

Medics make great PSI units as they usually have the highest will out of everyone. Engineers also make decent PSI units, but they'll be mostly throwing grenades with Sapper to blow away enemy cover or capturing aliens. Assaults and Scouts are pretty straightforward.

Both make pretty decent Covert Ops. Scouts additionally can use Concealment to give your squad sight of a pod without activating it if you keep them to high cover. Do note that Lightning Reflexes ony gives the scout 90 def instead of making reaction shots miss. Check the wiki for MEC classes. Alien Research Aliens in this mod have research just like you! This means that as the game goes on, they will get stronger just as you get stronger.

This could mean that they push out new units, or old units get upgraded with more health, armor, or even abilities! Out of all of these, you can manage quite a few of them, although as the game starts, you wont be able to shoot down every UFO, so aliens will get research that way.

That is normal. You can lower alien research by quite a bit if you assault an alien base, but other than that, you can't really lower it, just reduce the amount that they can get. Alien Resources Additionally Aliens have Resources. Both of these take a lot of resources from the aliens to do however. They will also prefer to do these missions in countries where you don't have satellite coverage. This is normal.

However if you see a UFO land, there is a good chance that if its not an abductor or one of the bigger UFOs, its a resource mission. Disrupting alien resource missions means that next month you may not get as many alien attacks as you did in the current month, which is great as it slows down their research and gives you breathing room. Of course this also might mean they will try more to shoot down your satellites so they can gain more resources.

UFOs and the air game are much more important in Long War. Interceptors Remember to name Intercepters to see thier level!

This is normal, and as the campaign goes on, eventually you'll be able to take down every kind of UFO. Because of how important the air game is, you can now have 6 interceptors per continent, and aliens will eventually assault your hanger bases near the start of the next year if they don't assault XCOM HQ.

Additionally you shouldn't engage every UFO. If a UFO is NoE Nap of Earth and it isn't a bomber, there is a high chance that it'll land, meaning you can just assault it when its landed and save yourself possible interceptor damage.

If a UFO is High, that means its hunting your satellites and should be intercepted. If its a large or very large in early game though, say goodbye to that satellite. You don't need to down a High UFO, bringing it to half yellow explosions appear around it means that it failed its mission. If a UFO is low, it could be doing a ton of things. You should assault small low flying UFOs as they are pretty easy to take down Except maybe in the first month or so when your trying to get your infrastructure up.

Also if you don't engage a UFO, you will get a small bit more panic than if you engaged it, but this is negligible as its better to protect your satellites than having a country gain 2 more panic.

But if you have more than 2 active interceptors, then it might be worth it to take out all the UFOs you can, as they reduce alien research and resources.

Dealing with Interceptor Repair Times Due to the longer repair times of Long War, a heavily damaged interceptor could be out for over a month! For this reason if an interceptor is doing poorly vs a UFO, you can hit the Abort button to bring it back to base. You definitely do not want an interceptor to die if you can help it, as they cost dollars to replace, plus an additional week to put a cannon on them. So how do you deal with interceptors being damaged?

You build additional ones on continents that you don't have satellites on and swap the interceptors between the continents so you can keep a couple interceptors ready to defend your satellites. Upgrading Interceptors You can upgrade interceptors by a few methods. The biggest upgrades come from the Advanced Aerospace Concepts research and a few alien autopsy's. These give a global upgrade to all your interceptors.

You can also craft temporary upgrades called Modules in the Engineering interface upon researching the correct research. Finally remember to name your interceptors so you can see their ranks. Every few UFO kills an interceptor gets, the better its aim.

For more interceptor information, check the wiki. Read up on them in the wiki. You can start shooting them down later when your interceptors are upgraded and the like. You might be able to discourage medium UFOs as well, but that might be costly. Near late game you can shoot these down, but early game you should expect the satellite to go down so begin building a new one. What this means is that a small UFO, instead of having like 10 units, might have more than 20 with units you wont see until next month like cyber discs or whatnot.

Additionally the crashed UFO mission will not spawn since you destroyed it. If you don't want this to happen, it might be worth it in the late game to have some interceptors with lower tiered cannons to take down smaller UFOs. The first thing you will notice when starting a Long War game is the massive amount of countries you can start in. Unless you desperately want to start in a country, some country bonuses are better than others.

Here is the list of country bonuses, what they do, and if they're good or not. On Our Own means you get no bonus if you want a harder game. Here is a list of all the continent bonuses. Takes 4 satellites for full coverage Since these are continent bonuses, they're all useful. The most useful one though is probably Air Superiority due to the fact that it reduces interceptor costs from to and reduces the maintenance cost of them per month, saving you tons of money over the course of the game. Additionally Asia's bonus is very useful if you can get it early enough as it reduces the cost of foundry projects, and foundry projects get very expensive very fast.

Nothing is as bad as On Our Own which is no bonus, but not all bonuses are made equally. Point distribution is random. Still decent though. This means that all of your armors have 3 slots instead of 2 for extra items. Very very useful early game making this one of the top tier bonuses. Almost as bad as On Our Own as you can't choose where these are placed, and they are placed next to each other, ruining your base layout.

You do start with a lab though which means you have faster research in the first month. I don't find this useful as Corporals are fairly fast to get. That being said, this could mean that you can get an Officer Training School up fairly fast and get your squad size upgrades that much faster. Up to you on how you value that. Just like Advanced Preparations, this isn't very good. If your playing Brutal or Impossible, there could be a serious case for this as a great starting bonus.

The problem is most of your money comes from selling Meld, damaged ship parts, or stuff like that. Not that useful as gene mods are cheap. Shame really. And that's where the fatigue is short of using lots of PSI D tier Egypt Africa For the Sake of Glory Start with Advanced Repair foundry project, which grants faster repair time for aircraft, mechanized units and damaged soldier gear. This is a very good bonus as the Foundry Project itself is expensive and doesn't appear until much later.

Plus lower interceptor repair time means you can potentially shoot down more UFOs. This is an amazing bonus and is contender for one of the best country bonuses out of all of them. What this means is that council requests will appear more often, meaning you can get faster scientists and engineers, more money, ext Sadly they are random, but they're still usually pretty good to take if you can spare the items.

This is a horrible starting bonus as you don't need rookies that early on, and you can easily get more as you need them as they aren't that expensive anyway. Plus its going against one of the best starting bonuses.

Its not that great considering there are better perks that save you far more money. Its hard to judge how powerful this bonus is as it lets you build rooms in your base faster than normal. Elerium Afterburners are one of the latest Interceptor upgrades in the game. That being said its not as useful as all the other bonuses that aid interceptors in some way, hence the extra 2 interceptors.

This is a very interesting bonus. While it may take a few base restarts til you get the vents in good locations, this bonus can completely eliminate your need for Elerium Generators, saving you lots of elerium and money, as well as allowing fast base expansion due to having so much power. I really like how this one shakes up the game so much. If you want to have a mostly SHIV game, this is the bonus for you.

This means that with Commander's Choice, you will have a Max ranked soldier after your first mission of a class of your choice. Considering soldiers get bonus stats every few missions they participate in once they reach Master Sargent, this bonus lets you work towards making a Super Soldier if that's a play style you want to try for.

A slightly better version of Ghost in the Machine as it also benefits MEC troopers, which make great although expensive troopers. This means all soldiers can move 1 additional tile. A very powerful bonus. Instead of 10 days to train a psionic soldier, its now 5.

A very nice bonus early game as you wont get this until Advanced Aerospace Concepts and early game you sort of struggle to hit Scouts as your pilots aren't trained or have good weapons. This is one of the other top tier bonuses, as this lets you build 2 sattlites for the cost of 1. And like it or not, satellites will be shot down from time to time, so the cost reduction for new ones is great.

Plus the extra uplink is right next to your first one, not hurting your base layout at all. And if you have the Second Wave option Diminishing Returns enabled, this helps deal with that. Up to you how much you value this. Last edited by sheep from hell ; 9 Jul, am. Jbob View Profile View Posts. I've been having the same problem and I think I solved it. I got the this folder already exists error and then the mod installed.

It seems to be an issue if the game is installed on a separate drive from steam. A hotfix might be to move the exe to the same directory, excepting enter 'steam' now in place of 'steamlibrary', a difference on my computer, between first and 2nd drives , and where the install is likely searching for it, then move the updated exe back manually. Moving drives seems to have worked for me. Hello, I have installed the Steam EW version. It was the EW game that loaded again with no errors. I rolled back to the EW version, uninstalled Long War, installed it again but no luck.

Any solutions to this? Originally posted by dtragoud :.



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