Long War is a fan-made partial conversion mod for the turn-based tactics video game XCOM: Enemy Unknown and its expansion, XCOM: Enemy Within. It was first released in early 2013, and it exited beta at the end of 2015. Almost every aspect of the original game is altered, creating a longer, more complex campaign that presents players with more strategic choices and customization options. Long War adds a significant number of new soldier classes, abilities, weapons, armors, and usable items, and also introduces new features, including soldier fatigue and improvements to alien units over the course of the game.
XCOM: Enemy Unknown is a turn-based tactics video game developed by Firaxis Games and released in October 2012. In XCOM: Enemy Unknown, the player assumes the role of the commander of a secret multinational military organization, XCOM, as it fights off an invasion by a numerically and technologically superior invading alien force. The player directs the organization's research and development, manages its finances, and controls its soldiers in combat.[2][3] XCOM: Enemy Within is an expansion of Enemy Unknown, and was released in November 2013. Enemy Within added two additional ways for players to upgrade their soldiers - through genetic modification and through cybernetic combat suits called MECs - as well as new alien units and a new enemy faction, a secret paramilitary organization called EXALT.[3]
Long War Tech Tree
The aim of the Long War mod is, in the words of its developers, to create "much deeper strategic and tactical play and a greater variety of problems to throw at the player".[5] The mod makes changes to many of the game's existing features, adds new concepts, and brings back concepts from the first game in the franchise, Julian Gollop's UFO: Enemy Unknown.[9] As the mod's name implies, a campaign in Long War takes significantly longer than a campaign in the unmodified game, with Eurogamer's Chris Bratt estimating it at around 150 hours. However, the mod does have an option that significantly shortens the campaign.[10](at 3:20)
Long War introduced several new concepts into the game. Soldiers that are sent on missions come back fatigued. If they are sent back out on another mission before resting off their fatigue, they return from the second mission with injuries. The combination of fatigue and much longer injury times requires players to maintain a larger number of soldiers.[8][10](at 2:10) The mod also adds improvements over time for the enemy forces. Over the course of the game, both the aliens and the EXALT paramilitary group introduced in Enemy Within conduct their own research, granting their units new abilities. The player has the opportunity to slow down this research by defeating the aliens or EXALT when they launch missions, and conversely, the research happens faster when the player is unable to stop missions and when members of the council of nations that fund the player pull out of the council. It is difficult to halt their research completely, as the aliens capture a council nation early in the game and will occasionally launch missions with vastly superior forces that the player does not have a reasonable chance to defeat. The mod does add special missions that the player can launch to re-take council nations that have fallen under alien control.[10][12](at 3:45)
In the original game, players can initially field four soldiers at a time, which can be upgraded to six soldiers later in the game. In the mod, players begin the game able to deploy six soldiers, which can be upgraded to eight, with certain missions allowing the player to bring as many as twelve soldiers. The number of classes that the soldiers can be is doubled from four to eight, with each original class being split into two in the mod. Each class has a corresponding class of cybernetic MEC soldier that they can be upgraded into.[4][8][12] The mod also adds new classes of weapons including battle rifles, carbines, marksman rifles, and sub-machine guns. These choices affect soldiers' damage and movement compared to the assault rifle from the base game.[10](at 0:45) New usable items and armor types are also added.[4] The mod increases the number of soldier abilities and gives players three choices instead of two when selecting new abilities each time a soldier levels up. Additionally, some of the abilities that were only available to one class in the base game became available to other classes in the mod. The mod increases psionic abilities, and gives players access to psionics earlier than in the base game.[4][12] Underpinning all of these changes is a larger technology tree. Research also takes longer and has a higher cost.[8][10][12](at 1:20)
Each campaign in Long War also takes much longer than in the original game. This is because of the new tiers of research Long War adds which must be completed before the game's objectives can be completed. Also, the total amount of missions per month is much higher so the player will have to go on more missions, increasing the time it takes to beat the campaign.
The developers of the base game have been effusive in their praise for Long War. XCOM 2 lead producer Garth DeAngelis said "It's unbelievable what they did" and called it his "go-to recommendation" for hardcore fans.[13] Jake Solomon, the lead designer of XCOM: Enemy Unknown and XCOM 2, and Ryan McFall, the lead engineer for XCOM 2, praised the technical skill of the team behind Long War in a panel discussion at Firaxion.[14][15] Solomon, who recommended the mod in a tweet in 2014,[4] also praised the mod for adding so much content and for answering a desire within the player community. He called the base game "basically a 20-hour tutorial for The Long War",[13] which Chris Bratt of Eurogamer considered an exceptionally strong recommendation for the mod.[10][c](at 0:00)
Long War 2 makes significant changes to the XCOM 2 game. The campaign becomes much longer, running for 100 to 120 missions on average. The mod increases the number of soldiers the commander can take on each mission, allowing for more rapid promotions, and adds a number of classes, some based on the add-ons previously developed by Pavonis.[21] Several new mechanics are added to the game, including infiltration missions that require you to send out multiple squads at once, and managing resistance havens and their members. Two new weapon tiers, lasers and coilguns, as well as a number of new enemies, are also added. Finally, the mod overhauls the enemy's AI to create more responsive, challenging encounters.[22]
I still have a doubt, though. About those stacked planes. It appears the last one in the stack has no extra Research Bonus to the next plane in the line.For example, in the German tech tree, if I fly a Bf 109 E-4 will I get the same bonus to research the F-1 that I would get from flying the E-1?
The best way to learn is to simply play through a campaign. Besides normal length games, CON sometimes runs 4x speed campaigns that are especially suitable for beginners to learn the ropes. Use this wiki as a reference as you go along. You can also ask the community in-game, if you have questions, via the Help channel. Moderators and other players usually answer within minutes, if not right away. While you familiarise yourself with the different elements of CON, below are some aspects that are worth keeping in mind.Click here to go to the official game!
Before you can produce, or mobilise, units, you have to unlock them in the research tree of your military doctrine. CON currently features three distinct doctrines that favour different types of units. In addition to research, every unit requires certain buildings before they can be mobilised. You can see these requirements in the info box of a unit in the research tree.Finally, units require certain resources for mobilisation. Every mobilised unit will also cost daily upkeep. Build up your economy early so you don't suddenly face a shortage of resources in the middle of a conflict.
The sheer amount of options a player has in TI is astounding. You can focus on tech and try and get ahead in the space explorations game early on, to try and secure the best mining sites in the system for resources. You could focus on expanding the land you own by force, bringing more of Earth under your control but leaving you weak elsewhere. Alternatively you could focus on using your agents to steal tech from other factions, or sabotage their operations. This wealth of options is one of the big strengths of the game.
References to specific designs, models, manufacturers, and/or modifications of ships and aircraft are used only for the purpose of historical consistency and do not assume any funding or other involvement in the project on the part of the holders of trademarks. Characteristics of all models are realistically reproduced on the basis of technical elements of warships and aircraft from the first half of the 20th century. All trademarks and trademark rights pertaining to warships and aircraft are proprietary to the respective rights holders.
U.S. involvement in the country was also singled out by the commission as a key factor contributing to human rights violations, including training of officers in counterinsurgency techniques and assisting the national intelligence apparatus.
Unfortunately, you may have to wait a bit longer to get your hands on this one. The new Terra Invicta release date hasn't been announced yet, but Pavonis has set a tentative release window of Q2 2022. That means we can likely expect the game sometime next spring, or perhaps summer at the latest. It's a while to wait, but Pavonis and publisher Hooded Horse are confident this delay will help them polish up the game. Since Terra Invicta is feature complete, let's hope no further lengthy delays are announced. 2ff7e9595c
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