<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pepoluan</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pepoluan"/>
	<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/Special:Contributions/Pepoluan"/>
	<updated>2026-05-01T05:53:21Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Torque_(Chimera)&amp;diff=90864</id>
		<title>Torque (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Torque_(Chimera)&amp;diff=90864"/>
		<updated>2020-05-24T16:11:39Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: /* Tactical Advice */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&amp;quot;Quotes? Sure, Whisper. Can you quote this gesture? How about two?&amp;quot;&#039;&#039;- Torque&lt;br /&gt;
&lt;br /&gt;
Torque is a Viper and a playable agent in [[XCOM: Chimera Squad]].&lt;br /&gt;
&lt;br /&gt;
Hatched in a New Arctic facility in 2020, Torque was assigned to hunt down and eliminate Resistance forces for ADVENT. After the war, Torque volunteered to participate in X-COM training exercises as OPFOR because in her words &amp;quot;detention is boring and this way I can still fight X-COM.&amp;quot; She unexpectedly bonded with Colonel Kelly, and joined the Reclamation Agency when she became Director.&lt;br /&gt;
&lt;br /&gt;
Torque is mobile, possesses innate Dodge, and has exceptional aim, but has somewhat low potential for direct damage. Her signature ability is the ability to pull enemies or allies adjacent to her and to bind adjacent enemies, disabling and damaging them for the duration; she is also able to inflict damage over time using poisonous attacks. Torque is naturally able to fit through vents that would normally require Infiltrator Weave armor, and is also immune to poison. When used in conjunction with [[Shelter (Chimera)|Shelter]]&#039;s Relocate, she can rapidly transport a VIP from one side of a map to the other within a single turn. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;3&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Bind&#039;&#039;&#039; &amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;Wraps up an adjacent enemy, dealing 2 damage and preventing them from acting on their turn. Bound enemies cannot be targeted by XCOM for fear of damaging Torque, and the enemy will be freed if Torque is damaged. Free Action.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Tongue Pull&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Pulls an ally or an enemy into melee range; if the target is an enemy, this will count as movement for the purpose of overwatch and will poison them if they are moved through a poison pool. Some oversized enemies cannot be moved.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Poison Immunity&#039;&#039;&#039; &amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;Torque is immune to poison.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Adaptable&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Torque can use Vent breach points without needing to equip Infiltrator Weave.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Deputy Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan= &amp;quot;2&amp;quot; | &#039;&#039;&#039;Toxic Greeting&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;In Breach Mode, spits venom that poisons the target for 2 turns (2 damage per turn).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Field Agent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Tight Squeeze&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Bind deals 3 more damage (for a total of 5).&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Hard Target&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Gain a bonus to Mobility on the first turn of a battle and a permanent increase to Dodge.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Special Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Poison Spit&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Spits poison that expands into a pool, dealing minor damage on impact and poisoning all enemies that touch the pool. 3 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Senior Agent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Reinforced Scales&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Torque no longer releases Bind if damaged and gains +1 armor when using Bind.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Synthetic Venom&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Crit bonus against poisoned enemies, and ending the turn in a poison pool restore health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Principal Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Vicious Bite&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;A powerful melee attack that poisons enemies. 3 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Training (Special Agent)&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Unlock Potential&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;+1 mobility and +20 Dodge.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Training (Principal Agent)&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Tag Team&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Allies targeted by Tongue Pull gain a free action.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
*Not all enemies can be Bound or Tongue-Pulled. Larger enemies (e.g., MECs) and Bosses cannot be Bound nor Tongue-Pulled, so plan accordingly.&lt;br /&gt;
*Bind only works if Torque is directly in front of / behind of / beside an enemy; it will not work if she is at a diagonal.&lt;br /&gt;
**The game will try to &#039;drop&#039; a Tongue-Pulled enemy beside her; but if the target square(s) are occupied, sometimes the game will drop the enemy at a diagonal. This usually happens only if Torque is standing at a &#039;corner&#039; made of 2 covers, or a squadmate is standing beside her.&lt;br /&gt;
*Setting up another Agent to overwatch near Torque will force enemies to take hits when she pulls them to her, on top of leaving them exposed to further attacks. As Tongue Pull does not end her turn, this can be followed up by a regular shot, Bind, or Vicious Bite as needed.&lt;br /&gt;
**This means that Torque should be placed as early as possible if the breach point provides the Watchtower perk (agents automatically going into overwatch after breaching).&lt;br /&gt;
**The Tongue Pull can also trigger Godmother&#039;s Close Combat Specialist skill, which means that if you equip Torque with Reflex Grip, you can quickly deal a great amount of damage to a strong enemy: Torque fire at the enemy, Torque tongue-pulling the enemy, Godmother&#039;s CCS skill gets triggered, and if the enemy is still alive, Torque can continue with a Bind. Or you can start with Torque spitting poison to the enemy, which gives 2 additional damage per turn of a bound enemy.&lt;br /&gt;
*Torque&#039;s innate Dodge stat can be combined with Mach Weave to great effect, allowing her to take significant enemy fire without receiving much damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Blueblood_(Chimera)&amp;diff=90863</id>
		<title>Blueblood (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Blueblood_(Chimera)&amp;diff=90863"/>
		<updated>2020-05-24T16:10:20Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: /* Tactical Advice */ About the Lance Pistol and Cascade Lance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blueblood is a human member of Chimera Squad. The son of a third generation police officer turned private investigator, he apprenticed with his father&#039;s detective agency and helped to smuggle accused dissidents out of City 31 during the war. After X-COM&#039;s victory, he served with 31PD before transferring to Chimera Squad. &lt;br /&gt;
&lt;br /&gt;
Blueblood is able to put out very high damage with his pistol and Lancer Pistol, able to fire with both actions each round. Later abilities further improve his ability to attack multiple targets at once. His health is low, so he will need to be protected from counterattacks. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;3&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Cadet&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Deadeye&#039;&#039;&#039; &amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;Fires a shot that has a -15 Aim penalty, but deals 50% extra damage.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Desperado&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Neither Deadeye nor the standard shot will end Blueblood&#039;s turn if he has actions remaining.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Deputy Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan= &amp;quot;2&amp;quot; | &#039;&#039;&#039;Lancer Shot&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;In Breach Mode, fire a special shot that ignores cover. Once per mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Field Agent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Warm Welcome&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The first shot in a clip disorients a target.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Ever Vigilant&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Automatically activates overwatch if the last action is used for movement, Subdue, or stabilizing a downed ally.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Special Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Phase Lance&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Fires a shot in a straight line, which ignores cover and can hit multiple targets. 3 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Senior Agent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Fond Farewell&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;The last shot in a clip deals double damage.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Cascade Lance&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Phase Lance&#039;s damage increases with each enemy it hits.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Principal Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Faceoff&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Fire at every enemy in your line of sight, limited only by your ammo. Once per mission.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Training (Special Agent)&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Unlock Potential&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;+15 crit chance.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Training (Principal Agent)&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Free Reload&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Reloading is now a free action.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
*The Lancer Pistol has the same damage as a the pistol &#039;&#039;with normal ammo&#039;&#039;. If you upgrade the pistol to Enhanced or Mastercraft, the Lancer Pistol scales accordingly. But if you equip Blueblood with ammo that give buffs (e.g., higher damage, or burning status), the Lancer Pistol will not pick up that buff.&lt;br /&gt;
*If you spec Blueblood with the &#039;&#039;&#039;Cascade Lance&#039;&#039;&#039; skill, you can shoot &#039;&#039;through&#039;&#039; a squadmate to amplify the Phase Lance&#039;s damage down the line. This will, of course, result in damage to your squadmate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Patchwork_(Chimera)&amp;diff=90862</id>
		<title>Patchwork (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Patchwork_(Chimera)&amp;diff=90862"/>
		<updated>2020-05-24T16:03:32Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: /* Tactical Advice */ Comparison of Patchwork&amp;#039;s Stasis to Torque&amp;#039;s Bind&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Patchwork is a human tech specialist and a playable agent in [[XCOM: Chimera Squad]].&lt;br /&gt;
&lt;br /&gt;
Patchwork lost her entire family during the invasion, as well as an arm and both of her legs. She eventually ended up in an ADVENT orphanage, where a gene therapy clinic built her prosthetic limbs so she could be used as proof of the aliens&#039; benevolence in propaganda. However, her technical skills allowed her to discover evidence of ADVENT&#039;s true nature, and she engineered her own rescue by X-COM. She served as an engineer on the Avenger during the War for Liberation until a shortage of personnel required her to take up active duty; after the war&#039;s end, Lily Shen requested her transfer to Chimera Squad. &lt;br /&gt;
&lt;br /&gt;
Patchwork excels at fighting mechanical enemies, either via direct damage or by hacking them; as a result, she is an excellent choice when fighting Sacred Coil. That being said, her Gremlin is able to cause consistent damage to multiple enemies with its Chaining Jolt ability and she can also provide combat support for her allies as well. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
&lt;br /&gt;
*Unlike [[Torque (Chimera)|Torque]]&#039;s Bind skill, Patchwork&#039;s Stasis skill works on large enemies and/or bosses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Torque_(Chimera)&amp;diff=90861</id>
		<title>Torque (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Torque_(Chimera)&amp;diff=90861"/>
		<updated>2020-05-24T16:00:05Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: /* Tactical Advice */ Info about Bind and Tongue-Pull&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&amp;quot;Quotes? Sure, Whisper. Can you quote this gesture? How about two?&amp;quot;&#039;&#039;- Torque&lt;br /&gt;
&lt;br /&gt;
Torque is a Viper and a playable agent in [[XCOM: Chimera Squad]].&lt;br /&gt;
&lt;br /&gt;
Hatched in a New Arctic facility in 2020, Torque was assigned to hunt down and eliminate Resistance forces for ADVENT. After the war, Torque volunteered to participate in X-COM training exercises as OPFOR because in her words &amp;quot;detention is boring and this way I can still fight X-COM.&amp;quot; She unexpectedly bonded with Colonel Kelly, and joined the Reclamation Agency when she became Director.&lt;br /&gt;
&lt;br /&gt;
Torque is mobile, possesses innate Dodge, and has exceptional aim, but has somewhat low potential for direct damage. Her signature ability is the ability to pull enemies or allies adjacent to her and to bind adjacent enemies, disabling and damaging them for the duration; she is also able to inflict damage over time using poisonous attacks. Torque is naturally able to fit through vents that would normally require Infiltrator Weave armor, and is also immune to poison. When used in conjunction with [[Shelter (Chimera)|Shelter]]&#039;s Relocate, she can rapidly transport a VIP from one side of a map to the other within a single turn. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;3&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Bind&#039;&#039;&#039; &amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;Wraps up an adjacent enemy, dealing 2 damage and preventing them from acting on their turn. Bound enemies cannot be targeted by XCOM for fear of damaging Torque, and the enemy will be freed if Torque is damaged. Free Action.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Tongue Pull&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Pulls an ally or an enemy into melee range; if the target is an enemy, this will count as movement for the purpose of overwatch and will poison them if they are moved through a poison pool. Some oversized enemies cannot be moved.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Poison Immunity&#039;&#039;&#039; &amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;Torque is immune to poison.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Adaptable&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Torque can use Vent breach points without needing to equip Infiltrator Weave.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Deputy Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan= &amp;quot;2&amp;quot; | &#039;&#039;&#039;Toxic Greeting&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;In Breach Mode, spits venom that poisons the target for 2 turns (2 damage per turn).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Field Agent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Tight Squeeze&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Bind deals 3 more damage (for a total of 5).&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Hard Target&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Gain a bonus to Mobility on the first turn of a battle and a permanent increase to Dodge.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Special Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Poison Spit&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Spits poison that expands into a pool, dealing minor damage on impact and poisoning all enemies that touch the pool. 3 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Senior Agent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Reinforced Scales&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Torque no longer releases Bind if damaged and gains +1 armor when using Bind.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Synthetic Venom&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Crit bonus against poisoned enemies, and ending the turn in a poison pool restore health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Principal Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Vicious Bite&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;A powerful melee attack that poisons enemies. 3 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Training (Special Agent)&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Unlock Potential&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;+1 mobility and +20 Dodge.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Training (Principal Agent)&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Tag Team&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Allies targeted by Tongue Pull gain a free action.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
*Not all enemies can be Bound or Tongue-Pulled. Larger enemies (e.g., MECs) and Bosses cannot be Bound nor Tongue-Pulled, so plan accordingly.&lt;br /&gt;
*Bind only works if Torque is directly in front of / behind of / beside an enemy; it will not work if she is at a diagonal.&lt;br /&gt;
**The game will try do &#039;drop&#039; a Tongue-Pulled enemy beside her; but if the target square(s) are occupied, sometimes the game will drop the enemy at a diagonal. This usually happens only if Torque is standing at a &#039;corner&#039; made of 2 covers, or a squadmate is standing beside her.&lt;br /&gt;
*Setting up another Agent to overwatch near Torque will force enemies to take hits when she pulls them to her, on top of leaving them exposed to further attacks. As Tongue Pull does not end her turn, this can be followed up by a regular shot, Bind, or Vicious Bite as needed.&lt;br /&gt;
**This means that Torque should be placed as early as possible if the breach point provides the Watchtower perk (agents automatically going into overwatch after breaching).&lt;br /&gt;
**The Tongue Pull can also trigger Godmother&#039;s Close Combat Specialist skill, which means that if you equip Torque with Reflex Grip, you can quickly deal a great amount of damage to a strong enemy: Torque fire at the enemy, Torque tongue-pulling the enemy, Godmother&#039;s CCS skill gets triggered, and if the enemy is still alive, Torque can continue with a Bind. Or you can start with Torque spitting poison to the enemy, which gives 2 additional damage per turn of a bound enemy.&lt;br /&gt;
*Torque&#039;s innate Dodge stat can be combined with Mach Weave to great effect, allowing her to take significant enemy fire without receiving much damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Torque_(Chimera)&amp;diff=90860</id>
		<title>Torque (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Torque_(Chimera)&amp;diff=90860"/>
		<updated>2020-05-24T15:55:22Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: /* Tactical Advice */ Torque &amp;amp; Watchtower synergy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&amp;quot;Quotes? Sure, Whisper. Can you quote this gesture? How about two?&amp;quot;&#039;&#039;- Torque&lt;br /&gt;
&lt;br /&gt;
Torque is a Viper and a playable agent in [[XCOM: Chimera Squad]].&lt;br /&gt;
&lt;br /&gt;
Hatched in a New Arctic facility in 2020, Torque was assigned to hunt down and eliminate Resistance forces for ADVENT. After the war, Torque volunteered to participate in X-COM training exercises as OPFOR because in her words &amp;quot;detention is boring and this way I can still fight X-COM.&amp;quot; She unexpectedly bonded with Colonel Kelly, and joined the Reclamation Agency when she became Director.&lt;br /&gt;
&lt;br /&gt;
Torque is mobile, possesses innate Dodge, and has exceptional aim, but has somewhat low potential for direct damage. Her signature ability is the ability to pull enemies or allies adjacent to her and to bind adjacent enemies, disabling and damaging them for the duration; she is also able to inflict damage over time using poisonous attacks. Torque is naturally able to fit through vents that would normally require Infiltrator Weave armor, and is also immune to poison. When used in conjunction with [[Shelter (Chimera)|Shelter]]&#039;s Relocate, she can rapidly transport a VIP from one side of a map to the other within a single turn. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;3&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Bind&#039;&#039;&#039; &amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;Wraps up an adjacent enemy, dealing 2 damage and preventing them from acting on their turn. Bound enemies cannot be targeted by XCOM for fear of damaging Torque, and the enemy will be freed if Torque is damaged. Free Action.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Tongue Pull&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Pulls an ally or an enemy into melee range; if the target is an enemy, this will count as movement for the purpose of overwatch and will poison them if they are moved through a poison pool. Some oversized enemies cannot be moved.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Poison Immunity&#039;&#039;&#039; &amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;Torque is immune to poison.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Adaptable&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Torque can use Vent breach points without needing to equip Infiltrator Weave.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Deputy Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan= &amp;quot;2&amp;quot; | &#039;&#039;&#039;Toxic Greeting&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;In Breach Mode, spits venom that poisons the target for 2 turns (2 damage per turn).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Field Agent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Tight Squeeze&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Bind deals 3 more damage (for a total of 5).&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Hard Target&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Gain a bonus to Mobility on the first turn of a battle and a permanent increase to Dodge.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Special Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Poison Spit&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Spits poison that expands into a pool, dealing minor damage on impact and poisoning all enemies that touch the pool. 3 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Senior Agent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Reinforced Scales&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Torque no longer releases Bind if damaged and gains +1 armor when using Bind.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Synthetic Venom&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Crit bonus against poisoned enemies, and ending the turn in a poison pool restore health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Principal Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Vicious Bite&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;A powerful melee attack that poisons enemies. 3 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Training (Special Agent)&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Unlock Potential&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;+1 mobility and +20 Dodge.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Training (Principal Agent)&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Tag Team&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Allies targeted by Tongue Pull gain a free action.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
*Setting up another Agent to overwatch near Torque will force enemies to take hits when she pulls them to her, on top of leaving them exposed to further attacks. As Tongue Pull does not end her turn, this can be followed up by a regular shot, Bind, or Vicious Bite as needed.&lt;br /&gt;
**This means that Torque should be placed as early as possible if the breach point provides the Watchtower perk (agents automatically going into overwatch after breaching).&lt;br /&gt;
**The Tongue Pull can also trigger Godmother&#039;s Close Combat Specialist skill, which means that if you equip Torque with Reflex Grip, you can quickly deal a great amount of damage to a strong enemy: Torque fire at the enemy, Torque tongue-pulling the enemy, Godmother&#039;s CCS skill gets triggered, and if the enemy is still alive, Torque can continue with a Bind. Or you can start with Torque spitting poison to the enemy, which gives 2 additional damage per turn of a bound enemy.&lt;br /&gt;
*Torque&#039;s innate Dodge stat can be combined with Mach Weave to great effect, allowing her to take significant enemy fire without receiving much damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Torque_(Chimera)&amp;diff=90859</id>
		<title>Torque (Chimera)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Torque_(Chimera)&amp;diff=90859"/>
		<updated>2020-05-24T15:53:08Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: /* Tactical Advice */ Torque &amp;amp; Godmother CCS synergy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&amp;quot;Quotes? Sure, Whisper. Can you quote this gesture? How about two?&amp;quot;&#039;&#039;- Torque&lt;br /&gt;
&lt;br /&gt;
Torque is a Viper and a playable agent in [[XCOM: Chimera Squad]].&lt;br /&gt;
&lt;br /&gt;
Hatched in a New Arctic facility in 2020, Torque was assigned to hunt down and eliminate Resistance forces for ADVENT. After the war, Torque volunteered to participate in X-COM training exercises as OPFOR because in her words &amp;quot;detention is boring and this way I can still fight X-COM.&amp;quot; She unexpectedly bonded with Colonel Kelly, and joined the Reclamation Agency when she became Director.&lt;br /&gt;
&lt;br /&gt;
Torque is mobile, possesses innate Dodge, and has exceptional aim, but has somewhat low potential for direct damage. Her signature ability is the ability to pull enemies or allies adjacent to her and to bind adjacent enemies, disabling and damaging them for the duration; she is also able to inflict damage over time using poisonous attacks. Torque is naturally able to fit through vents that would normally require Infiltrator Weave armor, and is also immune to poison. When used in conjunction with [[Shelter (Chimera)|Shelter]]&#039;s Relocate, she can rapidly transport a VIP from one side of a map to the other within a single turn. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot; | Rank&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;3&amp;quot;| Ability&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | &#039;&#039;&#039;Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Bind&#039;&#039;&#039; &amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;Wraps up an adjacent enemy, dealing 2 damage and preventing them from acting on their turn. Bound enemies cannot be targeted by XCOM for fear of damaging Torque, and the enemy will be freed if Torque is damaged. Free Action.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Tongue Pull&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Pulls an ally or an enemy into melee range; if the target is an enemy, this will count as movement for the purpose of overwatch and will poison them if they are moved through a poison pool. Some oversized enemies cannot be moved.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Poison Immunity&#039;&#039;&#039; &amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;Torque is immune to poison.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Adaptable&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Torque can use Vent breach points without needing to equip Infiltrator Weave.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Deputy Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan= &amp;quot;2&amp;quot; | &#039;&#039;&#039;Toxic Greeting&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;In Breach Mode, spits venom that poisons the target for 2 turns (2 damage per turn).&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Field Agent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Tight Squeeze&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Bind deals 3 more damage (for a total of 5).&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Hard Target&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Gain a bonus to Mobility on the first turn of a battle and a permanent increase to Dodge.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Special Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Poison Spit&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Spits poison that expands into a pool, dealing minor damage on impact and poisoning all enemies that touch the pool. 3 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Senior Agent&#039;&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Reinforced Scales&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Torque no longer releases Bind if damaged and gains +1 armor when using Bind.&#039;&#039;&lt;br /&gt;
| width=&amp;quot;30%&amp;quot; | &#039;&#039;&#039;Synthetic Venom&#039;&#039;&#039; &amp;lt;br/&amp;gt; &#039;&#039;Crit bonus against poisoned enemies, and ending the turn in a poison pool restore health.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Principal Agent&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;&#039;Vicious Bite&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;A powerful melee attack that poisons enemies. 3 turn cooldown.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Training (Special Agent)&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Unlock Potential&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;+1 mobility and +20 Dodge.&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Training (Principal Agent)&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Tag Team&#039;&#039;&#039; &amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Allies targeted by Tongue Pull gain a free action.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tactical Advice==&lt;br /&gt;
*Setting up another Agent to overwatch near Torque will force enemies to take hits when she pulls them to her, on top of leaving them exposed to further attacks. As Tongue Pull does not end her turn, this can be followed up by a regular shot, Bind, or Vicious Bite as needed. &lt;br /&gt;
**The Tongue Pull can also trigger Godmother&#039;s Close Combat Specialist skill, which means that if you equip Torque with Reflex Grip, you can quickly deal a great amount of damage to a strong enemy: Torque fire at the enemy, Torque tongue-pulling the enemy, Godmother&#039;s CCS skill gets triggered, and if the enemy is still alive, Torque can continue with a Bind. Or you can start with Torque spitting poison to the enemy, which gives 2 additional damage per turn of a bound enemy.&lt;br /&gt;
*Torque&#039;s innate Dodge stat can be combined with Mach Weave to great effect, allowing her to take significant enemy fire without receiving much damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Chimera Squad]]&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88977</id>
		<title>User:Pepoluan/Metalog/Long War</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88977"/>
		<updated>2019-02-18T16:36:16Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: /* Attempt 2 */ Metalog Planned Action&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
&lt;br /&gt;
== Attempt 1 ==&lt;br /&gt;
&lt;br /&gt;
Failed. Forgot to make a metalog.&lt;br /&gt;
&lt;br /&gt;
Failure symptoms:&lt;br /&gt;
* First mission has only 4 soldiers&lt;br /&gt;
* CTD as I launched the mission&lt;br /&gt;
&lt;br /&gt;
== Attempt 2 ==&lt;br /&gt;
&lt;br /&gt;
Based on my experience modding Mass Effect 1/2/3, my failure probably was caused by conflicting mods. So in this attempt I will attempt a bisecting.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:45, 16 February 2019 (CET) &#039;&#039;&#039;Clean Up&#039;&#039;&#039;&lt;br /&gt;
:* Uninstalled the game&lt;br /&gt;
:* Deleted the XCom-Enemy-Unknown folder from Steam&lt;br /&gt;
:* Deleted all Config files in My Games&lt;br /&gt;
&lt;br /&gt;
07:46, 16 February 2019 (CET) &#039;&#039;&#039;Reinstall&#039;&#039;&#039;&lt;br /&gt;
:* Reinstall the game&lt;br /&gt;
:* Install Long War, installer name: &amp;lt;code&amp;gt;Long War EW 1.0 for PC-88-1-0.exe&amp;lt;/code&amp;gt;&lt;br /&gt;
:* Started a new game, got into the Tactical Mission no problem with 6 soldiers&lt;br /&gt;
:* Close the game&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
I&#039;ll install the first 10 that does NOT need any additional actions outside of LWMM (Long War Mod Manager):&lt;br /&gt;
:* AdditionalSpecies&lt;br /&gt;
:* AlienSightRangeIndicator_AllVisibleAliens_pepo1&lt;br /&gt;
:* Alien_Strategic_Stats&lt;br /&gt;
:* BetterBlueshirts&lt;br /&gt;
:* CameraYaw-EU-EW&lt;br /&gt;
:* CameraZoom-EU-EW_pepo1&lt;br /&gt;
:* Carlock + CustomizeUniqueSoldiers&lt;br /&gt;
:* Carlock_Reward_Soldier&lt;br /&gt;
:* Display_XP_PsiXP_Mobility_in_Battle_LWb15&lt;br /&gt;
:* EnableCameraPitch-EU-EW_pepo1&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:56, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
07:59, 16 February 2019 (CET) &#039;&#039;&#039;Successful.&#039;&#039;&#039; First mission started okay. Continuing with the next batch.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
We&#039;ll continue with the next batch of 10 that again does not need additional actions outside LWMM:&lt;br /&gt;
:* EnhancedTacticalInfo&lt;br /&gt;
:* EXALTReminder&lt;br /&gt;
:* FixesWillBonusAndPsi&lt;br /&gt;
:* GeoscapePause&lt;br /&gt;
:* HunkerDownFineTuneLW&lt;br /&gt;
:* LightningReflexes&lt;br /&gt;
:* more_hours&lt;br /&gt;
:* NMOREW&lt;br /&gt;
:* NoChainPanic&lt;br /&gt;
:* QE-Free-Rotation-EW&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:05, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039; with the above &#039;&#039;additional&#039;&#039; 10 mods&lt;br /&gt;
&lt;br /&gt;
08:08, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039; First mission started okay with 6 soldiers. Continuing with the next batch.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Next batch of 10:&lt;br /&gt;
&lt;br /&gt;
:* QuietBradford&lt;br /&gt;
:* Revenge of the Sleeves&lt;br /&gt;
:* rookie_equips_defaults_b15E&lt;br /&gt;
:* Sequential Overwatch&lt;br /&gt;
:* SoldierGenderEW&lt;br /&gt;
:* Steam Vent Location Tweak&lt;br /&gt;
:* Switch_Hangar-SituationRoom_MenuLocations&lt;br /&gt;
:* ToneDownOverwatchSound_pepo1&lt;br /&gt;
:* VanDoorn_in_March&lt;br /&gt;
:* VirtualRealityTraining&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:13, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Complete&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
08:18, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Final batch of &amp;quot;self-contained&amp;quot; mods:&lt;br /&gt;
&lt;br /&gt;
:* Item Grid for Long War&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:25, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Complete&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
08:33, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Easily visible mods seems to be working, although actual functionality I cannot vouch yet.&lt;br /&gt;
&lt;br /&gt;
: Will continue with non-self-contained mods after this.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Change of plan: I will now test all 31 mods for proper functioning, whenever possible. (Some mods require certain situations that may or may not be easily triggered).&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
19:29, 16 February 2019 (CET) &#039;&#039;&#039;Testing Results:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 3em;&amp;quot;&lt;br /&gt;
!ModName!!Works?!!Notes&lt;br /&gt;
|-&lt;br /&gt;
|AdditionalSpecies||?||Require Hyperwave&lt;br /&gt;
|-&lt;br /&gt;
|AlienSightRangeIndicator_AllVisibleAliens_pepo1||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|Alien_Strategic_Stats||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|BetterBlueshirts||?||Require Base Defense&lt;br /&gt;
|-&lt;br /&gt;
|CameraYaw-EU-EW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CameraZoom-EU-EW_pepo1||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|Carlock + CustomizeUniqueSoldiers||?||Require missions&lt;br /&gt;
|-&lt;br /&gt;
|Carlock_Reward_Soldier||?||Require mission&lt;br /&gt;
|-&lt;br /&gt;
|Display_XP_PsiXP_Mobility_in_Battle_LWb15||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|EnableCameraPitch-EU-EW_pepo1||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|EnhancedTacticalInfo||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|EXALTReminder||?||Still waiting for EXALT&lt;br /&gt;
|-&lt;br /&gt;
|FixesWillBonusAndPsi||?||I don&#039;t know how to verify&lt;br /&gt;
|-&lt;br /&gt;
|GeoscapePause||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|HunkerDownFineTuneLW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|Item Grid for Long War||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|LightningReflexes||?||I don&#039;t know how to verify&lt;br /&gt;
|-&lt;br /&gt;
|more_hours||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|NMOREW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|NoChainPanic||Maybe?||No chain-panic so far...&lt;br /&gt;
|-&lt;br /&gt;
|QE-Free-Rotation-EW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|QuietBradford||?||Require Exalt mission&lt;br /&gt;
|-&lt;br /&gt;
|Revenge of the Sleeves||?||Require gene modding&lt;br /&gt;
|-&lt;br /&gt;
|rookie_equips_defaults_b15E||?||I don&#039;t know how to verify&lt;br /&gt;
|-&lt;br /&gt;
|Sequential Overwatch||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|SoldierGenderEW||Maybe?||Seems to be working so far&lt;br /&gt;
|-&lt;br /&gt;
|Steam Vent Location Tweak||Maybe?||Seems to be working so far&lt;br /&gt;
|-&lt;br /&gt;
|Switch_Hangar-SituationRoom_MenuLocations||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|ToneDownOverwatchSound_pepo1||?||Not sure...&lt;br /&gt;
|-&lt;br /&gt;
|VanDoorn_in_March||?||Require mission&lt;br /&gt;
|-&lt;br /&gt;
|VirtualRealityTraining||Yes||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Tomorrow I&#039;ll try installing the non-self-contained mods, one-by-one, as follows:&lt;br /&gt;
&lt;br /&gt;
# CampaignSummary&lt;br /&gt;
# LoadoutManager_With_CampaignSummary&lt;br /&gt;
# Sightlines_LW&lt;br /&gt;
# Enhanced Name List&lt;br /&gt;
# XcomGame_ChromeWeasel-Nicknames_v1.3.zip-521-1-3&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
18:08, 17 February 2019 (CET) &#039;&#039;&#039;Success:&#039;&#039;&#039; CampaignSummary&lt;br /&gt;
&lt;br /&gt;
18:32, 17 February 2019 (CET) &#039;&#039;&#039;Success:&#039;&#039;&#039; LoadoutManager_With_CampaignSummary&lt;br /&gt;
&lt;br /&gt;
19:05, 17 February 2019 (CET) &#039;&#039;&#039;Success:&#039;&#039;&#039; Sightlines_LW&lt;br /&gt;
&lt;br /&gt;
16:36, 18 February 2019 (CET) &#039;&#039;&#039;Skipped:&#039;&#039;&#039; Enhanced Name List.&lt;br /&gt;
: The Indonesian names are simply... inferior to the list already provided by LW.&lt;br /&gt;
&lt;br /&gt;
17:04, 18 February 2019 (CET) &#039;&#039;&#039;Success:&#039;&#039;&#039; XcomGame_ChromeWeasel-Nicknames.&lt;br /&gt;
: &#039;&#039;&#039;NOTE:&#039;&#039;&#039; I have to copy-and-paste the &amp;lt;code&amp;gt;[XGCharacterGenerator]&amp;lt;/code&amp;gt; section manually, though. Posts on NexusMods seem to indicate that if I simply overwrite the XComGame.int file, problems arise.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Final part will be to install the additional maps. There are 2 maps that, according to the [https://docs.google.com/spreadsheets/d/1zXQ-yGnOf83De-F2Rp2t463a4lUxG427NkC0_dbfido/edit?pli=1#gid=0 LW 1.0 mod compatibility tracker], &#039;&#039;should&#039;&#039; work with LW 1.0:&lt;br /&gt;
&lt;br /&gt;
# Landed Supply Ship Map&lt;br /&gt;
# Lost EU Maps&lt;br /&gt;
&lt;br /&gt;
The 1st one is easier to install... but TBH I&#039;m concerned about potential conflict due to adding new lines in DefaultMaps.ini&lt;br /&gt;
&lt;br /&gt;
The 2nd one is much harder to install. But if I check DefaultMaps.ini, entries for these maps &#039;&#039;actually do exist in DefaultMaps.ini&#039;&#039;; they are just commented out due to &amp;quot;non-existent texture&amp;quot;, which the mod will (partially) fix.&lt;br /&gt;
&lt;br /&gt;
In addition, I really want to try the &#039;&#039;&#039;&amp;quot;Realistic Mission Intel&amp;quot;&#039;&#039;&#039; mod, which totally &#039;&#039;replaces&#039;&#039; DefaultMaps.ini.&lt;br /&gt;
&lt;br /&gt;
Hmmm... I have to think deeper about this...&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Okay, in addition, there&#039;s this good mod [https://www.nexusmods.com/xcom/mods/635/? &#039;&#039;&#039;&amp;quot;X-COM Map Patches&amp;quot;&#039;&#039;&#039;] that fixes some potentially &#039;&#039;very&#039;&#039; annoying map bugs. There&#039;s a version &amp;quot;compatible with LW 15bf3&amp;quot;, but not listed in the &amp;quot;compatibility tracker&amp;quot;...&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88976</id>
		<title>User:Pepoluan/Metalog/Long War</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88976"/>
		<updated>2019-02-18T16:15:22Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: /* Attempt 2 */ Metalog Planned Action&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
&lt;br /&gt;
== Attempt 1 ==&lt;br /&gt;
&lt;br /&gt;
Failed. Forgot to make a metalog.&lt;br /&gt;
&lt;br /&gt;
Failure symptoms:&lt;br /&gt;
* First mission has only 4 soldiers&lt;br /&gt;
* CTD as I launched the mission&lt;br /&gt;
&lt;br /&gt;
== Attempt 2 ==&lt;br /&gt;
&lt;br /&gt;
Based on my experience modding Mass Effect 1/2/3, my failure probably was caused by conflicting mods. So in this attempt I will attempt a bisecting.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:45, 16 February 2019 (CET) &#039;&#039;&#039;Clean Up&#039;&#039;&#039;&lt;br /&gt;
:* Uninstalled the game&lt;br /&gt;
:* Deleted the XCom-Enemy-Unknown folder from Steam&lt;br /&gt;
:* Deleted all Config files in My Games&lt;br /&gt;
&lt;br /&gt;
07:46, 16 February 2019 (CET) &#039;&#039;&#039;Reinstall&#039;&#039;&#039;&lt;br /&gt;
:* Reinstall the game&lt;br /&gt;
:* Install Long War, installer name: &amp;lt;code&amp;gt;Long War EW 1.0 for PC-88-1-0.exe&amp;lt;/code&amp;gt;&lt;br /&gt;
:* Started a new game, got into the Tactical Mission no problem with 6 soldiers&lt;br /&gt;
:* Close the game&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
I&#039;ll install the first 10 that does NOT need any additional actions outside of LWMM (Long War Mod Manager):&lt;br /&gt;
:* AdditionalSpecies&lt;br /&gt;
:* AlienSightRangeIndicator_AllVisibleAliens_pepo1&lt;br /&gt;
:* Alien_Strategic_Stats&lt;br /&gt;
:* BetterBlueshirts&lt;br /&gt;
:* CameraYaw-EU-EW&lt;br /&gt;
:* CameraZoom-EU-EW_pepo1&lt;br /&gt;
:* Carlock + CustomizeUniqueSoldiers&lt;br /&gt;
:* Carlock_Reward_Soldier&lt;br /&gt;
:* Display_XP_PsiXP_Mobility_in_Battle_LWb15&lt;br /&gt;
:* EnableCameraPitch-EU-EW_pepo1&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:56, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
07:59, 16 February 2019 (CET) &#039;&#039;&#039;Successful.&#039;&#039;&#039; First mission started okay. Continuing with the next batch.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
We&#039;ll continue with the next batch of 10 that again does not need additional actions outside LWMM:&lt;br /&gt;
:* EnhancedTacticalInfo&lt;br /&gt;
:* EXALTReminder&lt;br /&gt;
:* FixesWillBonusAndPsi&lt;br /&gt;
:* GeoscapePause&lt;br /&gt;
:* HunkerDownFineTuneLW&lt;br /&gt;
:* LightningReflexes&lt;br /&gt;
:* more_hours&lt;br /&gt;
:* NMOREW&lt;br /&gt;
:* NoChainPanic&lt;br /&gt;
:* QE-Free-Rotation-EW&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:05, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039; with the above &#039;&#039;additional&#039;&#039; 10 mods&lt;br /&gt;
&lt;br /&gt;
08:08, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039; First mission started okay with 6 soldiers. Continuing with the next batch.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Next batch of 10:&lt;br /&gt;
&lt;br /&gt;
:* QuietBradford&lt;br /&gt;
:* Revenge of the Sleeves&lt;br /&gt;
:* rookie_equips_defaults_b15E&lt;br /&gt;
:* Sequential Overwatch&lt;br /&gt;
:* SoldierGenderEW&lt;br /&gt;
:* Steam Vent Location Tweak&lt;br /&gt;
:* Switch_Hangar-SituationRoom_MenuLocations&lt;br /&gt;
:* ToneDownOverwatchSound_pepo1&lt;br /&gt;
:* VanDoorn_in_March&lt;br /&gt;
:* VirtualRealityTraining&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:13, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Complete&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
08:18, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Final batch of &amp;quot;self-contained&amp;quot; mods:&lt;br /&gt;
&lt;br /&gt;
:* Item Grid for Long War&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:25, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Complete&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
08:33, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Easily visible mods seems to be working, although actual functionality I cannot vouch yet.&lt;br /&gt;
&lt;br /&gt;
: Will continue with non-self-contained mods after this.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Change of plan: I will now test all 31 mods for proper functioning, whenever possible. (Some mods require certain situations that may or may not be easily triggered).&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
19:29, 16 February 2019 (CET) &#039;&#039;&#039;Testing Results:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 3em;&amp;quot;&lt;br /&gt;
!ModName!!Works?!!Notes&lt;br /&gt;
|-&lt;br /&gt;
|AdditionalSpecies||?||Require Hyperwave&lt;br /&gt;
|-&lt;br /&gt;
|AlienSightRangeIndicator_AllVisibleAliens_pepo1||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|Alien_Strategic_Stats||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|BetterBlueshirts||?||Require Base Defense&lt;br /&gt;
|-&lt;br /&gt;
|CameraYaw-EU-EW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CameraZoom-EU-EW_pepo1||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|Carlock + CustomizeUniqueSoldiers||?||Require missions&lt;br /&gt;
|-&lt;br /&gt;
|Carlock_Reward_Soldier||?||Require mission&lt;br /&gt;
|-&lt;br /&gt;
|Display_XP_PsiXP_Mobility_in_Battle_LWb15||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|EnableCameraPitch-EU-EW_pepo1||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|EnhancedTacticalInfo||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|EXALTReminder||?||Still waiting for EXALT&lt;br /&gt;
|-&lt;br /&gt;
|FixesWillBonusAndPsi||?||I don&#039;t know how to verify&lt;br /&gt;
|-&lt;br /&gt;
|GeoscapePause||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|HunkerDownFineTuneLW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|Item Grid for Long War||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|LightningReflexes||?||I don&#039;t know how to verify&lt;br /&gt;
|-&lt;br /&gt;
|more_hours||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|NMOREW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|NoChainPanic||Maybe?||No chain-panic so far...&lt;br /&gt;
|-&lt;br /&gt;
|QE-Free-Rotation-EW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|QuietBradford||?||Require Exalt mission&lt;br /&gt;
|-&lt;br /&gt;
|Revenge of the Sleeves||?||Require gene modding&lt;br /&gt;
|-&lt;br /&gt;
|rookie_equips_defaults_b15E||?||I don&#039;t know how to verify&lt;br /&gt;
|-&lt;br /&gt;
|Sequential Overwatch||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|SoldierGenderEW||Maybe?||Seems to be working so far&lt;br /&gt;
|-&lt;br /&gt;
|Steam Vent Location Tweak||Maybe?||Seems to be working so far&lt;br /&gt;
|-&lt;br /&gt;
|Switch_Hangar-SituationRoom_MenuLocations||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|ToneDownOverwatchSound_pepo1||?||Not sure...&lt;br /&gt;
|-&lt;br /&gt;
|VanDoorn_in_March||?||Require mission&lt;br /&gt;
|-&lt;br /&gt;
|VirtualRealityTraining||Yes||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Tomorrow I&#039;ll try installing the non-self-contained mods, one-by-one, as follows:&lt;br /&gt;
&lt;br /&gt;
# CampaignSummary&lt;br /&gt;
# LoadoutManager_With_CampaignSummary&lt;br /&gt;
# Sightlines_LW&lt;br /&gt;
# Enhanced Name List&lt;br /&gt;
# XcomGame_ChromeWeasel-Nicknames_v1.3.zip-521-1-3&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
18:08, 17 February 2019 (CET) &#039;&#039;&#039;Success:&#039;&#039;&#039; CampaignSummary&lt;br /&gt;
&lt;br /&gt;
18:32, 17 February 2019 (CET) &#039;&#039;&#039;Success:&#039;&#039;&#039; LoadoutManager_With_CampaignSummary&lt;br /&gt;
&lt;br /&gt;
19:05, 17 February 2019 (CET) &#039;&#039;&#039;Success:&#039;&#039;&#039; Sightlines_LW&lt;br /&gt;
&lt;br /&gt;
16:36, 18 February 2019 (CET) &#039;&#039;&#039;Skipped:&#039;&#039;&#039; Enhanced Name List.&lt;br /&gt;
: The Indonesian names are simply... inferior to the list already provided by LW.&lt;br /&gt;
&lt;br /&gt;
17:04, 18 February 2019 (CET) &#039;&#039;&#039;Success:&#039;&#039;&#039; XcomGame_ChromeWeasel-Nicknames.&lt;br /&gt;
: &#039;&#039;&#039;NOTE:&#039;&#039;&#039; I have to copy-and-paste the &amp;lt;code&amp;gt;[XGCharacterGenerator]&amp;lt;/code&amp;gt; section manually, though. Posts on NexusMods seem to indicate that if I simply overwrite the XComGame.int file, problems arise.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Final part will be to install the additional maps. There are 2 maps that, according to the [https://docs.google.com/spreadsheets/d/1zXQ-yGnOf83De-F2Rp2t463a4lUxG427NkC0_dbfido/edit?pli=1#gid=0 LW 1.0 mod compatibility tracker], &#039;&#039;should&#039;&#039; work with LW 1.0:&lt;br /&gt;
&lt;br /&gt;
# Landed Supply Ship Map&lt;br /&gt;
# Lost EU Maps&lt;br /&gt;
&lt;br /&gt;
The 1st one is easier to install... but TBH I&#039;m concerned about potential conflict due to adding new lines in DefaultMaps.ini&lt;br /&gt;
&lt;br /&gt;
The 2nd one is much harder to install. But if I check DefaultMaps.ini, entries for these maps &#039;&#039;actually do exist in DefaultMaps.ini&#039;&#039;; they are just commented out due to &amp;quot;non-existent texture&amp;quot;, which the mod will (partially) fix.&lt;br /&gt;
&lt;br /&gt;
In addition, I really want to try the &#039;&#039;&#039;&amp;quot;Realistic Mission Intel&amp;quot;&#039;&#039;&#039; mod, which totally &#039;&#039;replaces&#039;&#039; DefaultMaps.ini.&lt;br /&gt;
&lt;br /&gt;
Hmmm... I have to think deeper about this...&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88975</id>
		<title>User:Pepoluan/Metalog/Long War</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88975"/>
		<updated>2019-02-18T16:04:53Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: /* Attempt 2 */ Metalog Entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
&lt;br /&gt;
== Attempt 1 ==&lt;br /&gt;
&lt;br /&gt;
Failed. Forgot to make a metalog.&lt;br /&gt;
&lt;br /&gt;
Failure symptoms:&lt;br /&gt;
* First mission has only 4 soldiers&lt;br /&gt;
* CTD as I launched the mission&lt;br /&gt;
&lt;br /&gt;
== Attempt 2 ==&lt;br /&gt;
&lt;br /&gt;
Based on my experience modding Mass Effect 1/2/3, my failure probably was caused by conflicting mods. So in this attempt I will attempt a bisecting.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:45, 16 February 2019 (CET) &#039;&#039;&#039;Clean Up&#039;&#039;&#039;&lt;br /&gt;
:* Uninstalled the game&lt;br /&gt;
:* Deleted the XCom-Enemy-Unknown folder from Steam&lt;br /&gt;
:* Deleted all Config files in My Games&lt;br /&gt;
&lt;br /&gt;
07:46, 16 February 2019 (CET) &#039;&#039;&#039;Reinstall&#039;&#039;&#039;&lt;br /&gt;
:* Reinstall the game&lt;br /&gt;
:* Install Long War, installer name: &amp;lt;code&amp;gt;Long War EW 1.0 for PC-88-1-0.exe&amp;lt;/code&amp;gt;&lt;br /&gt;
:* Started a new game, got into the Tactical Mission no problem with 6 soldiers&lt;br /&gt;
:* Close the game&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
I&#039;ll install the first 10 that does NOT need any additional actions outside of LWMM (Long War Mod Manager):&lt;br /&gt;
:* AdditionalSpecies&lt;br /&gt;
:* AlienSightRangeIndicator_AllVisibleAliens_pepo1&lt;br /&gt;
:* Alien_Strategic_Stats&lt;br /&gt;
:* BetterBlueshirts&lt;br /&gt;
:* CameraYaw-EU-EW&lt;br /&gt;
:* CameraZoom-EU-EW_pepo1&lt;br /&gt;
:* Carlock + CustomizeUniqueSoldiers&lt;br /&gt;
:* Carlock_Reward_Soldier&lt;br /&gt;
:* Display_XP_PsiXP_Mobility_in_Battle_LWb15&lt;br /&gt;
:* EnableCameraPitch-EU-EW_pepo1&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:56, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
07:59, 16 February 2019 (CET) &#039;&#039;&#039;Successful.&#039;&#039;&#039; First mission started okay. Continuing with the next batch.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
We&#039;ll continue with the next batch of 10 that again does not need additional actions outside LWMM:&lt;br /&gt;
:* EnhancedTacticalInfo&lt;br /&gt;
:* EXALTReminder&lt;br /&gt;
:* FixesWillBonusAndPsi&lt;br /&gt;
:* GeoscapePause&lt;br /&gt;
:* HunkerDownFineTuneLW&lt;br /&gt;
:* LightningReflexes&lt;br /&gt;
:* more_hours&lt;br /&gt;
:* NMOREW&lt;br /&gt;
:* NoChainPanic&lt;br /&gt;
:* QE-Free-Rotation-EW&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:05, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039; with the above &#039;&#039;additional&#039;&#039; 10 mods&lt;br /&gt;
&lt;br /&gt;
08:08, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039; First mission started okay with 6 soldiers. Continuing with the next batch.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Next batch of 10:&lt;br /&gt;
&lt;br /&gt;
:* QuietBradford&lt;br /&gt;
:* Revenge of the Sleeves&lt;br /&gt;
:* rookie_equips_defaults_b15E&lt;br /&gt;
:* Sequential Overwatch&lt;br /&gt;
:* SoldierGenderEW&lt;br /&gt;
:* Steam Vent Location Tweak&lt;br /&gt;
:* Switch_Hangar-SituationRoom_MenuLocations&lt;br /&gt;
:* ToneDownOverwatchSound_pepo1&lt;br /&gt;
:* VanDoorn_in_March&lt;br /&gt;
:* VirtualRealityTraining&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:13, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Complete&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
08:18, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Final batch of &amp;quot;self-contained&amp;quot; mods:&lt;br /&gt;
&lt;br /&gt;
:* Item Grid for Long War&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:25, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Complete&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
08:33, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Easily visible mods seems to be working, although actual functionality I cannot vouch yet.&lt;br /&gt;
&lt;br /&gt;
: Will continue with non-self-contained mods after this.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Change of plan: I will now test all 31 mods for proper functioning, whenever possible. (Some mods require certain situations that may or may not be easily triggered).&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
19:29, 16 February 2019 (CET) &#039;&#039;&#039;Testing Results:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 3em;&amp;quot;&lt;br /&gt;
!ModName!!Works?!!Notes&lt;br /&gt;
|-&lt;br /&gt;
|AdditionalSpecies||?||Require Hyperwave&lt;br /&gt;
|-&lt;br /&gt;
|AlienSightRangeIndicator_AllVisibleAliens_pepo1||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|Alien_Strategic_Stats||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|BetterBlueshirts||?||Require Base Defense&lt;br /&gt;
|-&lt;br /&gt;
|CameraYaw-EU-EW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CameraZoom-EU-EW_pepo1||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|Carlock + CustomizeUniqueSoldiers||?||Require missions&lt;br /&gt;
|-&lt;br /&gt;
|Carlock_Reward_Soldier||?||Require mission&lt;br /&gt;
|-&lt;br /&gt;
|Display_XP_PsiXP_Mobility_in_Battle_LWb15||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|EnableCameraPitch-EU-EW_pepo1||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|EnhancedTacticalInfo||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|EXALTReminder||?||Still waiting for EXALT&lt;br /&gt;
|-&lt;br /&gt;
|FixesWillBonusAndPsi||?||I don&#039;t know how to verify&lt;br /&gt;
|-&lt;br /&gt;
|GeoscapePause||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|HunkerDownFineTuneLW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|Item Grid for Long War||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|LightningReflexes||?||I don&#039;t know how to verify&lt;br /&gt;
|-&lt;br /&gt;
|more_hours||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|NMOREW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|NoChainPanic||Maybe?||No chain-panic so far...&lt;br /&gt;
|-&lt;br /&gt;
|QE-Free-Rotation-EW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|QuietBradford||?||Require Exalt mission&lt;br /&gt;
|-&lt;br /&gt;
|Revenge of the Sleeves||?||Require gene modding&lt;br /&gt;
|-&lt;br /&gt;
|rookie_equips_defaults_b15E||?||I don&#039;t know how to verify&lt;br /&gt;
|-&lt;br /&gt;
|Sequential Overwatch||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|SoldierGenderEW||Maybe?||Seems to be working so far&lt;br /&gt;
|-&lt;br /&gt;
|Steam Vent Location Tweak||Maybe?||Seems to be working so far&lt;br /&gt;
|-&lt;br /&gt;
|Switch_Hangar-SituationRoom_MenuLocations||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|ToneDownOverwatchSound_pepo1||?||Not sure...&lt;br /&gt;
|-&lt;br /&gt;
|VanDoorn_in_March||?||Require mission&lt;br /&gt;
|-&lt;br /&gt;
|VirtualRealityTraining||Yes||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Tomorrow I&#039;ll try installing the non-self-contained mods, one-by-one, as follows:&lt;br /&gt;
&lt;br /&gt;
# CampaignSummary&lt;br /&gt;
# LoadoutManager_With_CampaignSummary&lt;br /&gt;
# Sightlines_LW&lt;br /&gt;
# Enhanced Name List&lt;br /&gt;
# XcomGame_ChromeWeasel-Nicknames_v1.3.zip-521-1-3&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
18:08, 17 February 2019 (CET) &#039;&#039;&#039;Success:&#039;&#039;&#039; CampaignSummary&lt;br /&gt;
&lt;br /&gt;
18:32, 17 February 2019 (CET) &#039;&#039;&#039;Success:&#039;&#039;&#039; LoadoutManager_With_CampaignSummary&lt;br /&gt;
&lt;br /&gt;
19:05, 17 February 2019 (CET) &#039;&#039;&#039;Success:&#039;&#039;&#039; Sightlines_LW&lt;br /&gt;
&lt;br /&gt;
16:36, 18 February 2019 (CET) &#039;&#039;&#039;Skipped:&#039;&#039;&#039; Enhanced Name List.&lt;br /&gt;
: The Indonesian names are simply... inferior to the list already provided by LW.&lt;br /&gt;
&lt;br /&gt;
17:04, 18 February 2019 (CET) &#039;&#039;&#039;Success:&#039;&#039;&#039; XcomGame_ChromeWeasel-Nicknames.&lt;br /&gt;
: &#039;&#039;&#039;NOTE:&#039;&#039;&#039; I have to copy-and-paste the &amp;lt;code&amp;gt;[XGCharacterGenerator]&amp;lt;/code&amp;gt; section manually, though. Posts on NexusMods seem to indicate that if I simply overwrite the XComGame.int file, problems arise.&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88974</id>
		<title>User:Pepoluan/Metalog/Long War</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88974"/>
		<updated>2019-02-18T15:37:04Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: /* Attempt 2 */ Metalog Entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
&lt;br /&gt;
== Attempt 1 ==&lt;br /&gt;
&lt;br /&gt;
Failed. Forgot to make a metalog.&lt;br /&gt;
&lt;br /&gt;
Failure symptoms:&lt;br /&gt;
* First mission has only 4 soldiers&lt;br /&gt;
* CTD as I launched the mission&lt;br /&gt;
&lt;br /&gt;
== Attempt 2 ==&lt;br /&gt;
&lt;br /&gt;
Based on my experience modding Mass Effect 1/2/3, my failure probably was caused by conflicting mods. So in this attempt I will attempt a bisecting.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:45, 16 February 2019 (CET) &#039;&#039;&#039;Clean Up&#039;&#039;&#039;&lt;br /&gt;
:* Uninstalled the game&lt;br /&gt;
:* Deleted the XCom-Enemy-Unknown folder from Steam&lt;br /&gt;
:* Deleted all Config files in My Games&lt;br /&gt;
&lt;br /&gt;
07:46, 16 February 2019 (CET) &#039;&#039;&#039;Reinstall&#039;&#039;&#039;&lt;br /&gt;
:* Reinstall the game&lt;br /&gt;
:* Install Long War, installer name: &amp;lt;code&amp;gt;Long War EW 1.0 for PC-88-1-0.exe&amp;lt;/code&amp;gt;&lt;br /&gt;
:* Started a new game, got into the Tactical Mission no problem with 6 soldiers&lt;br /&gt;
:* Close the game&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
I&#039;ll install the first 10 that does NOT need any additional actions outside of LWMM (Long War Mod Manager):&lt;br /&gt;
:* AdditionalSpecies&lt;br /&gt;
:* AlienSightRangeIndicator_AllVisibleAliens_pepo1&lt;br /&gt;
:* Alien_Strategic_Stats&lt;br /&gt;
:* BetterBlueshirts&lt;br /&gt;
:* CameraYaw-EU-EW&lt;br /&gt;
:* CameraZoom-EU-EW_pepo1&lt;br /&gt;
:* Carlock + CustomizeUniqueSoldiers&lt;br /&gt;
:* Carlock_Reward_Soldier&lt;br /&gt;
:* Display_XP_PsiXP_Mobility_in_Battle_LWb15&lt;br /&gt;
:* EnableCameraPitch-EU-EW_pepo1&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:56, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
07:59, 16 February 2019 (CET) &#039;&#039;&#039;Successful.&#039;&#039;&#039; First mission started okay. Continuing with the next batch.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
We&#039;ll continue with the next batch of 10 that again does not need additional actions outside LWMM:&lt;br /&gt;
:* EnhancedTacticalInfo&lt;br /&gt;
:* EXALTReminder&lt;br /&gt;
:* FixesWillBonusAndPsi&lt;br /&gt;
:* GeoscapePause&lt;br /&gt;
:* HunkerDownFineTuneLW&lt;br /&gt;
:* LightningReflexes&lt;br /&gt;
:* more_hours&lt;br /&gt;
:* NMOREW&lt;br /&gt;
:* NoChainPanic&lt;br /&gt;
:* QE-Free-Rotation-EW&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:05, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039; with the above &#039;&#039;additional&#039;&#039; 10 mods&lt;br /&gt;
&lt;br /&gt;
08:08, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039; First mission started okay with 6 soldiers. Continuing with the next batch.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Next batch of 10:&lt;br /&gt;
&lt;br /&gt;
:* QuietBradford&lt;br /&gt;
:* Revenge of the Sleeves&lt;br /&gt;
:* rookie_equips_defaults_b15E&lt;br /&gt;
:* Sequential Overwatch&lt;br /&gt;
:* SoldierGenderEW&lt;br /&gt;
:* Steam Vent Location Tweak&lt;br /&gt;
:* Switch_Hangar-SituationRoom_MenuLocations&lt;br /&gt;
:* ToneDownOverwatchSound_pepo1&lt;br /&gt;
:* VanDoorn_in_March&lt;br /&gt;
:* VirtualRealityTraining&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:13, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Complete&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
08:18, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Final batch of &amp;quot;self-contained&amp;quot; mods:&lt;br /&gt;
&lt;br /&gt;
:* Item Grid for Long War&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:25, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Complete&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
08:33, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Easily visible mods seems to be working, although actual functionality I cannot vouch yet.&lt;br /&gt;
&lt;br /&gt;
: Will continue with non-self-contained mods after this.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Change of plan: I will now test all 31 mods for proper functioning, whenever possible. (Some mods require certain situations that may or may not be easily triggered).&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
19:29, 16 February 2019 (CET) &#039;&#039;&#039;Testing Results:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 3em;&amp;quot;&lt;br /&gt;
!ModName!!Works?!!Notes&lt;br /&gt;
|-&lt;br /&gt;
|AdditionalSpecies||?||Require Hyperwave&lt;br /&gt;
|-&lt;br /&gt;
|AlienSightRangeIndicator_AllVisibleAliens_pepo1||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|Alien_Strategic_Stats||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|BetterBlueshirts||?||Require Base Defense&lt;br /&gt;
|-&lt;br /&gt;
|CameraYaw-EU-EW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CameraZoom-EU-EW_pepo1||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|Carlock + CustomizeUniqueSoldiers||?||Require missions&lt;br /&gt;
|-&lt;br /&gt;
|Carlock_Reward_Soldier||?||Require mission&lt;br /&gt;
|-&lt;br /&gt;
|Display_XP_PsiXP_Mobility_in_Battle_LWb15||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|EnableCameraPitch-EU-EW_pepo1||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|EnhancedTacticalInfo||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|EXALTReminder||?||Still waiting for EXALT&lt;br /&gt;
|-&lt;br /&gt;
|FixesWillBonusAndPsi||?||I don&#039;t know how to verify&lt;br /&gt;
|-&lt;br /&gt;
|GeoscapePause||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|HunkerDownFineTuneLW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|Item Grid for Long War||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|LightningReflexes||?||I don&#039;t know how to verify&lt;br /&gt;
|-&lt;br /&gt;
|more_hours||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|NMOREW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|NoChainPanic||Maybe?||No chain-panic so far...&lt;br /&gt;
|-&lt;br /&gt;
|QE-Free-Rotation-EW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|QuietBradford||?||Require Exalt mission&lt;br /&gt;
|-&lt;br /&gt;
|Revenge of the Sleeves||?||Require gene modding&lt;br /&gt;
|-&lt;br /&gt;
|rookie_equips_defaults_b15E||?||I don&#039;t know how to verify&lt;br /&gt;
|-&lt;br /&gt;
|Sequential Overwatch||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|SoldierGenderEW||Maybe?||Seems to be working so far&lt;br /&gt;
|-&lt;br /&gt;
|Steam Vent Location Tweak||Maybe?||Seems to be working so far&lt;br /&gt;
|-&lt;br /&gt;
|Switch_Hangar-SituationRoom_MenuLocations||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|ToneDownOverwatchSound_pepo1||?||Not sure...&lt;br /&gt;
|-&lt;br /&gt;
|VanDoorn_in_March||?||Require mission&lt;br /&gt;
|-&lt;br /&gt;
|VirtualRealityTraining||Yes||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Tomorrow I&#039;ll try installing the non-self-contained mods, one-by-one, as follows:&lt;br /&gt;
&lt;br /&gt;
# CampaignSummary&lt;br /&gt;
# LoadoutManager_With_CampaignSummary&lt;br /&gt;
# Sightlines_LW&lt;br /&gt;
# Enhanced Name List&lt;br /&gt;
# XcomGame_ChromeWeasel-Nicknames_v1.3.zip-521-1-3&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
18:08, 17 February 2019 (CET) &#039;&#039;&#039;Success:&#039;&#039;&#039; CampaignSummary&lt;br /&gt;
&lt;br /&gt;
18:32, 17 February 2019 (CET) &#039;&#039;&#039;Success:&#039;&#039;&#039; LoadoutManager_With_CampaignSummary&lt;br /&gt;
&lt;br /&gt;
19:05, 17 February 2019 (CET) &#039;&#039;&#039;Success:&#039;&#039;&#039; Sightlines_LW&lt;br /&gt;
&lt;br /&gt;
16:36, 18 February 2019 (CET) &#039;&#039;&#039;Skipped:&#039;&#039;&#039; Enhanced Name List.&lt;br /&gt;
: The Indonesian names are simply... inferior to the list already provided by LW.&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88971</id>
		<title>User:Pepoluan/Metalog/Long War</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88971"/>
		<updated>2019-02-17T18:05:28Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: /* Attempt 2 */ Metalog Entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
&lt;br /&gt;
== Attempt 1 ==&lt;br /&gt;
&lt;br /&gt;
Failed. Forgot to make a metalog.&lt;br /&gt;
&lt;br /&gt;
Failure symptoms:&lt;br /&gt;
* First mission has only 4 soldiers&lt;br /&gt;
* CTD as I launched the mission&lt;br /&gt;
&lt;br /&gt;
== Attempt 2 ==&lt;br /&gt;
&lt;br /&gt;
Based on my experience modding Mass Effect 1/2/3, my failure probably was caused by conflicting mods. So in this attempt I will attempt a bisecting.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:45, 16 February 2019 (CET) &#039;&#039;&#039;Clean Up&#039;&#039;&#039;&lt;br /&gt;
:* Uninstalled the game&lt;br /&gt;
:* Deleted the XCom-Enemy-Unknown folder from Steam&lt;br /&gt;
:* Deleted all Config files in My Games&lt;br /&gt;
&lt;br /&gt;
07:46, 16 February 2019 (CET) &#039;&#039;&#039;Reinstall&#039;&#039;&#039;&lt;br /&gt;
:* Reinstall the game&lt;br /&gt;
:* Install Long War, installer name: &amp;lt;code&amp;gt;Long War EW 1.0 for PC-88-1-0.exe&amp;lt;/code&amp;gt;&lt;br /&gt;
:* Started a new game, got into the Tactical Mission no problem with 6 soldiers&lt;br /&gt;
:* Close the game&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
I&#039;ll install the first 10 that does NOT need any additional actions outside of LWMM (Long War Mod Manager):&lt;br /&gt;
:* AdditionalSpecies&lt;br /&gt;
:* AlienSightRangeIndicator_AllVisibleAliens_pepo1&lt;br /&gt;
:* Alien_Strategic_Stats&lt;br /&gt;
:* BetterBlueshirts&lt;br /&gt;
:* CameraYaw-EU-EW&lt;br /&gt;
:* CameraZoom-EU-EW_pepo1&lt;br /&gt;
:* Carlock + CustomizeUniqueSoldiers&lt;br /&gt;
:* Carlock_Reward_Soldier&lt;br /&gt;
:* Display_XP_PsiXP_Mobility_in_Battle_LWb15&lt;br /&gt;
:* EnableCameraPitch-EU-EW_pepo1&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:56, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
07:59, 16 February 2019 (CET) &#039;&#039;&#039;Successful.&#039;&#039;&#039; First mission started okay. Continuing with the next batch.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
We&#039;ll continue with the next batch of 10 that again does not need additional actions outside LWMM:&lt;br /&gt;
:* EnhancedTacticalInfo&lt;br /&gt;
:* EXALTReminder&lt;br /&gt;
:* FixesWillBonusAndPsi&lt;br /&gt;
:* GeoscapePause&lt;br /&gt;
:* HunkerDownFineTuneLW&lt;br /&gt;
:* LightningReflexes&lt;br /&gt;
:* more_hours&lt;br /&gt;
:* NMOREW&lt;br /&gt;
:* NoChainPanic&lt;br /&gt;
:* QE-Free-Rotation-EW&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:05, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039; with the above &#039;&#039;additional&#039;&#039; 10 mods&lt;br /&gt;
&lt;br /&gt;
08:08, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039; First mission started okay with 6 soldiers. Continuing with the next batch.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Next batch of 10:&lt;br /&gt;
&lt;br /&gt;
:* QuietBradford&lt;br /&gt;
:* Revenge of the Sleeves&lt;br /&gt;
:* rookie_equips_defaults_b15E&lt;br /&gt;
:* Sequential Overwatch&lt;br /&gt;
:* SoldierGenderEW&lt;br /&gt;
:* Steam Vent Location Tweak&lt;br /&gt;
:* Switch_Hangar-SituationRoom_MenuLocations&lt;br /&gt;
:* ToneDownOverwatchSound_pepo1&lt;br /&gt;
:* VanDoorn_in_March&lt;br /&gt;
:* VirtualRealityTraining&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:13, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Complete&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
08:18, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Final batch of &amp;quot;self-contained&amp;quot; mods:&lt;br /&gt;
&lt;br /&gt;
:* Item Grid for Long War&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:25, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Complete&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
08:33, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Easily visible mods seems to be working, although actual functionality I cannot vouch yet.&lt;br /&gt;
&lt;br /&gt;
: Will continue with non-self-contained mods after this.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Change of plan: I will now test all 31 mods for proper functioning, whenever possible. (Some mods require certain situations that may or may not be easily triggered).&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
19:29, 16 February 2019 (CET) &#039;&#039;&#039;Testing Results:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 3em;&amp;quot;&lt;br /&gt;
!ModName!!Works?!!Notes&lt;br /&gt;
|-&lt;br /&gt;
|AdditionalSpecies||?||Require Hyperwave&lt;br /&gt;
|-&lt;br /&gt;
|AlienSightRangeIndicator_AllVisibleAliens_pepo1||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|Alien_Strategic_Stats||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|BetterBlueshirts||?||Require Base Defense&lt;br /&gt;
|-&lt;br /&gt;
|CameraYaw-EU-EW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CameraZoom-EU-EW_pepo1||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|Carlock + CustomizeUniqueSoldiers||?||Require missions&lt;br /&gt;
|-&lt;br /&gt;
|Carlock_Reward_Soldier||?||Require mission&lt;br /&gt;
|-&lt;br /&gt;
|Display_XP_PsiXP_Mobility_in_Battle_LWb15||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|EnableCameraPitch-EU-EW_pepo1||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|EnhancedTacticalInfo||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|EXALTReminder||?||Still waiting for EXALT&lt;br /&gt;
|-&lt;br /&gt;
|FixesWillBonusAndPsi||?||I don&#039;t know how to verify&lt;br /&gt;
|-&lt;br /&gt;
|GeoscapePause||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|HunkerDownFineTuneLW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|Item Grid for Long War||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|LightningReflexes||?||I don&#039;t know how to verify&lt;br /&gt;
|-&lt;br /&gt;
|more_hours||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|NMOREW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|NoChainPanic||Maybe?||No chain-panic so far...&lt;br /&gt;
|-&lt;br /&gt;
|QE-Free-Rotation-EW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|QuietBradford||?||Require Exalt mission&lt;br /&gt;
|-&lt;br /&gt;
|Revenge of the Sleeves||?||Require gene modding&lt;br /&gt;
|-&lt;br /&gt;
|rookie_equips_defaults_b15E||?||I don&#039;t know how to verify&lt;br /&gt;
|-&lt;br /&gt;
|Sequential Overwatch||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|SoldierGenderEW||Maybe?||Seems to be working so far&lt;br /&gt;
|-&lt;br /&gt;
|Steam Vent Location Tweak||Maybe?||Seems to be working so far&lt;br /&gt;
|-&lt;br /&gt;
|Switch_Hangar-SituationRoom_MenuLocations||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|ToneDownOverwatchSound_pepo1||?||Not sure...&lt;br /&gt;
|-&lt;br /&gt;
|VanDoorn_in_March||?||Require mission&lt;br /&gt;
|-&lt;br /&gt;
|VirtualRealityTraining||Yes||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Tomorrow I&#039;ll try installing the non-self-contained mods, one-by-one, as follows:&lt;br /&gt;
&lt;br /&gt;
# CampaignSummary&lt;br /&gt;
# LoadoutManager_With_CampaignSummary&lt;br /&gt;
# Sightlines_LW&lt;br /&gt;
# Enhanced Name List&lt;br /&gt;
# XcomGame_ChromeWeasel-Nicknames_v1.3.zip-521-1-3&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
18:08, 17 February 2019 (CET) &#039;&#039;&#039;Success:&#039;&#039;&#039; CampaignSummary&lt;br /&gt;
&lt;br /&gt;
18:32, 17 February 2019 (CET) &#039;&#039;&#039;Success:&#039;&#039;&#039; LoadoutManager_With_CampaignSummary&lt;br /&gt;
&lt;br /&gt;
19:05, 17 February 2019 (CET) &#039;&#039;&#039;Success:&#039;&#039;&#039; Sightlines_LW&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Sandbox&amp;diff=88970</id>
		<title>User:Pepoluan/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Sandbox&amp;diff=88970"/>
		<updated>2019-02-17T17:38:14Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for me testing which Wikimedia tags/formatting applies to this wiki.&lt;br /&gt;
&lt;br /&gt;
Signature tests:&lt;br /&gt;
&lt;br /&gt;
* [[User:Pepoluan|&#039;&#039;&#039;pepo&#039;&#039;&#039;luan]][[User talk:Pepoluan|💬]] 18:34, 17 February 2019 (CET)&lt;br /&gt;
* [[User:Pepoluan|&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#b35900;&amp;quot;&amp;gt;pepo&amp;lt;/span&amp;gt;&#039;&#039;&#039;luan]]&amp;lt;sup&amp;gt;[[User talk:Pepoluan|~talk~]]&amp;lt;/sup&amp;gt; 18:38, 17 February 2019 (CET)&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Sandbox&amp;diff=88969</id>
		<title>User:Pepoluan/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Sandbox&amp;diff=88969"/>
		<updated>2019-02-17T17:34:54Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: Initial Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for me testing which Wikimedia tags/formatting applies to this wiki.&lt;br /&gt;
&lt;br /&gt;
Signature test:&lt;br /&gt;
&lt;br /&gt;
[[User:Pepoluan|&#039;&#039;&#039;pepo&#039;&#039;&#039;luan]]&amp;lt;sup&amp;gt;[[User talk:Pepoluan|~talk~]]&amp;lt;/sup&amp;gt; 18:34, 17 February 2019 (CET)&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88968</id>
		<title>User:Pepoluan/Metalog/Long War</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88968"/>
		<updated>2019-02-17T17:32:27Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: /* Attempt 2 */ Metalog Entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
&lt;br /&gt;
== Attempt 1 ==&lt;br /&gt;
&lt;br /&gt;
Failed. Forgot to make a metalog.&lt;br /&gt;
&lt;br /&gt;
Failure symptoms:&lt;br /&gt;
* First mission has only 4 soldiers&lt;br /&gt;
* CTD as I launched the mission&lt;br /&gt;
&lt;br /&gt;
== Attempt 2 ==&lt;br /&gt;
&lt;br /&gt;
Based on my experience modding Mass Effect 1/2/3, my failure probably was caused by conflicting mods. So in this attempt I will attempt a bisecting.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:45, 16 February 2019 (CET) &#039;&#039;&#039;Clean Up&#039;&#039;&#039;&lt;br /&gt;
:* Uninstalled the game&lt;br /&gt;
:* Deleted the XCom-Enemy-Unknown folder from Steam&lt;br /&gt;
:* Deleted all Config files in My Games&lt;br /&gt;
&lt;br /&gt;
07:46, 16 February 2019 (CET) &#039;&#039;&#039;Reinstall&#039;&#039;&#039;&lt;br /&gt;
:* Reinstall the game&lt;br /&gt;
:* Install Long War, installer name: &amp;lt;code&amp;gt;Long War EW 1.0 for PC-88-1-0.exe&amp;lt;/code&amp;gt;&lt;br /&gt;
:* Started a new game, got into the Tactical Mission no problem with 6 soldiers&lt;br /&gt;
:* Close the game&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
I&#039;ll install the first 10 that does NOT need any additional actions outside of LWMM (Long War Mod Manager):&lt;br /&gt;
:* AdditionalSpecies&lt;br /&gt;
:* AlienSightRangeIndicator_AllVisibleAliens_pepo1&lt;br /&gt;
:* Alien_Strategic_Stats&lt;br /&gt;
:* BetterBlueshirts&lt;br /&gt;
:* CameraYaw-EU-EW&lt;br /&gt;
:* CameraZoom-EU-EW_pepo1&lt;br /&gt;
:* Carlock + CustomizeUniqueSoldiers&lt;br /&gt;
:* Carlock_Reward_Soldier&lt;br /&gt;
:* Display_XP_PsiXP_Mobility_in_Battle_LWb15&lt;br /&gt;
:* EnableCameraPitch-EU-EW_pepo1&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:56, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
07:59, 16 February 2019 (CET) &#039;&#039;&#039;Successful.&#039;&#039;&#039; First mission started okay. Continuing with the next batch.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
We&#039;ll continue with the next batch of 10 that again does not need additional actions outside LWMM:&lt;br /&gt;
:* EnhancedTacticalInfo&lt;br /&gt;
:* EXALTReminder&lt;br /&gt;
:* FixesWillBonusAndPsi&lt;br /&gt;
:* GeoscapePause&lt;br /&gt;
:* HunkerDownFineTuneLW&lt;br /&gt;
:* LightningReflexes&lt;br /&gt;
:* more_hours&lt;br /&gt;
:* NMOREW&lt;br /&gt;
:* NoChainPanic&lt;br /&gt;
:* QE-Free-Rotation-EW&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:05, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039; with the above &#039;&#039;additional&#039;&#039; 10 mods&lt;br /&gt;
&lt;br /&gt;
08:08, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039; First mission started okay with 6 soldiers. Continuing with the next batch.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Next batch of 10:&lt;br /&gt;
&lt;br /&gt;
:* QuietBradford&lt;br /&gt;
:* Revenge of the Sleeves&lt;br /&gt;
:* rookie_equips_defaults_b15E&lt;br /&gt;
:* Sequential Overwatch&lt;br /&gt;
:* SoldierGenderEW&lt;br /&gt;
:* Steam Vent Location Tweak&lt;br /&gt;
:* Switch_Hangar-SituationRoom_MenuLocations&lt;br /&gt;
:* ToneDownOverwatchSound_pepo1&lt;br /&gt;
:* VanDoorn_in_March&lt;br /&gt;
:* VirtualRealityTraining&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:13, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Complete&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
08:18, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Final batch of &amp;quot;self-contained&amp;quot; mods:&lt;br /&gt;
&lt;br /&gt;
:* Item Grid for Long War&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:25, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Complete&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
08:33, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Easily visible mods seems to be working, although actual functionality I cannot vouch yet.&lt;br /&gt;
&lt;br /&gt;
: Will continue with non-self-contained mods after this.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Change of plan: I will now test all 31 mods for proper functioning, whenever possible. (Some mods require certain situations that may or may not be easily triggered).&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
19:29, 16 February 2019 (CET) &#039;&#039;&#039;Testing Results:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 3em;&amp;quot;&lt;br /&gt;
!ModName!!Works?!!Notes&lt;br /&gt;
|-&lt;br /&gt;
|AdditionalSpecies||?||Require Hyperwave&lt;br /&gt;
|-&lt;br /&gt;
|AlienSightRangeIndicator_AllVisibleAliens_pepo1||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|Alien_Strategic_Stats||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|BetterBlueshirts||?||Require Base Defense&lt;br /&gt;
|-&lt;br /&gt;
|CameraYaw-EU-EW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CameraZoom-EU-EW_pepo1||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|Carlock + CustomizeUniqueSoldiers||?||Require missions&lt;br /&gt;
|-&lt;br /&gt;
|Carlock_Reward_Soldier||?||Require mission&lt;br /&gt;
|-&lt;br /&gt;
|Display_XP_PsiXP_Mobility_in_Battle_LWb15||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|EnableCameraPitch-EU-EW_pepo1||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|EnhancedTacticalInfo||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|EXALTReminder||?||Still waiting for EXALT&lt;br /&gt;
|-&lt;br /&gt;
|FixesWillBonusAndPsi||?||I don&#039;t know how to verify&lt;br /&gt;
|-&lt;br /&gt;
|GeoscapePause||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|HunkerDownFineTuneLW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|Item Grid for Long War||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|LightningReflexes||?||I don&#039;t know how to verify&lt;br /&gt;
|-&lt;br /&gt;
|more_hours||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|NMOREW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|NoChainPanic||Maybe?||No chain-panic so far...&lt;br /&gt;
|-&lt;br /&gt;
|QE-Free-Rotation-EW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|QuietBradford||?||Require Exalt mission&lt;br /&gt;
|-&lt;br /&gt;
|Revenge of the Sleeves||?||Require gene modding&lt;br /&gt;
|-&lt;br /&gt;
|rookie_equips_defaults_b15E||?||I don&#039;t know how to verify&lt;br /&gt;
|-&lt;br /&gt;
|Sequential Overwatch||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|SoldierGenderEW||Maybe?||Seems to be working so far&lt;br /&gt;
|-&lt;br /&gt;
|Steam Vent Location Tweak||Maybe?||Seems to be working so far&lt;br /&gt;
|-&lt;br /&gt;
|Switch_Hangar-SituationRoom_MenuLocations||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|ToneDownOverwatchSound_pepo1||?||Not sure...&lt;br /&gt;
|-&lt;br /&gt;
|VanDoorn_in_March||?||Require mission&lt;br /&gt;
|-&lt;br /&gt;
|VirtualRealityTraining||Yes||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Tomorrow I&#039;ll try installing the non-self-contained mods, one-by-one, as follows:&lt;br /&gt;
&lt;br /&gt;
# CampaignSummary&lt;br /&gt;
# LoadoutManager_With_CampaignSummary&lt;br /&gt;
# Sightlines_LW&lt;br /&gt;
# Enhanced Name List&lt;br /&gt;
# XcomGame_ChromeWeasel-Nicknames_v1.3.zip-521-1-3&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
18:08, 17 February 2019 (CET) &#039;&#039;&#039;Success:&#039;&#039;&#039; CampaignSummary&lt;br /&gt;
&lt;br /&gt;
18:32, 17 February 2019 (CET) &#039;&#039;&#039;Success:&#039;&#039;&#039; LoadoutManager_With_CampaignSummary&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88967</id>
		<title>User:Pepoluan/Metalog/Long War</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88967"/>
		<updated>2019-02-17T17:09:00Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: /* Attempt 2 */ Metalog Entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
&lt;br /&gt;
== Attempt 1 ==&lt;br /&gt;
&lt;br /&gt;
Failed. Forgot to make a metalog.&lt;br /&gt;
&lt;br /&gt;
Failure symptoms:&lt;br /&gt;
* First mission has only 4 soldiers&lt;br /&gt;
* CTD as I launched the mission&lt;br /&gt;
&lt;br /&gt;
== Attempt 2 ==&lt;br /&gt;
&lt;br /&gt;
Based on my experience modding Mass Effect 1/2/3, my failure probably was caused by conflicting mods. So in this attempt I will attempt a bisecting.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:45, 16 February 2019 (CET) &#039;&#039;&#039;Clean Up&#039;&#039;&#039;&lt;br /&gt;
:* Uninstalled the game&lt;br /&gt;
:* Deleted the XCom-Enemy-Unknown folder from Steam&lt;br /&gt;
:* Deleted all Config files in My Games&lt;br /&gt;
&lt;br /&gt;
07:46, 16 February 2019 (CET) &#039;&#039;&#039;Reinstall&#039;&#039;&#039;&lt;br /&gt;
:* Reinstall the game&lt;br /&gt;
:* Install Long War, installer name: &amp;lt;code&amp;gt;Long War EW 1.0 for PC-88-1-0.exe&amp;lt;/code&amp;gt;&lt;br /&gt;
:* Started a new game, got into the Tactical Mission no problem with 6 soldiers&lt;br /&gt;
:* Close the game&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
I&#039;ll install the first 10 that does NOT need any additional actions outside of LWMM (Long War Mod Manager):&lt;br /&gt;
:* AdditionalSpecies&lt;br /&gt;
:* AlienSightRangeIndicator_AllVisibleAliens_pepo1&lt;br /&gt;
:* Alien_Strategic_Stats&lt;br /&gt;
:* BetterBlueshirts&lt;br /&gt;
:* CameraYaw-EU-EW&lt;br /&gt;
:* CameraZoom-EU-EW_pepo1&lt;br /&gt;
:* Carlock + CustomizeUniqueSoldiers&lt;br /&gt;
:* Carlock_Reward_Soldier&lt;br /&gt;
:* Display_XP_PsiXP_Mobility_in_Battle_LWb15&lt;br /&gt;
:* EnableCameraPitch-EU-EW_pepo1&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:56, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
07:59, 16 February 2019 (CET) &#039;&#039;&#039;Successful.&#039;&#039;&#039; First mission started okay. Continuing with the next batch.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
We&#039;ll continue with the next batch of 10 that again does not need additional actions outside LWMM:&lt;br /&gt;
:* EnhancedTacticalInfo&lt;br /&gt;
:* EXALTReminder&lt;br /&gt;
:* FixesWillBonusAndPsi&lt;br /&gt;
:* GeoscapePause&lt;br /&gt;
:* HunkerDownFineTuneLW&lt;br /&gt;
:* LightningReflexes&lt;br /&gt;
:* more_hours&lt;br /&gt;
:* NMOREW&lt;br /&gt;
:* NoChainPanic&lt;br /&gt;
:* QE-Free-Rotation-EW&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:05, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039; with the above &#039;&#039;additional&#039;&#039; 10 mods&lt;br /&gt;
&lt;br /&gt;
08:08, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039; First mission started okay with 6 soldiers. Continuing with the next batch.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Next batch of 10:&lt;br /&gt;
&lt;br /&gt;
:* QuietBradford&lt;br /&gt;
:* Revenge of the Sleeves&lt;br /&gt;
:* rookie_equips_defaults_b15E&lt;br /&gt;
:* Sequential Overwatch&lt;br /&gt;
:* SoldierGenderEW&lt;br /&gt;
:* Steam Vent Location Tweak&lt;br /&gt;
:* Switch_Hangar-SituationRoom_MenuLocations&lt;br /&gt;
:* ToneDownOverwatchSound_pepo1&lt;br /&gt;
:* VanDoorn_in_March&lt;br /&gt;
:* VirtualRealityTraining&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:13, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Complete&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
08:18, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Final batch of &amp;quot;self-contained&amp;quot; mods:&lt;br /&gt;
&lt;br /&gt;
:* Item Grid for Long War&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:25, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Complete&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
08:33, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Easily visible mods seems to be working, although actual functionality I cannot vouch yet.&lt;br /&gt;
&lt;br /&gt;
: Will continue with non-self-contained mods after this.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Change of plan: I will now test all 31 mods for proper functioning, whenever possible. (Some mods require certain situations that may or may not be easily triggered).&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
19:29, 16 February 2019 (CET) &#039;&#039;&#039;Testing Results:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 3em;&amp;quot;&lt;br /&gt;
!ModName!!Works?!!Notes&lt;br /&gt;
|-&lt;br /&gt;
|AdditionalSpecies||?||Require Hyperwave&lt;br /&gt;
|-&lt;br /&gt;
|AlienSightRangeIndicator_AllVisibleAliens_pepo1||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|Alien_Strategic_Stats||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|BetterBlueshirts||?||Require Base Defense&lt;br /&gt;
|-&lt;br /&gt;
|CameraYaw-EU-EW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CameraZoom-EU-EW_pepo1||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|Carlock + CustomizeUniqueSoldiers||?||Require missions&lt;br /&gt;
|-&lt;br /&gt;
|Carlock_Reward_Soldier||?||Require mission&lt;br /&gt;
|-&lt;br /&gt;
|Display_XP_PsiXP_Mobility_in_Battle_LWb15||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|EnableCameraPitch-EU-EW_pepo1||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|EnhancedTacticalInfo||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|EXALTReminder||?||Still waiting for EXALT&lt;br /&gt;
|-&lt;br /&gt;
|FixesWillBonusAndPsi||?||I don&#039;t know how to verify&lt;br /&gt;
|-&lt;br /&gt;
|GeoscapePause||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|HunkerDownFineTuneLW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|Item Grid for Long War||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|LightningReflexes||?||I don&#039;t know how to verify&lt;br /&gt;
|-&lt;br /&gt;
|more_hours||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|NMOREW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|NoChainPanic||Maybe?||No chain-panic so far...&lt;br /&gt;
|-&lt;br /&gt;
|QE-Free-Rotation-EW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|QuietBradford||?||Require Exalt mission&lt;br /&gt;
|-&lt;br /&gt;
|Revenge of the Sleeves||?||Require gene modding&lt;br /&gt;
|-&lt;br /&gt;
|rookie_equips_defaults_b15E||?||I don&#039;t know how to verify&lt;br /&gt;
|-&lt;br /&gt;
|Sequential Overwatch||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|SoldierGenderEW||Maybe?||Seems to be working so far&lt;br /&gt;
|-&lt;br /&gt;
|Steam Vent Location Tweak||Maybe?||Seems to be working so far&lt;br /&gt;
|-&lt;br /&gt;
|Switch_Hangar-SituationRoom_MenuLocations||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|ToneDownOverwatchSound_pepo1||?||Not sure...&lt;br /&gt;
|-&lt;br /&gt;
|VanDoorn_in_March||?||Require mission&lt;br /&gt;
|-&lt;br /&gt;
|VirtualRealityTraining||Yes||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Tomorrow I&#039;ll try installing the non-self-contained mods, one-by-one, as follows:&lt;br /&gt;
&lt;br /&gt;
# CampaignSummary&lt;br /&gt;
# LoadoutManager_With_CampaignSummary&lt;br /&gt;
# Sightlines_LW&lt;br /&gt;
# Enhanced Name List&lt;br /&gt;
# XcomGame_ChromeWeasel-Nicknames_v1.3.zip-521-1-3&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
18:08, 17 February 2019 (CET) &#039;&#039;&#039;Success:&#039;&#039;&#039; CampaignSummary&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88966</id>
		<title>User:Pepoluan/Metalog/Long War</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88966"/>
		<updated>2019-02-17T16:17:48Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: Force TOC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
&lt;br /&gt;
== Attempt 1 ==&lt;br /&gt;
&lt;br /&gt;
Failed. Forgot to make a metalog.&lt;br /&gt;
&lt;br /&gt;
Failure symptoms:&lt;br /&gt;
* First mission has only 4 soldiers&lt;br /&gt;
* CTD as I launched the mission&lt;br /&gt;
&lt;br /&gt;
== Attempt 2 ==&lt;br /&gt;
&lt;br /&gt;
Based on my experience modding Mass Effect 1/2/3, my failure probably was caused by conflicting mods. So in this attempt I will attempt a bisecting.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:45, 16 February 2019 (CET) &#039;&#039;&#039;Clean Up&#039;&#039;&#039;&lt;br /&gt;
:* Uninstalled the game&lt;br /&gt;
:* Deleted the XCom-Enemy-Unknown folder from Steam&lt;br /&gt;
:* Deleted all Config files in My Games&lt;br /&gt;
&lt;br /&gt;
07:46, 16 February 2019 (CET) &#039;&#039;&#039;Reinstall&#039;&#039;&#039;&lt;br /&gt;
:* Reinstall the game&lt;br /&gt;
:* Install Long War, installer name: &amp;lt;code&amp;gt;Long War EW 1.0 for PC-88-1-0.exe&amp;lt;/code&amp;gt;&lt;br /&gt;
:* Started a new game, got into the Tactical Mission no problem with 6 soldiers&lt;br /&gt;
:* Close the game&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
I&#039;ll install the first 10 that does NOT need any additional actions outside of LWMM (Long War Mod Manager):&lt;br /&gt;
:* AdditionalSpecies&lt;br /&gt;
:* AlienSightRangeIndicator_AllVisibleAliens_pepo1&lt;br /&gt;
:* Alien_Strategic_Stats&lt;br /&gt;
:* BetterBlueshirts&lt;br /&gt;
:* CameraYaw-EU-EW&lt;br /&gt;
:* CameraZoom-EU-EW_pepo1&lt;br /&gt;
:* Carlock + CustomizeUniqueSoldiers&lt;br /&gt;
:* Carlock_Reward_Soldier&lt;br /&gt;
:* Display_XP_PsiXP_Mobility_in_Battle_LWb15&lt;br /&gt;
:* EnableCameraPitch-EU-EW_pepo1&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:56, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
07:59, 16 February 2019 (CET) &#039;&#039;&#039;Successful.&#039;&#039;&#039; First mission started okay. Continuing with the next batch.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
We&#039;ll continue with the next batch of 10 that again does not need additional actions outside LWMM:&lt;br /&gt;
:* EnhancedTacticalInfo&lt;br /&gt;
:* EXALTReminder&lt;br /&gt;
:* FixesWillBonusAndPsi&lt;br /&gt;
:* GeoscapePause&lt;br /&gt;
:* HunkerDownFineTuneLW&lt;br /&gt;
:* LightningReflexes&lt;br /&gt;
:* more_hours&lt;br /&gt;
:* NMOREW&lt;br /&gt;
:* NoChainPanic&lt;br /&gt;
:* QE-Free-Rotation-EW&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:05, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039; with the above &#039;&#039;additional&#039;&#039; 10 mods&lt;br /&gt;
&lt;br /&gt;
08:08, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039; First mission started okay with 6 soldiers. Continuing with the next batch.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Next batch of 10:&lt;br /&gt;
&lt;br /&gt;
:* QuietBradford&lt;br /&gt;
:* Revenge of the Sleeves&lt;br /&gt;
:* rookie_equips_defaults_b15E&lt;br /&gt;
:* Sequential Overwatch&lt;br /&gt;
:* SoldierGenderEW&lt;br /&gt;
:* Steam Vent Location Tweak&lt;br /&gt;
:* Switch_Hangar-SituationRoom_MenuLocations&lt;br /&gt;
:* ToneDownOverwatchSound_pepo1&lt;br /&gt;
:* VanDoorn_in_March&lt;br /&gt;
:* VirtualRealityTraining&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:13, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Complete&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
08:18, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Final batch of &amp;quot;self-contained&amp;quot; mods:&lt;br /&gt;
&lt;br /&gt;
:* Item Grid for Long War&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:25, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Complete&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
08:33, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Easily visible mods seems to be working, although actual functionality I cannot vouch yet.&lt;br /&gt;
&lt;br /&gt;
: Will continue with non-self-contained mods after this.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Change of plan: I will now test all 31 mods for proper functioning, whenever possible. (Some mods require certain situations that may or may not be easily triggered).&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
19:29, 16 February 2019 (CET) &#039;&#039;&#039;Testing Results:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 3em;&amp;quot;&lt;br /&gt;
!ModName!!Works?!!Notes&lt;br /&gt;
|-&lt;br /&gt;
|AdditionalSpecies||?||Require Hyperwave&lt;br /&gt;
|-&lt;br /&gt;
|AlienSightRangeIndicator_AllVisibleAliens_pepo1||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|Alien_Strategic_Stats||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|BetterBlueshirts||?||Require Base Defense&lt;br /&gt;
|-&lt;br /&gt;
|CameraYaw-EU-EW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CameraZoom-EU-EW_pepo1||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|Carlock + CustomizeUniqueSoldiers||?||Require missions&lt;br /&gt;
|-&lt;br /&gt;
|Carlock_Reward_Soldier||?||Require mission&lt;br /&gt;
|-&lt;br /&gt;
|Display_XP_PsiXP_Mobility_in_Battle_LWb15||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|EnableCameraPitch-EU-EW_pepo1||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|EnhancedTacticalInfo||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|EXALTReminder||?||Still waiting for EXALT&lt;br /&gt;
|-&lt;br /&gt;
|FixesWillBonusAndPsi||?||I don&#039;t know how to verify&lt;br /&gt;
|-&lt;br /&gt;
|GeoscapePause||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|HunkerDownFineTuneLW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|Item Grid for Long War||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|LightningReflexes||?||I don&#039;t know how to verify&lt;br /&gt;
|-&lt;br /&gt;
|more_hours||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|NMOREW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|NoChainPanic||Maybe?||No chain-panic so far...&lt;br /&gt;
|-&lt;br /&gt;
|QE-Free-Rotation-EW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|QuietBradford||?||Require Exalt mission&lt;br /&gt;
|-&lt;br /&gt;
|Revenge of the Sleeves||?||Require gene modding&lt;br /&gt;
|-&lt;br /&gt;
|rookie_equips_defaults_b15E||?||I don&#039;t know how to verify&lt;br /&gt;
|-&lt;br /&gt;
|Sequential Overwatch||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|SoldierGenderEW||Maybe?||Seems to be working so far&lt;br /&gt;
|-&lt;br /&gt;
|Steam Vent Location Tweak||Maybe?||Seems to be working so far&lt;br /&gt;
|-&lt;br /&gt;
|Switch_Hangar-SituationRoom_MenuLocations||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|ToneDownOverwatchSound_pepo1||?||Not sure...&lt;br /&gt;
|-&lt;br /&gt;
|VanDoorn_in_March||?||Require mission&lt;br /&gt;
|-&lt;br /&gt;
|VirtualRealityTraining||Yes||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Tomorrow I&#039;ll try installing the non-self-contained mods, one-by-one, as follows:&lt;br /&gt;
&lt;br /&gt;
# CampaignSummary&lt;br /&gt;
# LoadoutManager_With_CampaignSummary&lt;br /&gt;
# Sightlines_LW&lt;br /&gt;
# Enhanced Name List&lt;br /&gt;
# XcomGame_ChromeWeasel-Nicknames_v1.3.zip-521-1-3&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Pepoluan&amp;diff=88965</id>
		<title>User:Pepoluan</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Pepoluan&amp;diff=88965"/>
		<updated>2019-02-17T16:16:15Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: Link to Talk Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Placeholder.&lt;br /&gt;
&lt;br /&gt;
Just like in MassEffect Wikia, I&#039;m going to create a &#039;&#039;&#039;&#039;&#039;Metalog&#039;&#039;&#039;&#039;&#039; about my modding experience. It will be here: [[User:Pepoluan/Metalog]].&lt;br /&gt;
&lt;br /&gt;
If you want to ask me questions, use my ▶[[User_talk:Pepoluan|Talk Page]]◀.&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User_talk:Pepoluan&amp;diff=88964</id>
		<title>User talk:Pepoluan</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User_talk:Pepoluan&amp;diff=88964"/>
		<updated>2019-02-17T16:14:33Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: Initial Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Go ahead, ask me questions.&lt;br /&gt;
&lt;br /&gt;
Please start a new section for each question, like so:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
== Subject of Question ==&lt;br /&gt;
... write your question here ...&lt;br /&gt;
... don&#039;t forget to sign with 4 tildes &amp;quot;~~~~&amp;quot; ...&lt;br /&gt;
~~~~&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88962</id>
		<title>User:Pepoluan/Metalog/Long War</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88962"/>
		<updated>2019-02-16T19:17:04Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: /* Attempt 2 */ Metalog Planned Action&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Attempt 1 ==&lt;br /&gt;
&lt;br /&gt;
Failed. Forgot to make a metalog.&lt;br /&gt;
&lt;br /&gt;
Failure symptoms:&lt;br /&gt;
* First mission has only 4 soldiers&lt;br /&gt;
* CTD as I launched the mission&lt;br /&gt;
&lt;br /&gt;
== Attempt 2 ==&lt;br /&gt;
&lt;br /&gt;
Based on my experience modding Mass Effect 1/2/3, my failure probably was caused by conflicting mods. So in this attempt I will attempt a bisecting.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:45, 16 February 2019 (CET) &#039;&#039;&#039;Clean Up&#039;&#039;&#039;&lt;br /&gt;
:* Uninstalled the game&lt;br /&gt;
:* Deleted the XCom-Enemy-Unknown folder from Steam&lt;br /&gt;
:* Deleted all Config files in My Games&lt;br /&gt;
&lt;br /&gt;
07:46, 16 February 2019 (CET) &#039;&#039;&#039;Reinstall&#039;&#039;&#039;&lt;br /&gt;
:* Reinstall the game&lt;br /&gt;
:* Install Long War, installer name: &amp;lt;code&amp;gt;Long War EW 1.0 for PC-88-1-0.exe&amp;lt;/code&amp;gt;&lt;br /&gt;
:* Started a new game, got into the Tactical Mission no problem with 6 soldiers&lt;br /&gt;
:* Close the game&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
I&#039;ll install the first 10 that does NOT need any additional actions outside of LWMM (Long War Mod Manager):&lt;br /&gt;
:* AdditionalSpecies&lt;br /&gt;
:* AlienSightRangeIndicator_AllVisibleAliens_pepo1&lt;br /&gt;
:* Alien_Strategic_Stats&lt;br /&gt;
:* BetterBlueshirts&lt;br /&gt;
:* CameraYaw-EU-EW&lt;br /&gt;
:* CameraZoom-EU-EW_pepo1&lt;br /&gt;
:* Carlock + CustomizeUniqueSoldiers&lt;br /&gt;
:* Carlock_Reward_Soldier&lt;br /&gt;
:* Display_XP_PsiXP_Mobility_in_Battle_LWb15&lt;br /&gt;
:* EnableCameraPitch-EU-EW_pepo1&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:56, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
07:59, 16 February 2019 (CET) &#039;&#039;&#039;Successful.&#039;&#039;&#039; First mission started okay. Continuing with the next batch.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
We&#039;ll continue with the next batch of 10 that again does not need additional actions outside LWMM:&lt;br /&gt;
:* EnhancedTacticalInfo&lt;br /&gt;
:* EXALTReminder&lt;br /&gt;
:* FixesWillBonusAndPsi&lt;br /&gt;
:* GeoscapePause&lt;br /&gt;
:* HunkerDownFineTuneLW&lt;br /&gt;
:* LightningReflexes&lt;br /&gt;
:* more_hours&lt;br /&gt;
:* NMOREW&lt;br /&gt;
:* NoChainPanic&lt;br /&gt;
:* QE-Free-Rotation-EW&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:05, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039; with the above &#039;&#039;additional&#039;&#039; 10 mods&lt;br /&gt;
&lt;br /&gt;
08:08, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039; First mission started okay with 6 soldiers. Continuing with the next batch.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Next batch of 10:&lt;br /&gt;
&lt;br /&gt;
:* QuietBradford&lt;br /&gt;
:* Revenge of the Sleeves&lt;br /&gt;
:* rookie_equips_defaults_b15E&lt;br /&gt;
:* Sequential Overwatch&lt;br /&gt;
:* SoldierGenderEW&lt;br /&gt;
:* Steam Vent Location Tweak&lt;br /&gt;
:* Switch_Hangar-SituationRoom_MenuLocations&lt;br /&gt;
:* ToneDownOverwatchSound_pepo1&lt;br /&gt;
:* VanDoorn_in_March&lt;br /&gt;
:* VirtualRealityTraining&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:13, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Complete&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
08:18, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Final batch of &amp;quot;self-contained&amp;quot; mods:&lt;br /&gt;
&lt;br /&gt;
:* Item Grid for Long War&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:25, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Complete&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
08:33, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Easily visible mods seems to be working, although actual functionality I cannot vouch yet.&lt;br /&gt;
&lt;br /&gt;
: Will continue with non-self-contained mods after this.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Change of plan: I will now test all 31 mods for proper functioning, whenever possible. (Some mods require certain situations that may or may not be easily triggered).&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
19:29, 16 February 2019 (CET) &#039;&#039;&#039;Testing Results:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 3em;&amp;quot;&lt;br /&gt;
!ModName!!Works?!!Notes&lt;br /&gt;
|-&lt;br /&gt;
|AdditionalSpecies||?||Require Hyperwave&lt;br /&gt;
|-&lt;br /&gt;
|AlienSightRangeIndicator_AllVisibleAliens_pepo1||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|Alien_Strategic_Stats||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|BetterBlueshirts||?||Require Base Defense&lt;br /&gt;
|-&lt;br /&gt;
|CameraYaw-EU-EW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CameraZoom-EU-EW_pepo1||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|Carlock + CustomizeUniqueSoldiers||?||Require missions&lt;br /&gt;
|-&lt;br /&gt;
|Carlock_Reward_Soldier||?||Require mission&lt;br /&gt;
|-&lt;br /&gt;
|Display_XP_PsiXP_Mobility_in_Battle_LWb15||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|EnableCameraPitch-EU-EW_pepo1||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|EnhancedTacticalInfo||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|EXALTReminder||?||Still waiting for EXALT&lt;br /&gt;
|-&lt;br /&gt;
|FixesWillBonusAndPsi||?||I don&#039;t know how to verify&lt;br /&gt;
|-&lt;br /&gt;
|GeoscapePause||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|HunkerDownFineTuneLW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|Item Grid for Long War||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|LightningReflexes||?||I don&#039;t know how to verify&lt;br /&gt;
|-&lt;br /&gt;
|more_hours||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|NMOREW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|NoChainPanic||Maybe?||No chain-panic so far...&lt;br /&gt;
|-&lt;br /&gt;
|QE-Free-Rotation-EW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|QuietBradford||?||Require Exalt mission&lt;br /&gt;
|-&lt;br /&gt;
|Revenge of the Sleeves||?||Require gene modding&lt;br /&gt;
|-&lt;br /&gt;
|rookie_equips_defaults_b15E||?||I don&#039;t know how to verify&lt;br /&gt;
|-&lt;br /&gt;
|Sequential Overwatch||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|SoldierGenderEW||Maybe?||Seems to be working so far&lt;br /&gt;
|-&lt;br /&gt;
|Steam Vent Location Tweak||Maybe?||Seems to be working so far&lt;br /&gt;
|-&lt;br /&gt;
|Switch_Hangar-SituationRoom_MenuLocations||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|ToneDownOverwatchSound_pepo1||?||Not sure...&lt;br /&gt;
|-&lt;br /&gt;
|VanDoorn_in_March||?||Require mission&lt;br /&gt;
|-&lt;br /&gt;
|VirtualRealityTraining||Yes||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Tomorrow I&#039;ll try installing the non-self-contained mods, one-by-one, as follows:&lt;br /&gt;
&lt;br /&gt;
# CampaignSummary&lt;br /&gt;
# LoadoutManager_With_CampaignSummary&lt;br /&gt;
# Sightlines_LW&lt;br /&gt;
# Enhanced Name List&lt;br /&gt;
# XcomGame_ChromeWeasel-Nicknames_v1.3.zip-521-1-3&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88961</id>
		<title>User:Pepoluan/Metalog/Long War</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88961"/>
		<updated>2019-02-16T18:29:28Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: /* Attempt 2 */ Metalog Entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Attempt 1 ==&lt;br /&gt;
&lt;br /&gt;
Failed. Forgot to make a metalog.&lt;br /&gt;
&lt;br /&gt;
Failure symptoms:&lt;br /&gt;
* First mission has only 4 soldiers&lt;br /&gt;
* CTD as I launched the mission&lt;br /&gt;
&lt;br /&gt;
== Attempt 2 ==&lt;br /&gt;
&lt;br /&gt;
Based on my experience modding Mass Effect 1/2/3, my failure probably was caused by conflicting mods. So in this attempt I will attempt a bisecting.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:45, 16 February 2019 (CET) &#039;&#039;&#039;Clean Up&#039;&#039;&#039;&lt;br /&gt;
:* Uninstalled the game&lt;br /&gt;
:* Deleted the XCom-Enemy-Unknown folder from Steam&lt;br /&gt;
:* Deleted all Config files in My Games&lt;br /&gt;
&lt;br /&gt;
07:46, 16 February 2019 (CET) &#039;&#039;&#039;Reinstall&#039;&#039;&#039;&lt;br /&gt;
:* Reinstall the game&lt;br /&gt;
:* Install Long War, installer name: &amp;lt;code&amp;gt;Long War EW 1.0 for PC-88-1-0.exe&amp;lt;/code&amp;gt;&lt;br /&gt;
:* Started a new game, got into the Tactical Mission no problem with 6 soldiers&lt;br /&gt;
:* Close the game&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
I&#039;ll install the first 10 that does NOT need any additional actions outside of LWMM (Long War Mod Manager):&lt;br /&gt;
:* AdditionalSpecies&lt;br /&gt;
:* AlienSightRangeIndicator_AllVisibleAliens_pepo1&lt;br /&gt;
:* Alien_Strategic_Stats&lt;br /&gt;
:* BetterBlueshirts&lt;br /&gt;
:* CameraYaw-EU-EW&lt;br /&gt;
:* CameraZoom-EU-EW_pepo1&lt;br /&gt;
:* Carlock + CustomizeUniqueSoldiers&lt;br /&gt;
:* Carlock_Reward_Soldier&lt;br /&gt;
:* Display_XP_PsiXP_Mobility_in_Battle_LWb15&lt;br /&gt;
:* EnableCameraPitch-EU-EW_pepo1&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:56, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
07:59, 16 February 2019 (CET) &#039;&#039;&#039;Successful.&#039;&#039;&#039; First mission started okay. Continuing with the next batch.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
We&#039;ll continue with the next batch of 10 that again does not need additional actions outside LWMM:&lt;br /&gt;
:* EnhancedTacticalInfo&lt;br /&gt;
:* EXALTReminder&lt;br /&gt;
:* FixesWillBonusAndPsi&lt;br /&gt;
:* GeoscapePause&lt;br /&gt;
:* HunkerDownFineTuneLW&lt;br /&gt;
:* LightningReflexes&lt;br /&gt;
:* more_hours&lt;br /&gt;
:* NMOREW&lt;br /&gt;
:* NoChainPanic&lt;br /&gt;
:* QE-Free-Rotation-EW&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:05, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039; with the above &#039;&#039;additional&#039;&#039; 10 mods&lt;br /&gt;
&lt;br /&gt;
08:08, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039; First mission started okay with 6 soldiers. Continuing with the next batch.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Next batch of 10:&lt;br /&gt;
&lt;br /&gt;
:* QuietBradford&lt;br /&gt;
:* Revenge of the Sleeves&lt;br /&gt;
:* rookie_equips_defaults_b15E&lt;br /&gt;
:* Sequential Overwatch&lt;br /&gt;
:* SoldierGenderEW&lt;br /&gt;
:* Steam Vent Location Tweak&lt;br /&gt;
:* Switch_Hangar-SituationRoom_MenuLocations&lt;br /&gt;
:* ToneDownOverwatchSound_pepo1&lt;br /&gt;
:* VanDoorn_in_March&lt;br /&gt;
:* VirtualRealityTraining&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:13, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Complete&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
08:18, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Final batch of &amp;quot;self-contained&amp;quot; mods:&lt;br /&gt;
&lt;br /&gt;
:* Item Grid for Long War&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:25, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Complete&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
08:33, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Easily visible mods seems to be working, although actual functionality I cannot vouch yet.&lt;br /&gt;
&lt;br /&gt;
: Will continue with non-self-contained mods after this.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Change of plan: I will now test all 31 mods for proper functioning, whenever possible. (Some mods require certain situations that may or may not be easily triggered).&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
19:29, 16 February 2019 (CET) &#039;&#039;&#039;Testing Results:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: 3em;&amp;quot;&lt;br /&gt;
!ModName!!Works?!!Notes&lt;br /&gt;
|-&lt;br /&gt;
|AdditionalSpecies||?||Require Hyperwave&lt;br /&gt;
|-&lt;br /&gt;
|AlienSightRangeIndicator_AllVisibleAliens_pepo1||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|Alien_Strategic_Stats||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|BetterBlueshirts||?||Require Base Defense&lt;br /&gt;
|-&lt;br /&gt;
|CameraYaw-EU-EW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|CameraZoom-EU-EW_pepo1||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|Carlock + CustomizeUniqueSoldiers||?||Require missions&lt;br /&gt;
|-&lt;br /&gt;
|Carlock_Reward_Soldier||?||Require mission&lt;br /&gt;
|-&lt;br /&gt;
|Display_XP_PsiXP_Mobility_in_Battle_LWb15||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|EnableCameraPitch-EU-EW_pepo1||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|EnhancedTacticalInfo||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|EXALTReminder||?||Still waiting for EXALT&lt;br /&gt;
|-&lt;br /&gt;
|FixesWillBonusAndPsi||?||I don&#039;t know how to verify&lt;br /&gt;
|-&lt;br /&gt;
|GeoscapePause||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|HunkerDownFineTuneLW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|Item Grid for Long War||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|LightningReflexes||?||I don&#039;t know how to verify&lt;br /&gt;
|-&lt;br /&gt;
|more_hours||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|NMOREW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|NoChainPanic||Maybe?||No chain-panic so far...&lt;br /&gt;
|-&lt;br /&gt;
|QE-Free-Rotation-EW||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|QuietBradford||?||Require Exalt mission&lt;br /&gt;
|-&lt;br /&gt;
|Revenge of the Sleeves||?||Require gene modding&lt;br /&gt;
|-&lt;br /&gt;
|rookie_equips_defaults_b15E||?||I don&#039;t know how to verify&lt;br /&gt;
|-&lt;br /&gt;
|Sequential Overwatch||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|SoldierGenderEW||Maybe?||Seems to be working so far&lt;br /&gt;
|-&lt;br /&gt;
|Steam Vent Location Tweak||Maybe?||Seems to be working so far&lt;br /&gt;
|-&lt;br /&gt;
|Switch_Hangar-SituationRoom_MenuLocations||Yes||&lt;br /&gt;
|-&lt;br /&gt;
|ToneDownOverwatchSound_pepo1||?||Not sure...&lt;br /&gt;
|-&lt;br /&gt;
|VanDoorn_in_March||?||Require mission&lt;br /&gt;
|-&lt;br /&gt;
|VirtualRealityTraining||Yes||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88960</id>
		<title>User:Pepoluan/Metalog/Long War</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88960"/>
		<updated>2019-02-16T16:08:16Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: /* Attempt 2 */ Metalog Planned Action&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Attempt 1 ==&lt;br /&gt;
&lt;br /&gt;
Failed. Forgot to make a metalog.&lt;br /&gt;
&lt;br /&gt;
Failure symptoms:&lt;br /&gt;
* First mission has only 4 soldiers&lt;br /&gt;
* CTD as I launched the mission&lt;br /&gt;
&lt;br /&gt;
== Attempt 2 ==&lt;br /&gt;
&lt;br /&gt;
Based on my experience modding Mass Effect 1/2/3, my failure probably was caused by conflicting mods. So in this attempt I will attempt a bisecting.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:45, 16 February 2019 (CET) &#039;&#039;&#039;Clean Up&#039;&#039;&#039;&lt;br /&gt;
:* Uninstalled the game&lt;br /&gt;
:* Deleted the XCom-Enemy-Unknown folder from Steam&lt;br /&gt;
:* Deleted all Config files in My Games&lt;br /&gt;
&lt;br /&gt;
07:46, 16 February 2019 (CET) &#039;&#039;&#039;Reinstall&#039;&#039;&#039;&lt;br /&gt;
:* Reinstall the game&lt;br /&gt;
:* Install Long War, installer name: &amp;lt;code&amp;gt;Long War EW 1.0 for PC-88-1-0.exe&amp;lt;/code&amp;gt;&lt;br /&gt;
:* Started a new game, got into the Tactical Mission no problem with 6 soldiers&lt;br /&gt;
:* Close the game&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
I&#039;ll install the first 10 that does NOT need any additional actions outside of LWMM (Long War Mod Manager):&lt;br /&gt;
:* AdditionalSpecies&lt;br /&gt;
:* AlienSightRangeIndicator_AllVisibleAliens_pepo1&lt;br /&gt;
:* Alien_Strategic_Stats&lt;br /&gt;
:* BetterBlueshirts&lt;br /&gt;
:* CameraYaw-EU-EW&lt;br /&gt;
:* CameraZoom-EU-EW_pepo1&lt;br /&gt;
:* Carlock + CustomizeUniqueSoldiers&lt;br /&gt;
:* Carlock_Reward_Soldier&lt;br /&gt;
:* Display_XP_PsiXP_Mobility_in_Battle_LWb15&lt;br /&gt;
:* EnableCameraPitch-EU-EW_pepo1&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:56, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
07:59, 16 February 2019 (CET) &#039;&#039;&#039;Successful.&#039;&#039;&#039; First mission started okay. Continuing with the next batch.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
We&#039;ll continue with the next batch of 10 that again does not need additional actions outside LWMM:&lt;br /&gt;
:* EnhancedTacticalInfo&lt;br /&gt;
:* EXALTReminder&lt;br /&gt;
:* FixesWillBonusAndPsi&lt;br /&gt;
:* GeoscapePause&lt;br /&gt;
:* HunkerDownFineTuneLW&lt;br /&gt;
:* LightningReflexes&lt;br /&gt;
:* more_hours&lt;br /&gt;
:* NMOREW&lt;br /&gt;
:* NoChainPanic&lt;br /&gt;
:* QE-Free-Rotation-EW&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:05, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039; with the above &#039;&#039;additional&#039;&#039; 10 mods&lt;br /&gt;
&lt;br /&gt;
08:08, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039; First mission started okay with 6 soldiers. Continuing with the next batch.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Next batch of 10:&lt;br /&gt;
&lt;br /&gt;
:* QuietBradford&lt;br /&gt;
:* Revenge of the Sleeves&lt;br /&gt;
:* rookie_equips_defaults_b15E&lt;br /&gt;
:* Sequential Overwatch&lt;br /&gt;
:* SoldierGenderEW&lt;br /&gt;
:* Steam Vent Location Tweak&lt;br /&gt;
:* Switch_Hangar-SituationRoom_MenuLocations&lt;br /&gt;
:* ToneDownOverwatchSound_pepo1&lt;br /&gt;
:* VanDoorn_in_March&lt;br /&gt;
:* VirtualRealityTraining&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:13, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Complete&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
08:18, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Final batch of &amp;quot;self-contained&amp;quot; mods:&lt;br /&gt;
&lt;br /&gt;
:* Item Grid for Long War&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:25, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Complete&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
08:33, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Easily visible mods seems to be working, although actual functionality I cannot vouch yet.&lt;br /&gt;
&lt;br /&gt;
: Will continue with non-self-contained mods after this.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Change of plan: I will now test all 31 mods for proper functioning, whenever possible. (Some mods require certain situations that may or may not be easily triggered).&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88959</id>
		<title>User:Pepoluan/Metalog/Long War</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88959"/>
		<updated>2019-02-16T07:33:34Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: /* Attempt 2 */ Metalog Entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Attempt 1 ==&lt;br /&gt;
&lt;br /&gt;
Failed. Forgot to make a metalog.&lt;br /&gt;
&lt;br /&gt;
Failure symptoms:&lt;br /&gt;
* First mission has only 4 soldiers&lt;br /&gt;
* CTD as I launched the mission&lt;br /&gt;
&lt;br /&gt;
== Attempt 2 ==&lt;br /&gt;
&lt;br /&gt;
Based on my experience modding Mass Effect 1/2/3, my failure probably was caused by conflicting mods. So in this attempt I will attempt a bisecting.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:45, 16 February 2019 (CET) &#039;&#039;&#039;Clean Up&#039;&#039;&#039;&lt;br /&gt;
:* Uninstalled the game&lt;br /&gt;
:* Deleted the XCom-Enemy-Unknown folder from Steam&lt;br /&gt;
:* Deleted all Config files in My Games&lt;br /&gt;
&lt;br /&gt;
07:46, 16 February 2019 (CET) &#039;&#039;&#039;Reinstall&#039;&#039;&#039;&lt;br /&gt;
:* Reinstall the game&lt;br /&gt;
:* Install Long War, installer name: &amp;lt;code&amp;gt;Long War EW 1.0 for PC-88-1-0.exe&amp;lt;/code&amp;gt;&lt;br /&gt;
:* Started a new game, got into the Tactical Mission no problem with 6 soldiers&lt;br /&gt;
:* Close the game&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
I&#039;ll install the first 10 that does NOT need any additional actions outside of LWMM (Long War Mod Manager):&lt;br /&gt;
:* AdditionalSpecies&lt;br /&gt;
:* AlienSightRangeIndicator_AllVisibleAliens_pepo1&lt;br /&gt;
:* Alien_Strategic_Stats&lt;br /&gt;
:* BetterBlueshirts&lt;br /&gt;
:* CameraYaw-EU-EW&lt;br /&gt;
:* CameraZoom-EU-EW_pepo1&lt;br /&gt;
:* Carlock + CustomizeUniqueSoldiers&lt;br /&gt;
:* Carlock_Reward_Soldier&lt;br /&gt;
:* Display_XP_PsiXP_Mobility_in_Battle_LWb15&lt;br /&gt;
:* EnableCameraPitch-EU-EW_pepo1&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:56, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
07:59, 16 February 2019 (CET) &#039;&#039;&#039;Successful.&#039;&#039;&#039; First mission started okay. Continuing with the next batch.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
We&#039;ll continue with the next batch of 10 that again does not need additional actions outside LWMM:&lt;br /&gt;
:* EnhancedTacticalInfo&lt;br /&gt;
:* EXALTReminder&lt;br /&gt;
:* FixesWillBonusAndPsi&lt;br /&gt;
:* GeoscapePause&lt;br /&gt;
:* HunkerDownFineTuneLW&lt;br /&gt;
:* LightningReflexes&lt;br /&gt;
:* more_hours&lt;br /&gt;
:* NMOREW&lt;br /&gt;
:* NoChainPanic&lt;br /&gt;
:* QE-Free-Rotation-EW&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:05, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039; with the above &#039;&#039;additional&#039;&#039; 10 mods&lt;br /&gt;
&lt;br /&gt;
08:08, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039; First mission started okay with 6 soldiers. Continuing with the next batch.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Next batch of 10:&lt;br /&gt;
&lt;br /&gt;
:* QuietBradford&lt;br /&gt;
:* Revenge of the Sleeves&lt;br /&gt;
:* rookie_equips_defaults_b15E&lt;br /&gt;
:* Sequential Overwatch&lt;br /&gt;
:* SoldierGenderEW&lt;br /&gt;
:* Steam Vent Location Tweak&lt;br /&gt;
:* Switch_Hangar-SituationRoom_MenuLocations&lt;br /&gt;
:* ToneDownOverwatchSound_pepo1&lt;br /&gt;
:* VanDoorn_in_March&lt;br /&gt;
:* VirtualRealityTraining&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:13, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Complete&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
08:18, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Final batch of &amp;quot;self-contained&amp;quot; mods:&lt;br /&gt;
&lt;br /&gt;
:* Item Grid for Long War&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:25, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Complete&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
08:33, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Easily visible mods seems to be working, although actual functionality I cannot vouch yet.&lt;br /&gt;
&lt;br /&gt;
: Will continue with non-self-contained mods after this.&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88958</id>
		<title>User:Pepoluan/Metalog/Long War</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88958"/>
		<updated>2019-02-16T07:25:05Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: /* Attempt 2 */ Metalog Entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Attempt 1 ==&lt;br /&gt;
&lt;br /&gt;
Failed. Forgot to make a metalog.&lt;br /&gt;
&lt;br /&gt;
Failure symptoms:&lt;br /&gt;
* First mission has only 4 soldiers&lt;br /&gt;
* CTD as I launched the mission&lt;br /&gt;
&lt;br /&gt;
== Attempt 2 ==&lt;br /&gt;
&lt;br /&gt;
Based on my experience modding Mass Effect 1/2/3, my failure probably was caused by conflicting mods. So in this attempt I will attempt a bisecting.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:45, 16 February 2019 (CET) &#039;&#039;&#039;Clean Up&#039;&#039;&#039;&lt;br /&gt;
:* Uninstalled the game&lt;br /&gt;
:* Deleted the XCom-Enemy-Unknown folder from Steam&lt;br /&gt;
:* Deleted all Config files in My Games&lt;br /&gt;
&lt;br /&gt;
07:46, 16 February 2019 (CET) &#039;&#039;&#039;Reinstall&#039;&#039;&#039;&lt;br /&gt;
:* Reinstall the game&lt;br /&gt;
:* Install Long War, installer name: &amp;lt;code&amp;gt;Long War EW 1.0 for PC-88-1-0.exe&amp;lt;/code&amp;gt;&lt;br /&gt;
:* Started a new game, got into the Tactical Mission no problem with 6 soldiers&lt;br /&gt;
:* Close the game&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
I&#039;ll install the first 10 that does NOT need any additional actions outside of LWMM (Long War Mod Manager):&lt;br /&gt;
:* AdditionalSpecies&lt;br /&gt;
:* AlienSightRangeIndicator_AllVisibleAliens_pepo1&lt;br /&gt;
:* Alien_Strategic_Stats&lt;br /&gt;
:* BetterBlueshirts&lt;br /&gt;
:* CameraYaw-EU-EW&lt;br /&gt;
:* CameraZoom-EU-EW_pepo1&lt;br /&gt;
:* Carlock + CustomizeUniqueSoldiers&lt;br /&gt;
:* Carlock_Reward_Soldier&lt;br /&gt;
:* Display_XP_PsiXP_Mobility_in_Battle_LWb15&lt;br /&gt;
:* EnableCameraPitch-EU-EW_pepo1&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:56, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
07:59, 16 February 2019 (CET) &#039;&#039;&#039;Successful.&#039;&#039;&#039; First mission started okay. Continuing with the next batch.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
We&#039;ll continue with the next batch of 10 that again does not need additional actions outside LWMM:&lt;br /&gt;
:* EnhancedTacticalInfo&lt;br /&gt;
:* EXALTReminder&lt;br /&gt;
:* FixesWillBonusAndPsi&lt;br /&gt;
:* GeoscapePause&lt;br /&gt;
:* HunkerDownFineTuneLW&lt;br /&gt;
:* LightningReflexes&lt;br /&gt;
:* more_hours&lt;br /&gt;
:* NMOREW&lt;br /&gt;
:* NoChainPanic&lt;br /&gt;
:* QE-Free-Rotation-EW&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:05, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039; with the above &#039;&#039;additional&#039;&#039; 10 mods&lt;br /&gt;
&lt;br /&gt;
08:08, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039; First mission started okay with 6 soldiers. Continuing with the next batch.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Next batch of 10:&lt;br /&gt;
&lt;br /&gt;
:* QuietBradford&lt;br /&gt;
:* Revenge of the Sleeves&lt;br /&gt;
:* rookie_equips_defaults_b15E&lt;br /&gt;
:* Sequential Overwatch&lt;br /&gt;
:* SoldierGenderEW&lt;br /&gt;
:* Steam Vent Location Tweak&lt;br /&gt;
:* Switch_Hangar-SituationRoom_MenuLocations&lt;br /&gt;
:* ToneDownOverwatchSound_pepo1&lt;br /&gt;
:* VanDoorn_in_March&lt;br /&gt;
:* VirtualRealityTraining&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:13, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Complete&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
08:18, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Final batch of &amp;quot;self-contained&amp;quot; mods:&lt;br /&gt;
&lt;br /&gt;
:* Item Grid for Long War&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:25, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Complete&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88957</id>
		<title>User:Pepoluan/Metalog/Long War</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88957"/>
		<updated>2019-02-16T07:21:35Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: /* Attempt 2 */ Metalog Planned Action&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Attempt 1 ==&lt;br /&gt;
&lt;br /&gt;
Failed. Forgot to make a metalog.&lt;br /&gt;
&lt;br /&gt;
Failure symptoms:&lt;br /&gt;
* First mission has only 4 soldiers&lt;br /&gt;
* CTD as I launched the mission&lt;br /&gt;
&lt;br /&gt;
== Attempt 2 ==&lt;br /&gt;
&lt;br /&gt;
Based on my experience modding Mass Effect 1/2/3, my failure probably was caused by conflicting mods. So in this attempt I will attempt a bisecting.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:45, 16 February 2019 (CET) &#039;&#039;&#039;Clean Up&#039;&#039;&#039;&lt;br /&gt;
:* Uninstalled the game&lt;br /&gt;
:* Deleted the XCom-Enemy-Unknown folder from Steam&lt;br /&gt;
:* Deleted all Config files in My Games&lt;br /&gt;
&lt;br /&gt;
07:46, 16 February 2019 (CET) &#039;&#039;&#039;Reinstall&#039;&#039;&#039;&lt;br /&gt;
:* Reinstall the game&lt;br /&gt;
:* Install Long War, installer name: &amp;lt;code&amp;gt;Long War EW 1.0 for PC-88-1-0.exe&amp;lt;/code&amp;gt;&lt;br /&gt;
:* Started a new game, got into the Tactical Mission no problem with 6 soldiers&lt;br /&gt;
:* Close the game&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
I&#039;ll install the first 10 that does NOT need any additional actions outside of LWMM (Long War Mod Manager):&lt;br /&gt;
:* AdditionalSpecies&lt;br /&gt;
:* AlienSightRangeIndicator_AllVisibleAliens_pepo1&lt;br /&gt;
:* Alien_Strategic_Stats&lt;br /&gt;
:* BetterBlueshirts&lt;br /&gt;
:* CameraYaw-EU-EW&lt;br /&gt;
:* CameraZoom-EU-EW_pepo1&lt;br /&gt;
:* Carlock + CustomizeUniqueSoldiers&lt;br /&gt;
:* Carlock_Reward_Soldier&lt;br /&gt;
:* Display_XP_PsiXP_Mobility_in_Battle_LWb15&lt;br /&gt;
:* EnableCameraPitch-EU-EW_pepo1&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:56, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
07:59, 16 February 2019 (CET) &#039;&#039;&#039;Successful.&#039;&#039;&#039; First mission started okay. Continuing with the next batch.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
We&#039;ll continue with the next batch of 10 that again does not need additional actions outside LWMM:&lt;br /&gt;
:* EnhancedTacticalInfo&lt;br /&gt;
:* EXALTReminder&lt;br /&gt;
:* FixesWillBonusAndPsi&lt;br /&gt;
:* GeoscapePause&lt;br /&gt;
:* HunkerDownFineTuneLW&lt;br /&gt;
:* LightningReflexes&lt;br /&gt;
:* more_hours&lt;br /&gt;
:* NMOREW&lt;br /&gt;
:* NoChainPanic&lt;br /&gt;
:* QE-Free-Rotation-EW&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:05, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039; with the above &#039;&#039;additional&#039;&#039; 10 mods&lt;br /&gt;
&lt;br /&gt;
08:08, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039; First mission started okay with 6 soldiers. Continuing with the next batch.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Next batch of 10:&lt;br /&gt;
&lt;br /&gt;
:* QuietBradford&lt;br /&gt;
:* Revenge of the Sleeves&lt;br /&gt;
:* rookie_equips_defaults_b15E&lt;br /&gt;
:* Sequential Overwatch&lt;br /&gt;
:* SoldierGenderEW&lt;br /&gt;
:* Steam Vent Location Tweak&lt;br /&gt;
:* Switch_Hangar-SituationRoom_MenuLocations&lt;br /&gt;
:* ToneDownOverwatchSound_pepo1&lt;br /&gt;
:* VanDoorn_in_March&lt;br /&gt;
:* VirtualRealityTraining&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:13, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Complete&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
08:18, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Final batch of &amp;quot;self-contained&amp;quot; mods:&lt;br /&gt;
&lt;br /&gt;
:* Item Grid for Long War&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88956</id>
		<title>User:Pepoluan/Metalog/Long War</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88956"/>
		<updated>2019-02-16T07:18:50Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: /* Attempt 2 */ Metalog Entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Attempt 1 ==&lt;br /&gt;
&lt;br /&gt;
Failed. Forgot to make a metalog.&lt;br /&gt;
&lt;br /&gt;
Failure symptoms:&lt;br /&gt;
* First mission has only 4 soldiers&lt;br /&gt;
* CTD as I launched the mission&lt;br /&gt;
&lt;br /&gt;
== Attempt 2 ==&lt;br /&gt;
&lt;br /&gt;
Based on my experience modding Mass Effect 1/2/3, my failure probably was caused by conflicting mods. So in this attempt I will attempt a bisecting.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:45, 16 February 2019 (CET) &#039;&#039;&#039;Clean Up&#039;&#039;&#039;&lt;br /&gt;
:* Uninstalled the game&lt;br /&gt;
:* Deleted the XCom-Enemy-Unknown folder from Steam&lt;br /&gt;
:* Deleted all Config files in My Games&lt;br /&gt;
&lt;br /&gt;
07:46, 16 February 2019 (CET) &#039;&#039;&#039;Reinstall&#039;&#039;&#039;&lt;br /&gt;
:* Reinstall the game&lt;br /&gt;
:* Install Long War, installer name: &amp;lt;code&amp;gt;Long War EW 1.0 for PC-88-1-0.exe&amp;lt;/code&amp;gt;&lt;br /&gt;
:* Started a new game, got into the Tactical Mission no problem with 6 soldiers&lt;br /&gt;
:* Close the game&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
I&#039;ll install the first 10 that does NOT need any additional actions outside of LWMM (Long War Mod Manager):&lt;br /&gt;
:* AdditionalSpecies&lt;br /&gt;
:* AlienSightRangeIndicator_AllVisibleAliens_pepo1&lt;br /&gt;
:* Alien_Strategic_Stats&lt;br /&gt;
:* BetterBlueshirts&lt;br /&gt;
:* CameraYaw-EU-EW&lt;br /&gt;
:* CameraZoom-EU-EW_pepo1&lt;br /&gt;
:* Carlock + CustomizeUniqueSoldiers&lt;br /&gt;
:* Carlock_Reward_Soldier&lt;br /&gt;
:* Display_XP_PsiXP_Mobility_in_Battle_LWb15&lt;br /&gt;
:* EnableCameraPitch-EU-EW_pepo1&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:56, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
07:59, 16 February 2019 (CET) &#039;&#039;&#039;Successful.&#039;&#039;&#039; First mission started okay. Continuing with the next batch.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
We&#039;ll continue with the next batch of 10 that again does not need additional actions outside LWMM:&lt;br /&gt;
:* EnhancedTacticalInfo&lt;br /&gt;
:* EXALTReminder&lt;br /&gt;
:* FixesWillBonusAndPsi&lt;br /&gt;
:* GeoscapePause&lt;br /&gt;
:* HunkerDownFineTuneLW&lt;br /&gt;
:* LightningReflexes&lt;br /&gt;
:* more_hours&lt;br /&gt;
:* NMOREW&lt;br /&gt;
:* NoChainPanic&lt;br /&gt;
:* QE-Free-Rotation-EW&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:05, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039; with the above &#039;&#039;additional&#039;&#039; 10 mods&lt;br /&gt;
&lt;br /&gt;
08:08, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039; First mission started okay with 6 soldiers. Continuing with the next batch.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Next batch of 10:&lt;br /&gt;
&lt;br /&gt;
:* QuietBradford&lt;br /&gt;
:* Revenge of the Sleeves&lt;br /&gt;
:* rookie_equips_defaults_b15E&lt;br /&gt;
:* Sequential Overwatch&lt;br /&gt;
:* SoldierGenderEW&lt;br /&gt;
:* Steam Vent Location Tweak&lt;br /&gt;
:* Switch_Hangar-SituationRoom_MenuLocations&lt;br /&gt;
:* ToneDownOverwatchSound_pepo1&lt;br /&gt;
:* VanDoorn_in_March&lt;br /&gt;
:* VirtualRealityTraining&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:13, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Complete&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
08:18, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88955</id>
		<title>User:Pepoluan/Metalog/Long War</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88955"/>
		<updated>2019-02-16T07:13:43Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: /* Attempt 2 */ Metalog Entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Attempt 1 ==&lt;br /&gt;
&lt;br /&gt;
Failed. Forgot to make a metalog.&lt;br /&gt;
&lt;br /&gt;
Failure symptoms:&lt;br /&gt;
* First mission has only 4 soldiers&lt;br /&gt;
* CTD as I launched the mission&lt;br /&gt;
&lt;br /&gt;
== Attempt 2 ==&lt;br /&gt;
&lt;br /&gt;
Based on my experience modding Mass Effect 1/2/3, my failure probably was caused by conflicting mods. So in this attempt I will attempt a bisecting.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:45, 16 February 2019 (CET) &#039;&#039;&#039;Clean Up&#039;&#039;&#039;&lt;br /&gt;
:* Uninstalled the game&lt;br /&gt;
:* Deleted the XCom-Enemy-Unknown folder from Steam&lt;br /&gt;
:* Deleted all Config files in My Games&lt;br /&gt;
&lt;br /&gt;
07:46, 16 February 2019 (CET) &#039;&#039;&#039;Reinstall&#039;&#039;&#039;&lt;br /&gt;
:* Reinstall the game&lt;br /&gt;
:* Install Long War, installer name: &amp;lt;code&amp;gt;Long War EW 1.0 for PC-88-1-0.exe&amp;lt;/code&amp;gt;&lt;br /&gt;
:* Started a new game, got into the Tactical Mission no problem with 6 soldiers&lt;br /&gt;
:* Close the game&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
I&#039;ll install the first 10 that does NOT need any additional actions outside of LWMM (Long War Mod Manager):&lt;br /&gt;
:* AdditionalSpecies&lt;br /&gt;
:* AlienSightRangeIndicator_AllVisibleAliens_pepo1&lt;br /&gt;
:* Alien_Strategic_Stats&lt;br /&gt;
:* BetterBlueshirts&lt;br /&gt;
:* CameraYaw-EU-EW&lt;br /&gt;
:* CameraZoom-EU-EW_pepo1&lt;br /&gt;
:* Carlock + CustomizeUniqueSoldiers&lt;br /&gt;
:* Carlock_Reward_Soldier&lt;br /&gt;
:* Display_XP_PsiXP_Mobility_in_Battle_LWb15&lt;br /&gt;
:* EnableCameraPitch-EU-EW_pepo1&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:56, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
07:59, 16 February 2019 (CET) &#039;&#039;&#039;Successful.&#039;&#039;&#039; First mission started okay. Continuing with the next batch.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
We&#039;ll continue with the next batch of 10 that again does not need additional actions outside LWMM:&lt;br /&gt;
:* EnhancedTacticalInfo&lt;br /&gt;
:* EXALTReminder&lt;br /&gt;
:* FixesWillBonusAndPsi&lt;br /&gt;
:* GeoscapePause&lt;br /&gt;
:* HunkerDownFineTuneLW&lt;br /&gt;
:* LightningReflexes&lt;br /&gt;
:* more_hours&lt;br /&gt;
:* NMOREW&lt;br /&gt;
:* NoChainPanic&lt;br /&gt;
:* QE-Free-Rotation-EW&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:05, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039; with the above &#039;&#039;additional&#039;&#039; 10 mods&lt;br /&gt;
&lt;br /&gt;
08:08, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039; First mission started okay with 6 soldiers. Continuing with the next batch.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Next batch of 10:&lt;br /&gt;
&lt;br /&gt;
:* QuietBradford&lt;br /&gt;
:* Revenge of the Sleeves&lt;br /&gt;
:* rookie_equips_defaults_b15E&lt;br /&gt;
:* Sequential Overwatch&lt;br /&gt;
:* SoldierGenderEW&lt;br /&gt;
:* Steam Vent Location Tweak&lt;br /&gt;
:* Switch_Hangar-SituationRoom_MenuLocations&lt;br /&gt;
:* ToneDownOverwatchSound_pepo1&lt;br /&gt;
:* VanDoorn_in_March&lt;br /&gt;
:* VirtualRealityTraining&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:13, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Complete&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88954</id>
		<title>User:Pepoluan/Metalog/Long War</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88954"/>
		<updated>2019-02-16T07:10:12Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: /* Attempt 2 */ Metalog Planned Action&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Attempt 1 ==&lt;br /&gt;
&lt;br /&gt;
Failed. Forgot to make a metalog.&lt;br /&gt;
&lt;br /&gt;
Failure symptoms:&lt;br /&gt;
* First mission has only 4 soldiers&lt;br /&gt;
* CTD as I launched the mission&lt;br /&gt;
&lt;br /&gt;
== Attempt 2 ==&lt;br /&gt;
&lt;br /&gt;
Based on my experience modding Mass Effect 1/2/3, my failure probably was caused by conflicting mods. So in this attempt I will attempt a bisecting.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:45, 16 February 2019 (CET) &#039;&#039;&#039;Clean Up&#039;&#039;&#039;&lt;br /&gt;
:* Uninstalled the game&lt;br /&gt;
:* Deleted the XCom-Enemy-Unknown folder from Steam&lt;br /&gt;
:* Deleted all Config files in My Games&lt;br /&gt;
&lt;br /&gt;
07:46, 16 February 2019 (CET) &#039;&#039;&#039;Reinstall&#039;&#039;&#039;&lt;br /&gt;
:* Reinstall the game&lt;br /&gt;
:* Install Long War, installer name: &amp;lt;code&amp;gt;Long War EW 1.0 for PC-88-1-0.exe&amp;lt;/code&amp;gt;&lt;br /&gt;
:* Started a new game, got into the Tactical Mission no problem with 6 soldiers&lt;br /&gt;
:* Close the game&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
I&#039;ll install the first 10 that does NOT need any additional actions outside of LWMM (Long War Mod Manager):&lt;br /&gt;
:* AdditionalSpecies&lt;br /&gt;
:* AlienSightRangeIndicator_AllVisibleAliens_pepo1&lt;br /&gt;
:* Alien_Strategic_Stats&lt;br /&gt;
:* BetterBlueshirts&lt;br /&gt;
:* CameraYaw-EU-EW&lt;br /&gt;
:* CameraZoom-EU-EW_pepo1&lt;br /&gt;
:* Carlock + CustomizeUniqueSoldiers&lt;br /&gt;
:* Carlock_Reward_Soldier&lt;br /&gt;
:* Display_XP_PsiXP_Mobility_in_Battle_LWb15&lt;br /&gt;
:* EnableCameraPitch-EU-EW_pepo1&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:56, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
07:59, 16 February 2019 (CET) &#039;&#039;&#039;Successful.&#039;&#039;&#039; First mission started okay. Continuing with the next batch.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
We&#039;ll continue with the next batch of 10 that again does not need additional actions outside LWMM:&lt;br /&gt;
:* EnhancedTacticalInfo&lt;br /&gt;
:* EXALTReminder&lt;br /&gt;
:* FixesWillBonusAndPsi&lt;br /&gt;
:* GeoscapePause&lt;br /&gt;
:* HunkerDownFineTuneLW&lt;br /&gt;
:* LightningReflexes&lt;br /&gt;
:* more_hours&lt;br /&gt;
:* NMOREW&lt;br /&gt;
:* NoChainPanic&lt;br /&gt;
:* QE-Free-Rotation-EW&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:05, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039; with the above &#039;&#039;additional&#039;&#039; 10 mods&lt;br /&gt;
&lt;br /&gt;
08:08, 16 February 2019 (CET) &#039;&#039;&#039;Success!&#039;&#039;&#039; First mission started okay with 6 soldiers. Continuing with the next batch.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
Next batch of 10:&lt;br /&gt;
&lt;br /&gt;
:* QuietBradford&lt;br /&gt;
:* Revenge of the Sleeves&lt;br /&gt;
:* rookie_equips_defaults_b15E&lt;br /&gt;
:* Sequential Overwatch&lt;br /&gt;
:* SoldierGenderEW&lt;br /&gt;
:* Steam Vent Location Tweak&lt;br /&gt;
:* Switch_Hangar-SituationRoom_MenuLocations&lt;br /&gt;
:* ToneDownOverwatchSound_pepo1&lt;br /&gt;
:* VanDoorn_in_March&lt;br /&gt;
:* VirtualRealityTraining&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88953</id>
		<title>User:Pepoluan/Metalog/Long War</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88953"/>
		<updated>2019-02-16T07:08:48Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: /* Attempt 2 */ Metalog Entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Attempt 1 ==&lt;br /&gt;
&lt;br /&gt;
Failed. Forgot to make a metalog.&lt;br /&gt;
&lt;br /&gt;
Failure symptoms:&lt;br /&gt;
* First mission has only 4 soldiers&lt;br /&gt;
* CTD as I launched the mission&lt;br /&gt;
&lt;br /&gt;
== Attempt 2 ==&lt;br /&gt;
&lt;br /&gt;
Based on my experience modding Mass Effect 1/2/3, my failure probably was caused by conflicting mods. So in this attempt I will attempt a bisecting.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:45, 16 February 2019 (CET) &#039;&#039;&#039;Clean Up&#039;&#039;&#039;&lt;br /&gt;
:* Uninstalled the game&lt;br /&gt;
:* Deleted the XCom-Enemy-Unknown folder from Steam&lt;br /&gt;
:* Deleted all Config files in My Games&lt;br /&gt;
&lt;br /&gt;
07:46, 16 February 2019 (CET) &#039;&#039;&#039;Reinstall&#039;&#039;&#039;&lt;br /&gt;
:* Reinstall the game&lt;br /&gt;
:* Install Long War, installer name: &amp;lt;code&amp;gt;Long War EW 1.0 for PC-88-1-0.exe&amp;lt;/code&amp;gt;&lt;br /&gt;
:* Started a new game, got into the Tactical Mission no problem with 6 soldiers&lt;br /&gt;
:* Close the game&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
I&#039;ll install the first 10 that does NOT need any additional actions outside of LWMM (Long War Mod Manager):&lt;br /&gt;
:* AdditionalSpecies&lt;br /&gt;
:* AlienSightRangeIndicator_AllVisibleAliens_pepo1&lt;br /&gt;
:* Alien_Strategic_Stats&lt;br /&gt;
:* BetterBlueshirts&lt;br /&gt;
:* CameraYaw-EU-EW&lt;br /&gt;
:* CameraZoom-EU-EW_pepo1&lt;br /&gt;
:* Carlock + CustomizeUniqueSoldiers&lt;br /&gt;
:* Carlock_Reward_Soldier&lt;br /&gt;
:* Display_XP_PsiXP_Mobility_in_Battle_LWb15&lt;br /&gt;
:* EnableCameraPitch-EU-EW_pepo1&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:56, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
07:59, 16 February 2019 (CET) &#039;&#039;&#039;Successful.&#039;&#039;&#039; First mission started okay. Continuing with the next batch.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
We&#039;ll continue with the next batch of 10 that again does not need additional actions outside LWMM:&lt;br /&gt;
:* EnhancedTacticalInfo&lt;br /&gt;
:* EXALTReminder&lt;br /&gt;
:* FixesWillBonusAndPsi&lt;br /&gt;
:* GeoscapePause&lt;br /&gt;
:* HunkerDownFineTuneLW&lt;br /&gt;
:* LightningReflexes&lt;br /&gt;
:* more_hours&lt;br /&gt;
:* NMOREW&lt;br /&gt;
:* NoChainPanic&lt;br /&gt;
:* QE-Free-Rotation-EW&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:05, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039; with the above &#039;&#039;additional&#039;&#039; 10 mods&lt;br /&gt;
&lt;br /&gt;
08:08, 16 February 2019 (CET) Success! First mission started okay with 6 soldiers. Continuing with the next batch.&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88952</id>
		<title>User:Pepoluan/Metalog/Long War</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88952"/>
		<updated>2019-02-16T07:05:16Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: /* Attempt 2 */ Metalog Entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Attempt 1 ==&lt;br /&gt;
&lt;br /&gt;
Failed. Forgot to make a metalog.&lt;br /&gt;
&lt;br /&gt;
Failure symptoms:&lt;br /&gt;
* First mission has only 4 soldiers&lt;br /&gt;
* CTD as I launched the mission&lt;br /&gt;
&lt;br /&gt;
== Attempt 2 ==&lt;br /&gt;
&lt;br /&gt;
Based on my experience modding Mass Effect 1/2/3, my failure probably was caused by conflicting mods. So in this attempt I will attempt a bisecting.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:45, 16 February 2019 (CET) &#039;&#039;&#039;Clean Up&#039;&#039;&#039;&lt;br /&gt;
:* Uninstalled the game&lt;br /&gt;
:* Deleted the XCom-Enemy-Unknown folder from Steam&lt;br /&gt;
:* Deleted all Config files in My Games&lt;br /&gt;
&lt;br /&gt;
07:46, 16 February 2019 (CET) &#039;&#039;&#039;Reinstall&#039;&#039;&#039;&lt;br /&gt;
:* Reinstall the game&lt;br /&gt;
:* Install Long War, installer name: &amp;lt;code&amp;gt;Long War EW 1.0 for PC-88-1-0.exe&amp;lt;/code&amp;gt;&lt;br /&gt;
:* Started a new game, got into the Tactical Mission no problem with 6 soldiers&lt;br /&gt;
:* Close the game&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
I&#039;ll install the first 10 that does NOT need any additional actions outside of LWMM (Long War Mod Manager):&lt;br /&gt;
:* AdditionalSpecies&lt;br /&gt;
:* AlienSightRangeIndicator_AllVisibleAliens_pepo1&lt;br /&gt;
:* Alien_Strategic_Stats&lt;br /&gt;
:* BetterBlueshirts&lt;br /&gt;
:* CameraYaw-EU-EW&lt;br /&gt;
:* CameraZoom-EU-EW_pepo1&lt;br /&gt;
:* Carlock + CustomizeUniqueSoldiers&lt;br /&gt;
:* Carlock_Reward_Soldier&lt;br /&gt;
:* Display_XP_PsiXP_Mobility_in_Battle_LWb15&lt;br /&gt;
:* EnableCameraPitch-EU-EW_pepo1&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:56, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
07:59, 16 February 2019 (CET) &#039;&#039;&#039;Successful.&#039;&#039;&#039; First mission started okay. Continuing with the next batch.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
We&#039;ll continue with the next batch of 10 that again does not need additional actions outside LWMM:&lt;br /&gt;
:* EnhancedTacticalInfo&lt;br /&gt;
:* EXALTReminder&lt;br /&gt;
:* FixesWillBonusAndPsi&lt;br /&gt;
:* GeoscapePause&lt;br /&gt;
:* HunkerDownFineTuneLW&lt;br /&gt;
:* LightningReflexes&lt;br /&gt;
:* more_hours&lt;br /&gt;
:* NMOREW&lt;br /&gt;
:* NoChainPanic&lt;br /&gt;
:* QE-Free-Rotation-EW&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
08:05, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039; with the above &#039;&#039;additional&#039;&#039; 10 mods&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88951</id>
		<title>User:Pepoluan/Metalog/Long War</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88951"/>
		<updated>2019-02-16T07:01:13Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: /* Attempt 2 */ Metalog Planned Action&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Attempt 1 ==&lt;br /&gt;
&lt;br /&gt;
Failed. Forgot to make a metalog.&lt;br /&gt;
&lt;br /&gt;
Failure symptoms:&lt;br /&gt;
* First mission has only 4 soldiers&lt;br /&gt;
* CTD as I launched the mission&lt;br /&gt;
&lt;br /&gt;
== Attempt 2 ==&lt;br /&gt;
&lt;br /&gt;
Based on my experience modding Mass Effect 1/2/3, my failure probably was caused by conflicting mods. So in this attempt I will attempt a bisecting.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:45, 16 February 2019 (CET) &#039;&#039;&#039;Clean Up&#039;&#039;&#039;&lt;br /&gt;
:* Uninstalled the game&lt;br /&gt;
:* Deleted the XCom-Enemy-Unknown folder from Steam&lt;br /&gt;
:* Deleted all Config files in My Games&lt;br /&gt;
&lt;br /&gt;
07:46, 16 February 2019 (CET) &#039;&#039;&#039;Reinstall&#039;&#039;&#039;&lt;br /&gt;
:* Reinstall the game&lt;br /&gt;
:* Install Long War, installer name: &amp;lt;code&amp;gt;Long War EW 1.0 for PC-88-1-0.exe&amp;lt;/code&amp;gt;&lt;br /&gt;
:* Started a new game, got into the Tactical Mission no problem with 6 soldiers&lt;br /&gt;
:* Close the game&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
I&#039;ll install the first 10 that does NOT need any additional actions outside of LWMM (Long War Mod Manager):&lt;br /&gt;
:* AdditionalSpecies&lt;br /&gt;
:* AlienSightRangeIndicator_AllVisibleAliens_pepo1&lt;br /&gt;
:* Alien_Strategic_Stats&lt;br /&gt;
:* BetterBlueshirts&lt;br /&gt;
:* CameraYaw-EU-EW&lt;br /&gt;
:* CameraZoom-EU-EW_pepo1&lt;br /&gt;
:* Carlock + CustomizeUniqueSoldiers&lt;br /&gt;
:* Carlock_Reward_Soldier&lt;br /&gt;
:* Display_XP_PsiXP_Mobility_in_Battle_LWb15&lt;br /&gt;
:* EnableCameraPitch-EU-EW_pepo1&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:56, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
07:59, 16 February 2019 (CET) &#039;&#039;&#039;Successful.&#039;&#039;&#039; First mission started okay. Continuing with the next batch.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
We&#039;ll continue with the next batch of 10 that again does not need additional actions outside LWMM:&lt;br /&gt;
:* EnhancedTacticalInfo&lt;br /&gt;
:* EXALTReminder&lt;br /&gt;
:* FixesWillBonusAndPsi&lt;br /&gt;
:* GeoscapePause&lt;br /&gt;
:* HunkerDownFineTuneLW&lt;br /&gt;
:* LightningReflexes&lt;br /&gt;
:* more_hours&lt;br /&gt;
:* NMOREW&lt;br /&gt;
:* NoChainPanic&lt;br /&gt;
:* QE-Free-Rotation-EW&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88950</id>
		<title>User:Pepoluan/Metalog/Long War</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88950"/>
		<updated>2019-02-16T06:59:47Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: /* Attempt 2 */ Metalog Entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Attempt 1 ==&lt;br /&gt;
&lt;br /&gt;
Failed. Forgot to make a metalog.&lt;br /&gt;
&lt;br /&gt;
Failure symptoms:&lt;br /&gt;
* First mission has only 4 soldiers&lt;br /&gt;
* CTD as I launched the mission&lt;br /&gt;
&lt;br /&gt;
== Attempt 2 ==&lt;br /&gt;
&lt;br /&gt;
Based on my experience modding Mass Effect 1/2/3, my failure probably was caused by conflicting mods. So in this attempt I will attempt a bisecting.&lt;br /&gt;
&lt;br /&gt;
07:45, 16 February 2019 (CET) &#039;&#039;&#039;Clean Up&#039;&#039;&#039;&lt;br /&gt;
:* Uninstalled the game&lt;br /&gt;
:* Deleted the XCom-Enemy-Unknown folder from Steam&lt;br /&gt;
:* Deleted all Config files in My Games&lt;br /&gt;
&lt;br /&gt;
07:46, 16 February 2019 (CET) &#039;&#039;&#039;Reinstall&#039;&#039;&#039;&lt;br /&gt;
:* Reinstall the game&lt;br /&gt;
:* Install Long War, installer name: &amp;lt;code&amp;gt;Long War EW 1.0 for PC-88-1-0.exe&amp;lt;/code&amp;gt;&lt;br /&gt;
:* Started a new game, got into the Tactical Mission no problem with 6 soldiers&lt;br /&gt;
:* Close the game&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
I&#039;ll install the first 10 that does NOT need any additional actions outside of LWMM (Long War Mod Manager):&lt;br /&gt;
:* AdditionalSpecies&lt;br /&gt;
:* AlienSightRangeIndicator_AllVisibleAliens_pepo1&lt;br /&gt;
:* Alien_Strategic_Stats&lt;br /&gt;
:* BetterBlueshirts&lt;br /&gt;
:* CameraYaw-EU-EW&lt;br /&gt;
:* CameraZoom-EU-EW_pepo1&lt;br /&gt;
:* Carlock + CustomizeUniqueSoldiers&lt;br /&gt;
:* Carlock_Reward_Soldier&lt;br /&gt;
:* Display_XP_PsiXP_Mobility_in_Battle_LWb15&lt;br /&gt;
:* EnableCameraPitch-EU-EW_pepo1&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:56, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
07:59, 16 February 2019 (CET) &#039;&#039;&#039;Successful.&#039;&#039;&#039; First mission started okay. Continuing with the next batch.&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88949</id>
		<title>User:Pepoluan/Metalog/Long War</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88949"/>
		<updated>2019-02-16T06:56:45Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: /* Attempt 2 */ Metalog Entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Attempt 1 ==&lt;br /&gt;
&lt;br /&gt;
Failed. Forgot to make a metalog.&lt;br /&gt;
&lt;br /&gt;
Failure symptoms:&lt;br /&gt;
* First mission has only 4 soldiers&lt;br /&gt;
* CTD as I launched the mission&lt;br /&gt;
&lt;br /&gt;
== Attempt 2 ==&lt;br /&gt;
&lt;br /&gt;
Based on my experience modding Mass Effect 1/2/3, my failure probably was caused by conflicting mods. So in this attempt I will attempt a bisecting.&lt;br /&gt;
&lt;br /&gt;
07:45, 16 February 2019 (CET) &#039;&#039;&#039;Clean Up&#039;&#039;&#039;&lt;br /&gt;
:* Uninstalled the game&lt;br /&gt;
:* Deleted the XCom-Enemy-Unknown folder from Steam&lt;br /&gt;
:* Deleted all Config files in My Games&lt;br /&gt;
&lt;br /&gt;
07:46, 16 February 2019 (CET) &#039;&#039;&#039;Reinstall&#039;&#039;&#039;&lt;br /&gt;
:* Reinstall the game&lt;br /&gt;
:* Install Long War, installer name: &amp;lt;code&amp;gt;Long War EW 1.0 for PC-88-1-0.exe&amp;lt;/code&amp;gt;&lt;br /&gt;
:* Started a new game, got into the Tactical Mission no problem with 6 soldiers&lt;br /&gt;
:* Close the game&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
I&#039;ll install the first 10 that does NOT need any additional actions outside of LWMM (Long War Mod Manager):&lt;br /&gt;
:* AdditionalSpecies&lt;br /&gt;
:* AlienSightRangeIndicator_AllVisibleAliens_pepo1&lt;br /&gt;
:* Alien_Strategic_Stats&lt;br /&gt;
:* BetterBlueshirts&lt;br /&gt;
:* CameraYaw-EU-EW&lt;br /&gt;
:* CameraZoom-EU-EW_pepo1&lt;br /&gt;
:* Carlock + CustomizeUniqueSoldiers&lt;br /&gt;
:* Carlock_Reward_Soldier&lt;br /&gt;
:* Display_XP_PsiXP_Mobility_in_Battle_LWb15&lt;br /&gt;
:* EnableCameraPitch-EU-EW_pepo1&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
07:56, 16 February 2019 (CET) &#039;&#039;&#039;LWMM Completed&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88948</id>
		<title>User:Pepoluan/Metalog/Long War</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88948"/>
		<updated>2019-02-16T06:54:45Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: /* Attempt 2 */ Metalog Planned Action&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Attempt 1 ==&lt;br /&gt;
&lt;br /&gt;
Failed. Forgot to make a metalog.&lt;br /&gt;
&lt;br /&gt;
Failure symptoms:&lt;br /&gt;
* First mission has only 4 soldiers&lt;br /&gt;
* CTD as I launched the mission&lt;br /&gt;
&lt;br /&gt;
== Attempt 2 ==&lt;br /&gt;
&lt;br /&gt;
Based on my experience modding Mass Effect 1/2/3, my failure probably was caused by conflicting mods. So in this attempt I will attempt a bisecting.&lt;br /&gt;
&lt;br /&gt;
07:45, 16 February 2019 (CET) &#039;&#039;&#039;Clean Up&#039;&#039;&#039;&lt;br /&gt;
:* Uninstalled the game&lt;br /&gt;
:* Deleted the XCom-Enemy-Unknown folder from Steam&lt;br /&gt;
:* Deleted all Config files in My Games&lt;br /&gt;
&lt;br /&gt;
07:46, 16 February 2019 (CET) &#039;&#039;&#039;Reinstall&#039;&#039;&#039;&lt;br /&gt;
:* Reinstall the game&lt;br /&gt;
:* Install Long War, installer name: &amp;lt;code&amp;gt;Long War EW 1.0 for PC-88-1-0.exe&amp;lt;/code&amp;gt;&lt;br /&gt;
:* Started a new game, got into the Tactical Mission no problem with 6 soldiers&lt;br /&gt;
:* Close the game&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;br /&gt;
&lt;br /&gt;
I&#039;ll install the first 10 that does NOT need any additional actions outside of LWMM (Long War Mod Manager):&lt;br /&gt;
:* AdditionalSpecies&lt;br /&gt;
:* AlienSightRangeIndicator_AllVisibleAliens_pepo1&lt;br /&gt;
:* Alien_Strategic_Stats&lt;br /&gt;
:* BetterBlueshirts&lt;br /&gt;
:* CameraYaw-EU-EW&lt;br /&gt;
:* CameraZoom-EU-EW_pepo1&lt;br /&gt;
:* Carlock + CustomizeUniqueSoldiers&lt;br /&gt;
:* Carlock_Reward_Soldier&lt;br /&gt;
:* Display_XP_PsiXP_Mobility_in_Battle_LWb15&lt;br /&gt;
:* EnableCameraPitch-EU-EW_pepo1&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&amp;amp;mdash;&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88947</id>
		<title>User:Pepoluan/Metalog/Long War</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88947"/>
		<updated>2019-02-16T06:47:51Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: /* Attempt 2 */ Metalog Intro&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Attempt 1 ==&lt;br /&gt;
&lt;br /&gt;
Failed. Forgot to make a metalog.&lt;br /&gt;
&lt;br /&gt;
Failure symptoms:&lt;br /&gt;
* First mission has only 4 soldiers&lt;br /&gt;
* CTD as I launched the mission&lt;br /&gt;
&lt;br /&gt;
== Attempt 2 ==&lt;br /&gt;
&lt;br /&gt;
Based on my experience modding Mass Effect 1/2/3, my failure probably was caused by conflicting mods. So in this attempt I will attempt a bisecting.&lt;br /&gt;
&lt;br /&gt;
07:45, 16 February 2019 (CET) &#039;&#039;&#039;Clean Up&#039;&#039;&#039;&lt;br /&gt;
:* Uninstalled the game&lt;br /&gt;
:* Deleted the XCom-Enemy-Unknown folder from Steam&lt;br /&gt;
:* Deleted all Config files in My Games&lt;br /&gt;
&lt;br /&gt;
07:46, 16 February 2019 (CET) &#039;&#039;&#039;Reinstall&#039;&#039;&#039;&lt;br /&gt;
:* Reinstall the game&lt;br /&gt;
:* Install Long War, installer name: &amp;lt;code&amp;gt;Long War EW 1.0 for PC-88-1-0.exe&amp;lt;/code&amp;gt;&lt;br /&gt;
:* Started a new game, got into the Tactical Mission no problem with 6 soldiers&lt;br /&gt;
:* Close the game&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88946</id>
		<title>User:Pepoluan/Metalog/Long War</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88946"/>
		<updated>2019-02-16T06:46:58Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: /* Attempt 2 */ Metalog Entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Attempt 1 ==&lt;br /&gt;
&lt;br /&gt;
Failed. Forgot to make a metalog.&lt;br /&gt;
&lt;br /&gt;
Failure symptoms:&lt;br /&gt;
* First mission has only 4 soldiers&lt;br /&gt;
* CTD as I launched the mission&lt;br /&gt;
&lt;br /&gt;
== Attempt 2 ==&lt;br /&gt;
&lt;br /&gt;
07:45, 16 February 2019 (CET) &#039;&#039;&#039;Clean Up&#039;&#039;&#039;&lt;br /&gt;
:* Uninstalled the game&lt;br /&gt;
:* Deleted the XCom-Enemy-Unknown folder from Steam&lt;br /&gt;
:* Deleted all Config files in My Games&lt;br /&gt;
&lt;br /&gt;
07:46, 16 February 2019 (CET) &#039;&#039;&#039;Reinstall&#039;&#039;&#039;&lt;br /&gt;
:* Reinstall the game&lt;br /&gt;
:* Install Long War, installer name: &amp;lt;code&amp;gt;Long War EW 1.0 for PC-88-1-0.exe&amp;lt;/code&amp;gt;&lt;br /&gt;
:* Started a new game, got into the Tactical Mission no problem with 6 soldiers&lt;br /&gt;
:* Close the game&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88945</id>
		<title>User:Pepoluan/Metalog/Long War</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog/Long_War&amp;diff=88945"/>
		<updated>2019-02-16T06:45:26Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: Metalog Entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Attempt 1 ==&lt;br /&gt;
&lt;br /&gt;
Failed. Forgot to make a metalog.&lt;br /&gt;
&lt;br /&gt;
Failure symptoms:&lt;br /&gt;
* First mission has only 4 soldiers&lt;br /&gt;
* CTD as I launched the mission&lt;br /&gt;
&lt;br /&gt;
== Attempt 2 ==&lt;br /&gt;
&lt;br /&gt;
07:45, 16 February 2019 (CET) &#039;&#039;&#039;Clean Up&#039;&#039;&#039;&lt;br /&gt;
:* Uninstalled the game&lt;br /&gt;
:* Deleted the XCom-Enemy-Unknown folder from Steam&lt;br /&gt;
:* Deleted all Config files in My Games&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog&amp;diff=88944</id>
		<title>User:Pepoluan/Metalog</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Pepoluan/Metalog&amp;diff=88944"/>
		<updated>2019-02-16T06:41:52Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: Initial Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;;Mod Metalog&lt;br /&gt;
: A log about the experience of installing mods, not about playing the mods or about the mods themselves (reviews).&lt;br /&gt;
&lt;br /&gt;
Here are some Metalogs:&lt;br /&gt;
&lt;br /&gt;
* [[User:Pepoluan/Metalog/Long War]]&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Pepoluan&amp;diff=88943</id>
		<title>User:Pepoluan</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Pepoluan&amp;diff=88943"/>
		<updated>2019-02-16T06:39:27Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: Initial Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Placeholder.&lt;br /&gt;
&lt;br /&gt;
Just like in MassEffect Wikia, I&#039;m going to create a &#039;&#039;&#039;&#039;&#039;Metalog&#039;&#039;&#039;&#039;&#039; about my modding experience. It will be here: [[User:Pepoluan/Metalog]].&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=88942</id>
		<title>Mods (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=88942"/>
		<updated>2019-02-15T20:14:58Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: /* Energy Changes */ Actually a table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Beginners Guide==&lt;br /&gt;
&lt;br /&gt;
Long War has made it easy for individual users to tweak parts of the game for their own preference. Unless otherwise noted, code changes occur in the &amp;lt;code&amp;gt;DefaultGameCore.ini&amp;lt;/code&amp;gt; file; this is commonly referred to as the DGC.ini. For a typical Windows user, this file can be found at &amp;lt;code&amp;gt;C:/Program Files x86/Steam/SteamApps/common(OR your username)/XCom-enemy-unknown/XEW/XComGame/Config&amp;lt;/code&amp;gt;. It is recommended that you download and use &#039;&#039;&#039;Notepad++&#039;&#039;&#039; to alter defaultgamecore.ini because it is visually easier to use and numbers the lines (which may be referenced in this page).&lt;br /&gt;
&lt;br /&gt;
Another useful tool is the free software &#039;&#039;&#039;WinMerge&#039;&#039;&#039;. WinMerge allows you to open two text files (like the DGC.ini) side by side and compare differences between them. This is useful when Long War is updated. To easily preserve the custom modifications you did on a previous version, open a backup copy of your old DGC.ini and the new updated version DGC.ini. WinMerge will help you quickly identify differences and apply all your previous modifications to the new Long War version.&lt;br /&gt;
&lt;br /&gt;
Note for Linux and OS X users, you will need to modify &amp;lt;code&amp;gt;XComGameCore.ini&amp;lt;/code&amp;gt;, which is located at &amp;lt;code&amp;gt;~/Library/Application Support/Feral Interactive/XCOM Enemy Unknown/XEW/MacInit/XComGameCore.ini&amp;lt;/code&amp;gt; for OS X and &amp;lt;code&amp;gt;~.local/share/feral-interactive/XCOM/XEW/WritableFiles/XComGameCore.ini&amp;lt;/code&amp;gt; for Linux. Some users suggest that you update &amp;lt;code&amp;gt;~/Application Support/Steam/SteamApps/common/XCom-Enemy-Unknown/XCOMData/XEW/XComGame/Config/DefaultGameCore.ini&amp;lt;/code&amp;gt; as well to be safe.  You can use the built in program TextEdit or (better) TextWrangler.&lt;br /&gt;
&lt;br /&gt;
==Base Changes==&lt;br /&gt;
&lt;br /&gt;
===Energy Changes===&lt;br /&gt;
&lt;br /&gt;
Alternative Fission and Thermo changes are proposed:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
!Power||Cost||Cost/Power&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Fission||Current||6||$120||$20.00&lt;br /&gt;
|-&lt;br /&gt;
|Change||8||$150||$18.75&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Thermo||Current||25||$350||$14.00&lt;br /&gt;
|-&lt;br /&gt;
|Change||20||$300||$15.00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In addition, increase Adjacency bonus from +3 power to +4.&lt;br /&gt;
&lt;br /&gt;
With this, Fission is still less efficient than a thermo, however players shouldn&#039;t feel like they are getting an extra difficulty tacked on because they didn&#039;t get a good steam vent. Now if there is a good steam vent, it&#039;s simply a bonus. To change these options, examine lines 1395 and line 1800.&lt;br /&gt;
&lt;br /&gt;
===Start Date Change===&lt;br /&gt;
To start the campaign at a different date than March 1st. Change the value found in &amp;lt;code&amp;gt;defaultgamedata.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appearance Changes===&lt;br /&gt;
&lt;br /&gt;
How to Remove the Gene Mod Armor:&lt;br /&gt;
&lt;br /&gt;
This will replace the gene mod armor with a sleeved chest plate. However, said chest plate was designed to have shoulder pads, which are missing, so there will be a noticeable gap with either gene mods or those who use tactical vests instead of tactical armor. The gap is textured, so it won&#039;t break any models. You can still add shoulder pads by using decos ingame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Use CTRL + F To find the following&lt;br /&gt;
&lt;br /&gt;
UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar_GM,ArchetypeName=&amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Remove both GMs from &amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now the game will read the normal armor instead of the GM version. &lt;br /&gt;
You can choose to do this to specific models, or use find and replace to change them all. &lt;br /&gt;
To use find and replace, I recommend you find _GM&amp;quot; and _GM. and replace them with &amp;quot; and . respectively.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to change default color, and headgear.&lt;br /&gt;
&lt;br /&gt;
In your DefaultGameCore.ini file, you&#039;ll be able to find lines that alter the rookie&#039;s starting color, and headgear, as well as the first time they are promoted to a class. Acceptable values, and their definitions, can be found here.&lt;br /&gt;
http://wiki.tesnexus.com/index.php?title=Initial_soldier_appearance_-_XCOM:EU_2012#Tables (&amp;lt; Someone hyperlink that for me, please.)&lt;br /&gt;
&lt;br /&gt;
Note that you must make these changes &#039;&#039;&#039;before&#039;&#039;&#039; starting a new game for them to take effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
If you press &amp;quot;CTRL + F&amp;quot;, you will open up the find menu. Locate the comment;&lt;br /&gt;
&lt;br /&gt;
; Initial soldier appearance&lt;br /&gt;
&lt;br /&gt;
and you will find directly below it;&lt;br /&gt;
&lt;br /&gt;
DEFENDER_MEDIKIT	= 6		; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)&lt;br /&gt;
COUNCIL_STAT_BONUS	= -1	; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)&lt;br /&gt;
ShowUFOsOnMission	= -1	; Rookie headgear; See readme for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.&lt;br /&gt;
&lt;br /&gt;
Use the values linked above to find exactly what you want. &lt;br /&gt;
To change the promotes, find the following lines directly below the rookie&#039;s section, and change the numbers to any value between 0-32 or -1 for no change.&lt;br /&gt;
&lt;br /&gt;
; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!&lt;br /&gt;
HQ_BASE_POWER = 32			; Sniper Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Sniper Headgear&lt;br /&gt;
HQ_BASE_POWER = 15			; Scout Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Scout Headgear&lt;br /&gt;
HQ_BASE_POWER = 12			; Rocketeer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Rocketeer Headgear&lt;br /&gt;
HQ_BASE_POWER = 9			; Gunner Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Gunner Headgear&lt;br /&gt;
HQ_BASE_POWER = 29			; Medic Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Medic Headgear&lt;br /&gt;
HQ_BASE_POWER = 22			; Engineer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Engineer Headgear&lt;br /&gt;
HQ_BASE_POWER = 21			; Assault Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Assault Headgear&lt;br /&gt;
HQ_BASE_POWER = 19			; Infantry Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Infantry Headgear&lt;br /&gt;
&lt;br /&gt;
Please note, that any text after a ; is a comment, and editing anything past them will do nothing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MECs earn variable XP for kills===&lt;br /&gt;
This change requires Hex Editor.&lt;br /&gt;
&lt;br /&gt;
* Open XComGame.upk file in \Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole folder with HxD&lt;br /&gt;
* Search -&amp;gt; Find -&amp;gt; Datatype Hex-Values: A0 00 E7 85 00 00 38 3F 2C &#039;&#039;&#039;02&#039;&#039;&#039; 16&lt;br /&gt;
* Replace 02 with 01.&lt;br /&gt;
&lt;br /&gt;
This will change the penalty. Setting it to 03 will give them 1/3rd of XP for kills.[http://www.reddit.com/r/Xcom/comments/2g04ye/lw_in_vanilla_mecs_earn_half_the_xp_for_kills/ckerbtf]&lt;br /&gt;
&lt;br /&gt;
==INI Meld editing==&lt;br /&gt;
===Item Costs===&lt;br /&gt;
Costs in engineering can be edited in the DefaultGameCore.INI file. As you most limited resource will probably be Meld, and the way the data is in the .ini file, this will help your inner engineer&#039;s itch to want to build items. Beginning about halfway down, you will start to see &amp;quot;iElerium=&amp;quot; lines. Comments helpfully point out that these are both the Meld &#039;&#039;and&#039;&#039; Elerium entries. You may want to keep an untouched INI file and/or use the UFOPaedia&#039;s pages as references. Now for editing:&lt;br /&gt;
&lt;br /&gt;
As you can see in the [[Armor_%28Long_War%29#MEC_Armor|Armor]] section, the MEC suits of Warden, Sentinel, and Paladin cost, respectively, 20 meld and 20 Elerium, 40 Meld and 30 Elerium, 60 meld and 50 Elerium for their fabrication costs (on top of credits and alloys). In the .ini file, they are, again respectively, simply labeled &amp;quot;; MEC-1&amp;quot;, &amp;quot;; MEC-2&amp;quot;, &amp;quot;; MEC-3&amp;quot;. Now see that the &amp;quot;IElerium=&amp;quot; values are, once more respectively, 20020, 40030, 60050. As you can see, there is a placeholder 0 in any given iElerium entry-- for any item that has a Meld cost. As this section focuses on just meld editing, this won&#039;t be editing the Elerium cost (and will assume you won&#039;t, as you don&#039;t want to make the Long War _too_ easy). Therefore, you will only be editing the value &#039;&#039;in front&#039;&#039; of the placeholder 0.&lt;br /&gt;
&lt;br /&gt;
Ergo: changing 20020, 40030, 60050 to, say, 5020 (note it goes from 5 to 4 intergers), 20030, 30050 would change the meld costs of Warden armor from 20 to 5 units of Meld, Sentinel from 40 to 20, and Paladin from 60 to 30 (while not changing the Elerium costs). Again, note that changing the Warden&#039;s &amp;quot;20&amp;quot; to &amp;quot;5&amp;quot; -- and &#039;&#039;not&#039;&#039; &amp;quot;05&amp;quot; -- in front of the &#039;placeholder&#039; 0 will reduce the cost from 20 to 5 units of Meld. This method works on all the &amp;quot;iElerium=&amp;quot; entries under the &amp;quot;; Gear&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
Near the bottom of the file, you will find &amp;quot;; Gene Mod Configuration&amp;quot;. Depending on your choice of editor, the entries may not line up, so be aware that in this section, &amp;quot;iAlloys=&amp;quot; is the variable set for Meld cost for gene mods. As these variables are more simply written, merely edit them to your desired cost. And for reference, &amp;quot;iTime=&amp;quot; entries are for how long each mod requires a soldier to be inside the Gene Lab&#039;s tanks, and &amp;quot;iEng=&amp;quot; are the penalty hours added to fatigue.&lt;br /&gt;
&lt;br /&gt;
===Meld Expiration Timer===&lt;br /&gt;
In &amp;lt;code&amp;gt;DefaultRandomSpawns.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will find the lines:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 [XComLZMutator.XComMeldSpawnMutator]&lt;br /&gt;
 NumContainers = 3&lt;br /&gt;
 EqSlope = 1.5&lt;br /&gt;
 EqConst = 1&lt;br /&gt;
&lt;br /&gt;
By increasing the number after &amp;lt;code&amp;gt;EqSlope&amp;lt;/code&amp;gt; (default 1.55), you can increase the number of turns it takes before meld expires.&lt;br /&gt;
&lt;br /&gt;
==Second Wave Option Changes==&lt;br /&gt;
&lt;br /&gt;
===Aiming Angles===&lt;br /&gt;
&lt;br /&gt;
It may be the case that 90 degrees is too small of an arc for cover to provide full protection, so we can cut the aiming angle down to 30 degrees. This gives your cover a 120 degree arc in which it provides full protection, so you can easily fight enemies so long as you&#039;re not stupid about picking your cover.&lt;br /&gt;
&lt;br /&gt;
You can change the settings in defaultgamecore.ini, and there is a diagram in there to help explain it:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Top down view&lt;br /&gt;
;&lt;br /&gt;
;     B  &lt;br /&gt;
;      \ &lt;br /&gt;
;       \&lt;br /&gt;
;  A-----^&lt;br /&gt;
;        T&lt;br /&gt;
;&lt;br /&gt;
; T is a target with cover in the direction of &#039;^&#039;.&lt;br /&gt;
; A is a shooter with the maximum aiming angle aim bonus &lt;br /&gt;
; B is a shooter with the minimum aiming angle aim bonus&lt;br /&gt;
; The aiming angle bonus increases linearly in the angle range between A and B&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
SW_AIMING_ANGLE_THRESHOLD= 30.0f; 45.0f; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90&lt;br /&gt;
SW_AIMING_ANGLE_MINBONUS=5      ; Shooter B&#039;s aiming angle bonus is SW_AIMING_ANGLE_MINBONUS&lt;br /&gt;
SW_AIMING_ANGLE_MAXBONUS=-5     ; Shooter A&#039;s aiming angle bonus is [T&#039;s Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The option for 45 degrees is commented out, and replaced it with 30 degrees. With these settings, 30 degrees to parallel (60 degrees off of perpendicular), gives a +5 to hit. Just shy of the 90 degree flank, it&#039;s +(coverbonus - 5) to hit.&lt;br /&gt;
&lt;br /&gt;
===Red Fog===&lt;br /&gt;
&#039;&#039;&#039;Mobility Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Q: Given that the mobility penalty in the DGC.ini is listed in the format &amp;quot;6.0f&amp;quot;, what does this mean?&lt;br /&gt;
&lt;br /&gt;
A: It means that at most there is a -6 mobility penalty that would be applied at 0% health. Since it can&#039;t hit 0% health, effectively the worst mobility penalty achievable is -5 mobility if severely wounded. This value is measured in meters, the same scaling units that are shown in the barracks view. The mobility stat is an integer value measured in meters, and each tile is 1.5 meters x 1.5 meters, so 5 mobility = 3.33 tiles roughly.&lt;br /&gt;
&lt;br /&gt;
Both the aim and mobility red fog penalties are subtractive, not multiplicative.&lt;br /&gt;
&lt;br /&gt;
For example, the poison/acid mobility debuff is a 25% multiplicative penalty. The unit loses 25% of its maximum movement, so a unit with 14 mobility would have 14 * 0.75 = 10.5 rounded down to 10 mobility, which is effectively -4 mobility.&lt;br /&gt;
&lt;br /&gt;
The %-based mobility penalties are:&lt;br /&gt;
Mindfray - 50% mobility penalty&lt;br /&gt;
Flashbang - 40% mobility penalty&lt;br /&gt;
Poison/acid - 25% mobility penalty&lt;br /&gt;
Catching breath - 75% mobility penalty&lt;br /&gt;
&lt;br /&gt;
All %-based mobility penalties are applied AFTER the additive/subtractive mobility modifiers (Red Fog, perks, inventory).&lt;br /&gt;
&lt;br /&gt;
Thus to make Red Fog carry more significant movement penalty:&lt;br /&gt;
&lt;br /&gt;
    Search for SW_COVER_INCREASE and edit it to =9.9f&lt;br /&gt;
&lt;br /&gt;
==Weapon and Item Changes==&lt;br /&gt;
&lt;br /&gt;
===The MEC Nuclear Option===&lt;br /&gt;
&lt;br /&gt;
For players that are not too fond of the grenade launcher for the MEC, they can switch its functionality to a last-ditch-option onboard nuclear reactor overload weapon. Find the line in defaultgamecore.ini that begins: &lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher, &lt;br /&gt;
&lt;br /&gt;
And replace the entire line with:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher,       ABILITIES[0]=eAbility_MEC_GrenadeLauncher, 	ABILITIES[1]=0,                      ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Mec, 		Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Explosive, Properties[4]=0,               Properties[5]=0,        iDamage=275,  iEnvironmentDamage=750, iRange=1,  iReactionRange=30, iReactionAngle=200, iRadius=700,  iCritical=0,  iOffenseBonus=0,  iSuppression=0,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By loading out the grenade launcher on a MEC, this will give you an option to overload the MECs (hypothetical) nuclear reactor resulting in a massive explosion that is guaranteed to kill/destroy everything (including the MEC) in a wide radius surrounding the MEC. Use only in cases of extreme clusterfuck/heroism.&lt;br /&gt;
&lt;br /&gt;
===Arc Thrower===&lt;br /&gt;
&lt;br /&gt;
With the release of B15, the code required for a pistol slot Arc Thrower is included in the DGC.ini. To make the change, all you need to do is comment out (add a &amp;quot;;&amp;quot;) the default line for the arc thrower and remove the comment located several lines lower. Essentially you tell the game to stop reading the default line of arc thrower code and begin reading the pre-built code enabling the pistol slot. It is explained in the comments of the DGC.ini.&lt;br /&gt;
&lt;br /&gt;
It is possible to equip the arc thrower as a pistol. Adjust the default line&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to allow for pistol slot only &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Pistol, Properties[4]=eWP_Backpack, Properties[5]=eWP_Secondary, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(Properies[5] of the Arc Thrower item was set to eWP_Pistol)&lt;br /&gt;
&lt;br /&gt;
To increase the range of the Arc Thrower to normal vision range, replace line 1673 in DefaultGameCore.ini with this:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Itembalance_Normal=(eItem=eItem_ArcThrower,					iCash=100,	iElerium=0,		iAlloys=94000,		iTime=10,	iEng=20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The iAlloys field for the Arc Thrower item was set to 94000)&lt;br /&gt;
&lt;br /&gt;
Remember that each item has 2 different listings.&lt;br /&gt;
&lt;br /&gt;
==iceofwolf&#039;s Modification Package==&lt;br /&gt;
Consider removing or updating as b13 INIs will not work with 15e&lt;br /&gt;
&lt;br /&gt;
This package is recommended with Red Fog and Aiming Angles enabled. Red Fog, so that every hit point has meaning; and Aiming Angles, so that proper or improper positioning makes a bigger difference.&lt;br /&gt;
&lt;br /&gt;
===General Disclaimer===&lt;br /&gt;
Posted by request. This package was a personal rebalancing of several aspects exposed in the DefaultGameCore.ini. These changes were played in early to early-mid; their balance is untested in late-mid to late game. They were made in &#039;&#039;&#039;Long War beta 13&#039;&#039;&#039; and may not work with earlier or later betas. Please include information on all mods made to the game, including .ini modifications, when reporting bugs or providing feedback to the mod developers.&lt;br /&gt;
&lt;br /&gt;
Although the majority of the modifications made to the Long War mod were made as soon as beta 13 was downloaded, some were added as the game was played. Some modifications that are included in the linked file may have been missed in the wiki detail due to poor personal changelog habits.&lt;br /&gt;
&lt;br /&gt;
Please thank the devs of Long War not only for the Long War mod itself, but more importantly, for opening up the XCOM game so that players can alter their mod to suit individual preferences.&lt;br /&gt;
&lt;br /&gt;
===DefaultGameCore.ini===&lt;br /&gt;
This link will be removed at request of the moderators of this page or at request of the developers of the Long War mod.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/t9ojup01xhaua2t/DefaultGameCore.ini Dropbox Link]&lt;br /&gt;
&lt;br /&gt;
===XCOM Unit Modifications===&lt;br /&gt;
Soldier starting stats vary by much greater margins.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Soldier&amp;lt;/code&amp;gt; and edit the Will entry to =30&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Easy=( eType=eChar_Soldier,             iDamage=0,  iCritHit=0&amp;lt;/code&amp;gt; and edit the iDefense entry to =15&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_AIM=&amp;lt;/code&amp;gt; and edit it to =45&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HIGH_MOBILITY&amp;lt;/code&amp;gt; and edit it to =-15 (that&#039;s negative 15; it&#039;s necessary for how the game rolls random stats)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_WILL&amp;lt;/code&amp;gt; and edit it to =10&lt;br /&gt;
&lt;br /&gt;
Starting barracks is filled with 64 eager rookies. With the above variation in stats, the additional bodies may be needed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;NUM_STARTING_SOLDIERS&amp;lt;/code&amp;gt; and edit it to =64&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers are easier to field. (If it were possible, I&#039;d make this a binary check: If the soldier&#039;s Will exceeds the power he is trying for, then he succeeds; if not, he fails. I&#039;d also obscure the percentage chance. Since no such code is exposed, everybody gets psi if they spend the time to do it.)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_GIFT_CHANCE&amp;lt;/code&amp;gt; and edit it to =.99&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_TRAINING_HOURS&amp;lt;/code&amp;gt; and edit it to =144&lt;br /&gt;
&lt;br /&gt;
Psi XP requirements reduced.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;; Psi XP Levels&amp;lt;/code&amp;gt; and alter the required XP as desired.&lt;br /&gt;
&lt;br /&gt;
===Equipment Modifications===&lt;br /&gt;
Laser Sniper Rifle, Scatter Laser and Laser Strike Rifle all have ballistic ammo levels. Further weapon tiers were not modified because the effect on game balance could not be directly observed; modify higher tiers to your own liking.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle,    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,			 ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_MoveLimited,   Properties[2]=0,   			  Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0,    iCritical=25, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Sniper Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun,          ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Assault,    Properties[1]=eWP_Rifle,     	 Properties[2]=0,                 Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=60, iRange=30,  iReactionRange=14, iReactionAngle=360, iRadius=0,    iCritical=20, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Laser&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227,         				    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0, 			      ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_Overheats,   	 Properties[2]=eWP_MoveLimited,   Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=36,  iReactionRange=36, iReactionAngle=200, iRadius=0,    iCritical=15, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Strike Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All armor small item equippables confer the Secondary Heart perk.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating,				iCash=100,	iElerium=0,		iAlloys=4020,		iTime=10,	iEng=35);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor,			iCash=0,	iElerium=0,		iAlloys=4005,		iTime=7,	iEng=15);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=94&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=94,  								iCash=60,	iElerium=5002,	iAlloys=4003,		iTime=7,	iEng=30)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=95&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=95,								iCash=-1,	iElerium=0,		iAlloys=4000,		iTime=-1,	iEng=-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=220&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=220,								iCash=70,	iElerium=0,		iAlloys=4010,		iTime=7,	iEng=12);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tactical Modifications===&lt;br /&gt;
Flying provides no defensive bonus. This also causes flying units to be counted as exposed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;AIR_EVADE_DEF&amp;lt;/code&amp;gt; and edit it to =0&lt;br /&gt;
&lt;br /&gt;
===Resource Modifications===&lt;br /&gt;
Mechtoids and Floaters provide significantly more Meld.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;MECHTOID_MELD&amp;lt;/code&amp;gt; and edit it to =80&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HFLOATER_MELD&amp;lt;/code&amp;gt; and edit it to =1030&lt;br /&gt;
&lt;br /&gt;
Strategy game altered so that resources are more plentiful and all items are cheaper, but take longer to build. Net result can be gamed, arguably: rushing an item will result in the same credit, alloy and elerium cost as the base LW mod, but will take 75% of the time it would take in the base LW mod -- but this also adds a Meld cost.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ABDUCTION_REWARD_CASH&amp;lt;/code&amp;gt; and edit it to =300&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_TIME_BALANCE&amp;lt;/code&amp;gt; and edit it to =1.5&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_CREDIT_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ELERIUM_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ALLOY_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_MELD_BALANCE&amp;lt;/code&amp;gt; and edit it to =.25&lt;br /&gt;
&lt;br /&gt;
===Enemy Unit Modifications===&lt;br /&gt;
Thin Man poison spit reduced to range of 5.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague,                   ABILITIES[0]=eAbility_Plague,         ABILITIES[1]=0,                            ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Support,    Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Backpack,  Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=45,  iRange=5,  iReactionRange=25, iReactionAngle=200, iRadius=144,  iCritical=0,  iOffenseBonus=0,  iSuppression=202, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes removed from all Chryssalid units.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0, iDefense=5,	iHP=1, 	iMobility=0,	iWill=0); Lightning Reflexes (removed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Exalt and Elite Exalt that have not been promoted to navigator/leader have significantly reduced hit points, putting all Exalt into one-shot territory. Their offensive capabilities have not been altered.&lt;br /&gt;
:Search the Characters block (the first major block of text after armors) for any entry with &amp;quot;Exalt&amp;quot; in the name. Find &amp;lt;code&amp;gt;HP=&amp;lt;/code&amp;gt; on that line. Adjust as desired.&lt;br /&gt;
&lt;br /&gt;
All alien and Exalt final forms have been disabled, except the leader/navigator. This final upgrade would normally occur at &amp;quot;alien research threshold&amp;quot; 900, which is a rough estimate of how many days have passed since the beginning of the game, modified by alien research efforts. These final upgrades give the aliens substantially higher stats and seem to have been intended to provide a sense of urgency and/or provoke the player to finish the game (to be fair, two to three years is plenty long enough). This file disables them simply because the author of the package modding the mod doesn&#039;t like them.&lt;br /&gt;
&lt;br /&gt;
To re-enable these super upgrades or to disable earlier upgrades, search for &amp;lt;code&amp;gt;; ALIEN AUTOMATIC UPGRADES&amp;lt;/code&amp;gt;. The section that follows details all of the upgrades each non-XCOM unit can receive over time, most of which start at &amp;quot;210&amp;quot;. Place a semicolon at the beginning of any line which you want to disable, or remove the semicolon from each unit line you want to re-enable.&lt;br /&gt;
&lt;br /&gt;
Note that, despite denying aliens and Exalt their final upgrades and restricting Exalt starting HP, leader/navigator types of each alien will remain a significant threat.&lt;br /&gt;
&lt;br /&gt;
==bingo&#039;s Modification Package==&lt;br /&gt;
&lt;br /&gt;
===Floater flying removal===&lt;br /&gt;
You feel that there are too many flying units in LW? you can remove flying ability and launch ability from floater and heavy floater.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Floater&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Floater,             HP=5,  Offense=65,  Defense=0,  Mobility=13, SightRadius=27, Will=20,  ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover,     ABILITIES[1]=0,            ABILITIES[2]=0,     ABILITIES[3]=0,                         ABILITIES[4]=0,                 ABILITIES[5]=0,             ABILITIES[6]=0,             ABILITIES[7]=0,             Properties[0]=eCP_Flight,         	Properties[1]=eCP_AirEvade,	Properties[2]=0,           			Properties[3]=0,           Properties[4]=0,      				Properties[5]=0,  bCanUse_eTraversal_Normal=True,  bCanUse_eTraversal_ClimbOver=True,  bCanUse_eTraversal_ClimbOnto=True,  bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True,  bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True,  bCanUse_eTraversal_BreakWindow=True,  bCanUse_eTraversal_KickDoor=True,  bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_FloaterHeavy,&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_FloaterHeavy,        HP=15, Offense=70,  Defense=10, Mobility=12, SightRadius=27, Will=25,  ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover,     ABILITIES[1]=0,            ABILITIES[2]=0,     ABILITIES[3]=0,                         ABILITIES[4]=0,                 ABILITIES[5]=0,             ABILITIES[6]=0,             ABILITIES[7]=0,             Properties[0]=eCP_Flight,         	Properties[1]=eCP_AirEvade, Properties[2]=0,           			Properties[3]=0,           Properties[4]=0,      				Properties[5]=0,  bCanUse_eTraversal_Normal=True,  bCanUse_eTraversal_ClimbOver=True,  bCanUse_eTraversal_ClimbOnto=True,  bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True,  bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True,  bCanUse_eTraversal_BreakWindow=False, bCanUse_eTraversal_KickDoor=False, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
for the compensation, you can give additional Aim bonus to floater and heavy floater by add 10 to their Offense value. changes above don&#039;t include aim bonus.&lt;br /&gt;
===Heavy Floater grenade removal===&lt;br /&gt;
&lt;br /&gt;
if you want to remove Heavy Floater grenade ability,&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_FloaterGrenade,           ABILITIES[0]=eAbility_AlienGrenade&amp;lt;/code&amp;gt; and replace &amp;quot;ABILITIES[0]=eAbility_AlienGrenade&amp;quot; with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ABILITIES[0]=0&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== PatcherGUI Mods ==&lt;br /&gt;
&lt;br /&gt;
=== Mods for Longwar ===&lt;br /&gt;
&lt;br /&gt;
Use this link for mods for Longwar:&lt;br /&gt;
&lt;br /&gt;
https://www.reddit.com/r/Xcom/comments/4gorly/long_war_101_mods_compatible_with_10_updated/&lt;br /&gt;
&lt;br /&gt;
This mod manager helps to manage your mods&lt;br /&gt;
&lt;br /&gt;
http://www.nexusmods.com/xcom/mods/620/?&lt;br /&gt;
&lt;br /&gt;
=== Improved Neural Feedback ===&lt;br /&gt;
&lt;br /&gt;
Roughly 2.5x the feedback damage&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
//This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool&lt;br /&gt;
UPK_FILE = XComGame.upk&lt;br /&gt;
OBJECT = XGUnit.ApplyNeuralFeedback : AUTO&lt;br /&gt;
[BEFORE_CODE]&lt;br /&gt;
/*(0x0ACB/0x078F)*/ 0F 00 &amp;lt;.iDmg&amp;gt; FA 91 93 38 44 AB 38 3F 19 1A 25 00 &amp;lt;.kTarget&amp;gt; [@] &amp;lt;XGUnitNativeBase.GetWill.ReturnValue&amp;gt; 00 ( 1B &amp;lt;GetWill&amp;gt; 16 ) 1E &amp;lt;%f 1.3&amp;gt; 16 1B &amp;lt;GetWill&amp;gt; 16 16 2C 0A 16 26 16 &lt;br /&gt;
&lt;br /&gt;
[AFTER_CODE]&lt;br /&gt;
/*(0x0ACB/0x078F)*/ 0F 00 &amp;lt;.iDmg&amp;gt; FA 91 93 38 44 AB 38 3F 19 1A 25 00 &amp;lt;.kTarget&amp;gt; [@] &amp;lt;XGUnitNativeBase.GetWill.ReturnValue&amp;gt; 00 ( 1B &amp;lt;GetWill&amp;gt; 16 ) 1E &amp;lt;%f 1.7&amp;gt; 16 1B &amp;lt;GetWill&amp;gt; 16 16 2C 0A 16 26 16 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Double Damage XCOM Aircraft Weapons ===&lt;br /&gt;
&#039;&#039;Note: This will probably not work with the latest version of Long War, since air combat variables have been moved to DefaultGameCore.ini.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
XCOM aircraft weapons have been modified to do double damage (armor penetration unchanged). Alien air weapons unchanged. Use PatcherGUI to implement.&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
//This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool&lt;br /&gt;
UPK_FILE = XComStrategyGame.upk&lt;br /&gt;
OBJECT = XGItemTree.UpdateShips : AUTO&lt;br /&gt;
[REPLACEMENT_CODE]&lt;br /&gt;
/*(0x0000/0x0000)*/ 0F 01 &amp;lt;@m_iCurrentCategory&amp;gt; FB 91 1B &amp;lt;STAT_GetStat&amp;gt; 26 16 2C 1E 16 2C 00 2C 20 16 &lt;br /&gt;
/*(0x001F/0x001B)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 02 1D &amp;lt;%i 2000&amp;gt; 2C 0A 2C 08 25 25 16 &lt;br /&gt;
/*(0x0036/0x0032)*/ 07 [@label_0x0048] 72 1B &amp;lt;ENGINEERING&amp;gt; 16 2A 16 &lt;br /&gt;
/*(0x0046/0x0042)*/ 	04 0B &lt;br /&gt;
/*(0x0048/0x0044)*/ [#label_0x0048]&lt;br /&gt;
/*(0x0048/0x0044)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 01 1D &amp;lt;%i 1500&amp;gt; 92 2C 0A 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 2500&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 05 92 2C 00 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x00EB/0x00DB)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 03 1D &amp;lt;%i 3500&amp;gt; 92 2C 0F 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 4000&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 19 92 2C 05 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x018E/0x0172)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 04 1D &amp;lt;%i 3000&amp;gt; 2C 2A 92 1D &amp;lt;%i 750&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 2C 03 16 &lt;br /&gt;
/*(0x01B9/0x0199)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 12 2C 0F 16 &lt;br /&gt;
/*(0x01E4/0x01C0)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 06 1D &amp;lt;%i 1700&amp;gt; 2C 19 92 1D &amp;lt;%i 4000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1E 2C 02 16 &lt;br /&gt;
/*(0x020F/0x01E7)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 07 1D &amp;lt;%i 1200&amp;gt; 2C 12 92 1D &amp;lt;%i 5000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 00 16 &lt;br /&gt;
/*(0x023A/0x020E)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 08 1D &amp;lt;%i 2000&amp;gt; 2C 23 92 1D &amp;lt;%i 9000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 24 2C 14 16 &lt;br /&gt;
/*(0x0265/0x0235)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 09 1D &amp;lt;%i 3500&amp;gt; 2C 3C 92 1D &amp;lt;%i 2500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 28 2C 19 16 &lt;br /&gt;
/*(0x0290/0x025C)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0A 1D &amp;lt;%i 2500&amp;gt; 2C 28 92 1D &amp;lt;%i 850&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 0C 2C 07 16 &lt;br /&gt;
/*(0x02BB/0x0283)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0B 1D &amp;lt;%i 2600&amp;gt; 2C 20 92 1D &amp;lt;%i 1500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 05 2C 07 16 &lt;br /&gt;
/*(0x02E6/0x02AA)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0C 1D &amp;lt;%i 1500&amp;gt; 2C 18 92 1D &amp;lt;%i 3500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 2C 03 16 &lt;br /&gt;
/*(0x0311/0x02D1)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0D 1D &amp;lt;%i 1300&amp;gt; 2C 14 92 1D &amp;lt;%i 6000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 19 2C 00 16 &lt;br /&gt;
/*(0x033C/0x02F8)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0E 1D &amp;lt;%i 1400&amp;gt; 2C 23 92 1D &amp;lt;%i 8000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1C 2C 12 16 &lt;br /&gt;
/*(0x0367/0x031F)*/ 07 [@label_0x0391] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 08 16 &lt;br /&gt;
/*(0x0377/0x032B)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 05 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 09 4A 16 &lt;br /&gt;
/*(0x0391/0x0341)*/ [#label_0x0391]&lt;br /&gt;
/*(0x0391/0x0341)*/ 07 [@label_0x03BC] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0A 16 &lt;br /&gt;
/*(0x03A1/0x034D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0A 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 4F 2C 08 2C 08 16 &lt;br /&gt;
/*(0x03BC/0x0364)*/ [#label_0x03BC]&lt;br /&gt;
/*(0x03BC/0x0364)*/ 07 [@label_0x0402] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0C 16 &lt;br /&gt;
/*(0x03CC/0x0370)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 06 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 51 2C 09 2C 08 16 &lt;br /&gt;
/*(0x03E7/0x0387)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0D 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 52 2C 09 2C 08 16 &lt;br /&gt;
/*(0x0402/0x039E)*/ [#label_0x0402]&lt;br /&gt;
/*(0x0402/0x039E)*/ 07 [@label_0x0473] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 12 16 &lt;br /&gt;
/*(0x0412/0x03AA)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0B 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 08 2C 08 16 &lt;br /&gt;
/*(0x042D/0x03C1)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0E 01 &amp;lt;@m_strSizeVeryLarge&amp;gt; 24 54 2C 09 2C 09 16 &lt;br /&gt;
/*(0x0448/0x03D8)*/ 	1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 14 16 &lt;br /&gt;
/*(0x0473/0x03FF)*/ [#label_0x0473]&lt;br /&gt;
/*(0x0473/0x03FF)*/ 07 [@label_0x051C] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 2C 16 ) &lt;br /&gt;
/*(0x0498/0x0420)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 460&amp;gt; 2C 12 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0519/0x0491)*/ 	06 [@label_0x059D] &lt;br /&gt;
/*(0x051C/0x0494)*/ [#label_0x051C]&lt;br /&gt;
/*(0x051C/0x0494)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 280&amp;gt; 2C 05 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x059D/0x0505)*/ [#label_0x059D]&lt;br /&gt;
/*(0x059D/0x0505)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 02 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 1.5&amp;gt; 1D &amp;lt;%i 400&amp;gt; 2C 0A 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x061E/0x0576)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 03 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 2&amp;gt; 1D &amp;lt;%i 680&amp;gt; 2C 00 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x069F/0x05E7)*/ 07 [@label_0x0748] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 22 16 ) &lt;br /&gt;
/*(0x06C4/0x0608)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 600&amp;gt; 2C 0B 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0745/0x0679)*/ 	06 [@label_0x07C9] &lt;br /&gt;
/*(0x0748/0x067C)*/ [#label_0x0748]&lt;br /&gt;
/*(0x0748/0x067C)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 580&amp;gt; 2C 05 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x07C9/0x06ED)*/ [#label_0x07C9]&lt;br /&gt;
/*(0x07C9/0x06ED)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 05 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 1300&amp;gt; 2C 16 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x084A/0x075E)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 06 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.55&amp;gt; 1D &amp;lt;%i 620&amp;gt; 2C 1E 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x08CB/0x07CF)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 07 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1.25&amp;gt; 1D &amp;lt;%i 2400&amp;gt; 2C 1A 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x094C/0x0840)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 08 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.15&amp;gt; 92 1D &amp;lt;%i 450&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 92 2C 21 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x09BA/0x08A2)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 09 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 800&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 92 2C 28 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A28/0x0904)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 0A 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 1300&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 32 92 2C 2D 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A96/0x0966)*/ 07 [@label_0x0AF0] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1B 16 ) &lt;br /&gt;
/*(0x0ABB/0x0987)*/ 	1B &amp;lt;BuildShip&amp;gt; 26 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 44 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AD5/0x099D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 03 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 45 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AF0/0x09B4)*/ [#label_0x0AF0]&lt;br /&gt;
/*(0x0AF0/0x09B4)*/ 1B &amp;lt;UpdateAllShipTemplates&amp;gt; 16 &lt;br /&gt;
/*(0x0AFA/0x09BE)*/ 04 0B &lt;br /&gt;
/*(0x0AFC/0x09C0)*/ 53&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Overview (Long War)]]&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=88941</id>
		<title>Mods (Long War)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mods_(Long_War)&amp;diff=88941"/>
		<updated>2019-02-15T20:06:18Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: /* Meld Expiration Timer */ Fix formatting and line contents to LW1.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;{{Header (Long War)}}__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Beginners Guide==&lt;br /&gt;
&lt;br /&gt;
Long War has made it easy for individual users to tweak parts of the game for their own preference. Unless otherwise noted, code changes occur in the &amp;lt;code&amp;gt;DefaultGameCore.ini&amp;lt;/code&amp;gt; file; this is commonly referred to as the DGC.ini. For a typical Windows user, this file can be found at &amp;lt;code&amp;gt;C:/Program Files x86/Steam/SteamApps/common(OR your username)/XCom-enemy-unknown/XEW/XComGame/Config&amp;lt;/code&amp;gt;. It is recommended that you download and use &#039;&#039;&#039;Notepad++&#039;&#039;&#039; to alter defaultgamecore.ini because it is visually easier to use and numbers the lines (which may be referenced in this page).&lt;br /&gt;
&lt;br /&gt;
Another useful tool is the free software &#039;&#039;&#039;WinMerge&#039;&#039;&#039;. WinMerge allows you to open two text files (like the DGC.ini) side by side and compare differences between them. This is useful when Long War is updated. To easily preserve the custom modifications you did on a previous version, open a backup copy of your old DGC.ini and the new updated version DGC.ini. WinMerge will help you quickly identify differences and apply all your previous modifications to the new Long War version.&lt;br /&gt;
&lt;br /&gt;
Note for Linux and OS X users, you will need to modify &amp;lt;code&amp;gt;XComGameCore.ini&amp;lt;/code&amp;gt;, which is located at &amp;lt;code&amp;gt;~/Library/Application Support/Feral Interactive/XCOM Enemy Unknown/XEW/MacInit/XComGameCore.ini&amp;lt;/code&amp;gt; for OS X and &amp;lt;code&amp;gt;~.local/share/feral-interactive/XCOM/XEW/WritableFiles/XComGameCore.ini&amp;lt;/code&amp;gt; for Linux. Some users suggest that you update &amp;lt;code&amp;gt;~/Application Support/Steam/SteamApps/common/XCom-Enemy-Unknown/XCOMData/XEW/XComGame/Config/DefaultGameCore.ini&amp;lt;/code&amp;gt; as well to be safe.  You can use the built in program TextEdit or (better) TextWrangler.&lt;br /&gt;
&lt;br /&gt;
==Base Changes==&lt;br /&gt;
&lt;br /&gt;
===Energy Changes===&lt;br /&gt;
&lt;br /&gt;
Alternative Fission and Thermo changes are proposed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
________________Pwr__Cost__Cost/Pwr_____&lt;br /&gt;
Fission Current --- 6 --- $120 --- $20.00&lt;br /&gt;
Fission Change --- 8 --- $150 --- $18.75&lt;br /&gt;
&lt;br /&gt;
Thermo Current -- 25 -- $350 --- $14.00&lt;br /&gt;
Thermo Change -- 20 -- $300 --- $15.00&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition, increase Adjacency bonus from +3 power to +4.&lt;br /&gt;
&lt;br /&gt;
With this, Fission is still less efficient than a thermo, however players shouldn&#039;t feel like they are getting an extra difficulty tacked on because they didn&#039;t get a good steam vent. Now if there is a good steam vent, it&#039;s simply a bonus. To change these options, examine lines 1395 and line 1800.&lt;br /&gt;
&lt;br /&gt;
===Start Date Change===&lt;br /&gt;
To start the campaign at a different date than March 1st. Change the value found in &amp;lt;code&amp;gt;defaultgamedata.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appearance Changes===&lt;br /&gt;
&lt;br /&gt;
How to Remove the Gene Mod Armor:&lt;br /&gt;
&lt;br /&gt;
This will replace the gene mod armor with a sleeved chest plate. However, said chest plate was designed to have shoulder pads, which are missing, so there will be a noticeable gap with either gene mods or those who use tactical vests instead of tactical armor. The gap is textured, so it won&#039;t break any models. You can still add shoulder pads by using decos ingame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Use CTRL + F To find the following&lt;br /&gt;
&lt;br /&gt;
UnitPackageInfo=(PawnType=ePawnType_Male_1_Kevlar_GM,ArchetypeName=&amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Remove both GMs from &amp;quot;Soldier_MaleKevlar_GM.ARC_MaleKevlar_GM&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now the game will read the normal armor instead of the GM version. &lt;br /&gt;
You can choose to do this to specific models, or use find and replace to change them all. &lt;br /&gt;
To use find and replace, I recommend you find _GM&amp;quot; and _GM. and replace them with &amp;quot; and . respectively.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How to change default color, and headgear.&lt;br /&gt;
&lt;br /&gt;
In your DefaultGameCore.ini file, you&#039;ll be able to find lines that alter the rookie&#039;s starting color, and headgear, as well as the first time they are promoted to a class. Acceptable values, and their definitions, can be found here.&lt;br /&gt;
http://wiki.tesnexus.com/index.php?title=Initial_soldier_appearance_-_XCOM:EU_2012#Tables (&amp;lt; Someone hyperlink that for me, please.)&lt;br /&gt;
&lt;br /&gt;
Note that you must make these changes &#039;&#039;&#039;before&#039;&#039;&#039; starting a new game for them to take effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
If you press &amp;quot;CTRL + F&amp;quot;, you will open up the find menu. Locate the comment;&lt;br /&gt;
&lt;br /&gt;
; Initial soldier appearance&lt;br /&gt;
&lt;br /&gt;
and you will find directly below it;&lt;br /&gt;
&lt;br /&gt;
DEFENDER_MEDIKIT	= 6		; Rookie armor color: Sets the initial color of rookie armor; stay within default range (0..32)&lt;br /&gt;
COUNCIL_STAT_BONUS	= -1	; Rookie armor deco; -1 is default; for other basic kevlar variants, try 67 through 79; otherwise you may see high-tech armor images (not all numbers work on all computers; if you get lockups, change back to -1)&lt;br /&gt;
ShowUFOsOnMission	= -1	; Rookie headgear; See readme for acceptable values. This will overwrite any randomized hair. Set to -1 for no change.&lt;br /&gt;
&lt;br /&gt;
Use the values linked above to find exactly what you want. &lt;br /&gt;
To change the promotes, find the following lines directly below the rookie&#039;s section, and change the numbers to any value between 0-32 or -1 for no change.&lt;br /&gt;
&lt;br /&gt;
; One-time deco color and headgear change upon selection of soldier class; set to -1 for no change. See Armor Kit codes text file in EW directory for acceptable values. Do not reorder these entries!&lt;br /&gt;
HQ_BASE_POWER = 32			; Sniper Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Sniper Headgear&lt;br /&gt;
HQ_BASE_POWER = 15			; Scout Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Scout Headgear&lt;br /&gt;
HQ_BASE_POWER = 12			; Rocketeer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Rocketeer Headgear&lt;br /&gt;
HQ_BASE_POWER = 9			; Gunner Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Gunner Headgear&lt;br /&gt;
HQ_BASE_POWER = 29			; Medic Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Medic Headgear&lt;br /&gt;
HQ_BASE_POWER = 22			; Engineer Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Engineer Headgear&lt;br /&gt;
HQ_BASE_POWER = 21			; Assault Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Assault Headgear&lt;br /&gt;
HQ_BASE_POWER = 19			; Infantry Color&lt;br /&gt;
HQ_BASE_POWER = -1			; Infantry Headgear&lt;br /&gt;
&lt;br /&gt;
Please note, that any text after a ; is a comment, and editing anything past them will do nothing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===MECs earn variable XP for kills===&lt;br /&gt;
This change requires Hex Editor.&lt;br /&gt;
&lt;br /&gt;
* Open XComGame.upk file in \Steam\SteamApps\common\XCom-Enemy-Unknown\XEW\XComGame\CookedPCConsole folder with HxD&lt;br /&gt;
* Search -&amp;gt; Find -&amp;gt; Datatype Hex-Values: A0 00 E7 85 00 00 38 3F 2C &#039;&#039;&#039;02&#039;&#039;&#039; 16&lt;br /&gt;
* Replace 02 with 01.&lt;br /&gt;
&lt;br /&gt;
This will change the penalty. Setting it to 03 will give them 1/3rd of XP for kills.[http://www.reddit.com/r/Xcom/comments/2g04ye/lw_in_vanilla_mecs_earn_half_the_xp_for_kills/ckerbtf]&lt;br /&gt;
&lt;br /&gt;
==INI Meld editing==&lt;br /&gt;
===Item Costs===&lt;br /&gt;
Costs in engineering can be edited in the DefaultGameCore.INI file. As you most limited resource will probably be Meld, and the way the data is in the .ini file, this will help your inner engineer&#039;s itch to want to build items. Beginning about halfway down, you will start to see &amp;quot;iElerium=&amp;quot; lines. Comments helpfully point out that these are both the Meld &#039;&#039;and&#039;&#039; Elerium entries. You may want to keep an untouched INI file and/or use the UFOPaedia&#039;s pages as references. Now for editing:&lt;br /&gt;
&lt;br /&gt;
As you can see in the [[Armor_%28Long_War%29#MEC_Armor|Armor]] section, the MEC suits of Warden, Sentinel, and Paladin cost, respectively, 20 meld and 20 Elerium, 40 Meld and 30 Elerium, 60 meld and 50 Elerium for their fabrication costs (on top of credits and alloys). In the .ini file, they are, again respectively, simply labeled &amp;quot;; MEC-1&amp;quot;, &amp;quot;; MEC-2&amp;quot;, &amp;quot;; MEC-3&amp;quot;. Now see that the &amp;quot;IElerium=&amp;quot; values are, once more respectively, 20020, 40030, 60050. As you can see, there is a placeholder 0 in any given iElerium entry-- for any item that has a Meld cost. As this section focuses on just meld editing, this won&#039;t be editing the Elerium cost (and will assume you won&#039;t, as you don&#039;t want to make the Long War _too_ easy). Therefore, you will only be editing the value &#039;&#039;in front&#039;&#039; of the placeholder 0.&lt;br /&gt;
&lt;br /&gt;
Ergo: changing 20020, 40030, 60050 to, say, 5020 (note it goes from 5 to 4 intergers), 20030, 30050 would change the meld costs of Warden armor from 20 to 5 units of Meld, Sentinel from 40 to 20, and Paladin from 60 to 30 (while not changing the Elerium costs). Again, note that changing the Warden&#039;s &amp;quot;20&amp;quot; to &amp;quot;5&amp;quot; -- and &#039;&#039;not&#039;&#039; &amp;quot;05&amp;quot; -- in front of the &#039;placeholder&#039; 0 will reduce the cost from 20 to 5 units of Meld. This method works on all the &amp;quot;iElerium=&amp;quot; entries under the &amp;quot;; Gear&amp;quot; list.&lt;br /&gt;
&lt;br /&gt;
Near the bottom of the file, you will find &amp;quot;; Gene Mod Configuration&amp;quot;. Depending on your choice of editor, the entries may not line up, so be aware that in this section, &amp;quot;iAlloys=&amp;quot; is the variable set for Meld cost for gene mods. As these variables are more simply written, merely edit them to your desired cost. And for reference, &amp;quot;iTime=&amp;quot; entries are for how long each mod requires a soldier to be inside the Gene Lab&#039;s tanks, and &amp;quot;iEng=&amp;quot; are the penalty hours added to fatigue.&lt;br /&gt;
&lt;br /&gt;
===Meld Expiration Timer===&lt;br /&gt;
In &amp;lt;code&amp;gt;DefaultRandomSpawns.ini&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You will find the lines:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 [XComLZMutator.XComMeldSpawnMutator]&lt;br /&gt;
 NumContainers = 3&lt;br /&gt;
 EqSlope = 1.5&lt;br /&gt;
 EqConst = 1&lt;br /&gt;
&lt;br /&gt;
By increasing the number after &amp;lt;code&amp;gt;EqSlope&amp;lt;/code&amp;gt; (default 1.55), you can increase the number of turns it takes before meld expires.&lt;br /&gt;
&lt;br /&gt;
==Second Wave Option Changes==&lt;br /&gt;
&lt;br /&gt;
===Aiming Angles===&lt;br /&gt;
&lt;br /&gt;
It may be the case that 90 degrees is too small of an arc for cover to provide full protection, so we can cut the aiming angle down to 30 degrees. This gives your cover a 120 degree arc in which it provides full protection, so you can easily fight enemies so long as you&#039;re not stupid about picking your cover.&lt;br /&gt;
&lt;br /&gt;
You can change the settings in defaultgamecore.ini, and there is a diagram in there to help explain it:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
; Top down view&lt;br /&gt;
;&lt;br /&gt;
;     B  &lt;br /&gt;
;      \ &lt;br /&gt;
;       \&lt;br /&gt;
;  A-----^&lt;br /&gt;
;        T&lt;br /&gt;
;&lt;br /&gt;
; T is a target with cover in the direction of &#039;^&#039;.&lt;br /&gt;
; A is a shooter with the maximum aiming angle aim bonus &lt;br /&gt;
; B is a shooter with the minimum aiming angle aim bonus&lt;br /&gt;
; The aiming angle bonus increases linearly in the angle range between A and B&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
SW_AIMING_ANGLE_THRESHOLD= 30.0f; 45.0f; SW_AIMING_ANGLE_THRESHOLD defines the angle between segment TA and TB - its valid range is 0-90&lt;br /&gt;
SW_AIMING_ANGLE_MINBONUS=5      ; Shooter B&#039;s aiming angle bonus is SW_AIMING_ANGLE_MINBONUS&lt;br /&gt;
SW_AIMING_ANGLE_MAXBONUS=-5     ; Shooter A&#039;s aiming angle bonus is [T&#039;s Cover Bonus + SW_AIMING_ANGLE_MAXBONUS]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The option for 45 degrees is commented out, and replaced it with 30 degrees. With these settings, 30 degrees to parallel (60 degrees off of perpendicular), gives a +5 to hit. Just shy of the 90 degree flank, it&#039;s +(coverbonus - 5) to hit.&lt;br /&gt;
&lt;br /&gt;
===Red Fog===&lt;br /&gt;
&#039;&#039;&#039;Mobility Penalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Q: Given that the mobility penalty in the DGC.ini is listed in the format &amp;quot;6.0f&amp;quot;, what does this mean?&lt;br /&gt;
&lt;br /&gt;
A: It means that at most there is a -6 mobility penalty that would be applied at 0% health. Since it can&#039;t hit 0% health, effectively the worst mobility penalty achievable is -5 mobility if severely wounded. This value is measured in meters, the same scaling units that are shown in the barracks view. The mobility stat is an integer value measured in meters, and each tile is 1.5 meters x 1.5 meters, so 5 mobility = 3.33 tiles roughly.&lt;br /&gt;
&lt;br /&gt;
Both the aim and mobility red fog penalties are subtractive, not multiplicative.&lt;br /&gt;
&lt;br /&gt;
For example, the poison/acid mobility debuff is a 25% multiplicative penalty. The unit loses 25% of its maximum movement, so a unit with 14 mobility would have 14 * 0.75 = 10.5 rounded down to 10 mobility, which is effectively -4 mobility.&lt;br /&gt;
&lt;br /&gt;
The %-based mobility penalties are:&lt;br /&gt;
Mindfray - 50% mobility penalty&lt;br /&gt;
Flashbang - 40% mobility penalty&lt;br /&gt;
Poison/acid - 25% mobility penalty&lt;br /&gt;
Catching breath - 75% mobility penalty&lt;br /&gt;
&lt;br /&gt;
All %-based mobility penalties are applied AFTER the additive/subtractive mobility modifiers (Red Fog, perks, inventory).&lt;br /&gt;
&lt;br /&gt;
Thus to make Red Fog carry more significant movement penalty:&lt;br /&gt;
&lt;br /&gt;
    Search for SW_COVER_INCREASE and edit it to =9.9f&lt;br /&gt;
&lt;br /&gt;
==Weapon and Item Changes==&lt;br /&gt;
&lt;br /&gt;
===The MEC Nuclear Option===&lt;br /&gt;
&lt;br /&gt;
For players that are not too fond of the grenade launcher for the MEC, they can switch its functionality to a last-ditch-option onboard nuclear reactor overload weapon. Find the line in defaultgamecore.ini that begins: &lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher, &lt;br /&gt;
&lt;br /&gt;
And replace the entire line with:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_MecGrenadeLauncher,       ABILITIES[0]=eAbility_MEC_GrenadeLauncher, 	ABILITIES[1]=0,                      ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Mec, 		Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Explosive, Properties[4]=0,               Properties[5]=0,        iDamage=275,  iEnvironmentDamage=750, iRange=1,  iReactionRange=30, iReactionAngle=200, iRadius=700,  iCritical=0,  iOffenseBonus=0,  iSuppression=0,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ) &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By loading out the grenade launcher on a MEC, this will give you an option to overload the MECs (hypothetical) nuclear reactor resulting in a massive explosion that is guaranteed to kill/destroy everything (including the MEC) in a wide radius surrounding the MEC. Use only in cases of extreme clusterfuck/heroism.&lt;br /&gt;
&lt;br /&gt;
===Arc Thrower===&lt;br /&gt;
&lt;br /&gt;
With the release of B15, the code required for a pistol slot Arc Thrower is included in the DGC.ini. To make the change, all you need to do is comment out (add a &amp;quot;;&amp;quot;) the default line for the arc thrower and remove the comment located several lines lower. Essentially you tell the game to stop reading the default line of arc thrower code and begin reading the pre-built code enabling the pistol slot. It is explained in the comments of the DGC.ini.&lt;br /&gt;
&lt;br /&gt;
It is possible to equip the arc thrower as a pistol. Adjust the default line&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Secondary, Properties[4]=eWP_Backpack, Properties[5]=0, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
to allow for pistol slot only &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ArcThrower, ABILITIES[0]=eAbility_ShotStun, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_AnyClass, Properties[1]=eWP_NoReload, Properties[2]=eWP_CantReact, Properties[3]=eWP_Pistol, Properties[4]=eWP_Backpack, Properties[5]=eWP_Secondary, iDamage=0, iEnvironmentDamage=0, iRange=27, iReactionRange=30, iReactionAngle=200, iRadius=0, iCritical=0, iOffenseBonus=0, iSuppression=0, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(Properies[5] of the Arc Thrower item was set to eWP_Pistol)&lt;br /&gt;
&lt;br /&gt;
To increase the range of the Arc Thrower to normal vision range, replace line 1673 in DefaultGameCore.ini with this:&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
Itembalance_Normal=(eItem=eItem_ArcThrower,					iCash=100,	iElerium=0,		iAlloys=94000,		iTime=10,	iEng=20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(The iAlloys field for the Arc Thrower item was set to 94000)&lt;br /&gt;
&lt;br /&gt;
Remember that each item has 2 different listings.&lt;br /&gt;
&lt;br /&gt;
==iceofwolf&#039;s Modification Package==&lt;br /&gt;
Consider removing or updating as b13 INIs will not work with 15e&lt;br /&gt;
&lt;br /&gt;
This package is recommended with Red Fog and Aiming Angles enabled. Red Fog, so that every hit point has meaning; and Aiming Angles, so that proper or improper positioning makes a bigger difference.&lt;br /&gt;
&lt;br /&gt;
===General Disclaimer===&lt;br /&gt;
Posted by request. This package was a personal rebalancing of several aspects exposed in the DefaultGameCore.ini. These changes were played in early to early-mid; their balance is untested in late-mid to late game. They were made in &#039;&#039;&#039;Long War beta 13&#039;&#039;&#039; and may not work with earlier or later betas. Please include information on all mods made to the game, including .ini modifications, when reporting bugs or providing feedback to the mod developers.&lt;br /&gt;
&lt;br /&gt;
Although the majority of the modifications made to the Long War mod were made as soon as beta 13 was downloaded, some were added as the game was played. Some modifications that are included in the linked file may have been missed in the wiki detail due to poor personal changelog habits.&lt;br /&gt;
&lt;br /&gt;
Please thank the devs of Long War not only for the Long War mod itself, but more importantly, for opening up the XCOM game so that players can alter their mod to suit individual preferences.&lt;br /&gt;
&lt;br /&gt;
===DefaultGameCore.ini===&lt;br /&gt;
This link will be removed at request of the moderators of this page or at request of the developers of the Long War mod.&lt;br /&gt;
&lt;br /&gt;
[https://www.dropbox.com/s/t9ojup01xhaua2t/DefaultGameCore.ini Dropbox Link]&lt;br /&gt;
&lt;br /&gt;
===XCOM Unit Modifications===&lt;br /&gt;
Soldier starting stats vary by much greater margins.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Soldier&amp;lt;/code&amp;gt; and edit the Will entry to =30&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Easy=( eType=eChar_Soldier,             iDamage=0,  iCritHit=0&amp;lt;/code&amp;gt; and edit the iDefense entry to =15&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_AIM=&amp;lt;/code&amp;gt; and edit it to =45&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HIGH_MOBILITY&amp;lt;/code&amp;gt; and edit it to =-15 (that&#039;s negative 15; it&#039;s necessary for how the game rolls random stats)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;LOW_WILL&amp;lt;/code&amp;gt; and edit it to =10&lt;br /&gt;
&lt;br /&gt;
Starting barracks is filled with 64 eager rookies. With the above variation in stats, the additional bodies may be needed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;NUM_STARTING_SOLDIERS&amp;lt;/code&amp;gt; and edit it to =64&lt;br /&gt;
&lt;br /&gt;
Psionic soldiers are easier to field. (If it were possible, I&#039;d make this a binary check: If the soldier&#039;s Will exceeds the power he is trying for, then he succeeds; if not, he fails. I&#039;d also obscure the percentage chance. Since no such code is exposed, everybody gets psi if they spend the time to do it.)&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_GIFT_CHANCE&amp;lt;/code&amp;gt; and edit it to =.99&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;PSI_TRAINING_HOURS&amp;lt;/code&amp;gt; and edit it to =144&lt;br /&gt;
&lt;br /&gt;
Psi XP requirements reduced.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;; Psi XP Levels&amp;lt;/code&amp;gt; and alter the required XP as desired.&lt;br /&gt;
&lt;br /&gt;
===Equipment Modifications===&lt;br /&gt;
Laser Sniper Rifle, Scatter Laser and Laser Strike Rifle all have ballistic ammo levels. Further weapon tiers were not modified because the effect on game balance could not be directly observed; modify higher tiers to your own liking.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_ExaltLaserSniperRifle,    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,			 ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_MoveLimited,   Properties[2]=0,   			  Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=200, iReactionRange=30, iReactionAngle=200, iRadius=0,    iCritical=25, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Sniper Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_LaserAssaultGun,          ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Assault,    Properties[1]=eWP_Rifle,     	 Properties[2]=0,                 Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=60, iRange=30,  iReactionRange=14, iReactionAngle=360, iRadius=0,    iCritical=20, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Scatter Laser&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=227,         				    ABILITIES[0]=eAbility_ShotStandard,   ABILITIES[1]=eAbility_Overwatch,           ABILITIES[2]=eAbility_Aim,          ABILITIES[3]=0, 			      ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Sniper,     Properties[1]=eWP_Overheats,   	 Properties[2]=eWP_MoveLimited,   Properties[3]=0,             Properties[4]=0,               Properties[5]=0,        iDamage=6,  iEnvironmentDamage=30, iRange=36,  iReactionRange=36, iReactionAngle=200, iRadius=0,    iCritical=15, iOffenseBonus=7,  iSuppression=605,  iSize=eItemSize_Large, iHPBonus=0, iWillBonus=0 ); Laser Strike Rifle&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All armor small item equippables confer the Secondary Heart perk.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ChitinPlating,				iCash=100,	iElerium=0,		iAlloys=4020,		iTime=10,	iEng=35);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=eItem_ReinforcedArmor,			iCash=0,	iElerium=0,		iAlloys=4005,		iTime=7,	iEng=15);&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=94&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=94,  								iCash=60,	iElerium=5002,	iAlloys=4003,		iTime=7,	iEng=30)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ItemBalance_Normal=(eItem=95&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ItemBalance_Normal=(eItem=95,								iCash=-1,	iElerium=0,		iAlloys=4000,		iTime=-1,	iEng=-1)&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Itembalance_Normal=(eItem=220&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Itembalance_Normal=(eItem=220,								iCash=70,	iElerium=0,		iAlloys=4010,		iTime=7,	iEng=12);&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tactical Modifications===&lt;br /&gt;
Flying provides no defensive bonus. This also causes flying units to be counted as exposed.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;AIR_EVADE_DEF&amp;lt;/code&amp;gt; and edit it to =0&lt;br /&gt;
&lt;br /&gt;
===Resource Modifications===&lt;br /&gt;
Mechtoids and Floaters provide significantly more Meld.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;MECHTOID_MELD&amp;lt;/code&amp;gt; and edit it to =80&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;HFLOATER_MELD&amp;lt;/code&amp;gt; and edit it to =1030&lt;br /&gt;
&lt;br /&gt;
Strategy game altered so that resources are more plentiful and all items are cheaper, but take longer to build. Net result can be gamed, arguably: rushing an item will result in the same credit, alloy and elerium cost as the base LW mod, but will take 75% of the time it would take in the base LW mod -- but this also adds a Meld cost.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ABDUCTION_REWARD_CASH&amp;lt;/code&amp;gt; and edit it to =300&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_TIME_BALANCE&amp;lt;/code&amp;gt; and edit it to =1.5&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_CREDIT_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ELERIUM_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_ALLOY_BALANCE&amp;lt;/code&amp;gt; and edit it to =.66&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;ITEM_MELD_BALANCE&amp;lt;/code&amp;gt; and edit it to =.25&lt;br /&gt;
&lt;br /&gt;
===Enemy Unit Modifications===&lt;br /&gt;
Thin Man poison spit reduced to range of 5.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_Plague,                   ABILITIES[0]=eAbility_Plague,         ABILITIES[1]=0,                            ABILITIES[2]=0,                     ABILITIES[3]=0,                  ABILITIES[4]=0,             ABILITIES[5]=0,             Properties[0]=eWP_Support,    Properties[1]=eWP_Secondary,     Properties[2]=eWP_NoReload,      Properties[3]=eWP_Backpack,  Properties[4]=0,               Properties[5]=0,        iDamage=7,  iEnvironmentDamage=45,  iRange=5,  iReactionRange=25, iReactionAngle=200, iRadius=144,  iCritical=0,  iOffenseBonus=0,  iSuppression=202, iSize=eItemSize_Small, iHPBonus=0, iWillBonus=0 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes removed from all Chryssalid units.&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;BalanceMods_Hard=(eType=eChar_Chryssalid,			iDamage=1, iCritHit=2, 	iAim=0, iDefense=5,	iHP=1, 	iMobility=0,	iWill=0); Lightning Reflexes (removed)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All Exalt and Elite Exalt that have not been promoted to navigator/leader have significantly reduced hit points, putting all Exalt into one-shot territory. Their offensive capabilities have not been altered.&lt;br /&gt;
:Search the Characters block (the first major block of text after armors) for any entry with &amp;quot;Exalt&amp;quot; in the name. Find &amp;lt;code&amp;gt;HP=&amp;lt;/code&amp;gt; on that line. Adjust as desired.&lt;br /&gt;
&lt;br /&gt;
All alien and Exalt final forms have been disabled, except the leader/navigator. This final upgrade would normally occur at &amp;quot;alien research threshold&amp;quot; 900, which is a rough estimate of how many days have passed since the beginning of the game, modified by alien research efforts. These final upgrades give the aliens substantially higher stats and seem to have been intended to provide a sense of urgency and/or provoke the player to finish the game (to be fair, two to three years is plenty long enough). This file disables them simply because the author of the package modding the mod doesn&#039;t like them.&lt;br /&gt;
&lt;br /&gt;
To re-enable these super upgrades or to disable earlier upgrades, search for &amp;lt;code&amp;gt;; ALIEN AUTOMATIC UPGRADES&amp;lt;/code&amp;gt;. The section that follows details all of the upgrades each non-XCOM unit can receive over time, most of which start at &amp;quot;210&amp;quot;. Place a semicolon at the beginning of any line which you want to disable, or remove the semicolon from each unit line you want to re-enable.&lt;br /&gt;
&lt;br /&gt;
Note that, despite denying aliens and Exalt their final upgrades and restricting Exalt starting HP, leader/navigator types of each alien will remain a significant threat.&lt;br /&gt;
&lt;br /&gt;
==bingo&#039;s Modification Package==&lt;br /&gt;
&lt;br /&gt;
===Floater flying removal===&lt;br /&gt;
You feel that there are too many flying units in LW? you can remove flying ability and launch ability from floater and heavy floater.&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Floater&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_Floater,             HP=5,  Offense=65,  Defense=0,  Mobility=13, SightRadius=27, Will=20,  ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover,     ABILITIES[1]=0,            ABILITIES[2]=0,     ABILITIES[3]=0,                         ABILITIES[4]=0,                 ABILITIES[5]=0,             ABILITIES[6]=0,             ABILITIES[7]=0,             Properties[0]=eCP_Flight,         	Properties[1]=eCP_AirEvade,	Properties[2]=0,           			Properties[3]=0,           Properties[4]=0,      				Properties[5]=0,  bCanUse_eTraversal_Normal=True,  bCanUse_eTraversal_ClimbOver=True,  bCanUse_eTraversal_ClimbOnto=True,  bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True,  bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True,  bCanUse_eTraversal_BreakWindow=True,  bCanUse_eTraversal_KickDoor=True,  bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 )&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_FloaterHeavy,&amp;lt;/code&amp;gt; and replace the whole line with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;Characters=( strName=&amp;quot;&amp;quot;, iType=eChar_FloaterHeavy,        HP=15, Offense=70,  Defense=10, Mobility=12, SightRadius=27, Will=25,  ShieldHP=0, CritHitChance=0, CritWoundChance=0, FlightFuel=0, Reaction=0, ABILITIES[0]=eAbility_TakeCover,     ABILITIES[1]=0,            ABILITIES[2]=0,     ABILITIES[3]=0,                         ABILITIES[4]=0,                 ABILITIES[5]=0,             ABILITIES[6]=0,             ABILITIES[7]=0,             Properties[0]=eCP_Flight,         	Properties[1]=eCP_AirEvade, Properties[2]=0,           			Properties[3]=0,           Properties[4]=0,      				Properties[5]=0,  bCanUse_eTraversal_Normal=True,  bCanUse_eTraversal_ClimbOver=True,  bCanUse_eTraversal_ClimbOnto=True,  bCanUse_eTraversal_ClimbLadder=False, bCanUse_eTraversal_DropDown=True,  bCanUse_eTraversal_Grapple=False, bCanUse_eTraversal_Landing=True,  bCanUse_eTraversal_BreakWindow=False, bCanUse_eTraversal_KickDoor=False, bCanUse_eTraversal_JumpUp=False, bCanUse_eTraversal_WallClimb=False, bCanUse_eTraversal_BreakWall=False, kInventory=( iArmor=eItem_NONE, iPistol=eItem_NONE, arrLargeItems[0]=0, arrLargeItems[1]=0, arrLargeItems[2]=0, arrLargeItems[3]=0, arrLargeItems[4]=0, arrLargeItems[5]=0, arrLargeItems[6]=0, arrLargeItems[7]=0, arrLargeItems[8]=0, arrLargeItems[9]=0, arrLargeItems[10]=0, arrLargeItems[11]=0, arrLargeItems[12]=0, arrLargeItems[13]=0, arrLargeItems[14]=0, arrLargeItems[15]=0, iNumLargeItems=0, arrSmallItems[0]=0, arrSmallItems[1]=0, arrSmallItems[2]=0, arrSmallItems[3]=0, arrSmallItems[4]=0, arrSmallItems[5]=0, arrSmallItems[6]=0, arrSmallItems[7]=0, arrSmallItems[8]=0, arrSmallItems[9]=0, arrSmallItems[10]=0, arrSmallItems[11]=0, arrSmallItems[12]=0, arrSmallItems[13]=0, arrSmallItems[14]=0, arrSmallItems[15]=0, iNumSmallItems=0, arrCustomItems[0]=0, arrCustomItems[1]=0, arrCustomItems[2]=0, arrCustomItems[3]=0, arrCustomItems[4]=0, arrCustomItems[5]=0, arrCustomItems[6]=0, arrCustomItems[7]=0, arrCustomItems[8]=0, arrCustomItems[9]=0, arrCustomItems[10]=0, arrCustomItems[11]=0, arrCustomItems[12]=0, arrCustomItems[13]=0, arrCustomItems[14]=0, arrCustomItems[15]=0, iNumCustomItems=0 ), eClass=eSC_None, bHasPsiGift=False, fBioElectricParticleScale=1 ) &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
for the compensation, you can give additional Aim bonus to floater and heavy floater by add 10 to their Offense value. changes above don&#039;t include aim bonus.&lt;br /&gt;
===Heavy Floater grenade removal===&lt;br /&gt;
&lt;br /&gt;
if you want to remove Heavy Floater grenade ability,&lt;br /&gt;
&lt;br /&gt;
:Search for &amp;lt;code&amp;gt;Weapons=( strName=&amp;quot;&amp;quot;, iType=eItem_FloaterGrenade,           ABILITIES[0]=eAbility_AlienGrenade&amp;lt;/code&amp;gt; and replace &amp;quot;ABILITIES[0]=eAbility_AlienGrenade&amp;quot; with:&lt;br /&gt;
:&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;ABILITIES[0]=0&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== PatcherGUI Mods ==&lt;br /&gt;
&lt;br /&gt;
=== Mods for Longwar ===&lt;br /&gt;
&lt;br /&gt;
Use this link for mods for Longwar:&lt;br /&gt;
&lt;br /&gt;
https://www.reddit.com/r/Xcom/comments/4gorly/long_war_101_mods_compatible_with_10_updated/&lt;br /&gt;
&lt;br /&gt;
This mod manager helps to manage your mods&lt;br /&gt;
&lt;br /&gt;
http://www.nexusmods.com/xcom/mods/620/?&lt;br /&gt;
&lt;br /&gt;
=== Improved Neural Feedback ===&lt;br /&gt;
&lt;br /&gt;
Roughly 2.5x the feedback damage&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
//This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool&lt;br /&gt;
UPK_FILE = XComGame.upk&lt;br /&gt;
OBJECT = XGUnit.ApplyNeuralFeedback : AUTO&lt;br /&gt;
[BEFORE_CODE]&lt;br /&gt;
/*(0x0ACB/0x078F)*/ 0F 00 &amp;lt;.iDmg&amp;gt; FA 91 93 38 44 AB 38 3F 19 1A 25 00 &amp;lt;.kTarget&amp;gt; [@] &amp;lt;XGUnitNativeBase.GetWill.ReturnValue&amp;gt; 00 ( 1B &amp;lt;GetWill&amp;gt; 16 ) 1E &amp;lt;%f 1.3&amp;gt; 16 1B &amp;lt;GetWill&amp;gt; 16 16 2C 0A 16 26 16 &lt;br /&gt;
&lt;br /&gt;
[AFTER_CODE]&lt;br /&gt;
/*(0x0ACB/0x078F)*/ 0F 00 &amp;lt;.iDmg&amp;gt; FA 91 93 38 44 AB 38 3F 19 1A 25 00 &amp;lt;.kTarget&amp;gt; [@] &amp;lt;XGUnitNativeBase.GetWill.ReturnValue&amp;gt; 00 ( 1B &amp;lt;GetWill&amp;gt; 16 ) 1E &amp;lt;%f 1.7&amp;gt; 16 1B &amp;lt;GetWill&amp;gt; 16 16 2C 0A 16 26 16 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Double Damage XCOM Aircraft Weapons ===&lt;br /&gt;
&#039;&#039;Note: This will probably not work with the latest version of Long War, since air combat variables have been moved to DefaultGameCore.ini.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
XCOM aircraft weapons have been modified to do double damage (armor penetration unchanged). Alien air weapons unchanged. Use PatcherGUI to implement.&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow:auto; width:auto;&amp;quot;&amp;gt;&lt;br /&gt;
//This script was generated by HexToPseudoCode decompiler for use with PatchUPK/PatcherGUI tool&lt;br /&gt;
UPK_FILE = XComStrategyGame.upk&lt;br /&gt;
OBJECT = XGItemTree.UpdateShips : AUTO&lt;br /&gt;
[REPLACEMENT_CODE]&lt;br /&gt;
/*(0x0000/0x0000)*/ 0F 01 &amp;lt;@m_iCurrentCategory&amp;gt; FB 91 1B &amp;lt;STAT_GetStat&amp;gt; 26 16 2C 1E 16 2C 00 2C 20 16 &lt;br /&gt;
/*(0x001F/0x001B)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 02 1D &amp;lt;%i 2000&amp;gt; 2C 0A 2C 08 25 25 16 &lt;br /&gt;
/*(0x0036/0x0032)*/ 07 [@label_0x0048] 72 1B &amp;lt;ENGINEERING&amp;gt; 16 2A 16 &lt;br /&gt;
/*(0x0046/0x0042)*/ 	04 0B &lt;br /&gt;
/*(0x0048/0x0044)*/ [#label_0x0048]&lt;br /&gt;
/*(0x0048/0x0044)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 01 1D &amp;lt;%i 1500&amp;gt; 92 2C 0A 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 2500&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 05 92 2C 00 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x00EB/0x00DB)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 03 1D &amp;lt;%i 3500&amp;gt; 92 2C 0F 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 21 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 92 1D &amp;lt;%i 4000&amp;gt; 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 0C 16 ) [@] ( 1D &amp;lt;%i 1000&amp;gt; ) [@] ( 25 ) 16 2C 19 92 2C 05 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1C 16 ) [@] ( 24 05 ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x018E/0x0172)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 04 1D &amp;lt;%i 3000&amp;gt; 2C 2A 92 1D &amp;lt;%i 750&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 2C 03 16 &lt;br /&gt;
/*(0x01B9/0x0199)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 12 2C 0F 16 &lt;br /&gt;
/*(0x01E4/0x01C0)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 06 1D &amp;lt;%i 1700&amp;gt; 2C 19 92 1D &amp;lt;%i 4000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1E 2C 02 16 &lt;br /&gt;
/*(0x020F/0x01E7)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 07 1D &amp;lt;%i 1200&amp;gt; 2C 12 92 1D &amp;lt;%i 5000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 00 16 &lt;br /&gt;
/*(0x023A/0x020E)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 08 1D &amp;lt;%i 2000&amp;gt; 2C 23 92 1D &amp;lt;%i 9000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 24 2C 14 16 &lt;br /&gt;
/*(0x0265/0x0235)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 09 1D &amp;lt;%i 3500&amp;gt; 2C 3C 92 1D &amp;lt;%i 2500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 28 2C 19 16 &lt;br /&gt;
/*(0x0290/0x025C)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0A 1D &amp;lt;%i 2500&amp;gt; 2C 28 92 1D &amp;lt;%i 850&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 0C 2C 07 16 &lt;br /&gt;
/*(0x02BB/0x0283)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0B 1D &amp;lt;%i 2600&amp;gt; 2C 20 92 1D &amp;lt;%i 1500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 05 2C 07 16 &lt;br /&gt;
/*(0x02E6/0x02AA)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0C 1D &amp;lt;%i 1500&amp;gt; 2C 18 92 1D &amp;lt;%i 3500&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 2C 03 16 &lt;br /&gt;
/*(0x0311/0x02D1)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0D 1D &amp;lt;%i 1300&amp;gt; 2C 14 92 1D &amp;lt;%i 6000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 19 2C 00 16 &lt;br /&gt;
/*(0x033C/0x02F8)*/ 1B &amp;lt;UpdateShip&amp;gt; 24 0E 1D &amp;lt;%i 1400&amp;gt; 2C 23 92 1D &amp;lt;%i 8000&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 1C 2C 12 16 &lt;br /&gt;
/*(0x0367/0x031F)*/ 07 [@label_0x0391] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 08 16 &lt;br /&gt;
/*(0x0377/0x032B)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 05 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 09 4A 16 &lt;br /&gt;
/*(0x0391/0x0341)*/ [#label_0x0391]&lt;br /&gt;
/*(0x0391/0x0341)*/ 07 [@label_0x03BC] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0A 16 &lt;br /&gt;
/*(0x03A1/0x034D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0A 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 4F 2C 08 2C 08 16 &lt;br /&gt;
/*(0x03BC/0x0364)*/ [#label_0x03BC]&lt;br /&gt;
/*(0x03BC/0x0364)*/ 07 [@label_0x0402] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 0C 16 &lt;br /&gt;
/*(0x03CC/0x0370)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 06 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 51 2C 09 2C 08 16 &lt;br /&gt;
/*(0x03E7/0x0387)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0D 01 &amp;lt;@m_strSizeLarge&amp;gt; 24 52 2C 09 2C 08 16 &lt;br /&gt;
/*(0x0402/0x039E)*/ [#label_0x0402]&lt;br /&gt;
/*(0x0402/0x039E)*/ 07 [@label_0x0473] 97 01 &amp;lt;@m_iCurrentCategory&amp;gt; 2C 12 16 &lt;br /&gt;
/*(0x0412/0x03AA)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0B 01 &amp;lt;@m_strSizeMedium&amp;gt; 24 50 2C 08 2C 08 16 &lt;br /&gt;
/*(0x042D/0x03C1)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 0E 01 &amp;lt;@m_strSizeVeryLarge&amp;gt; 24 54 2C 09 2C 09 16 &lt;br /&gt;
/*(0x0448/0x03D8)*/ 	1B &amp;lt;UpdateShip&amp;gt; 24 05 1D &amp;lt;%i 2250&amp;gt; 2C 1E 92 1D &amp;lt;%i 1600&amp;gt; 90 2C 4B 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 20 2C 14 16 &lt;br /&gt;
/*(0x0473/0x03FF)*/ [#label_0x0473]&lt;br /&gt;
/*(0x0473/0x03FF)*/ 07 [@label_0x051C] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 2C 16 ) &lt;br /&gt;
/*(0x0498/0x0420)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 460&amp;gt; 2C 12 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0519/0x0491)*/ 	06 [@label_0x059D] &lt;br /&gt;
/*(0x051C/0x0494)*/ [#label_0x051C]&lt;br /&gt;
/*(0x051C/0x0494)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 01 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 280&amp;gt; 2C 05 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x059D/0x0505)*/ [#label_0x059D]&lt;br /&gt;
/*(0x059D/0x0505)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 02 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 1.5&amp;gt; 1D &amp;lt;%i 400&amp;gt; 2C 0A 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x061E/0x0576)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 03 1D &amp;lt;%i 3&amp;gt; 2C 64 1E &amp;lt;%f 2&amp;gt; 1D &amp;lt;%i 680&amp;gt; 2C 00 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x069F/0x05E7)*/ 07 [@label_0x0748] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 22 16 ) &lt;br /&gt;
/*(0x06C4/0x0608)*/ 	1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.75&amp;gt; 1D &amp;lt;%i 600&amp;gt; 2C 0B 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x0745/0x0679)*/ 	06 [@label_0x07C9] &lt;br /&gt;
/*(0x0748/0x067C)*/ [#label_0x0748]&lt;br /&gt;
/*(0x0748/0x067C)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 04 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 580&amp;gt; 2C 05 92 92 2C 37 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x07C9/0x06ED)*/ [#label_0x07C9]&lt;br /&gt;
/*(0x07C9/0x06ED)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 05 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1&amp;gt; 1D &amp;lt;%i 1300&amp;gt; 2C 16 92 92 2C 28 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x084A/0x075E)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 06 1D &amp;lt;%i -1&amp;gt; 2C 64 1E &amp;lt;%f 0.55&amp;gt; 1D &amp;lt;%i 620&amp;gt; 2C 1E 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x08CB/0x07CF)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 07 1D &amp;lt;%i 10&amp;gt; 2C 64 1E &amp;lt;%f 1.25&amp;gt; 1D &amp;lt;%i 2400&amp;gt; 2C 1A 92 92 2C 1E 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1F 16 ) [@] ( 2C 0A ) [@] ( 25 ) 16 45 1B &amp;lt;IsOptionEnabled&amp;gt; 24 18 16 [@] ( 38 44 12 20 &amp;lt;XComGame.XGTacticalGameCore&amp;gt; [@] &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; 00 ( 02 &amp;lt;XComGame.XGTacticalGameCoreNativeBase.ABDUCTION_REWARD_SCI&amp;gt; ) ) [@] ( 25 ) 16 16 &lt;br /&gt;
/*(0x094C/0x0840)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 08 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.15&amp;gt; 92 1D &amp;lt;%i 450&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 00 92 2C 21 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x09BA/0x08A2)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 09 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 800&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 14 92 2C 28 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A28/0x0904)*/ 1B &amp;lt;BuildShipWeapon&amp;gt; 24 0A 1D &amp;lt;%i -1&amp;gt; 2C 65 1E &amp;lt;%f 1.25&amp;gt; 92 1D &amp;lt;%i 1300&amp;gt; 90 24 08 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 16 2C 32 92 2C 2D 92 90 24 02 01 &amp;lt;@m_iCurrentCategory&amp;gt; 16 45 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 20 16 ) [@] ( 1D &amp;lt;%i -15&amp;gt; ) [@] ( 25 ) 16 16 16 &lt;br /&gt;
/*(0x0A96/0x0966)*/ 07 [@label_0x0AF0] 19 1B &amp;lt;ENGINEERING&amp;gt; 16 [@] &amp;lt;XGFacility_Engineering.IsFoundryTechResearched.ReturnValue&amp;gt; 00 ( 1B &amp;lt;IsFoundryTechResearched&amp;gt; 2C 1B 16 ) &lt;br /&gt;
/*(0x0ABB/0x0987)*/ 	1B &amp;lt;BuildShip&amp;gt; 26 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 44 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AD5/0x099D)*/ 	1B &amp;lt;BuildShip&amp;gt; 24 03 01 &amp;lt;@m_strSizeSmall&amp;gt; 24 45 2C 03 2C 02 16 &lt;br /&gt;
/*(0x0AF0/0x09B4)*/ [#label_0x0AF0]&lt;br /&gt;
/*(0x0AF0/0x09B4)*/ 1B &amp;lt;UpdateAllShipTemplates&amp;gt; 16 &lt;br /&gt;
/*(0x0AFA/0x09BE)*/ 04 0B &lt;br /&gt;
/*(0x0AFC/0x09C0)*/ 53&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Long War]]&lt;br /&gt;
[[Category: Overview (Long War)]]&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:S.C.O.P.E._(EU2012)&amp;diff=88730</id>
		<title>Talk:S.C.O.P.E. (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:S.C.O.P.E._(EU2012)&amp;diff=88730"/>
		<updated>2018-12-23T02:50:09Z</updated>

		<summary type="html">&lt;p&gt;Pepoluan: /* SCOPE Crit and Pistol 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does the foundry upgrade on this item work? The item itself does not say anything about +25% crit chance and my soldiers that target an enemy do not seem to have any higher crit chance, nor is it displayed in the more info for the shoot. [[User:Mavoc|Mavoc]] 14:43, 15 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Not sure if it does.  I&#039;ll run some tests over the next week. [[User:Arrow Quivershaft|Arrow Quivershaft]] 01:10, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
Changed some of the advice given.  You do not want to put S.C.O.P.E.S. on everybody in the early game.  Grenades are what will let you deal with Sectoids at higher difficulty levels.&lt;br /&gt;
&lt;br /&gt;
I would say that S.C.O.P.E.s are most useful on Heavies, to compensate for their poor accuracy (the lowest of all the soldiers classes.--[[User:Luge|Luge]] 04:03, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Definition of SCOPE==&lt;br /&gt;
&lt;br /&gt;
Anybody like &amp;quot;Small Computerized Optical Precision Enhancer&amp;quot;?  [[User:Arrow Quivershaft|Arrow Quivershaft]] 01:10, 29 October 2012 (EDT)&lt;br /&gt;
&lt;br /&gt;
==SCOPE Crit and Pistol 1==&lt;br /&gt;
&lt;br /&gt;
[[File:SCOPE bonus stack.jpg|right|700px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These stack.  20% for Pistol I, 10% for the Assault&#039;s Aggression, and 10% for SCOPE, (total of 40%) although, as established elsewhere, the SCOPE crit bonus is not specifically itemized on the crit bonus list.  [[User:Arrow Quivershaft|Arrow Quivershaft]] 11:12, 7 December 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
:20% + 10% = ... 40%??? Ahaha, I see :D [[User:Pepoluan|Pepoluan]] ([[User talk:Pepoluan|talk]]) 03:50, 23 December 2018 (CET)&lt;br /&gt;
&lt;br /&gt;
== SCOPE Critical chance and SquadSight (EW) ==&lt;br /&gt;
&lt;br /&gt;
Do you still get the critical bonus when using SquadSight in EW--[[User:Ditto51|Ditto51]] 17:32, 20 November 2013 (EST)&lt;br /&gt;
:The new EW text says: &amp;quot;Allows firing at targets in any ally&#039;s sight radius, but these targets cannot be critically hit unless using Headshot.&amp;quot;&lt;br /&gt;
So, logically you&#039;d still get the SCOPE crit bonus when you&#039;re usually Squad Sight. [[User:Hobbes|Hobbes]] 18:25, 20 November 2013 (EST)&lt;br /&gt;
::Technically yes, but if your Squad Sight Sniper is not using Headshot for out of range enemies, the game matches your crit chance with equal negative score. S.C.O.P.E does now appear under Chance to Crit in Info Pane but the Squadsight penalty includes any modifiers that are bonus to crit chance. So, Plasma Sniper Rifle gives 35% and S.C.O.P.E gives 10% but Squadsight penalty will jump from -35% to -45%.--[[User:DracoGriffin|DracoGriffin]] 18:37, 20 November 2013 (EST)&lt;/div&gt;</summary>
		<author><name>Pepoluan</name></author>
	</entry>
</feed>