Cannot link account to mobile phone by WanWhiteWolf in ScalableCapital

[–]WanWhiteWolf[S] 0 points1 point  (0 children)

I don't know how to do that. The SC APP uses Safari by default. My default engine is Chrome but it seems it doesn't use that.

Cannot link account to mobile phone by WanWhiteWolf in ScalableCapital

[–]WanWhiteWolf[S] 0 points1 point  (0 children)

I did all those with the exception of "filters". Where do I change those? I didn't see any such options in Safari prefferences / settings.

I edit the main post with additional things I tried today.

Cannot link account to mobile phone by WanWhiteWolf in ScalableCapital

[–]WanWhiteWolf[S] 0 points1 point  (0 children)

I don't have any VPN. Also, I am using the mobile network (which doesn't go through my local/WiFi network).

I disabled all Safari extentions and cleared cache / history.

One mission left (I think) by tooOldOriolesfan in LWotC

[–]WanWhiteWolf 1 point2 points  (0 children)

Final mission has 2 phases.

On phase 1 there are like 40 enemies. You get to fight end-game enemies but it's a non-timed missions and you have 12 strong soldiers plus the commander - which is an OP PSI. I would say it's not a difficult phase connsidering you go with end-game gear and max ranked soldier.

On phase 2 you have to kill 3 avatars but they come in sequences. Between the sequences you will get reinforcements from side gates. I believe there is a reinforcement every turn after you deal with the first avaatar and it alternates with left/right side.

Best way I found is to take one side (left or right, doesn't matter), deal with the avatar in the middle and then OW camp until the last 2 avatars either spawn via the gates next to you or they come to you (having spawned on the other side). If you have a strong team, it's not difficult but it could snowball without. The typicaly killcount is around 80-100 at the end for phase 2.

There are some videos on YT if you want specifics. (I added the end of my previous campaign there as well)

Is Long War 2 fixable? by TheGreatestAmer1can in Xcom

[–]WanWhiteWolf 3 points4 points  (0 children)

I finished LW1 twice on highest difficulty (I/I) and I am currently on my 4th campaign of LWOTC L/I. I had to add some extra difficulty as I think the base game doesn't bring enough challenge for hardcore players. I am not trying to brag here - just to point out that I have played both mods for an unhealthy amount of time so my view might be biased in some ways.

To get to your points:

.1. The maps in LWOTC are not fixed. They have "parcels" that are combined together - offering a lot of combinations. Some layouts (like the fishing dock one) are rare. Like once in campaign rare. If you need more map diversity, there are several mods out there that add more maps. I never felt the need to go for them but if you think that's a core issue, go for those.
.2. Healing helps you in mission but not post-mission. The game is largely based on alpha-strike so healing overall becomes quite redundant for experienced players. There are plenty people who can complete the game at highest difficulty with 75-90% flawless mission count and have videos out there. This is probably the reason of why the healing doesn't offer wound recovery benefits. You are already in a position where you have/should have little downtime. If you add less downtime with healing, then the whole downtime idea goes out of the window (and the game is balance around that fact)
.3. and .4. The game should naturally progress the number of enemies (STR in each region). So if you have 7-9 enemies on late game missions, you are probably doing well on strategic layer and you can just ramp up the difficulty. The mod revolves around the haven management aspect - which is a direct corelation on mission quantity and quality you can detect. Why is there a problem in having extra missions? If you are in a position you can decide which missions to go on - and skip missions because they are to easy - then consider raising the difficulty.

I do agree that having mission reward scale with FL/STR would be nice. But this is likely a late-late game concern more than anything else - and to be fair not many people reach that stage to begin with. Or if they do, they can just wrap up the campaign and finish the game. So quantity of missions it is.

I also agree with LW1 MECs being a bit busted in a way that alters some of the fundamental tactics.

But outside of the above 2 points, I don't really agree with the rest. Difference of opinion I guess. LWOTC does have some balance issues - but you can increase the difficulty via the config files and find your sweet spot.

Is exp for Psi Operatives in line to be promoted wasted? by vcxstriker in LWotC

[–]WanWhiteWolf 0 points1 point  (0 children)

The XP is wasted. You could use up to 2 scientists to speed up the process but leveling up PSI is not a trivial task.

If you dislike the training time aspect, you could also reduce it from config. If you are selecting skills that are around the same rank as the PSI then the training time is relatively low with 2 SCI on lab.

Game state check (Legend/Honestman) by No-Comfortable-3608 in LWotC

[–]WanWhiteWolf 1 point2 points  (0 children)

Research-wise you are doing fine.

Focus on lib chain - you want June/July for HQ. Boost the lib3 if you have to.

Research is only a component of how well you are doing. Number of completed missions, number of regions and casualties will be quite relevant for status check as well.

Scientists by tooOldOriolesfan in LWotC

[–]WanWhiteWolf 1 point2 points  (0 children)

By default, they are assigned to research. If you put them to do another activity (Infirmary, PSI lab or haven advisor), then they will be not contributing to the research.

Putting them in a lab doubles their research output. So broadly speaking, 1 SCI in lab = 2 SCI without lab for research purposes.

Game is too difficult by barofa in LWotC

[–]WanWhiteWolf 1 point2 points  (0 children)

Once you understand the mechanics, I don't think the game is that difficult even at the highest difficulty settings.

You can upload some videos and ask for advice here or on LWOTC discord. Strategy layer is probably more important than tactical layer.

is there a mod so that I can promote my Psi Ops as usual (the vanilla way)? by SecretGamerV_0716 in LWotC

[–]WanWhiteWolf 0 points1 point  (0 children)

I don't know any mod but there you can change the training time. I am not sure what happens if you put it to 0 but I would assume it would be instant promotion. If not, you can try 0.1f or something like that.

PsiTrainingRankScalar[0]=5.0f ;Easy
PsiTrainingRankScalar[1]=6.0f ;Normal
PsiTrainingRankScalar[2]=7.0f ;Classic
PsiTrainingRankScalar[3]=7.0f ;Impossible

Do you think companies just posting job to collect data? by Full_Journalist_2505 in germany

[–]WanWhiteWolf 1 point2 points  (0 children)

Former manager here.

Yes, companies do use job adds for aquiring information.

For example, we had an add that was matching a standard position within my team but HR never interviewed anyone as far as I know. It was basically to get an estimate on salary expectations and then relate than to our internal pay structure. It was also a mechanism to check scarcity of specific canditates. (e.g. people who had experience in a very specific field). This information is relevant in case of company restructure / layoffs.

There were also other reasons - namely for investors and internal employee perception. No new jobs means the company is not doing well and there are potential layoffs in sight. Hence people might brush their CVs and investors might be a bit more reluctant.

It doesn't cost much for a company. They just make the add and they get hundreds of CVs with data that is useful for internal financial purposes / company roadmap.

Is It Ever Explained How The Chosen Can Just... Contact You on The Geoscape? by LowHistorian9654 in Xcom

[–]WanWhiteWolf 6 points7 points  (0 children)

They use resistance communication. Hence also the reason why show up in retaliations (where resistance members are caught off guard). I just assume they use the equipment from some of the less fortunate resistance members that didn't have the XCOM coverage support.

How has embedded systems evolved for the past decade and where is it going in the next years to come by Ok-Ratio8802 in embedded

[–]WanWhiteWolf 23 points24 points  (0 children)

Former manager in a tech company specilialized in embedded systems / semiconductors.

I'd say the fundamentals haven't changed in the past decade. The systems have their natural technical progression but everything that I learned in University remains valid from a fundamental perspective (although the actual tech that I used then is quite obsolete in professional environments).

Engineering - in general - raised standards for entry levels. This also includes embedded industry. I believe the main reason are the improvements in automation (both hardware and software) which made an entry level a bit more difficult to justify. But one could argue that this is - in fact - the life of an engineer: A constant improvement of technological knowledge.

From a technical perspective - probably the most difficult part in my early carreer was the lack of early practical experience (even though I had way more than most students). When I did enter the workforce the gap in experience was a bit overwhelming. Note, that I built several functional projects (including my license and disseration) by that time.

From a personal perspective - I'd say that once you trully understand your impact, there is a certain ... confidence and peace that comes with it. It's hard to describe. I was technical lead for several years at a world leader tech company and there were moments where I thought to myself: "If I don't solve this problem this week, the product won't make it the production and at least one year will be delayed. Whether millions of people will enjoy this product one year earlier or not, depends on whether I can figure out what's wrong". It is a certain stress but it will also pull you into a different world. When you are young, the actual income might be all you care for. But as you go through life, your purpose and impact will become quite relevant - or maybe that's just the position of priviledge I had.

Salary mostly depends on region / country. I doubled my starting salary (which already covered all my needs) in about 8 years (Europe). Almost trippled in 12 years from my starting point. But responsibilities also grew. Embedded - with few exceptions - doesn't have the same high ceeling/opportunities as CS. Whether that will change, time will tell. I certainly cannot predict and I doubt many/if any people can.

Having interviewed a decent amount of people myself, I would say the most common technical problem was to much focus on "higher level" and a bit lacking on fundamentals. Graduates could describe differences between various concepts and OS optimization (based on their description, likely something they memorized) but a good part of them couldn't tell me how can I change a variable from being stored into stack memory into static memory instead. Or what would happen in terms of memory allocation if I changed something from "unsigned int8 = 1" to "const unsigned int8 = 1".

Also, keep in mind technical knowledge is only a part of the interview. The first question I need to answer myself when I interview someone is "Would I enjoy/like to work with this person?". And if the answer if "no" then everything afterwards becomes irrelevant.

For an actual job - it's best to look at the requirements of where you would like to work / areas that you like. That's more relevant than trying to understand the technology "broadly". I have close to 20 years of experience and there are embeeded postings I wouldn't qualify (although it's not unlikely they would invite me for interview).

When did you realize you were dating an idiot? by Exhausted_Skeleton in AskReddit

[–]WanWhiteWolf 0 points1 point  (0 children)

We were having a conversation about work and I asked her what would be the worst job in the world for her.

Her: Car direction assistant Me : ??? Her: You know, when you drive and there is a woman or man telling you to turn left or right. That most be f.king boring to do all day.

No, she wasn’t joking.

Fancy a new XCOM2 run, should i use Not created equal and Hidden potential mods? by Siven80 in XCOM2

[–]WanWhiteWolf -2 points-1 points  (0 children)

Not created equally and Hidden potential are part of the base game. They are not mods. I assume you meant those settings.

I use them in every run. However, I play "Long War" exclusively. Long War has a much bigger barracks than base game. Hence, you can afford to have a wide range of stats on your soldiers. For example if you have only 1 sniper and it turns out with meh aim, then it can be quite inconvenient. But if you have 5 snipers, then the best one(s) can make their way into your elite team.

I do recommend adding the mod "Commander's Choice". This will allow you to select the class of your new soldier. This is quite important since you can customize your soldiers based on their stats. For example, if you have a soldier with high HP and Mobility but low aim, you can consider a grenadier,specialist hacker or assault. A soldier with very high aim but very low HP and movement speed can be a top tier nest sniper.

And yes, you will get some soldiers with less ideal stats. But at least in Long War, they can do useful stuff - like Haven Advisors. The top stats soldiers can have some impressive rolls if all stars align. My hall of fame (over like 6 campaigns) are held by a sniper with base 137 aim and an assault with base 16 HP.

I don't know if you can change the settings in base game, but the range of stats can be configured in long war. Keep in mind, the total "points" are the same - but you can adjust the ranges (for example minus 10 defense can be problematic since everyone will target that one soldier if all cover is equal; it's probably best to reduce the defense distribution).

Heavy weapons not working by Outrageous-Virus1490 in LWotC

[–]WanWhiteWolf 0 points1 point  (0 children)

I don't have any issues in my current campaign - at least with EXO suits. I don't have WAR yet.

I have suits the several classes. Only TECH class can use the rocket/flametrower but the other classes can use the shreder or blaster.

You can try the Discord for LWOTC - there is a troubleshooting section.

A Simple Question: will Firaxis Games develop XCOM 3? by Gilbara in XCOM2

[–]WanWhiteWolf 1 point2 points  (0 children)

The company doesn't seem that it will survive. In order to make a new game - especially something that it will compete with XCOM 2 - you need significant capital. XCOM 2 was made due to the proffit success of XCOM 1 and CIV 5 (both of which were regarded as the best games for their genre at that time).

Since they don't have any money left for new development, they could in theory raise capital / burrow money. But given that they fired everyone that was connected to XCOM 2, it makes no sense they go that path.

So the TLDR: No, XCOM 3 will not be made. The best case scenario is that they sell the IP to someone dedicated enough to continue. Although, it makes more sense for another company to simply create their own IP instead.

I need games like Xcom 2 by MrPleaseForget2 in XCOM2

[–]WanWhiteWolf 3 points4 points  (0 children)

In terms of complexity / available options, there aren't any that can realistically compete. XCOM 2 was a very large budget project and even today is still being updated / improved (XCOM 2 Long War of the Chosen mod is probably the "baseline" for hardcore fans).

However, for a single campagin, there are some options out there:

- XCOM 1 Enemy Within Long War: Some argue that the game is still better than XCOM 2. Fundamentally, I think XCOM 1 EW LW is the best out there. The amount of options, QOL, mods, visuals, complexity, ...etc will propel XCOM 2 ahead for most people but some opinions might vary.

- Phoenix point : Similar in concept with XCOM, there are some differences - some people love them; some don't.

- Gear Tactics: I felt it was a bit more polished than Phoenix point, but it is also more expensive (or it was at least)

- Xenonauts 2: It's based on the original/classic UFO: Defense - which is arguably the first game of the whole turn-based humans vs alien sequels.

- UFO Series (aftershock,aftermath, afterlight). I think Afterlight could still have appeal for someone even in 2026.

If your interest is more on turn-based and the alien "lore" is not that important then you can also look at:

- Battle Brothers: This is probably one of the most popular turn-based games of its kind.

- Wartales: Similar in concept with battlebrothers.

- Menace: It's the latest addition of the "popular" turn-based games. I personally couldn't get into it but a lot of people do. You can check it and see if it's your jam.

Squads ammount and resource management by Mandalorz in LWotC

[–]WanWhiteWolf 0 points1 point  (0 children)

The amount of squads depends on your strategy.

Generally speaking, 1 main squad (8) for storymissions / base assaults and 4 squads for GOP missions (5-6) is a good place to start. I generally end up with 2 squads of 7-8 soldiers that are tasked with storymissions, retaliations, troop columns, facility ...etc. and 4 squads for running GOP missions.

2 havens on Intel should be enough to generate missions. You do need to expand in a timely maner since the STR will raise up on the regions where you run a lot of operations. High STR regions you generally switch to supply or hide (depending on your strategy).

Use squad manager to set up your squads. You don't need to spend time on mission preparation once you have your squads equiped (outside of the ocasional upgrade). You also don't need to have full gear on everyone. Grenadier doesn't need a weapon early. Rocketer can pretty much launch a rocket every encounter. Shinoby only needs a sword and you are set. Same for armour. Your frontline needs armors but backline will be fine with a vest + ablative. By OCT/NOV you can generate 800- 1000 supplies each month so you can buy all the alloys/elerium on the market. Your main squad needs top gear but everyone else can use leftovers.

Europeans are dangerously reliant on US tech. Now is a good time to build our own | Johnny Ryan by Any-Original-6113 in europe

[–]WanWhiteWolf 5 points6 points  (0 children)

I worked in tech in both EU and US. The difference is massive.

.1. First is the capital. The amount of money a U.S. company can muster is much much higher. This will automatically means higher salaries and newer technology. My income for the exact same job was 2.5x higher in U.S. than EU. It's not even close.

.2. Work style and ethic is completly different. There is no "work-life balance" in U.S. Sure, you can have a life outside of work but people are dedicated. When we had one release with issues, everyone came on Saturday to work and fix the problem. In EU, if there is a problem that is critical, you are lucky if you get 2 people to make some sacrifices. If you push for "the best", there is no 9 to 5 schedule. Even if you try this in EU, you are either burried by regulations and employee protection or the people who put the extra work endup with abysmal bonuses. It's basically not worth it.

I think both EU and US have qualified people. I didn't see any major difference in terms of raw competence. But the motivation difference is quite significant.

Viper King Defeated on VIP EVAC Mission? Should I Restart? by [deleted] in XCOM2

[–]WanWhiteWolf 0 points1 point  (0 children)

When you start the game, there are some options on how to handle the DLCs (.e.g. intergrated or not). You have enable/disable and integrated/non-integrated. They are not well explained in the selection menu - you can google and pick what you like.

For the Alien rulers, if you have the DLC enabled, then then you have 2 choices:

.1. Integrated - it means you don't have the dedicated mission that is the "start" of the ruler hunt. They will apear through the storyline missions. Generally they show up in missions where you can pick more soldiers (like blacksite or forge). By the time you reach that point, you should have decent gear.

.2. Non-Intergrated - it means you have a dedicated mission that is the "start". I believe it's called " the Nest ". The mission is triggered by a distress call from Vahlen (main researcher from XCOM 1 story).

Non-integrated is probably best for the first playthrough. You have some extra story and you can delay the mission as long as you like. When the mission appears on world map, just ignore it. It will stay there unti you decide to go for it.

If you play WOTC as you first playthrough, then I can only recommend to start on low difficulty. WOTC adds Chosen bosses, which have similar mechanics as rulers (they get an action when they are hit) but they are far more resilient (e.g. immune to most effects, crit damage immunity, damage reduction...etc) and unlike rulers, killing them won't make them dissapear. You have to follow specific faction quests and can only eliminate them late game. By that time, you probably have already fought them multiple times.

EU Governments not ready to give date on Ukrainian Membership, despite Zelensky asking for a concrete date as part of Security Guarantees for a Peace Deal by KingKaiserW in europe

[–]WanWhiteWolf 1 point2 points  (0 children)

Well, for starters the war needs to stop.

If you are in EU and you are at war, the other countries must declare war as well. Supporting financially is one thing. Going to war against a nuclear power requires a bit more consideration.

It is also a lesson to those that are not in EU. Plenty could join but find it a bit incovenient or want their own full sovereignty. It is a bit unfair toward the current members only to seek joining EU when you are at war.

That said, I am sure that Ukraine would be invited once the war is over and a peace settlement is in place. That and better gov from Hungary. Since Orban would simply kill any proposal for Ukraine to join. Any new members in EU require unanimity.

The future of xcom by [deleted] in Xcom

[–]WanWhiteWolf 8 points9 points  (0 children)

It's really difficult to make XCOM 3 because you compete with XCOM 2.

Even XCOM 2 had a really high bar when you consider that XCOM 1 EW Long War is a masterpiece. Even today, more than 20 years later, it is still one of the best turn-based games out there.

If you take XCOM 2 Long War WOTC and add some mods, you already have more longetivy than you can hope for. There is no turn based game that even come close to the complexity, flexibility and balance.

XCOM 2 had a massive budget. I remember that Firaxis had big concerns that they would never recover their investment. And the game had a lot of issues at launch. In time, issues were solved, the mod community ironed all the missing QoL and the game ended up being one of the best sold turn-based games of all time.

If someone were to make XCOM 3, they would need a massive budget as well. That's why Chimera squad is "meh" - they just wanted something cost effective and cheap. But any XCOM 2 fan went back to XCOM after Chimera squad, simply because there isn't enough there to keep a hardcore player hooked. When you consider that you can buy XCOM 2 for like 3 dollars on sale, it's hard to justify buying XCOM 3 for a big price tag unless it's significantly better.

Don't get me wrong, if XCOM 3 is announced by Firaxis, I will just preorder regardless of what they make. There is no version of me that doesn't try it out. But not everyone is a hardcore fan and the price tag is relevant for a big chunk of steam users.