Search found 274 matches

by Zyxpsilon
Thu Feb 09, 2017 9:19 pm
Forum: Modding Long War 2
Topic: "TRAP" missions .. let us control their IF & WHAT.
Replies: 0
Views: 2620

"TRAP" missions .. let us control their IF & WHAT.

Okay i get it. We're just supposed not to try tackling *some* rare missions.. it's our decisions to take.. but hear me out please; -- Very Low Hours to Infiltrate are certainly indicative and mostly should be relatively possible with "Stealth Squads" only, IF lucky or tactically smart. Che...
by Zyxpsilon
Wed Feb 08, 2017 9:20 pm
Forum: Long War 2: Bug Reports
Topic: Invasion mission crash
Replies: 8
Views: 10853

Re: Invasion mission crash

There's a 98+% chance your troubles are mostly caused by ShowMeTheSkills as that very old mod (even the pseudo-updated version by ReasonER) is trying to hook onto a heavily altered LoadOut process by LW2 bigger Squad mechanics (two rows).
by Zyxpsilon
Wed Feb 08, 2017 1:46 pm
Forum: Modding Long War 2
Topic: Squad limits for Tower & HQ missions..
Replies: 10
Views: 14045

Re: Squad limits for Tower & HQ missions..

Yup.. that's most likely what is happening with this. That try was done on some already spawned Tower/Network.. so, the pre-mission parameters (including the schedule & Map structure) must also put the MaxSoldiers value as declared by the -- XComMissions.INI -- file at the time of those usual &q...
by Zyxpsilon
Wed Feb 08, 2017 7:58 am
Forum: Modding Long War 2
Topic: Squad limits for Tower & HQ missions..
Replies: 10
Views: 14045

Re: Squad limits for Tower & HQ missions..

Just found where these limits are pre-defined... XComMissions.INI . For the Network Towers ( of Liberation Chain that leads to HQ assaults) near line #13315; ---------- +arrMissions=(MissionName="AssaultNetworkTower_LW", sType="AssaultNetworkTower_LW", \\ MissionFamily="Assa...
by Zyxpsilon
Wed Feb 08, 2017 5:32 am
Forum: Modding Long War 2
Topic: Squad limits for Tower & HQ missions..
Replies: 10
Views: 14045

Re: Squad limits for Tower & HQ missions..

Well... just completed the HQ assault mission & the allowed squad had no limits, so i could actually bring 9 tough necks. Each were pivotal to match the 41 enemies i had to face including a wild unmasked Advent General which required the Frost-Bomb trick & a few Overwatch hits plus a lucky C...
by Zyxpsilon
Tue Feb 07, 2017 6:57 pm
Forum: Long War 2
Topic: Possible to Disable Auto-Unequip on Injury/Training?
Replies: 6
Views: 13126

Re: Possible to Disable Auto-Unequip on Injury/Training?

Hold Off your re-coding horses, JL... i just got an Officer back from training and she *STILL* had her previous Weapon & loadout Items exactly as they were. Thus -- there must be something else at work when the wacky switching process happens. I think it might have to do with any updates we appl...
by Zyxpsilon
Tue Feb 07, 2017 8:26 am
Forum: Long War 2
Topic: Possible to Disable Auto-Unequip on Injury/Training?
Replies: 6
Views: 13126

Re: Possible to Disable Auto-Unequip on Injury/Training?

I'll throw in my "Massive OutCry" for this absolutely essential QoL system. You have to realize we are now playing in a (much more) massive micro-management context with the splendid feature of multiple-Squads. There's a solid need to maintain between 4-7 teams (Stealth specialized, Hacker...
by Zyxpsilon
Tue Feb 07, 2017 5:06 am
Forum: Elevated Bug Reports
Topic: Camera Stuck Under The Avenger
Replies: 125
Views: 1483720

Re: Camera Stuck Under The Avenger

Not even sure if i've been consistantly clicking mouse or pressing ESC while exiting the Avenger once the "Press any Key" green message shows up... but i did reload the last Tactical save from the file mentionned earlier & purposely clicked the Mouse to verify & the Flaw **DIDN'T**...
by Zyxpsilon
Tue Feb 07, 2017 4:25 am
Forum: Elevated Bug Reports
Topic: Camera Stuck Under The Avenger
Replies: 125
Views: 1483720

Re: Camera Stuck Under The Avenger

Well -- i don't use Cap-Locks & i just got my very firsty instance of that Camera-Under-Avenger bug. If that can help diagnosed the issue... -- Save-Scumming often. -- Occured after the special Retaliation mission with multiple Re-Inforcement cycles. Saved some Rebels.. Evac'ed All while the las...
by Zyxpsilon
Mon Feb 06, 2017 8:29 pm
Forum: Modding Long War 2
Topic: Squad limits for Tower & HQ missions..
Replies: 10
Views: 14045

Squad limits for Tower & HQ missions..

Much to my surprise, some of the most "pivotal" missions now have serious limits on the MAX number of soldiers we can bring. As a result.. my very first attempt at a (tough to discover -- already) Liberation/Chain Tower only allowed FIVE on Rookie level. Four of which got severely injured ...
by Zyxpsilon
Mon Feb 06, 2017 7:28 pm
Forum: Modding Long War 2
Topic: HQ-Assault.. bottom Event-Icon.
Replies: 1
Views: 3371

Re: HQ-Assault.. bottom Event-Icon.

Found it into.. -- XComLW_Activities.INI -- on Line #387; --------------------- +MissionSettings=(MissionOrFamilyName="AssaultAlienBase_LW", \\ AlertType=, \\ MissionSound="GeoscapeFanfares_AlienFacility", \\ EventTrigger="", \\ MissionUIType=eMissionUI_AlienFacility, \...
by Zyxpsilon
Mon Feb 06, 2017 2:42 am
Forum: Modding Long War 2
Topic: HQ-Assault.. bottom Event-Icon.
Replies: 1
Views: 3371

HQ-Assault.. bottom Event-Icon.

Now, these re-use the XC2 "BlackSite" symbol while the old "Alien Facility" (Grey/Red with an elder glyph) aren't used anymore, right? Although the Geoscape 3dModel still is a "Red Facility triangle -- without the doom pips". How would i be able to simply switch those b...
by Zyxpsilon
Sun Feb 05, 2017 6:24 am
Forum: Long War 2: Strategy
Topic: How do you properly "stealth" the whole mission?
Replies: 14
Views: 18777

Re: How do you properly "stealth" the whole mission?

Shinobi+Specialist & possibly a third of your choice.. just in case the RNG screws up real bad. But for me.. the whole tricks basicly stands on what Perks you keep on giving to that specialized Team while you should concentrate on limiting detection -- don't forget some precious Officer ranks ca...
by Zyxpsilon
Sat Feb 04, 2017 11:30 pm
Forum: Long War 2: Strategy
Topic: "Mimic Beacons" .. far out -- of reach!
Replies: 5
Views: 10811

Re: "Mimic Beacons" .. far out -- of reach!

I was just being sarcastic about the new LW2 concept of pushing it away from its earlier Faceless Autopsy XC2-TechSpot, ya know. :lol:
by Zyxpsilon
Sat Feb 04, 2017 11:25 pm
Forum: Long War 2: Bug Reports
Topic: Can't resume Psi training
Replies: 14
Views: 21017

Re: Can't resume Psi training

2nd Cell unlocks at Elerium & requires a Sectoid corpse, 75§ & 1 Core to build.
by Zyxpsilon
Sat Feb 04, 2017 7:56 pm
Forum: Long War 2: Bug Reports
Topic: Evac Zone Disappearing
Replies: 5
Views: 10539

Re: Evac Zone Disappearing

OH.. speaking of Evac principles, TT.

Is it normal that the newest feature of rescued Rebels/Prisoners aren't given an Evac/ALL capacity while standing in the Zone?
As of now.. they seem to react with Vanilla processing only -- of individual steps.
by Zyxpsilon
Sat Feb 04, 2017 7:50 pm
Forum: Long War 2: Bug Reports
Topic: LoadOut Phase HUD Artifacts
Replies: 2
Views: 4403

Re: LoadOut Phase HUD Artifacts

BUMP -- Any coding progress made to somehow identify the cause or "repair" that issue.. please? I'm starting to lean towards a Mod Conflict but i can't rationally find any hints under which conditions these panels might react like that. Possibly "Ammo & Vest slots" -- BUT it ...
by Zyxpsilon
Sat Feb 04, 2017 4:24 pm
Forum: Long War 2: Strategy
Topic: "Mimic Beacons" .. far out -- of reach!
Replies: 5
Views: 10811

"Mimic Beacons" .. far out -- of reach!

Yup.. they were cheesy . OP devices that inflicted a wise blow (almost) to the Aliens' lack of intelligence to detect such traps since they kept concentrating on that cool semi-transparent animation of a false soldier -- until dead. BUT .. please hold your breath .. they are now gated sooooooooo far...
by Zyxpsilon
Sat Feb 04, 2017 4:07 pm
Forum: Long War 2
Topic: UFO-Assault just convinced me.. by FAR!
Replies: 14
Views: 20286

Re: UFO-Assault just convinced me.. by FAR!

oooppss.. just realized the right side margin of the Stats section is already "occupied" by the Promote/Psi symbol(s) which means that area can't really be used for other elements. Although.. the extra space/box (where i inserted SquadIcons as reminders) could be designed as a multi-toggle...
by Zyxpsilon
Sat Feb 04, 2017 3:37 pm
Forum: Long War 2: Strategy
Topic: Kubikiri = Almost Repeater, right?
Replies: 7
Views: 13470

Re: Kubikiri = Almost Repeater, right?

ooopppsss -- that was the Specialist "Guardian" perk i meant earlier.. my mistake. And you're right too about "CoupDeGrace".. it actually is the nearest to Repeaters. Although there are some special limits to it; low odds based on Disoriented/Stunned/Unconscious status & vari...
by Zyxpsilon
Sat Feb 04, 2017 6:10 am
Forum: Long War 2: Strategy
Topic: Kubikiri = Almost Repeater, right?
Replies: 7
Views: 13470

Kubikiri = Almost Repeater, right?

And it's the only LW2 aspect that gets anywhere near to having the real XC2 "Executed!" gimmick. While only Sharpshooters can use that perk. If so.. Rulers are now becoming a high stakes gamble with sloooowww attrition attempts that gives many more opportunities to escape an encounter with...
by Zyxpsilon
Fri Feb 03, 2017 4:07 pm
Forum: Long War 2: Bug Reports
Topic: Can't resume Psi training
Replies: 14
Views: 21017

Re: Can't resume Psi training

There's much more to that - XComGameData.INI - section for PSI-Training time controls... ------------------------ XComHeadquarters_PsiTrainingDays[0]=1 ;5 ;Easy XComHeadquarters_PsiTrainingDays[1]=1 ;6 ;Normal XComHeadquarters_PsiTrainingDays[2]=1 ;6 ;Classic XComHeadquarters_PsiTrainingDays[3]=2 ;6...
by Zyxpsilon
Thu Feb 02, 2017 8:40 pm
Forum: Long War 2
Topic: Why does rendering (resource extracting) reside in the research branch and not the engineering branch?
Replies: 13
Views: 19486

Re: Why does rendering (resource extracting) reside in the research branch and not the engineering branch?

Well then -- i might have to reword my basic opinion on most of the "Renders" results like this.. *IF* the need is truly there for anything (at that particular moment), the decisions to do some should fit the right deal but at the expense of somewhat minor research time delays. Note that i...
by Zyxpsilon
Thu Feb 02, 2017 6:10 pm
Forum: Long War 2: Strategy
Topic: Inventory Management / Black Market Use
Replies: 7
Views: 16388

Re: Inventory Management / Black Market Use

I would have to agree that the "BlackMarket Use" mod is an essential device to determine what to do with overloads of certain items.. beyond the bonuses given for three different choices every month, the actual value of things stands more on your strategic patterns of choice. To me.. -- An...
by Zyxpsilon
Thu Feb 02, 2017 5:34 pm
Forum: Modding Long War 2
Topic: Trooper / Officer Autopsies Flip-Flop..
Replies: 2
Views: 4997

Re: Trooper / Officer Autopsies Flip-Flop..

I sure wouldn't want to break your "Intended gameplay features or solid mechanics" -- too much though. The essential reasoning being that *IF* something can be altered (sligthly or more)... we can still rely on the extensive INI configuration system already there. It's an even bigger Mod/M...