Not sure if bug or...[1.4-RNF mechanic]

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SirensCry
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Joined: Fri Feb 10, 2017 8:47 am

Not sure if bug or...[1.4-RNF mechanic]

Post by SirensCry »

Hi there everyone.

So i came back from some 2 months vacations of LW2 1.2 straight to test 1.4. Installed with no prob on a clean installation and ready to go.

Set as Veteran and done gatecrasher, first mission is an 8 days E.L. escort scientist. ....¬¬.... Ok..i heard about some ambush thingie going on but wtv, lets give it a try.

Lo and behold, as soon my 4 member team breaks concealment, got an instant DOZEN rnf advent right on top of them( The teleport type of RNF ).

Well, i asked for it i guess, lets all run the actual F*** away. Experience made it so i was somewhat well prepared for it, so i made it out with 1 wounded and the VIP in tow. This feels weird to me, we are talking about the FIRST mission, Strenght 1 and only Gatecrasher done, but again, wtv.

That was fun i guess. THEN :

All subsecuent missions do exactly the same. I mean every single one. Got a hack on a train as 3rd mission. got concealed right on sight of the hack, dropped evac and hacked. Again a DOZEN instant RNF on top of my guy. He died.

For the sake of testing, i deleted inis and started a new campaign. Same thing.

Question is simple...is this as intended, or something went wrong on my installation? this seems a really weird mechanic for an error, but i guess asking wont hurt.

Tnx for Reading!

Sirens.
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SirensCry
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Re: Not sure if bug or...[1.4-RNF mechanic]

Post by SirensCry »

Think i found the problem.

On LW_OVERHAUL originally :

; This is the turn count after squad reveal AND strategic objective fulfillment on missions with unlimited ("continuous") reinfs when ADVENT starts dropping 8-strong pods to force the player to skedaddle.
; Disabled by -1 or a positive reinforcement cap.
+TURN_COUNT_FOR_CAVALRY_AFTER_VICTORY_MOD[0]=999
+TURN_COUNT_FOR_CAVALRY_AFTER_VICTORY_MOD[1]=0
+TURN_COUNT_FOR_CAVALRY_AFTER_VICTORY_MOD[2]=-2
+TURN_COUNT_FOR_CAVALRY_AFTER_VICTORY_MOD[3]=-4

; This is the turn count after squad reveal on missions with unlimited ("continuous") reinfs when ADVENT starts dropping 8-strong pods to force the player to skedaddle.
+TURN_COUNT_TO_CAVALRY_ALL_CASES_MOD[0]=999
+TURN_COUNT_TO_CAVALRY_ALL_CASES_MOD[1]=0
+TURN_COUNT_TO_CAVALRY_ALL_CASES_MOD[2]=-4
+TURN_COUNT_TO_CAVALRY_ALL_CASES_MOD[3]=-6

Check the bold lines : thats veteran difficulty, telling the RNf to drop instantly ( Next turn ) after reveal. Or so i understand it.

Changed it for -1 and going for a test now, be right back.

Sirens.
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SirensCry
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Re: Not sure if bug or...[1.4-RNF mechanic]

Post by SirensCry »

Nopes, that wasnt.

Looking at this one now.

+MISSION_REINFORCEMENT_MODIFIERS=(MissionType=Extract_LW, BucketModifier=0.00, BucketMultiplier=0.6, AccelerateMultiplier=0.90, QueueOffset=-1, ReinforcementsTrigger=eReinforcementsTrigger_MissionStart)

That one seems weird, the list starts at 1. Could it be it is spawning RNF outside the "normal" list because of that ? Im actually using an Extract mission save for testing, so lets see.

Checking...

Sirens.

PD : Nobody else had anything like this on 1.4 ?
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SirensCry
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Re: Not sure if bug or...[1.4-RNF mechanic]

Post by SirensCry »

Well, it actually used another set of RNF this time. An airdrop of 6 Advent instead of the teleport of 8 Adv/Sectoid one. STILL exactly over my team last location.

AND still, they drop exactly the next turn im revealed. Really seems like a new mechanic rather than a bug.

Guess i ll have to make do watching Xavier for the time being lol. Thats a very punishing mechanic if its intended and i would like to modify it.

Or if its a bug, consider it reported =D

I would in any case glady accept any advise on turning it off/fix it. My only other option is download 1.3 ( i have a new Pc now and lost my old intallation ) and that means like a 5 hrs download. Id rather avoid it.

Sirens.
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johnnylump
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Re: Not sure if bug or...[1.4-RNF mechanic]

Post by johnnylump »

Are you taking like 50 turns to set up before reveal?
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SirensCry
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Re: Not sure if bug or...[1.4-RNF mechanic]

Post by SirensCry »

Hi Jhonny! tnx for reading and for the awesome work.

No no, not at all. The starting timer on the mission was like 17 turns IIRC, and i just ninjoed with a shinobi and the VIP to the evac. My testing save still have 12 turns remaining.

The vip reveals himself reaching the evact and my shinobi stays hidden @ 1 blue move from evac. Next turn i ve RNF alert, and THEN next turn i have what i already described. They drop over the evac, the last vip location.

EDIT : In case it is of any use, i DID test the RNF location, if i move the VIP on another direction, the RNF drop follows him, appearing where he got revealed.


Sirens.
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SirensCry
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Re: Not sure if bug or...[1.4-RNF mechanic]

Post by SirensCry »

Heres the save file im using, going for a new campaign to keep testing things.

Im an absolute new about modding, but im curious and like to learn what makes things tick lol.

Heres the save i was using in case anyone want to test it.

http://uploadfiles.eu/cxoq76zpuie8/save53.html

I dont really know if it works in any other installation but let me know what to do i ll share it.

Sirens.
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WanWhiteWolf
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Re: Not sure if bug or...[1.4-RNF mechanic]

Post by WanWhiteWolf »

I used your save.

I didn't see anything unusual. There is one shinoby concealed and 1 VIP. I rescued the VIP and waited like 5-6 turns. No RNF drop. Then I broke concealment and killed the sectoid pod. Still no RNF.

I don't have the mods that you are using; so maybe it's one of them. Try using your save without mods.

Keep in mind that unsubscribing from some mobs, still leaves leftovers in Config.

Normally I would suggest clearing the Config Folder + Verify game cache (steam option).
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SirensCry
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Re: Not sure if bug or...[1.4-RNF mechanic]

Post by SirensCry »

Awesome! thanks very much for taking the time for testing it.

So it must be some of the mods then. Weird, i was of the idea those ones dont change anything outside QOL stuff. But again, at least now i know where to look.

Thanks again, Wolf!

Sirens.
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SirensCry
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Re: Not sure if bug or...[1.4-RNF mechanic]

Post by SirensCry »

Hmmm i dont get it.

Did everything you suggested, still the same weird RNFs. Found the old LW 1.2 on my old HDD, installed it manually right away (Just replaced the folders with 1.4 and deleted config ) , NOT A SINGLE PROBLEM. Even with the mods. Im playing it right now.

Saw another post referencing weird RNFs schedules today, so im guessing its not a common problem but definitely something is going on.

Will download 1.3, maybe i can test it this night and see what happens.

Thanks again for your time!

Sirens.

Pd : English isnt my first language, so if i sound like complaining PLEASE is not what i mean, im just pissed i cant solve it by myself lol.
AlanDNelson
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Joined: Sun Jan 22, 2017 6:45 pm

Re: Not sure if bug or...[1.4-RNF mechanic]

Post by AlanDNelson »

I know this is old, but:

Did you start a brand new campaign when 1.4 came out? I think there are some problems if you try to load a 1.2 campaign save under 1.4.
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