Search found 105 matches
- Wed Jan 25, 2017 3:44 pm
- Forum: Long War 2: Strategy
- Topic: Haven advisors
- Replies: 15
- Views: 26004
Re: Haven advisors
It's probably good to station soldiers in your havens until they are fully liberated / have the max-ed out 13 rebels / absolutely sure there are zero infiltrators left in your haven. Perhaps even all of them! That's what I do, anyways.
- Wed Jan 25, 2017 3:22 pm
- Forum: Modding Long War 2
- Topic: Adding Plating to Sparks?
- Replies: 10
- Views: 15079
Re: Adding Plating to Sparks?
It depends on the armor; I'd have to look up how they did it on Sparks. We moved a bunch of stuff to the inis but didn't get everything. Well I see the vanilla and Alien Hunters armors exposed in XGC.ini, and some vests and Alien Hunter armor ability settings in LW_Overhaul.ini (great job, btw!) no...
- Wed Jan 25, 2017 3:17 pm
- Forum: Long War 2: Strategy
- Topic: Haven advisors
- Replies: 15
- Views: 26004
Re: Haven advisors
As far as I know class doesn't matter. Only rank does. A soldier liaison provides a flat bonus to Recruit. This is so havens with zero rebels still can be saved with enough time. After that, each soldier rank provides a multiplier. Officer ranks too, I think. Bonus helps with recruiting and detectin...
- Wed Jan 25, 2017 3:07 pm
- Forum: Modding Long War 2
- Topic: Adding Plating to Sparks?
- Replies: 10
- Views: 15079
Re: Adding Plating to Sparks?
Unfortunately, this doesn't regenerate between missions. The fix in 1.1 adds the points in an ability attached to their armor, iirc. Oh no! Guess I didn't know about that interaction :( And IIRC there is no way to edit armor values without the SDK, as they aren't exposed in the configs to my knowle...
- Wed Jan 25, 2017 3:03 pm
- Forum: Long War 2: Strategy
- Topic: How good is "Basic Research" upgrade?
- Replies: 47
- Views: 69992
Re: How good is "Basic Research" upgrade?
From XComLW_Overhaul.ini ; Repeatedable permanent improvement projects; the increased cost for repeating is in DGD.ini +TechTable=(TechTemplateName="BasicResearchProject", ProvingGround=false, ResearchPointCost = 5200, ModPointsToCompleteOnly=true) +TechTable=(TechTemplateName="BasicE...
- Wed Jan 25, 2017 2:46 pm
- Forum: Long War 2: Strategy
- Topic: My Favorite solo assassain classs, Technician.
- Replies: 8
- Views: 12803
Re: My Favorite solo assassain classs, Technician.
Really innovative. Why bother with a Sharpshooter-Shinobi and a less than 100% to hit/kill the VIP when you can just snipe using a rocket :P. I assume you need Rank 1 Fire In The Hole as you'll be blue-moving out of LOS blocking cover, and Javelin Rockets if you are actually legit trying to snipe th...
- Wed Jan 25, 2017 2:27 pm
- Forum: Long War 2
- Topic: Several questions
- Replies: 17
- Views: 21660
Re: Several questions
2) Yes. If you just had a major critical failure and are in severe need of rookies, set all your rebels to "Recruit" and station a Soldier liason for added bonus. As of LW 1.0 each new recruit has a 33% chance of being a soldier you can recruit from the Armory.
- Wed Jan 25, 2017 2:23 pm
- Forum: Modding Long War 2
- Topic: Adding Plating to Sparks?
- Replies: 10
- Views: 15079
Re: Adding Plating to Sparks?
Go to LW2's mod config folder, open XComGameData_CharacterStats.iniforeverdead wrote:I wonder could we add this to armour? If so where would we find it?
Search for SPARK and there you'll find the relevant entries.
- Wed Jan 25, 2017 2:13 pm
- Forum: Long War 2
- Topic: UPDATE: Long War 2 Patch 1.1 is now available
- Replies: 219
- Views: 314488
Re: Pending Changelist for 1.1 (NOT RELEASED)
Hopefully, it is "very very soon" againPendrako wrote:When's 1.1 due out?
![Laughing :lol:](./images/smilies/icon_lol.gif)
![Wink ;)](./images/smilies/icon_e_wink.gif)
![Wink ;)](./images/smilies/icon_e_wink.gif)
![Wink ;)](./images/smilies/icon_e_wink.gif)
- Wed Jan 25, 2017 2:10 pm
- Forum: Long War 2
- Topic: Feature Request - Promote Rebel to Soldier
- Replies: 3
- Views: 7319
Re: Feature Request - Promote Rebel to Soldier
This is a cool idea. Perhaps instead of recruiting soldiers from the avenger, you have a button next to the manage haven UI to recruit rebels directly for XCOM (with supplies of course). For every mission they personally go through, such as Rendezvous or RealityMachina's Rioting VIP assassination, t...
- Wed Jan 25, 2017 1:44 pm
- Forum: Long War 2
- Topic: alternative primary for Sharshooter
- Replies: 43
- Views: 47148
Re: alternative primary for Sharshooter
Honesty I'd say that this comes part and parcel with every soldier running Not Created Equally. With every god sniper with +10 aim over regular soldiers, you have one who can't hit the broad side of a barn. They CAN build into a pretty good concealed support spotter unit. Holotarget up to thrice a t...
- Wed Jan 25, 2017 1:16 pm
- Forum: Long War 2
- Topic: Balance: gunner secondary, chameleon suit
- Replies: 51
- Views: 69018
Re: Balance: gunner secondary, chameleon suit
1. There is some interesting discussion going on above about the combat knife. I, too thought it was rather useless, but in my opinion, it shouldn't be any other way. The gunner's primary means of effecting the battlefield should be, as its namesake, its big beefy gun. Any other notable Secondary wo...
- Mon Jan 23, 2017 3:44 pm
- Forum: Modding Long War 2
- Topic: Custom Infiltration Rates for Classes
- Replies: 1
- Views: 4156
Re: Custom Infiltration Rates for Classes
So I dug through the .ini files and actually found what I think affects the Infiltration rates. They're perks, as I suspected. So I'll just leave this around in case anyone else wants to do the same thing I am doing. In XComLW_InfiltrationSettings.ini ;-----------------------------------------------...
- Mon Jan 23, 2017 2:53 pm
- Forum: Modding Long War 2
- Topic: Custom Infiltration Rates for Classes
- Replies: 1
- Views: 4156
Custom Infiltration Rates for Classes
Hello! I am wondering how to set custom Infiltration rates for different classes. Currently figuring out how to do this from the Playable Aliens and Allies Unknown mods. From my understanding, classes like the Technical produce greater base Infiltration time, whereas the Shinobi produce less. Is the...
- Mon Jan 23, 2017 2:49 pm
- Forum: Modding Long War 2
- Topic: Carrying off enemy corpses
- Replies: 2
- Views: 5619
Re: Carrying off enemy corpses
http://steamcommunity.com/sharedfiles/f ... =766512413
Just install this mod, go to the config file for the mod and add in "+CarryableCharacterGroups="AdventDrone"", and boom!
Just install this mod, go to the config file for the mod and add in "+CarryableCharacterGroups="AdventDrone"", and boom!
- Mon Jan 23, 2017 9:18 am
- Forum: Long War 2
- Topic: Stopping Dark Events
- Replies: 0
- Views: 3542
Stopping Dark Events
Do the Dark Event projects and thus missions to stop them always spawn in continents I am in contact with, like in Vanilla? Or will I end up missing some of them no matter what?
- Mon Jan 23, 2017 7:41 am
- Forum: Modding Long War 2
- Topic: Commanders choice?
- Replies: 5
- Views: 11388
Re: Commanders choice?
https://steamcommunity.com/sharedfiles/filedetails/?id=688405905 The devs have stated that they are not planning to include any additional optional tweaks into the main long war experience. You can mostly just opt to tweak it yourself using the extensive included configurable .inis, or install what...
- Mon Jan 23, 2017 4:52 am
- Forum: Long War 2
- Topic: Long War 2 Resources (including mod compatibilities)
- Replies: 24
- Views: 38796
Re: Long War 2 Resources (including mod compatibilities)
Wow!Zyxpsilon wrote: Yep.. Grimy's "Hotkeys" Mod works just fine with LW2.
- Mon Jan 23, 2017 4:45 am
- Forum: Long War 2
- Topic: Upcoming Flamethrower Improvements
- Replies: 54
- Views: 68980
Re: Upcoming Flamethrower Improvements
Alright! Good job guys!
- Mon Jan 23, 2017 4:37 am
- Forum: Long War 2
- Topic: Feedback for the "firing on activation" mechanic
- Replies: 11
- Views: 15679
Re: Feedback for the "firing on activation" mechanic
An interesting thing I noticed when browsing the .ini is that the free reflex actions given to aliens are not guaranteed. IIRC on Veteran the chance is 20% and on Commander and Legend the chance is 33%. So if you're having a situation where the entire pod takes flanking shots on you on reveal... Tha...
- Mon Jan 23, 2017 4:30 am
- Forum: Long War 2
- Topic: How have the suppression mechanics changed?
- Replies: 8
- Views: 12884
Re: How have the suppression mechanics changed?
For the issue that you mention about the suppression reaction fire not going off if the enemy retreats out of LOS, this is vanilla behavior that can be fixed with this mod ( https://steamcommunity.com/sharedfiles/filedetails/?id=628207417 ). Make sure you run through the .ini and turn off tweaks tha...
- Sat Jan 21, 2017 6:48 pm
- Forum: Long War 2
- Topic: LW2 Version 1.1 queries
- Replies: 2
- Views: 5574
Re: LW2 Version 1.1 Release Date?
Oh no!
The second half is a valid question though![Smile :)](./images/smilies/icon_e_smile.gif)
![Rolling Eyes :roll:](./images/smilies/icon_rolleyes.gif)
The second half is a valid question though
![Smile :)](./images/smilies/icon_e_smile.gif)
- Sat Jan 21, 2017 4:32 pm
- Forum: Long War 2
- Topic: LW2 Version 1.1 queries
- Replies: 2
- Views: 5574
LW2 Version 1.1 queries
So I've browsed many a forum thread and Reddit discussion and many from the team have remarked of several bugs being patched out in an upcoming 1.1 patch. Updates to the psi system have also been announced to come with this patch. Any word on how soon till this patch will be rolled out? And how will...
- Sat Jan 21, 2017 4:28 pm
- Forum: Long War 2
- Topic: Are there no aiming angles in LW2?
- Replies: 9
- Views: 17550
Re: Are there no aiming angles in LW2?
Exactly. Pisses me off so much sometimes, especially because of XCOM2's wonky step-out mechanics. Lost me many a soldier. Thankfully, aiming angles can all be configured in the base XCOM2 ini. (With regards to your sniper screenshot, you can increase the tile range of when aiming angles can apply!) ...
- Sat Jan 21, 2017 4:01 pm
- Forum: Modding Long War 2
- Topic: Is there a list of mods that were integrated?
- Replies: 2
- Views: 5745
Re: Is there a list of mods that were integrated?
Take a look at this master compatibility list https://drive.google.com/file/d/0B0KYKP0J-c9vcksxLXBTUkFzdE0/view and ctrl+f "This mod has a similar function to a mechanic built into LW2" On top of that, from the top of my head here are some mods that I personally removed from my pre-LW2 run...