Search found 14 matches

by Zymos
Thu Feb 16, 2017 3:51 am
Forum: Long War 2: Bug Reports
Topic: [Found by JoINrbs] Solace makes enemies fan out individually rather than in a group
Replies: 0
Views: 2664

[Found by JoINrbs] Solace makes enemies fan out individually rather than in a group

Normally it goes like this: Enemy pod spots you -> That enemy does his movement action -> Rest of pod all do their respective movement actions simultaneously -> Either Green or Yellow reaction actions trigger -> Player's turn. If you have a soldier with Solace on the battlefield it instead goes lik...
by Zymos
Mon Feb 13, 2017 5:12 am
Forum: Long War 2: Bug Reports
Topic: XCOM Operatives stuck on some rooftops
Replies: 0
Views: 2833

XCOM Operatives stuck on some rooftops

2 of my soldiers spawned stuck on the rooftop. They can't move at all.

Most mission stats are in the image:

http://i.imgur.com/qUDrYTg.jpg
by Zymos
Sun Feb 05, 2017 9:27 pm
Forum: Long War 2: Bug Reports
Topic: Bradford extraction briefing inconsistent with mission
Replies: 1
Views: 3669

Bradford extraction briefing inconsistent with mission

On extraction missions Bradford sometimes tells me to "leave no hostilies standing", which goes against the stealthy and run-based mission style of extractions. You often want and should do the complete opposite of this. Perhaps this vanilla briefing can be cut a bit to exclude that last p...
by Zymos
Wed Feb 01, 2017 6:41 pm
Forum: Long War 2
Topic: Needle Grenades + Corpses = ?
Replies: 1
Views: 4498

Needle Grenades + Corpses = ?

I know needle grenades don't break loot, but do they also not break corpses?
by Zymos
Wed Feb 01, 2017 9:23 am
Forum: Long War 2
Topic: Infinite reinforcements can be game breaking
Replies: 14
Views: 20243

Re: Infinite reinforcements can be game breaking

That's the entire thing about the tower mission. It's smack dab in the middle of an Advent city and can thus be reinforced much faster and more heavily compared to normal missions.

They are very hard.
by Zymos
Tue Jan 31, 2017 4:09 pm
Forum: Modding Long War 2
Topic: How do I make Rookie recruitment more frequent?
Replies: 4
Views: 8780

Re: How do I make Rookie recruitment more frequent?

The Boz wrote:Not exactly how it works, but it works out towards the same conclusion.
The "BAR"s are odds of a recruit that has been generated by the income becoming a soldier or a rebel. On a large enough number of hires, sure, they look the same.
How would you mod this feature into the game?
by Zymos
Tue Jan 31, 2017 4:18 am
Forum: Modding Long War 2
Topic: Editing permanent Dark Events
Replies: 6
Views: 14746

Re: Editing permanent Dark Events

I tested changing: Template.Category = "DarkEvent"; Template.bRepeatable = false; Template.bTactical = true; Template.bLastsUntilNextSupplyDrop = false; Template.StartingWeight = 5; Template.MaxWeight = Template.StartingWeight; Template.MaxSuccesses = 0; Template.MinDurationDays = 9999; Te...
by Zymos
Tue Jan 31, 2017 3:45 am
Forum: Modding Long War 2
Topic: Editing permanent Dark Events
Replies: 6
Views: 14746

Re: Editing permanent Dark Events

I would like to know this as well.
by Zymos
Mon Jan 30, 2017 9:28 pm
Forum: Long War 2: Bug Reports
Topic: Haywire Protocol cooldown refreshed every turn (essentially 0 cooldown)
Replies: 0
Views: 3138

Haywire Protocol cooldown refreshed every turn (essentially 0 cooldown)

I just tried a test game where I could continuously hack enemy drones and mecs every turn. It did not matter whether the hack failed or not. Every time I used Haywire protocol it said that the skill was put on cooldown for 4 turns. The hover-text on the ability says 4 turn cooldown. Despite all this...
by Zymos
Mon Jan 30, 2017 7:23 am
Forum: Modding Long War 2
Topic: Psi training time modding
Replies: 1
Views: 7035

Psi training time modding

Hey. So the way I understand it, Psi Operative skills have the following training time: Psi training time = Vanilla XCOM 2 training time + Extra LW2 formula that makes the train time go up the bigger the distance between the rank of the soldier and rank of the skill. Thus a lvl 1 soldier will have a...
by Zymos
Mon Jan 30, 2017 6:05 am
Forum: Long War 2: Bug Reports
Topic: Mind Merge (Psi Op lvl 1 ability) is bugged
Replies: 3
Views: 6433

Mind Merge (Psi Op lvl 1 ability) is bugged

Skill description: "Grants bonus will and ablative hit points to an ally until the beginning of the player's next turn." Actual ingame effect: The will and ablative HP bonus only lasts until the end of your current turn. It is gone by the time the enemy is shooting you, rendering it 100% u...
by Zymos
Sun Jan 29, 2017 5:13 am
Forum: Modding Long War 2
Topic: PSI Ops Questions
Replies: 0
Views: 3139

PSI Ops Questions

Hi. 1. Where is the skill code for the Psi Ops class located in the ini files? I know of [XComGame.X2Ability_PsiOperativeAbilitySet] in XComGameData_SoldierSkills.ini but that's only the cooldowns. I'm mostly looking to figure out what all the psi op skills do and the numbers behind them. 2. There i...
by Zymos
Sun Jan 29, 2017 4:44 am
Forum: Modding Long War 2
Topic: How do I make Rookie recruitment more frequent?
Replies: 4
Views: 8780

Re: How do I make Rookie recruitment more frequent?

Alright so vanilla settings are: "[Recruit LWRebelJobTemplate] IncomePerRebel=3 ; Recruiting outcome weights. When a new recruit is generated, a roll is made and tested against the sum of these values. RECRUIT_REBEL_BAR=67 RECRUIT_SOLDIER_BAR=33" Which means 2 income goes towards rebels an...
by Zymos
Sat Jan 28, 2017 10:54 pm
Forum: Modding Long War 2
Topic: How do I make Rookie recruitment more frequent?
Replies: 4
Views: 8780

How do I make Rookie recruitment more frequent?

Heyo. I wanted to increase the amount of rookies I get, without increasing the amount of rebels I get. I found the following lines of code in XComLW_Outposts.ini: "; Recruiting outcome weights. When a new recruit is generated, a roll is made and tested against the sum of these values. RECRUIT_R...