Search found 14 matches
- 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...
- 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
Most mission stats are in the image:
http://i.imgur.com/qUDrYTg.jpg
- 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...
- 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?
- 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.
They are very hard.
- 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?
How would you mod this feature into the game?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.
- 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...
- 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.
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...