Search found 274 matches

by Zyxpsilon
Thu Feb 02, 2017 3:03 am
Forum: Modding Long War 2
Topic: Trooper / Officer Autopsies Flip-Flop..
Replies: 2
Views: 5022

Trooper / Officer Autopsies Flip-Flop..

If i were to make small minor edits to the XComLW_Overhaul.INI file to put the Officer & Trooper Autopsies back as they were in XCom2 with something like this... --- +TechTable=(TechTemplateName="AutopsyAdventTrooper", ... ResearchPointCost=2000, ... PrereqTech1=" AlienBiotech &qu...
by Zyxpsilon
Wed Feb 01, 2017 5:32 pm
Forum: Modding Long War 2
Topic: Technical's Rocket-Scatter..
Replies: 7
Views: 12036

Re: Technical's Rocket-Scatter..

Arcalane wrote:What I would probably do is; ...
OK.. How's that translate in some exact INI code terms?? ;)
by Zyxpsilon
Wed Feb 01, 2017 5:29 pm
Forum: Modding Long War 2
Topic: Technical's Rocket-Scatter..
Replies: 7
Views: 12036

Re: Technical's Rocket-Scatter..

So far so good with my new tricky single Rocket values. Now onto the "Flamethrower" limited ranges -- for proximity & effective length restrictions. Between.. inflicting Fire damages and the fact that the Technical-Boy would likely be VERY exposed to anything within LOS.. compounding t...
by Zyxpsilon
Wed Feb 01, 2017 5:06 pm
Forum: Long War 2
Topic: Why does rendering (resource extracting) reside in the research branch and not the engineering branch?
Replies: 13
Views: 19624

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

Be honest people.. is there any worthy advantages to losing precious Research points (one day +/- here, another there) to obtain very small amounts of resources? When the BlackMarket can give you a hefty bunch of Supplies (even sometimes at a premium!) for ANY of the same corpses (Once given to me.....
by Zyxpsilon
Wed Feb 01, 2017 4:45 pm
Forum: Long War 201
Topic: Long War 2 Tech Tree *UPDATED*
Replies: 13
Views: 62163

Re: Long War 2 Tech Tree

Okay -- here's what i mean by a "more" informative version.
http://imgur.com/a/mA0C6
by Zyxpsilon
Wed Feb 01, 2017 1:31 am
Forum: Modding Long War 2
Topic: XComGame.INT file "Editing"..
Replies: 9
Views: 15251

Re: XComGame.INT file "Editing"..

Might have found another tricky situation with any attempts to create custom INT that would "hook" correctly to whichever LW2 target files. LW_Overhaul.INT & XComGame.INT are both located into the root of the Localization folder inside the LW2 mod structure -- this IS a normal method w...
by Zyxpsilon
Wed Feb 01, 2017 1:05 am
Forum: Long War 2: Bug Reports
Topic: LW_PerkPack_Integrated.INT .. typo
Replies: 0
Views: 2653

LW_PerkPack_Integrated.INT .. typo

If that sort of bad Declaration-Call has spreaded into other code areas...

From LINE #937...

[XComeGame.Pistol_BM X2WeaponTemplate]
[Pistol_BM X2WeaponTemplate]
FriendlyName="Beam Pistol"

.. it's possibly creating troubles for some Pistol-related script functions, maybe? :?
by Zyxpsilon
Tue Jan 31, 2017 9:09 pm
Forum: Long War 2
Topic: UFO-Assault just convinced me.. by FAR!
Replies: 14
Views: 20347

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

EDIT Next... -- Ruleset ; The Defend Resistance Supply Convoy special missions have no EVAC zone or Call-for.. thus, when it was completed i just expected to receive rewards or proper loot for such an epic battle along side cool local Haven support soldiers. Zero-nada-ziltch. More than dissapointin...
by Zyxpsilon
Tue Jan 31, 2017 5:12 am
Forum: Long War 2
Topic: UFO-Assault just convinced me.. by FAR!
Replies: 14
Views: 20347

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

Updated the HUD/UI suggestion in Post #1 with a mockup sample. My Gunner Magnus Hagen's primary weapon is Plasma, etc!
by Zyxpsilon
Tue Jan 31, 2017 1:31 am
Forum: Long War 201
Topic: Long War 2 Tech Tree *UPDATED*
Replies: 13
Views: 62163

Re: Long War 2 Tech Tree

Was the "MimicBeacons" PG project (declared as being available after Advanced Grenades in the INI file) accidentally skipped on that Tech-Tree sample? I woud also recommend inserting a few notes or tags that could "compare" the charted elements with XC2 stuff that sticks & &q...
by Zyxpsilon
Tue Jan 31, 2017 1:17 am
Forum: Long War 2: Bug Reports
Topic: LoadOut Phase HUD Artifacts
Replies: 2
Views: 4434

LoadOut Phase HUD Artifacts

During any initial attempts to enter that screen.. some Panels are either missing their "Items Area" (for Lockett) or others are simply replaced by artifacts (Green or Yellow layers for Metaxas & Nero respectively) as shown in the cropped snapshot below. http://s30.postimg.org/4u3dbz17...
by Zyxpsilon
Mon Jan 30, 2017 11:53 pm
Forum: Modding Long War 2
Topic: Technical's Rocket-Scatter..
Replies: 7
Views: 12036

Re: Technical's Rocket-Scatter..

Thorough details.. thanks. What's most interesting for me is this; So functionally the minimum is always zero; the maximum always ranges from 2 to 6. If your Tech has really low aim, they have a very high chance of a full six-tile scatter, but if their aim is really good then they might manage that ...
by Zyxpsilon
Mon Jan 30, 2017 9:10 pm
Forum: Long War 2: Bug Reports
Topic: Localization section "doubling"..
Replies: 0
Views: 2673

Localization section "doubling"..

As i got deeper into the XComGame.INT file for modding reasons, i found double entries for the same section (Line #2798); [AutopsyDrone X2TechTemplate] DisplayName="ADVENT Robotics" CodeName="Duster" Summary="ADVENT relies heavily on mechanized units for crowd control and wa...
by Zyxpsilon
Mon Jan 30, 2017 7:46 pm
Forum: Modding Long War 2
Topic: Technical's Rocket-Scatter..
Replies: 7
Views: 12036

Technical's Rocket-Scatter..

Specially in early game (it seems).. the odds of having a rationally precise Gauntlet Rocket Hit is sooooooo low it just makes that Class main feature completely useless, IMHO. The scattering effect is much TOO large.. so, i have yet to see a rocket hit within a minimum of 1/3 tiles from the intende...
by Zyxpsilon
Mon Jan 30, 2017 5:58 pm
Forum: Modding Long War 2
Topic: Ability Icons
Replies: 3
Views: 5996

Re: Ability Icons

Although even the newly updated "CostBasedAbilityColors" somehow rendered my tactical gameplay very sluggish. So i had to de-activate it. I wouldn't know what occurs exactly as i don't have any other Mods that would cause such issues. Hard to tell.. but i wish InfectedM will soon find the ...
by Zyxpsilon
Mon Jan 30, 2017 5:17 pm
Forum: Long War 201
Topic: Mods Compatible with Long War 2 - Final Update
Replies: 14
Views: 38606

Re: Mods Compatible with Long War 2

@JLtheking.. Actually.. it's relatively simple. Just D/L this custom file from my DropBox Host; https://www.dropbox.com/s/welptt9k8eg5btv/UICollection_WeaponUpgradeIndicators.upk?dl=0 And -- replace the original with it which you can find in this path; "**Your-Install-Drive**:\Steam\steamapps\w...
by Zyxpsilon
Sun Jan 29, 2017 6:09 am
Forum: Long War 2: Strategy
Topic: Three Region Links -- Enhanced
Replies: 8
Views: 12925

Re: Three Region Links -- Enhanced

Bof.. i guess the obstacle for that particular connection could have been "Limited Length" & global trajectory tracking of Avenger flight paths? But if you mean this -- you could probably just copy the WEU/NAF connection and edit the name for WEU/EAF, the line should be pretty close --...
by Zyxpsilon
Sun Jan 29, 2017 5:48 am
Forum: Long War 2
Topic: UPDATE: Long War 2 Patch 1.1 is now available
Replies: 219
Views: 309036

Re: UPDATE: Long War 2 Patch 1.1 is now available

Yeah.. trust me, i know. I was making small personal edits to the core XComGame.INT file locally while the auto-steam upload cycle was secretly happening. Took my Notepad++ changes -- saved the transit temp hook -- got back into the game for a rapid check -- KABOOOOMMM -- ERROR -- SHAPEDCHARGE HAS N...
by Zyxpsilon
Sun Jan 29, 2017 5:28 am
Forum: Long War 2: Strategy
Topic: Three Region Links -- Enhanced
Replies: 8
Views: 12925

Re: Three Region Links -- Enhanced

xwynns wrote:I knew you would like this one. ;) Took me a whole day to draw those 7 lines though...
Could you make at least the 8th (You surely must know the Mediterranean Gambit Loop is appealing -- gameplay wise) for me+us please!? :lol:
by Zyxpsilon
Sun Jan 29, 2017 5:20 am
Forum: Long War 2: Strategy
Topic: What is a lead? How does one get a lead?
Replies: 10
Views: 13790

Re: What is a lead? How does one get a lead?

Oooopppsss.. didn't check for similar threads before making a post about that mysterious gameplay cycle..

anyway -- refer to this http://www.pavonisinteractive.com/phpBB ... 16&t=23966 if you want some cute visual hints about what's involved -- at first step. :roll:
by Zyxpsilon
Sun Jan 29, 2017 5:10 am
Forum: Long War 2: Strategy
Topic: Liberation Cycle.. revealed
Replies: 10
Views: 26482

Liberation Cycle.. revealed

For those like me who have been somehow puzzled by the required duo of Missions leading to Liberation. :idea: Here's a quick snapshot of two ingame images that reveals the whole principle. http://s30.postimg.org/tbbunbi9d/Liberation_Cycle.png Meaning -- pay extra attention to such tiny details... it...
by Zyxpsilon
Sun Jan 29, 2017 12:25 am
Forum: Long War 2
Topic: UFO-Assault just convinced me.. by FAR!
Replies: 14
Views: 20347

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

Yeah.. all we really need now is to prevent our Officers & AWC trainies to stop losing their "LoadOut Inventories" (Items & Primary Weapons) when going in-&-out of these places.
by Zyxpsilon
Sat Jan 28, 2017 8:26 pm
Forum: Long War 201
Topic: Mods Compatible with Long War 2 - Final Update
Replies: 14
Views: 38606

Re: Mods Compatible with Long War 2

@JLtheking, It's a bit more complex than just having my alternate INI file since i *DO* have a special UPK library that swaps his "Tiny Pistol" Icons for custom "Boxy/Diamonds". But here's the exact configurations... ------------ [WeaponUpgradeIndicators.UIWeaponUpgradeIndicators...
by Zyxpsilon
Sat Jan 28, 2017 4:10 am
Forum: Long War 2: Strategy
Topic: Three Region Links -- Enhanced
Replies: 8
Views: 12925

Re: Three Region Links -- Enhanced

Hey -- thank you for the source files confirmation about what i had observed with just 3 by plain luck, @Arcalane. Very nice 7 choices (and strategically important at that) they made! Too bad i didn't get my wish of a tiny WE/EA link (between Italy & Israel, etc) though -- could have been fun to...
by Zyxpsilon
Fri Jan 27, 2017 11:27 pm
Forum: Modding Long War 2
Topic: XComGame.INT file "Editing"..
Replies: 9
Views: 15251

Re: XComGame.INT file "Editing"..

Well, sadly -- even with the Alternate Mod Launcher re-ordering of LW2 into the list to be before qUIck_LW2 (to make sure my changes aren't overwritten by LW2 INT file defaults)... it simply doesn't work --- again. :shock: Soooo -- i can only conclude there's something in their code mechanics (or wi...