Search found 105 matches
- Fri Feb 03, 2017 1:29 am
- Forum: Modding Long War 2
- Topic: Modding Proving Grounds weapon upgrades projects
- Replies: 3
- Views: 7008
Re: Modding Proving Grounds weapon upgrades projects
Yeah, it definitely was not done so in an elegant or user-friendly fashion. Seems like a debug tool rather than one meant to be a proper experience for players. Guess that's why RM decided to make his mod.
- Fri Feb 03, 2017 1:27 am
- Forum: Long War 2
- Topic: Graze band affects Flush and Arc thrower?
- Replies: 8
- Views: 12595
Re: Graze band affects Flush and Arc thrower?
I, too, was wondering about this. Does this mean that relays have a 10% to be grazed?LordYanaek wrote:Reminds me that i have seen some strange 1 damage on alien transmitters which means they can also probably be "grazed" despite being immobile auto-hit structures.
- Wed Feb 01, 2017 11:06 am
- Forum: Modding Long War 2
- Topic: Utility items weight
- Replies: 8
- Views: 13114
Re: Utility items weight
Did you check if your custom mod is loaded after LW2? And that you're using the +configOption=newConfig rather than outright overwriting the previous one? What about the [configClass] square brackets?
Because I could swear my own custom mod edits are working on LW_Overhaul.ini...
Because I could swear my own custom mod edits are working on LW_Overhaul.ini...
- Wed Feb 01, 2017 11:03 am
- Forum: Modding Long War 2
- Topic: Technical's Rocket-Scatter..
- Replies: 7
- Views: 12016
Re: Technical's Rocket-Scatter..
Wow Zyxpsilon! Nice to see you delving into balance modding! So can we expect a balance overhaul from you some time soon?
- Wed Feb 01, 2017 11:00 am
- Forum: Modding Long War 2
- Topic: Infinite Items
- Replies: 6
- Views: 10248
Re: Infinite Items
RealityMachina did something like this recently, you may want to check it out. https://steamcommunity.com/sharedfiles/ ... =854366679
- Wed Feb 01, 2017 10:56 am
- Forum: Modding Long War 2
- Topic: Modding Proving Grounds weapon upgrades projects
- Replies: 3
- Views: 7008
Re: Modding Proving Grounds weapon upgrades projects
Item and Tech tables are found in LW_Overhaul.ini
But from what I know though the infinite='true' option may not be working.
RealityMachina did something similar recently, you may want to check it out. https://steamcommunity.com/sharedfiles/ ... =854366679
But from what I know though the infinite='true' option may not be working.
RealityMachina did something similar recently, you may want to check it out. https://steamcommunity.com/sharedfiles/ ... =854366679
- Wed Feb 01, 2017 10:52 am
- Forum: Long War 2: Strategy
- Topic: Hiding is useless
- Replies: 24
- Views: 34945
Re: Hiding is useless
Do Haven advisors build advent strength or build vigilance? What if everyone else is in hiding? Will Advisors still be building advent strength or building vigilance? So if I'm trying to keep a low profile should I also remove the advisor if everyone is in hiding? Will Advisors still be looking for...
- Wed Feb 01, 2017 7:37 am
- Forum: Long War 2
- Topic: Several questions
- Replies: 17
- Views: 21262
Re: Several questions
Advent Strength (the number displayed on the map) is not the same as force level. Strength influences the number of enemies on the mission, whereas force level, like vanilla, influences enemy progression. Force level is a hidden stat that can vary on a per region basis too. Then there are also dark ...
- Wed Feb 01, 2017 6:30 am
- Forum: Long War 2: Strategy
- Topic: Hiding is useless
- Replies: 24
- Views: 34945
Re: Hiding is useless
That may be how it works, I was just making a logical deduction based on what I saw. It's how I would have done it.
If that is the case, then it means causing distractions makes even less of an impact as advent will not pull troops out faster than you lose vigilance.
If that is the case, then it means causing distractions makes even less of an impact as advent will not pull troops out faster than you lose vigilance.
- Tue Jan 31, 2017 6:13 pm
- Forum: Modding Long War 2
- Topic: infiltration formula explained??
- Replies: 3
- Views: 6613
Re: infiltration formula explained??
Also, you seem to be missing a comma in your parenthesis, between CovertnessWeight and IndividualMultiplier. Could that be the cause?
- Tue Jan 31, 2017 6:12 pm
- Forum: Modding Long War 2
- Topic: infiltration formula explained??
- Replies: 3
- Views: 6613
Re: infiltration formula explained??
I had an interesting discussion about this in another thread http://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=15&t=23721 Go have a read, if you haven't already. But trihero tested it and came to the conclusion that these numbers (in particular, those on the ghost suit) had little noticea...
- Tue Jan 31, 2017 6:04 pm
- Forum: Modding Long War 2
- Topic: AWC perk allocation bug hotfix solution.
- Replies: 7
- Views: 12299
Re: AWC perk allocation bug hotfix solution.
This is good. Thanks a lot!
- Tue Jan 31, 2017 6:01 pm
- Forum: Modding Long War 2
- Topic: Modding Alien Tech level ramp-up?
- Replies: 2
- Views: 5473
Re: Modding Alien Tech level ramp-up?
Go to the .ini file governing LW's strategic game. I can't remember what it was, LW_something.ini Search for something along the lines of "emergency ufo"s. That should be the duration between alien force level increases across the board. Note that Aliens also get superemergency ufos based ...
- Tue Jan 31, 2017 5:50 pm
- Forum: Long War 2
- Topic: Several questions
- Replies: 17
- Views: 21262
Re: Several questions
Thanks for clarification. Another question - about alien FL You can adjust it in DefaultGameData.ini (AFAIR) looking for AlienHeadquarters force interval. It is set to 252 on all difficulties except legendary (360). Upping is results in longer time between alien force level increase. So if you want...
- Tue Jan 31, 2017 5:27 pm
- Forum: Long War 2: Strategy
- Topic: Hiding is useless
- Replies: 24
- Views: 34945
Re: Hiding is useless
One little question, when you say "Vigilance only goes away naturally on its own" do you mean to say that I could theoretically wait and not do any missions in my network tower region and start doing missions in neighboring regions and eventually Advent will start to divert it's strength ...
- Tue Jan 31, 2017 5:15 pm
- Forum: Long War 2: Strategy
- Topic: Hiding is useless
- Replies: 24
- Views: 34945
Re: Hiding is useless
Any form of activity with 4 or more rebels doing (supply/recruit/Intel), will have a chance of generating a disrupt the activity mission by advent, higher chance per rebel performing the job. So... Hiding maxes out its usefulness at limiting your rebels to only work in batches of 3? If I have 3 reb...
- Tue Jan 31, 2017 6:31 am
- Forum: Long War 2: Strategy
- Topic: Hiding is useless
- Replies: 24
- Views: 34945
Re: Hiding is useless
From what I recall on my on-and-off browsing of the code, advent allocates and diverts advent strength based on a hidden "vigilance" value in each haven. Vigilance is increased per successful mission. Some types of missions increase it more than others (especially get advent's attention mi...
- Tue Jan 31, 2017 6:06 am
- Forum: Long War 201
- Topic: Mods Compatible with Long War 2 - Final Update
- Replies: 14
- Views: 38547
Re: Mods Compatible with Long War 2
Thanks Zyxpsilon! What a hero!
- Mon Jan 30, 2017 4:39 am
- Forum: Long War 2
- Topic: Why I don't like Timers (and a suggestion)
- Replies: 14
- Views: 21006
Re: Why I don't like Timers (and a suggestion)
This is a good idea. Maybe, as an extra punish, you give these red alert RNFs the ability have reflex actions the turn they deploy. That is, shoot your soldiers. You ARE supposed to have evac-ed by turn 8, after all.
- Mon Jan 30, 2017 4:30 am
- Forum: Long War 2
- Topic: Several questions
- Replies: 17
- Views: 21262
Re: Several questions
One more question about intel rebel jobs. As I understand assigning scientists\rebels in a region to intel job results in more appropriate missions. But does it influence on amount of missions? So if I am assigning more rebels to this job - would I get more missions or just better missions? Someone...
- Mon Jan 30, 2017 4:19 am
- Forum: Long War 2
- Topic: Aliens getting free shots
- Replies: 36
- Views: 47694
Re: Aliens getting free shots
The only way to do that is to rely on guaranteed damage, much of which Pavonis has mostly removed in LW2. This is untrue. Combat protocol is still in as the first chooseable perk for the specialist, hail of bullets for the gunner as his second rank. Grenades, have mostly been converted away from co...
- Sun Jan 29, 2017 8:12 pm
- Forum: Long War 2
- Topic: Aliens getting free shots
- Replies: 36
- Views: 47694
Re: Aliens getting free shots
I guess ultimately the discussion comes down to a debate between different philosophies. In most tactical/strategy games throughout history, players are used to being in control of everything. Everything that happens, is a result of the player's (or his opponent's) actions. If something good happens...
- Sun Jan 29, 2017 2:51 am
- Forum: Long War 201
- Topic: Mods Compatible with Long War 2 - Final Update
- Replies: 14
- Views: 38547
Re: Mods Compatible with Long War 2
That's cool! I'm really curious how to get those diamonds though! I use LAByrinth and am really attached to those diamonds on weapon upgrades
Any chance you might release a mod of the mod for that
Any chance you might release a mod of the mod for that
- Sat Jan 28, 2017 12:53 pm
- Forum: Long War 2
- Topic: Snap Shot perk suggestion
- Replies: 11
- Views: 18566
Re: Snap Shot perk suggestion
Well you can't now, because IIRC current snapshot gives a whole lot of really bad penalties at beyond squadsight range.
- Sat Jan 28, 2017 10:57 am
- Forum: Long War 2
- Topic: Snap Shot perk suggestion
- Replies: 11
- Views: 18566
Re: Snap Shot perk suggestion
I like this idea a lot. It should also be easy to create a mod off. I have been playing with Grimy's Headhunter class a lot and other than the RNG gimmick they use, a snapshot sniper without squadsight is really fluid and very flexible. Due to the penalties at close to mid range, there is a slight g...