Search found 105 matches

by JLtheking
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.
by JLtheking
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?

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. :?
I, too, was wondering about this. Does this mean that relays have a 10% to be grazed?
by JLtheking
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... :?
by JLtheking
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! :mrgreen: So can we expect a balance overhaul from you some time soon? :lol:
by JLtheking
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
by JLtheking
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
by JLtheking
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...
by JLtheking
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 ...
by JLtheking
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.
by JLtheking
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?
by JLtheking
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...
by JLtheking
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!
by JLtheking
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 ...
by JLtheking
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...
by JLtheking
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 ...
by JLtheking
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...
by JLtheking
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...
by JLtheking
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! :mrgreen:
by JLtheking
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.
by JLtheking
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...
by JLtheking
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...
by JLtheking
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...
by JLtheking
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 :P
by JLtheking
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.
by JLtheking
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...