Search found 23 matches

by TyreT
Sat Feb 18, 2017 8:20 pm
Forum: Long War 2: Bug Reports
Topic: Failed to get drone wreck after control hack and killing it with standard shot
Replies: 7
Views: 10249

Re: Failed to get drone wreck after control hack and killing it with standard shot

With "working as intended" I didn't mean it's vanilla behavior(it could be though, I never really played without LW2), but that it's working as intended by the LW2 devs. Again, don't quote me on this, might be I'm remembering things wrong.
by TyreT
Sat Feb 18, 2017 6:09 pm
Forum: Long War 2: Bug Reports
Topic: Lone Wolf does not work properly with Fleche
Replies: 4
Views: 6904

Re: Lone Wolf does not work properly with Fleche

I don't think this would be an easy change. You can trigger Fleche via context by directly right-clicking an enemy but it can also be initiated via the Fleche ability-icon. If you use the icon, you can see the hit and crit chances and the possible damage like with every other attack. In addition, yo...
by TyreT
Sat Feb 18, 2017 5:58 pm
Forum: Long War 2: Bug Reports
Topic: shreddered extra armor will eat armor points
Replies: 2
Views: 4810

Re: shreddered extra armor will eat armor points

This will also go in the negative area. What do you mean with this part? If the solder gets shredded twice, then looses his bonus armor, he will end up with -1 armor? If I now activate Shield Wall again that soldier becomes only 2 points of armor instead of the 3 points. Is this after two shredding...
by TyreT
Sat Feb 18, 2017 5:48 pm
Forum: Long War 2: Bug Reports
Topic: UFO distress signal bug.
Replies: 2
Views: 4796

Re: UFO distress signal bug.

I think I had a similiar encounter with a turret on mission start but it wasn't at an ufo. From what I saw, the turret detects your squad BEFORE it gains the mission-start-concealment(the turret activates cutscene/event triggered). After that, the mission-start-concealment gets applied to your full ...
by TyreT
Sat Feb 18, 2017 5:28 pm
Forum: Long War 2: Bug Reports
Topic: Hellweave Localization
Replies: 1
Views: 3666

Re: Hellweave Localization

I think I remember the devs saying that they intentionally kept the description vague to an extend, to make later re-balancing easier. So if they ever change that chance to less than 100%, they wont have to rewrite the text to reflect that change. Also, it's technically correct. There is a chance fo...
by TyreT
Sat Feb 18, 2017 5:23 pm
Forum: Long War 2: Bug Reports
Topic: Failed to get drone wreck after control hack and killing it with standard shot
Replies: 7
Views: 10249

Re: Failed to get drone wreck after control hack and killing it with standard shot

It's the same for mind controlled enemies. If you(or the enemy) kill anything while it's on your side(=under your control), no corpse drops. I think I read somewhere this is working as intended, but don't quote me on this. Because of this behavior, I always wait with the kill-shots until I loose con...
by TyreT
Wed Feb 15, 2017 6:32 pm
Forum: Long War 2
Topic: Convoy protection doesn't give corpses?
Replies: 5
Views: 9346

Re: Convoy protection doesn't give corpses?

The network tower mission doesn't give corpses by default as well. If you want to change this no-corpses behavior for a sweep-mission, you can check that mission in the XComMission.ini of the LW_Overhaul mod. Look for ObjectiveName="Sweep" where bIsTacticalObjective=false and change that t...
by TyreT
Wed Feb 01, 2017 11:56 am
Forum: Long War 2
Topic: Haven Retaliation Questions
Replies: 17
Views: 25745

Re: Haven Retaliation Questions

Wow, how did I miss that?! I looked in that file, but I guess I didn't realize the connection with the TacticalObjectives variable. Thank you very much! In addition to setting Tactical to true, should I be setting Triad to false, or leave it as is? Sorry for the late reply. I don't think any change...
by TyreT
Wed Feb 01, 2017 11:06 am
Forum: Long War 2
Topic: Need a solid answers on Haven Rebels doing "intel"
Replies: 3
Views: 6368

Re: Need a solid answers on Haven Rebels doing "intel"

Does anyone know FOR CERTAIN (ie, has seen johnny mention it or has seen code verifying) any of the following: 1) Rebels in a Haven Doing Intel: Increases the amount of time you get to infiltrate missions. 2) Rebels in a Haven Doing Intel: Increases the amount of intel rewards you get from missions...
by TyreT
Wed Feb 01, 2017 10:30 am
Forum: Resolved Bug Reports
Topic: Soldiers cannot jump through windows or low cover
Replies: 35
Views: 45890

Re: Soldiers cannot jump through windows or low cover

Do maps get assigned before you even see the mission? That is the case from what I've seen in the code. It seems the amount of time a mission is available on the map-screen starts ticking when it gets generated(which is before it gets visible on the map). Depending on the scanning values for the re...
by TyreT
Mon Jan 30, 2017 2:49 pm
Forum: Long War 2: Bug Reports
Topic: Pistol equipping
Replies: 4
Views: 8026

Re: Pistol equipping

Mesh2007 wrote:Ok but the character still has a pistol (tier one revolver) equipped that i cannot un equip.
Well, does the game call it a pistol? If not, then whatever it was before has been repurposed by LW2 into what it is now.
by TyreT
Mon Jan 30, 2017 2:19 pm
Forum: Long War 2
Topic: AWC Perks, Some doubts
Replies: 6
Views: 10838

Re: AWC Perks, Some doubts

I would honestly prefer to have all perks for the AWC be visible as soon as the AWC is build, is there a way to make this happen (ini file edit, console command)? I tried the show locked perks option in the options menu, but that only works on the perks related to a soldiers class it seems. Check X...
by TyreT
Fri Jan 27, 2017 1:07 pm
Forum: Long War 2
Topic: Does hacking break concealment?
Replies: 14
Views: 25475

Re: Does hacking break concealment?

I agree. Would be nice for a hacked unit to only break concealment if it attacks(or acts otherwise suspicous I guess, but that would be hard to determine).
by TyreT
Fri Jan 27, 2017 1:00 pm
Forum: Long War 2
Topic: Haven Retaliation Questions
Replies: 17
Views: 25745

Re: Haven Retaliation Questions

I also have a quick question about the Retaliations - On the "save as many civs as possible and clear the map of ayys" type, why don't we get their corpses, like other Kill all enemy forces missions? And while JL is here, where in the LW2 files is the code for whether you get corpses or n...
by TyreT
Fri Jan 27, 2017 10:19 am
Forum: Modding Long War 2
Topic: Edits to Classdata and Rookie pcs slots?
Replies: 1
Views: 3814

Re: Edits to Classdata and Rookie pcs slots?

As far as I know, both the base game and LW2 only hve one PCS slot per soldier. I suspect the second slot is added by a mod you use?
If that's the case, this might be an incompability between that mod and LW2.
by TyreT
Fri Jan 27, 2017 10:14 am
Forum: Modding Long War 2
Topic: Armour Schematics?
Replies: 2
Views: 4781

Re: Armour Schematics?

I'm not quite sure how Schematics work, but LW2 has this code in LWTemplateMods.uc: // KILL SCHEMATICS SchematicTemplate = X2SchematicTemplate(Template); if (SchematicTemplate != none && default.SchematicsToPreserve.Find(SchematicTemplate.DataName) == -1) { SchematicTemplate.CanBeBuilt = fal...
by TyreT
Thu Jan 26, 2017 11:05 pm
Forum: Modding Long War 2
Topic: Amour Mods
Replies: 14
Views: 20540

Re: Amour Mods

Yes it makes sense that it works that way.
I didn't see an easy way to find mods with 'Mod Everything' as a requirement, but maybe there aren't too many using it after all..
by TyreT
Thu Jan 26, 2017 10:16 pm
Forum: Modding Long War 2
Topic: Amour Mods
Replies: 14
Views: 20540

Re: Amour Mods

I think GLM mods the number of weapon slots each item that came out of a lockbox dynamically. That's why your tier 1 weapons and armor opened from lockboxes could have 2 slots while generic only had 1. I agree. There is a Tier/Rarity code that grants anything between 1-4 slots of ugrades(but 4 is r...
by TyreT
Thu Jan 26, 2017 8:30 pm
Forum: Modding Long War 2
Topic: Amour Mods
Replies: 14
Views: 20540

Re: Amour Mods

Ok, I have something more relevant now. I looked at the code responsible for parsing the +ItemTable entries. It is in LWTemplateMods.uc , specifically in the ReconfigGear function there. This code for (i=0; i < ItemTable.Length; ++i) { if (WeaponTemplate.DataName == ItemTable[i].ItemTemplateName) { ...
by TyreT
Thu Jan 26, 2017 3:42 pm
Forum: Long War 2
Topic: Balance: gunner secondary, chameleon suit
Replies: 51
Views: 67563

Re: Balance: gunner secondary, chameleon suit

Maybe something that gives it utility instead of just damage? Like debuffing enemy mobility/aim/will , in a way crippling the enemy. Could be a free action with a cooldown that allows the gunner to fall back to a new shooting position. Not sure how usefull that would be in practice, I didn't play mu...
by TyreT
Thu Jan 26, 2017 2:14 pm
Forum: Modding Long War 2
Topic: Amour Mods
Replies: 14
Views: 20540

Re: Amour Mods

I see, thanks for the clarification.

I'll see if i can find anything related to this in the code then.
by TyreT
Thu Jan 26, 2017 1:09 pm
Forum: Long War 2
Topic: Balance: gunner secondary, chameleon suit
Replies: 51
Views: 67563

Re: Balance: gunner secondary, chameleon suit

Pistols suffer from cover, but in the equivalent situation (you are in melee range), there cannot be cover by definition. This is not completely true. I had a situation where both my gunner and an advent unit where in low cover from 2 sides but still diaginally next to each other. And since melee d...
by TyreT
Thu Jan 26, 2017 12:30 pm
Forum: Modding Long War 2
Topic: Amour Mods
Replies: 14
Views: 20540

Re: Amour Mods

What exactly do you mean by "number of mod slots on armour"? Do you mean the number of utility slots(where you can place grenades, medkits, the pistol and armor plates)? If thats what you mean, I found a few possible places where that might be set: In LW_Overhaul.ini : +ItemTable=(ItemTemp...