Search found 159 matches
- Mon Sep 04, 2017 5:33 pm
- Forum: Long War 2
- Topic: Killzone bugged or am I doing something wrong.
- Replies: 9
- Views: 18569
Re: Killzone bugged or am I doing something wrong.
Well, very interesting that Firaxis seems to have fixed all of the OW behavioral issues identified in this thread by some of us and tracktwo. A coincidence? Hmm... So, apparently in WOTC you can trigger OW by moving a single step and also by breaking LOS and by being at the edge of LOS. There's a mo...
- Tue Aug 15, 2017 5:51 am
- Forum: Long War 2
- Topic: Killzone bugged or am I doing something wrong.
- Replies: 9
- Views: 18569
Re: Killzone bugged or am I doing something wrong.
You can't have an enemy start at the edge square of a killzone and subsequently run out, as steelflame mentioned. I had filed a bug report. The issue is explained and illustrated here: http://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=15&t=26269#p45751 This has been this way since vanilla...
- Tue Jul 04, 2017 8:08 am
- Forum: Long War 2: Bug Reports
- Topic: Broken movement indicators on specific map
- Replies: 1
- Views: 4732
Re: Broken movement indicators on specific map
An update -- Xavier played the same exact map and had the same broken movement indicators. You can see the issue at the very beginning of his video:
https://www.youtube.com/watch?v=7R4z4kOM5xA
Yellow moves are inside of blue moves, etc.
https://www.youtube.com/watch?v=7R4z4kOM5xA
Yellow moves are inside of blue moves, etc.
- Wed Jun 28, 2017 3:17 pm
- Forum: Long War 2
- Topic: (Sharpshooter balancing) Death From Above / Rapid Targeting / Snap Shot
- Replies: 34
- Views: 50965
Re: (Sharpshooter balancing) Death From Above / Rapid Targeting / Snap Shot
All you need is a shinobi to give vision and the enemies start flanking themselves which means basically a guaranteed crit per turn (or 2 with command) The enemies won't be flanked AND at squadsight AND be available for two flank shots as I think you're implying. After the first shot the pod takes ...
- Tue Jun 27, 2017 3:00 pm
- Forum: Long War 2
- Topic: (Sharpshooter balancing) Death From Above / Rapid Targeting / Snap Shot
- Replies: 34
- Views: 50965
Re: (Sharpshooter balancing) Death From Above / Rapid Targeting / Snap Shot
DFA solution -- TURN 1 activations for all maps! :D At best, DFA is one kill and then you can re-steady. So, on light-ish troop columns you can scout ahead and kill from a distance and perhaps have the opportunity to do it twice before being spotted. On any other untimed map (HQ, Blacksite, etc) wit...
- Thu Jun 22, 2017 12:36 am
- Forum: Long War 2
- Topic: On the oddities and failures of Kill Zone/Covering Fire
- Replies: 31
- Views: 64649
Re: On the oddities and failures of Kill Zone/Covering Fire
tracktwo, now that I know the intricacies of the Killzone mechanic, I'll personally avoid the situation in question or control it as much as possible. And since the issue hasn't stirred up too much concern or interest among other players, I'm fine with leaving it as-is or with your proposal. Cheers.
- Tue Jun 20, 2017 2:45 am
- Forum: Long War 2
- Topic: On the oddities and failures of Kill Zone/Covering Fire
- Replies: 31
- Views: 64649
Re: On the oddities and failures of Kill Zone/Covering Fire
Thanks for chasing the issue tracktwo. ) To me, the fundamental issue is that the game appears to be lying to the player. The description of the Killzone reads: Take a reaction shot against any enemy that moves or attacks within a cone of fire. However, the caveat that the movement must be within tw...
- Sun Jun 18, 2017 3:34 pm
- Forum: Long War 2
- Topic: On the oddities and failures of Kill Zone/Covering Fire
- Replies: 31
- Views: 64649
Re: On the oddities and failures of Kill Zone/Covering Fire
You can move aliens around, yes. \AiDebugAi to show info about each unit, including their object ID (its near the top of the unit, not the XGUnit_XX one). Use \TeleportUnitIDToCursor <id> to move a particular unit to the cursor. Thanks tracktwo, I found the issue. It wasn't panic'ing the group lead...
- Sat Jun 17, 2017 10:34 pm
- Forum: Long War 2
- Topic: On the oddities and failures of Kill Zone/Covering Fire
- Replies: 31
- Views: 64649
Re: On the oddities and failures of Kill Zone/Covering Fire
Thanks for the save! The \savescum console command will adjust the random seed so you can get different results after a reload, so I'll do that until I can get a panic. To save you time tracktwo I used the \savescum command I was able to find the right RNG to panic the Elite Officer, and the Kill Z...
- Sat Jun 17, 2017 6:08 am
- Forum: Long War 2
- Topic: On the oddities and failures of Kill Zone/Covering Fire
- Replies: 31
- Views: 64649
Re: On the oddities and failures of Kill Zone/Covering Fire
Ah, I didn't know about the \savescum command. I'll try it out as well. I also have a save before the Kill Zone was set, in case you need to set the Kill Zone yourself. Cheers.
- Sat Jun 17, 2017 4:07 am
- Forum: Long War 2
- Topic: Could Deep Cover get some small rework?
- Replies: 7
- Views: 16007
Re: Could Deep Cover get some small rework?
Whenever I see Deep Cover that soldier stops training Defensive perks. I'd rather see it do anything than force a Hunker.
- Fri Jun 16, 2017 10:51 pm
- Forum: Long War 2
- Topic: On the oddities and failures of Kill Zone/Covering Fire
- Replies: 31
- Views: 64649
Re: On the oddities and failures of Kill Zone/Covering Fire
Thanks, I'd appreciate the saves if you can get some. The way the game detects if a unit moved is a bit weird to explain, so if they had moved with their last action the previous turn it may still consider them as moved for the purposes of the peek check if they shoot with their first action the ne...
- Wed Jun 14, 2017 5:26 pm
- Forum: Long War 2
- Topic: On the oddities and failures of Kill Zone/Covering Fire
- Replies: 31
- Views: 64649
Re: On the oddities and failures of Kill Zone/Covering Fire
The panicked leader triggering the bug sounds like a likely culprit ... RE: Covering Fire, there is some weirdness there. Thanks for looking into these tracktwo. I've been trying to pre-save games to catch the Covering Fire issues and will do the same the next time I'm going to execute a flamethrow...
- Tue Jun 13, 2017 2:33 pm
- Forum: Long War 2: Bug Reports
- Topic: Panicking group leader results in no reaction shots
- Replies: 0
- Views: 3564
Panicking group leader results in no reaction shots
Had this happen in an Advent HQ raid the other night -- flamethrower ambush on an 8-man rainbow pod with a Gunner Kill Zone set up resulted in no shots by the gunner. The technical had the Napalm-X skill, which panics can panic enemies. Apparently this is a (known?) issue where panicking the group l...
- Tue Jun 13, 2017 6:19 am
- Forum: Long War 2
- Topic: Meanwhile in Crash City
- Replies: 4
- Views: 9572
Re: Meanwhile in Crash City
The error code points to NSURLErrorFileDoesNotExist:
https://developer.apple.com/documentati ... guage=objc
And the trace log indicates various network activities.
https://developer.apple.com/documentati ... guage=objc
And the trace log indicates various network activities.
- Mon Jun 12, 2017 8:06 pm
- Forum: Long War 2
- Topic: On the oddities and failures of Kill Zone/Covering Fire
- Replies: 31
- Views: 64649
Re: On the oddities and failures of Kill Zone/Covering Fire
I recall there being a bug where if you flamethrower-ambush a pod to break concealment and you panic the pod leader, the pods 'scampers' before the game registers that you broke concealment, and thus you don't get reaction fire on the pod because you're 'still concealed.' I also have this vague rec...
- Mon Jun 12, 2017 6:55 pm
- Forum: Long War 2
- Topic: On the oddities and failures of Kill Zone/Covering Fire
- Replies: 31
- Views: 64649
On the oddities and failures of Kill Zone/Covering Fire
This should really be a bug report but I haven't caught the issue with a save game, so I'll ask here first -- -- How many are noticing issues with Kill Zone not working or behaving as expected? And, similarly for Covering Fire? I'm convinced there's a subtle interaction with the skills and/or unit s...
- Sat Jun 10, 2017 5:57 pm
- Forum: Long War 2
- Topic: Too much starting randomness
- Replies: 19
- Views: 31237
Re: Too much starting randomness
I play with two and only two mods that I consider, at least partially, to be "cheating" (in a loose sense of the word.) - Additional Icons (which lets me see which enemies have loot) - Use My Class I turn off Not Created Equally, so all my soldiers are the same. And, Use My Class allows me...
- Wed Jun 07, 2017 3:50 pm
- Forum: Long War 2
- Topic: Does Trial by Fire affect Resistance Members?
- Replies: 4
- Views: 9242
Re: Does Trial by Fire affect Resistance Members?
I was wondering the same thing. It'd be nice if rebels leveled both through Trial By Fire and through kill XP... As much as I love the idea of Trial By Fire, I found it virtually useless in my campaign. Since it's a throw-away skill I didn't want to give it to my A or B team Officers, and since Offi...
- Wed Jun 07, 2017 12:17 am
- Forum: Long War 2
- Topic: Too many MEC's
- Replies: 11
- Views: 22181
Re: Too many MEC's
From the Devil's Patch Notes, by JL Bierce
— Buffed the apparent usefulness of "Incoming" by massively increasing the number of MECs
— Buffed the apparent usefulness of "Incoming" by massively increasing the number of MECs
- Tue Jun 06, 2017 3:39 pm
- Forum: Long War 2
- Topic: Where am I going off-track?
- Replies: 29
- Views: 50611
Re: Where am I going off-track?
If I understood correctly, they do not remove exp from RNFs, you just can't farm more xp than base xp from the mission. This is correct. If you kill 7/10 of the enemies on the original mission schedule, then killing the first 3 RNFs would grant xp. Chris, how are the retaliation and special cases h...
- Mon Jun 05, 2017 7:02 pm
- Forum: Long War 2
- Topic: "Commander, we're generating no new supplies. We need to find a way to make Bradford shut up."
- Replies: 8
- Views: 17211
Re: "Commander, we're generating no new supplies. We need to find a way to make Bradford shut up."
Hmm, maybe someone from Pavonis can shed light on the packing/unpacking procedure or tools.Antifringe wrote: I found this same post during my quest for silence, but none of the programs mentioned there actually work on the XCOM bnk.
Should you succeed, you'll be the hero to thousands.
- Mon Jun 05, 2017 6:59 pm
- Forum: Long War 2: Strategy
- Topic: I keep fucking it up on commander, help!
- Replies: 12
- Views: 21843
Re: I keep fucking it up on commander, help!
Yes, I can confirm Muton Elites on 100%+ Supply Raids in June. Joined by multiple MECs as well. I'm guessing this was a command/armor pod. I thought the region strength was 4, but it might have been 5. Fun times. I completely avoid gathering Supply in the opening months and rely solely on base diggi...
- Mon Jun 05, 2017 6:00 pm
- Forum: Long War 2
- Topic: "Commander, we're generating no new supplies. We need to find a way to make Bradford shut up."
- Replies: 8
- Views: 17211
Re: "Commander, we're generating no new supplies. We need to find a way to make Bradford shut up."
If I knew how to open the .bnk files and surgically remove the offending .wem files, I could probably eliminate the side effects, but I haven't figured out how to do that. This explains how to extract files from .bnk files. You'd need a similar re-packer. https://www.reddit.com/r/killingfloor/comme...
- Mon Jun 05, 2017 4:13 pm
- Forum: Long War 2
- Topic: "Commander, we're generating no new supplies. We need to find a way to make Bradford shut up."
- Replies: 8
- Views: 17211
Re: "Commander, we're generating no new supplies. We need to find a way to make Bradford shut up."
There's probably some subtle complication, but I suspect it would be trivial to turn off most of them. They're just not checking the boolean assicated with "Disable additional V/O" when launching those sound clips. There shouldn't even need to be any UI work.