Search found 25 matches
- Tue Mar 28, 2017 2:22 pm
- Forum: Modding Long War 2
- Topic: Heavy ammo??
- Replies: 9
- Views: 15589
Re: Heavy ammo??
For example, a zero cost to build Coil Assault rifle: +ItemTable=(ItemTemplateName="AssaultRifle_CG", Slots=3, Starting=false, Infinite=false, Buildable=true, RequiredTech1="Coilguns", RequiredTech2="", SupplyCost=0, AlloyCost=0, CrystalCost=0, CoreCost=0, SpecialItemTe...
- Tue Mar 28, 2017 2:16 pm
- Forum: Modding Long War 2
- Topic: Heavy ammo??
- Replies: 9
- Views: 15589
Re: Heavy ammo??
Setting an item to infinite no longer works after Ver. 1.1. A workaround is changing the item build cost. You can reduce the build cost, or to simulate infinite, remove all special costs and change normal costs to 0. The cost to build will be zero, but still require clicking once for each item in th...
- Sun Mar 12, 2017 4:11 pm
- Forum: Forum Matters
- Topic: Common Search Words?
- Replies: 4
- Views: 30369
Re: Common Search Words?
Thank You!
- Fri Mar 10, 2017 1:51 am
- Forum: Long War 2
- Topic: unrevealed faceless w/Intel gathering ?
- Replies: 12
- Views: 16347
Re: unrevealed faceless w/Intel gathering ?
If only it was that easy.
- Thu Mar 09, 2017 10:47 pm
- Forum: Long War 2
- Topic: unrevealed faceless w/Intel gathering ?
- Replies: 12
- Views: 16347
Re: unrevealed faceless w/Intel gathering ?
Active xcom rebel soldiers in the faceless reveal missions can definitely be hiding faceless. It's mentioned in the 1.1 bug fix patch notes.
- Thu Mar 09, 2017 2:32 am
- Forum: Long War 2
- Topic: unrevealed faceless w/Intel gathering ?
- Replies: 12
- Views: 16347
Re: unrevealed faceless w/Intel gathering ?
From the XcomLWOutposts.ini, it appears they reduce any job they are assigned, even applying a penalty if hiding. [Resupply LWRebelJobTemplate] IncomePerRebel=1.0f IncomePenaltyPerFaceless=1.5f [Recruit LWRebelJobTemplate] IncomePerRebel=3 IncomePenaltyPerFaceless=5 [Intel LWRebelJobTemplate] Income...
- Wed Mar 08, 2017 2:47 pm
- Forum: Long War 2
- Topic: [General Feedback] 1.2 Commander campaign – feedback on classes, missions, and Psi
- Replies: 17
- Views: 23515
Re: [General Feedback] 1.2 Commander campaign – feedback on classes, missions, and Psi
I don't understand why psi soldiers have to retrain in the tube for skills. Let them learn skills at advancement just like other soldiers. Then a mix of combat or support skills can be mixed in with the psi skills. Also increase the xp bonus they get, so they can catch up to higher ranked soldiers a...
- Mon Feb 27, 2017 3:16 pm
- Forum: Long War 2
- Topic: Which .ini files are modified by 1.2 patch?
- Replies: 5
- Views: 10516
Re: Which .ini files are modified by 1.2 patch?
If you open the long war 2 mod folder, just sort files by date modified.
- Thu Feb 23, 2017 3:13 pm
- Forum: Long War 2: Strategy
- Topic: LW3
- Replies: 7
- Views: 14545
Re: LW3
No issues using Free Reload Anytime with LW2 here. With the reload upgrade installed, I get a tactical button labeled reload and a separate one for free reload.
- Wed Feb 22, 2017 5:08 pm
- Forum: Long War 2
- Topic: LW2 needs more "middle class" missions
- Replies: 112
- Views: 155543
Re: LW2 needs more "middle class" missions
Another option along with changing the infiltration times to favor 6 person squads is increasing turn limits to allow for fighting, and changing the xp rewards. Decrease the xp awarded for mission completion and increasing the xp for killing.
- Wed Feb 15, 2017 2:58 am
- Forum: Modding Long War 2
- Topic: Altering the Officer Perks
- Replies: 3
- Views: 6564
Re: Altering the Officer Perks
So if I understand that correctly, the officer would get all of the skills listed as rank=0 right after initial officer training?
- Wed Feb 15, 2017 2:01 am
- Forum: Long War 2: Strategy
- Topic: Im not quiet understanding technicals
- Replies: 16
- Views: 21015
Re: Im not quiet understanding technicals
I have the the same technical understanding problem. Other than initial ambush from concealment, I have a very hard time making the flamethrower useful. The AI always tries to keep beyond a blue move distance, which eliminates a lot of flamethrower uses. AI also tries to move out of a flank, so dash...
- Mon Feb 13, 2017 10:27 pm
- Forum: Long War 2
- Topic: LW2 needs more "middle class" missions
- Replies: 112
- Views: 155543
Re: LW2 needs more "middle class" missions
Thanks lilyophelia. I was going to try and edit the bonus from suppressors, but that change would be easier and more direct.
- Mon Feb 13, 2017 6:13 pm
- Forum: Long War 2
- Topic: LW2 needs more "middle class" missions
- Replies: 112
- Views: 155543
Re: LW2 needs more "middle class" missions
Maybe instead of Headquarters strength being based on infil to liberate a area, base it on several missions to take over outpost control, destroy staging area, kill town guard, etc.. Loot possible, 5-6 size squad max, no turn limit/ reinforcements/ infil timer and set amount of enemy units. I am not...
- Mon Feb 13, 2017 6:04 pm
- Forum: Long War 2
- Topic: LW2 needs more "middle class" missions
- Replies: 112
- Views: 155543
Re: LW2 needs more "middle class" missions
I think the only way to encourage 5-6 soldier squads is either create a new mission with no infiltration time/ turn limit/ reinforcement or make the 5-6 man infil bonus project much cheaper. Every aspect of LW2 pushes the player towards a 1-2 or max soldier squad. No supply from evac missions and va...
- Sun Feb 12, 2017 11:48 pm
- Forum: Long War 2
- Topic: Skulljack Advanced officer possible?
- Replies: 2
- Views: 5820
Re: Skulljack Advanced officer possible?
Okay thanks.
- Sun Feb 12, 2017 5:04 pm
- Forum: Long War 2
- Topic: Skulljack Advanced officer possible?
- Replies: 2
- Views: 5820
Skulljack Advanced officer possible?
I tried to Skulljack an Advanced Officer several times but they do not show as valid targets. Is that correct? I am running multiple mods with some ini edits as well, so not sure if it's a bug, conflict issue, or intended. Tried to find something in the ini's that could confirm/deny this, but no luc...
- Sat Feb 11, 2017 10:11 pm
- Forum: Long War 2
- Topic: Why I stopped LW2 - but thanks for everything
- Replies: 42
- Views: 56610
Re: Why I stopped LW2 - but thanks for everything
Portents, One warning about adding more turns to complete a mission. The reinforcement timer is still going during the extra turns. If the reinforcements get to be more than your liking, they can be adjusted as well. In the same file (XcomLW_Overhaul) starting at line 945. The devs were kind enough ...
- Sat Feb 11, 2017 4:33 am
- Forum: Long War 201
- Topic: Deacon's Suggested INI Edits - UPDATED
- Replies: 15
- Views: 68817
Re: Deacon's Suggested INI Edits
For me the path is:
D:\SteamLibrary\steamapps\workshop\content\268500\844674609\Config
File:
XComLW_Overhaul.ini
A search for XcomLW_Overhaul on whatever drive steam games reside on should find it.
D:\SteamLibrary\steamapps\workshop\content\268500\844674609\Config
File:
XComLW_Overhaul.ini
A search for XcomLW_Overhaul on whatever drive steam games reside on should find it.
- Sat Feb 11, 2017 12:34 am
- Forum: Long War 2
- Topic: Why I stopped LW2 - but thanks for everything
- Replies: 42
- Views: 56610
Re: Why I stopped LW2 - but thanks for everything
@ Portents:
Mission turns-
XcomLW_Overhaul.ini, lines 1078 through 1094. Lines 1080 through 1088 adjust the turns for individual missions. Lines 1091 through 1094 adjust the overall turns modification based on difficulty setting. I play on rookie and changed the bonus turns for rookie to 12.
Mission turns-
XcomLW_Overhaul.ini, lines 1078 through 1094. Lines 1080 through 1088 adjust the turns for individual missions. Lines 1091 through 1094 adjust the overall turns modification based on difficulty setting. I play on rookie and changed the bonus turns for rookie to 12.
- Wed Feb 08, 2017 4:16 pm
- Forum: Modding Long War 2
- Topic: Is there a mod that shows which soldiers have served under which officer?
- Replies: 6
- Views: 9494
Re: Is there a mod that shows which soldiers have served under which officer?
Can't take credit, I got the idea from someone else. Hope it helps you as well! They suggested using an abbreviation or suffix to show squad as well. I went further to allow sorting in the soldier list since it sorts by last name.
- Wed Feb 08, 2017 3:41 am
- Forum: Modding Long War 2
- Topic: Is there a mod that shows which soldiers have served under which officer?
- Replies: 6
- Views: 9494
Re: Is there a mod that shows which soldiers have served under which officer?
My bad, I misread your post. That would be a nice addition. My workaround is changing the last names of everyone in the squad to the squad name. That allows sorting soldiers by squad in the soldier list via name sort. It also lets me know which soldiers would have served more often under a certain o...
- Tue Feb 07, 2017 10:49 pm
- Forum: Modding Long War 2
- Topic: Infinite Items
- Replies: 6
- Views: 10246
Re: Infinite Items
Setting infinite to true worked in 1.0. Version 1.1 it glitches and doesn't work for me. As a workaround I just changed all the costs to just 1 supplies.
- Tue Feb 07, 2017 10:43 pm
- Forum: Modding Long War 2
- Topic: Is there a mod that shows which soldiers have served under which officer?
- Replies: 6
- Views: 9494
Re: Is there a mod that shows which soldiers have served under which officer?
No mod needed. I belive it's a small button at the bottom of the officer's info for the officer. Should list names and number of missions together. Not at a computer to give better directions to it.
- Tue Feb 07, 2017 7:11 pm
- Forum: Modding Long War 2
- Topic: Faceless stealing supplies .ini
- Replies: 1
- Views: 4035
Re: Faceless stealing supplies .ini
XComLW_Outposts.ini (Version 1.1)
Line 13:
FACELESS_SUPPLY_DRAIN=20f ; Percent of supplies drained from the monthly supply in this haven per faceless, factoring number of days active.
Line 13:
FACELESS_SUPPLY_DRAIN=20f ; Percent of supplies drained from the monthly supply in this haven per faceless, factoring number of days active.