Search found 25 matches

by SirensCry
Mon Jul 03, 2017 2:23 pm
Forum: Long War 2
Topic: Please rethink this!
Replies: 141
Views: 692547

Re: Please rethink this!

Dear all. From the last feedback here from devs and Xavier it's absolutely clear that the desision is made and the stated nerf is inevatable no matter what is said from our side. Good thing - it's easy reversable by ini edit so those too angry with it has at least this undocumented option. But bad ...
by SirensCry
Sun Jul 02, 2017 12:06 am
Forum: Long War 2
Topic: Reinforcement Farming
Replies: 19
Views: 29568

Re: Reinforcement Farming

Lol

Whats the difference between:

a) Pressing "Y" continuosly for 10 minutes after finishing the mission.

b) Console command what you wish by executing a).

10 minutes.

Sirens.
by SirensCry
Sat Jul 01, 2017 7:51 pm
Forum: Long War 2
Topic: Please rethink this!
Replies: 141
Views: 692547

Re: Please rethink this!

Hey Xavier, fellow viewer here ^^ Thanks for joining in. Reading your last sentence, it made me think on a...lets call tangent lol : What happened to the Aliens capacity to heal themselves? Remember Exalt medics on LW1 ? that was an amazing mechanic. Maybe adding the ability ( or a new Advent/Alien ...
by SirensCry
Sat Jul 01, 2017 4:21 am
Forum: Long War 2
Topic: Reinforcement Farming
Replies: 19
Views: 29568

Re: Reinforcement Farming

It's literally free resources that you *could* take, that is an annoying, grinding chore to take. This is thereby a game design problem. I.e. it's violating a fundamental principle: the best strategy should always be fun. That whole sentence is a fallacy. I dont want to come out as blunt, but as ma...
by SirensCry
Fri Jun 30, 2017 6:54 pm
Forum: Long War 2
Topic: Please rethink this!
Replies: 141
Views: 692547

Re: Please rethink this!

I see the debate deepens, I would like to share something i hadnt consider before : It seems to me that the issue lays deeper than the nerfing of occasional items. I just stumbled on the idea that the nerfs are being caused by abuse most of anything. Lemme see if i can explain myself on my limited e...
by SirensCry
Thu Jun 29, 2017 2:27 pm
Forum: Long War 2
Topic: Please rethink this!
Replies: 141
Views: 692547

Re: Please rethink this!

As to comments re balancing through RNG, it seems fair enough to me given all of XCom is based on managing risk. I dont get that phrase, It is fair to you to use RNG as a balance tool, or is fair the opinion of this post to not use it? If its the former, could you develop on the point? The general ...
by SirensCry
Thu Jun 29, 2017 3:06 am
Forum: Long War 2
Topic: Please rethink this!
Replies: 141
Views: 692547

Re: Please rethink this!

That's a two sided sword -"nerf it yourself"- :p; but I get the point. Hahaha true, true. My scarse english betrays me when i try to elaborate complex ideas lol. But indeed im glad the point made it through =D Sirens. Pd : Still +1 to try and add complexity by innovation/variety, not more...
by SirensCry
Wed Jun 28, 2017 10:55 pm
Forum: Long War 2
Topic: Please rethink this!
Replies: 141
Views: 692547

Re: Please rethink this!

I would agree with most of the OP opinion. But id rather recommend each one to make the adjustments they like for the game THEY like. Remember this is a Proyect/vision of the awesome team at Pavonis. You can offer feedback, and im sure its appreciated, but plain complaining certain aspects its no us...
by SirensCry
Mon Jun 26, 2017 5:11 pm
Forum: Long War 2
Topic: Not sure if bug or...[1.4-RNF mechanic]
Replies: 10
Views: 15321

Re: Not sure if bug or...[1.4-RNF mechanic]

Hmmm i dont get it. Did everything you suggested, still the same weird RNFs. Found the old LW 1.2 on my old HDD, installed it manually right away (Just replaced the folders with 1.4 and deleted config ) , NOT A SINGLE PROBLEM. Even with the mods. Im playing it right now. Saw another post referencing...
by SirensCry
Sun Jun 25, 2017 11:08 pm
Forum: Long War 2
Topic: Not sure if bug or...[1.4-RNF mechanic]
Replies: 10
Views: 15321

Re: Not sure if bug or...[1.4-RNF mechanic]

Awesome! thanks very much for taking the time for testing it.

So it must be some of the mods then. Weird, i was of the idea those ones dont change anything outside QOL stuff. But again, at least now i know where to look.

Thanks again, Wolf!

Sirens.
by SirensCry
Sun Jun 25, 2017 8:32 pm
Forum: Long War 2
Topic: Not sure if bug or...[1.4-RNF mechanic]
Replies: 10
Views: 15321

Re: Not sure if bug or...[1.4-RNF mechanic]

Heres the save file im using, going for a new campaign to keep testing things. Im an absolute new about modding, but im curious and like to learn what makes things tick lol. Heres the save i was using in case anyone want to test it. http://uploadfiles.eu/cxoq76zpuie8/save53.html I dont really know i...
by SirensCry
Sun Jun 25, 2017 8:20 pm
Forum: Long War 2
Topic: Not sure if bug or...[1.4-RNF mechanic]
Replies: 10
Views: 15321

Re: Not sure if bug or...[1.4-RNF mechanic]

Hi Jhonny! tnx for reading and for the awesome work. No no, not at all. The starting timer on the mission was like 17 turns IIRC, and i just ninjoed with a shinobi and the VIP to the evac. My testing save still have 12 turns remaining. The vip reveals himself reaching the evact and my shinobi stays ...
by SirensCry
Sun Jun 25, 2017 8:10 pm
Forum: Long War 2
Topic: Not sure if bug or...[1.4-RNF mechanic]
Replies: 10
Views: 15321

Re: Not sure if bug or...[1.4-RNF mechanic]

Well, it actually used another set of RNF this time. An airdrop of 6 Advent instead of the teleport of 8 Adv/Sectoid one. STILL exactly over my team last location. AND still, they drop exactly the next turn im revealed. Really seems like a new mechanic rather than a bug. Guess i ll have to make do w...
by SirensCry
Sun Jun 25, 2017 7:55 pm
Forum: Long War 2
Topic: Not sure if bug or...[1.4-RNF mechanic]
Replies: 10
Views: 15321

Re: Not sure if bug or...[1.4-RNF mechanic]

Nopes, that wasnt. Looking at this one now. +MISSION_REINFORCEMENT_MODIFIERS=(MissionType=Extract_LW, BucketModifier=0.00, BucketMultiplier=0.6, AccelerateMultiplier=0.90, QueueOffset=-1 , ReinforcementsTrigger=eReinforcementsTrigger_MissionStart) That one seems weird, the list starts at 1. Could it...
by SirensCry
Sun Jun 25, 2017 7:37 pm
Forum: Long War 2
Topic: Not sure if bug or...[1.4-RNF mechanic]
Replies: 10
Views: 15321

Re: Not sure if bug or...[1.4-RNF mechanic]

Think i found the problem. On LW_OVERHAUL originally : ; This is the turn count after squad reveal AND strategic objective fulfillment on missions with unlimited ("continuous") reinfs when ADVENT starts dropping 8-strong pods to force the player to skedaddle. ; Disabled by -1 or a positive...
by SirensCry
Sun Jun 25, 2017 5:13 pm
Forum: Long War 2
Topic: Not sure if bug or...[1.4-RNF mechanic]
Replies: 10
Views: 15321

Not sure if bug or...[1.4-RNF mechanic]

Hi there everyone. So i came back from some 2 months vacations of LW2 1.2 straight to test 1.4. Installed with no prob on a clean installation and ready to go. Set as Veteran and done gatecrasher, first mission is an 8 days E.L. escort scientist. ....¬¬.... Ok..i heard about some ambush thingie goin...
by SirensCry
Tue Mar 21, 2017 5:10 pm
Forum: Long War 2
Topic: Are mags better than lasers
Replies: 15
Views: 23423

Re: Are mags better than lasers

i dont bother much with Mags tbh. maybe Stut for some Shinobi, so he can faceblast that mutton instead of daring the melee counter. But the argument that DMG>HIT in this context i find ridiculous. You always prefer a HIT for less dmg than a miss for more DMG lol. And 5 AIM is almost 10% overall for ...
by SirensCry
Mon Mar 06, 2017 3:43 pm
Forum: Long War 2
Topic: My humble feedback after 3 Campaigns.
Replies: 3
Views: 6662

My humble feedback after 3 Campaigns.

First of all, i HATE you guys. Im tossing like 8 hrs a day on your mod and then i go sleep thinking about what could/would/want to do in the mod when i wake up xD Seriously, an awesome job. Now, a couple of suggestions ( Still on 1.2 - Commander ) : Invasions and retaliations : There have been lots ...
by SirensCry
Wed Feb 15, 2017 7:02 pm
Forum: Modding Long War 2
Topic: About Enemy SS and Maphack.
Replies: 5
Views: 8830

Re: About Enemy SS and Maphack.

I think i found something on XComGameData_CharacterStats.ini Theres an entry for Sight range for every unit : [eStat_SightRadius]=27. If i can set it to say, 20 and they have to actually move inside 20 to shoot, i ll be so happy lol. Im playing with that now, will come back if i see any effect on th...
by SirensCry
Tue Feb 14, 2017 3:44 pm
Forum: Modding Long War 2
Topic: About Enemy SS and Maphack.
Replies: 5
Views: 8830

Re: About Enemy SS and Maphack.

Exactly, ty for fixing my ugly english Postmaster :D
by SirensCry
Tue Feb 14, 2017 12:46 pm
Forum: Modding Long War 2
Topic: Changing evac
Replies: 3
Views: 7116

Re: Changing evac

You can see the time its going to take Firebrand to reach the squad 2 times : one in the mission screen ( where you click " launch " ) And again in the mission itself by selecting extract and reading the description while your guy holds the flare. The key is on using the flare in a timely ...
by SirensCry
Tue Feb 14, 2017 12:41 pm
Forum: Modding Long War 2
Topic: About Enemy SS and Maphack.
Replies: 5
Views: 8830

Re: About Enemy SS and Maphack.

Perhaps i miss type : im refering to the ones you HACK the cell-gate to free the prisoner, thus breaking your concealment. (never had one where you dont hack the cell so far) Still, was only one of many example situation, just try it out on any save. Break concealment and run away. they will find yo...
by SirensCry
Mon Feb 13, 2017 9:53 pm
Forum: Modding Long War 2
Topic: About Enemy SS and Maphack.
Replies: 5
Views: 8830

About Enemy SS and Maphack.

So i keep smashing my head against two walls : 1) All enemy units have Squadsight: This is throwing off ANY attemp to use position to draw fire away/ limit the amount of fire you receive. I would very much appreciate any advice on turning that option off or some form of limit the range they can fire...
by SirensCry
Sat Feb 11, 2017 3:18 am
Forum: Modding Long War 2
Topic: are aiming angles enabled or enableable?
Replies: 11
Views: 17991

Re: are aiming angles enabled or enableable?

Tyvm for the reply Postmaster, but not working.

Should i save the modded ini and reset all inis on My documents Xcom 2 folders too? restart the campaign?

Didnt seem necessary for the other edits i had made, they worked right out.


What do you guys think?


Thanks again for the help.
by SirensCry
Fri Feb 10, 2017 4:55 pm
Forum: Modding Long War 2
Topic: are aiming angles enabled or enableable?
Replies: 11
Views: 17991

Re: are aiming angles enabled or enableable?

Im sorry for dragging the topic, but i cant get it to work : MIN_ANGLE_TO_COVER=0 MAX_ANGLE_TO_COVER=44 MAX_TILE_DISTANCE_TO_COVER=999 ; vanilla was 11 MIN_ANGLE_BONUS_MOD=0.0 MAX_ANGLE_BONUS_MOD=0.875 ; vanilla was 0.5 MIN_ANGLE_PENALTY=0.0 MAX_ANGLE_PENALTY=0.0 That is my actual lw_overhaul\...Cor...