Search found 48 matches
- Sat Feb 09, 2019 12:52 am
- Forum: XCOM: Long War General Discussion
- Topic: Archer Grenade Range too small
- Replies: 2
- Views: 25215
Re: Archer Grenade Range too small
It's true, the standard MEC grenade range is 17 mobility points (about 11.5 tiles), which is just barely more than the soldier grenade range of 15 mob (10 tiles). You would think that a MEC can launch much farther than a soldier, even without perks. Bombard increases the range by 50% which means a l...
- Fri Jul 06, 2018 7:45 pm
- Forum: XCOM: Long War General Discussion
- Topic: Smoke/chem grenade capture glitch explained.
- Replies: 2
- Views: 11048
Re: Smoke/chem grenade capture glitch explained.
I'm glad this was useful to someone
- Fri Jul 06, 2018 7:30 pm
- Forum: XCOM: Long War General Discussion
- Topic: How to unequip all items after missions, and how to tell how many of a particular item I own in the store view...
- Replies: 15
- Views: 31105
Re: How to unequip all items after missions, and how to tell how many of a particular item I own in the store view...
LoL R-800 :lol: Believe me, I was laughing out loud while I was reading your suggestion! I couldn't contain myself.... :D I'm still not sure if the whole thing was a joke or serious. I hope it was a joke... LoL The whole point is to have an updated list after every mission, not once a month. Also, i...
- Sat Mar 31, 2018 4:19 am
- Forum: XCOM: Long War General Discussion
- Topic: MEC count missing in the barracks roster
- Replies: 0
- Views: 6107
MEC count missing in the barracks roster
Only soldier counts are shown on top, which doesn't include MEC. Is there a mod, or any other way to see the MEC count for each class?
- Tue Mar 27, 2018 7:58 am
- Forum: XCOM: Long War General Discussion
- Topic: Mod request: Mouse control on black market
- Replies: 3
- Views: 7002
- Tue Mar 27, 2018 7:48 am
- Forum: XCOM: Long War General Discussion
- Topic: Getting big ships down
- Replies: 20
- Views: 29484
Re: Getting big ships down
OK, I understand the bug, but i think you misunderstood my question. I wasn't suggesting that the bug should be in the description, especially if it's fixed now. My question is: Does your mod change weapon/armor/penetration values for individual interceptors / UFOs? For example, the values listed he...
- Mon Mar 26, 2018 7:03 pm
- Forum: XCOM: Long War General Discussion
- Topic: Getting big ships down
- Replies: 20
- Views: 29484
Re: Getting big ships down
The problem is, that even very large Ufos tend to bei destroyed by my EMP. But I need those ships go down ;) Fix coming today. Check the site after 9.p.m. EDIT: Fix ready - just need to wrap it before releasing. Indeed I now hardly destroy those testing Hunters. Thanks for the remark. szmind, you s...
- Sun Mar 25, 2018 9:05 am
- Forum: XCOM: Long War General Discussion
- Topic: Getting big ships down
- Replies: 20
- Views: 29484
Re: Getting big ships down
Well EMP does not change the chance for UFO to be destroyed or not. It only impacts chances of getting more elerium, power sources, alloys if the UFO is not destroyed. To make sure EMP shoots down UFO I would consider editing DGC to make EMP deal less damage with every shot but increase its fire ra...
- Fri Mar 23, 2018 11:31 pm
- Forum: XCOM: Long War General Discussion
- Topic: Getting big ships down
- Replies: 20
- Views: 29484
Re: Getting big ships down
If your two firestorms don't stand a chance it means it's very late game and UFOs have probably maxed out their HP and weapons, and you're running late on building Firestorms and better weapons. Early-mid game I took down large UFOs with Phoenix cannon and sparrowhawks. Those were good times... But ...
- Wed Mar 21, 2018 9:44 pm
- Forum: XCOM: Long War General Discussion
- Topic: Squadron attack coming soon
- Replies: 17
- Views: 32758
Re: Squadron attack coming soon
haha awesome, I love it You can pay me back the 1 cent later..
- Wed Mar 21, 2018 5:03 am
- Forum: XCOM: Long War General Discussion
- Topic: Squadron attack coming soon
- Replies: 17
- Views: 32758
Re: Squadron attack coming soon
The most important staff are Credits - because you get it FOR FREE. I do not care that other modders neglect the fact and put it at the end. If you do not pay - you should firstly know who you owe it to :) Same about installation and compatibility - there is no point in installing not compatible mo...
- Tue Mar 20, 2018 8:29 am
- Forum: XCOM: Long War General Discussion
- Topic: Squadron attack coming soon
- Replies: 17
- Views: 32758
Re: Squadron attack coming soon
Well I thought I did, and then I realized there was a lot more after the Credits paragraph (most mod description pages end with the credits). I would suggest a slight rearrangement of the page - move the important stuff like Basic and Advanced concepts to the top of the page, and all the technical s...
- Mon Mar 19, 2018 11:07 pm
- Forum: XCOM: Long War General Discussion
- Topic: Sequential overwatch
- Replies: 7
- Views: 12751
Re: Sequential overwatch
finally, no more wasted OW shots. THANK YOU!
- Mon Mar 19, 2018 10:52 pm
- Forum: XCOM: Long War General Discussion
- Topic: Research Reports
- Replies: 3
- Views: 6926
Re: Research Reports
yea that's pretty unusual
- Mon Mar 19, 2018 10:29 pm
- Forum: XCOM: Long War General Discussion
- Topic: Squadron attack coming soon
- Replies: 17
- Views: 32758
Re: Squadron attack coming soon
This sounds really interesting, but I don't quite understand what the mod actually does.. It says "sending multiple interceptors at once", but are they actually all engaging the UFO at the same time? The extra jets are not actually visible, so it's just their names shown with health bars? ...
- Mon Mar 19, 2018 11:47 am
- Forum: XCOM: Long War General Discussion
- Topic: Smoke/chem grenade capture glitch explained.
- Replies: 2
- Views: 11048
Smoke/chem grenade capture glitch explained.
Sometimes you toss a smoke grenade thinking that your units will receive the defense bonus, just to find out later that they did not... After a lot of testing, I figured out how the smoke/chem radius works exactly, and why it glitches out sometimes. Here is a video I made that shows the gist of it, ...
- Sat Jul 15, 2017 5:56 am
- Forum: XCOM: Long War Troubleshooting
- Topic: Can't hop over fences with Muscle Fiber Density?
- Replies: 4
- Views: 27583
Re: Can't hop over fences with Muscle Fiber Density?
actually, these things are already in the game. You don't need additional functions to measure height of walls, the game already has that information. How do you think the game determines line of sight if it didn't know how high a barrier is? Also, "jump availability" is no different than ...
- Tue Jun 20, 2017 4:44 am
- Forum: XCOM: Long War General Discussion
- Topic: how to make squad size upgrade also take effect on covert extraction mission
- Replies: 7
- Views: 13527
Re: how to make squad size upgrade also take effect on covert extraction mission
If you need more soldiers, you're not playing extractions missions correctly. I rarely need all 4 units, and I don't recall using them to actually fight the exalt. You're not supposed to fight them on these missions. The only reason I fill all 4 slots is to get a little XP, but other than that I jus...
- Tue Jun 20, 2017 3:49 am
- Forum: XCOM: Long War General Discussion
- Topic: Unable to run in Offline Mode
- Replies: 4
- Views: 12401
Re: Unable to run in Offline Mode
I read your post and I decided to try it, and I get the same thing. Steam gets stuck on this screen
after a while it shows this This seems like a Steam issue though, not XCOM. Steam users have been complaining about similar errors for years.
after a while it shows this This seems like a Steam issue though, not XCOM. Steam users have been complaining about similar errors for years.
- Tue Jun 06, 2017 10:43 pm
- Forum: XCOM: Long War Troubleshooting
- Topic: Can't hop over fences with Muscle Fiber Density?
- Replies: 4
- Views: 27583
Re: Can't hop over fences with Muscle Fiber Density?
It's true, I don't understand why units can jump on some trucks but not on cars. But the fence problem is a little different because the fence doesn't even occupy any area tiles, its between two tiles. It makes no sense that the units can't jump over it. MFD is still one of the best gene mods though...
- Sun Jun 04, 2017 8:08 am
- Forum: XCOM: Long War Troubleshooting
- Topic: Can't hop over fences with Muscle Fiber Density?
- Replies: 4
- Views: 27583
Can't hop over fences with Muscle Fiber Density?
Units can reach tall rooftops with MFD, but can't vault a small fence. This is lame. Not much else to say about that...
- Fri Jun 02, 2017 3:16 am
- Forum: XCOM: Long War General Discussion
- Topic: Is THIS normal ingame?
- Replies: 7
- Views: 12188
Re: Is THIS normal ingame?
HOW COULD YOU?! You should be ashamed of yourself for modifying LW, and making it easier. You should be jailed!Noganeto1 wrote: Okay, you can judge me for trying to make it easier, i understand...
...
I hope that didn't sound too judgemental.
- Fri Jun 02, 2017 3:07 am
- Forum: XCOM: Long War General Discussion
- Topic: Is LW v1.0 going to be the final release?
- Replies: 1
- Views: 6285
Is LW v1.0 going to be the final release?
This is a question for the devs. Is there any chance that at least some of the outstanding bugs will ever get fixed? If the devs are done with LW 1, would anyone else be able to take over the project just to fix bugs?
Thank you for LW !
Thank you for LW !
- Fri Jun 02, 2017 2:59 am
- Forum: XCOM: Long War General Discussion
- Topic: EXALT aim is too high?
- Replies: 4
- Views: 10251
Re: EXALT aim is too high?
Exalt missions are vacation time for me, much more fun and easier than other missions. The Data Recovery missions are all about positioning. There are 10 different maps for that mission type, and after playing each one a couple of times, you pretty much figure out where to hunker your squad and defe...
- Thu Jun 01, 2017 10:39 pm
- Forum: XCOM: Long War Troubleshooting
- Topic: Command ability not working as expected
- Replies: 0
- Views: 21254
Command ability not working as expected
http://ufopaedia.org/index.php/Abilities_List_(Long_War)#Command "Note that this WILL allow you to fire move-limited weapons (sniper rifles and LMGs) if you have not fired them yet that turn (e.g. if you double-moved and then were commanded). " That part is not true in v1.0. A soldier cann...