Search found 433 matches

by Tuhalu
Fri May 26, 2017 7:06 am
Forum: Long War 2: Bug Reports
Topic: 2nd Scientist in Psi Chamber underperforming
Replies: 5
Views: 7848

Re: 2nd Scientist in Psi Chamber underperforming

It turns out the first scientist reduces the time by 50% and the second scientist reduces the remaining time by 33%. This looks exactly the same as how the Research Lab and Proving Grounds work. So rather than each Scientist halving the remaining time, each one increases the work done per hour by th...
by Tuhalu
Fri May 26, 2017 3:33 am
Forum: Long War 2
Topic: Aliens hitting me frequently through full cover
Replies: 110
Views: 162406

Re: Aliens hitting me frequently through full cover

I found another full cover fail situation yesterday. It was one of those APC type vehicles with a full cover block diagonal to the corner. I moved a soldier up into what reported as double cover. I was spotted from the other side of the cover and out of cover from both directions. Really rude. After...
by Tuhalu
Fri May 26, 2017 3:25 am
Forum: Long War 2: Bug Reports
Topic: 2nd Scientist in Psi Chamber underperforming
Replies: 5
Views: 7848

Re: 2nd Scientist in Psi Chamber underperforming

I should probably add that the problem seems to mostly be with training a rookie into a psi-operative. I haven't yet been able to verify how much it applies to later level ups (the first perk I took was very quick to train, so I couldn't really tell if it was giving the full reduction or not). I'll ...
by Tuhalu
Fri May 26, 2017 12:26 am
Forum: Long War 2
Topic: rocket spread info is missleading
Replies: 17
Views: 25709

Re: rocket spread info is missleading

There are two numbers. The number on your cursor and the number on your hotkey bar. The number on your cursor represents the average deviation from the targetted location. This is based on your accuracy and the distance to the target (the further away you aim, the higher the accuracy penalty). The n...
by Tuhalu
Thu May 25, 2017 1:20 pm
Forum: Long War 2
Topic: enemies shooting on reveal
Replies: 11
Views: 17143

Re: enemies shooting on reveal

Oh, so overwatch is actually still quite useful, it might hit one of the targets that was randomly selected to act. A question: What happens if a unit is selected to do a Yellow Reflex action and then is killed , by overwatch on reveal? Do the aliens lose that action, or does that action move to an...
by Tuhalu
Thu May 25, 2017 2:19 am
Forum: Long War 2: Bug Reports
Topic: 2nd Scientist in Psi Chamber underperforming
Replies: 5
Views: 7848

2nd Scientist in Psi Chamber underperforming

In the patch notes, it states that the 2nd scientist in the psi chamber should reduce training times by an additional 50% for a total of 75% training time reduction. This does not seem to be the case. In xwynns legendary campaign, the 1st scientist drops the time from 12 days to 6 days. The 2nd scie...
by Tuhalu
Wed May 24, 2017 11:34 pm
Forum: Modding Long War 2
Topic: Does this mod work well with LW ?
Replies: 1
Views: 4467

Re: Does this mod work well with LW ?

It has 3 Map Plots. Those are what you'd typically call new maps. The 8 Map Parcels are basically new buildings or other features that go on the maps. I haven't used any mods that add new Map Plots in LW2 as the timers were potentially prohibitive. It's probably not so bad in 1.4 since the timers ar...
by Tuhalu
Wed May 24, 2017 10:11 am
Forum: Long War 2: Strategy
Topic: LW 1.4 and Retaliations
Replies: 19
Views: 32081

Re: LW 1.4 and Retaliations

It's more accurate to say a high strength/vigilance region fills the bucket faster on average. Also, it has been suggested that advent tend to hit high activity regions more often. The thing is, as the campaign progresses, you're getting effects from force level and faceless as well, which is going ...
by Tuhalu
Wed May 24, 2017 9:09 am
Forum: Long War 2
Topic: Just The Network Tower?
Replies: 8
Views: 14431

Re: Just The Network Tower?

All that I know is the minimum vigilance for a region is 1 and it becomes 2 after you build a radio relay there (your starting region doesn't count). I think the vigilance spikes are usually due to the amount of missions you need to run in your early region. In 1.2, I was able to unlock the HQ Assau...
by Tuhalu
Wed May 24, 2017 6:01 am
Forum: Long War 2: Strategy
Topic: Stealth in 1.3 - tips&tricks
Replies: 15
Views: 25074

Re: Stealth in 1.3 - tips&tricks

Daergar wrote:I'm not sure if the "you will be seen here"-tile marker is default to LW or if it's one of the commonly used mods, either way it made moving your pawns so much easier.
It's Gotcha Again mod. Yes, it's amazing.
by Tuhalu
Wed May 24, 2017 5:12 am
Forum: Long War 2: Bug Reports
Topic: [SOLVED] Liberated = Free Relay Tower?
Replies: 6
Views: 9203

Re: Liberated = Free Relay Tower?

You should be getting a free radio tower after completing Liberation 4 (the tower mission). Have you researched Resistance Radio yet?
by Tuhalu
Wed May 24, 2017 5:09 am
Forum: Long War 2: Strategy
Topic: LW 1.4 and Retaliations
Replies: 19
Views: 32081

Re: LW 1.4 and Retaliations

I believe retaliations are biased towards regions with high activity, but I haven't found the math for that yet. Also, I forgot about this info ; Regional cooldown COIN_MIN_COOLDOWN_HOURS=504 ; 1ce per month per region COIN_MAX_COOLDOWN_HOURS=504 ATTEMPT_COUNTERINSURGENCY_MIN_REBELS=5 ; Min Populati...
by Tuhalu
Wed May 24, 2017 4:20 am
Forum: Long War 2: Strategy
Topic: LW 1.4 and Retaliations
Replies: 19
Views: 32081

Re: LW 1.4 and Retaliations

Here is some information about how the game adds to the retaliation buckets. Every rebel working on a job for a whole day (and therefore generating utility for you) has a chance to be detected. This chance increases based on difficulty, the number of faceless in the region, the amount of vigilance i...
by Tuhalu
Wed May 24, 2017 3:37 am
Forum: Long War 2: Strategy
Topic: LW 1.4 and Retaliations
Replies: 19
Views: 32081

Re: LW 1.4 and Retaliations

The calculation for Vigilance is: defaultTime + ((maxWorkingRebels - baselineWorkers) - emptySlots)/baselineWorkers * maxVigilanceDecayHours defaultTime is 168 hours (7 days) maxWorkingRebels is 13 baselineWorkers is 9 emptySlots is maxWorkingrebels - workingRebels maxVigilanceDecayHours is 72 hours...
by Tuhalu
Wed May 24, 2017 12:28 am
Forum: Long War 2: Strategy
Topic: What are the uses of Field surgeon?
Replies: 49
Views: 73452

Re: What are the uses of Field surgeon?

The point is, ablative armor is health that doesn't cause wounds when you lose it. There doesn't need to be a new mechanic where health magically doesn't cause wounds if it was on armor, because ablative armor health already does that. If you really want standard Armors to do that as well, you just...
by Tuhalu
Tue May 23, 2017 11:18 pm
Forum: Long War 2: Strategy
Topic: What are the uses of Field surgeon?
Replies: 49
Views: 73452

Re: What are the uses of Field surgeon?

This is what Ablative HP is which you get from vests and Formidable. Isn't this already provided for in the ablative armor you get from the ceramic arrmor and ablative upgrades? The predator armor provides HP as well as armor. It doesn't provide ablative armor. It seems like the HP from predator or...
by Tuhalu
Tue May 23, 2017 11:10 pm
Forum: Modding Long War 2
Topic: How to edit Spark Skill Tree?
Replies: 9
Views: 13013

Re: How to edit Spark Skill Tree?

Changing the skill order should have no effect. LW2 has already done the same thing in 2 patches with rejiggering their skill trees.
by Tuhalu
Tue May 23, 2017 1:05 pm
Forum: Modding Long War 2
Topic: How to edit Spark Skill Tree?
Replies: 9
Views: 13013

Re: How to edit Spark Skill Tree?

Those are just the stat increases you get at rank up, so you can ignore them.

Changing that config file works for me. Make sure you exit XCOM2 and then start it up again. It looks like config files are only read when loading the game, not when loading a save file.
by Tuhalu
Tue May 23, 2017 11:40 am
Forum: Modding Long War 2
Topic: How to edit Spark Skill Tree?
Replies: 9
Views: 13013

Re: How to edit Spark Skill Tree?

; LPCL +SoldierRanks=( aAbilityTree=( (AbilityName="AdaptiveAim", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon), \\ (AbilityName="BodyShield" ), \\ (AbilityName="CombatAwareness" ) \\ ), \\ All you need to do is move the entire section that starts with (AbiliityName=&quo...
by Tuhalu
Tue May 23, 2017 5:52 am
Forum: Long War 2
Topic: Narrow Timers
Replies: 1
Views: 3738

Re: Narrow Timers

The game does not estimate flight time for sending out the Skyranger. Always aim for at least couple hours over 100% time to account for that.
by Tuhalu
Tue May 23, 2017 12:56 am
Forum: Modding Long War 2
Topic: How to edit Spark Skill Tree?
Replies: 9
Views: 13013

Re: How to edit Spark Skill Tree?

XComClassData.ini

It's a simple data structure, so just swap the names of the perks you want to reposition.
by Tuhalu
Mon May 22, 2017 11:25 am
Forum: Long War 2
Topic: Smash and grab question
Replies: 4
Views: 6831

Re: Smash and grab question

If you can afford to send 6 man teams, there is no reason not to. You never know when you'll get unlucky and have a man down, which can force you to divert someone else to carry them out rather than gather loot.
by Tuhalu
Mon May 22, 2017 6:38 am
Forum: Long War 2: Strategy
Topic: What are the uses of Field surgeon?
Replies: 49
Views: 73452

Re: What are the uses of Field surgeon?

I've been thinking about Field Surgeon and I think there are a few ways to make it a worthwhile option (in order of power). 1/ Add a new Wound Severity that applies only when you were wounded in the mission, but Field Surgeon has healed you back to full health. Rather than being out for several days...
by Tuhalu
Sun May 21, 2017 10:03 pm
Forum: Long War 2: Strategy
Topic: Strategic help needed
Replies: 25
Views: 36852

Re: Strategic help needed

Like Garthor said, it's possible to get your Mission Intel up really high, allowing you to detect Supply Raid with a fairly good timer. This is more of a mid-game thing. (13 rebels on intel +4 Avenger Scanning) * 1.2 for Radio Tower * 1.2 for scientist = 24 rebels worth of mission intel. You can get...
by Tuhalu
Sun May 21, 2017 1:43 pm
Forum: Long War 2: Bug Reports
Topic: ADVENT grenad launchers & flashbang
Replies: 6
Views: 10231

Re: ADVENT grenad launchers & flashbang

The flashbang isn't lost. It doesn't show the "disorient" text above your soldiers head, but it refreshed the disorient, making it last 1 turn more.