Yes, I confirm the problem and that it is fixed. You can download updated version. I was delayed by discovering another bug - how is that nobody has noticed possibility to toggle in a jet with 'transfer' statusLouisdeFuines wrote:So you could confirm the problem? Can the adjusted mod be now downloaded?
Search found 102 matches
- Sun Mar 25, 2018 10:12 pm
- Forum: XCOM: Long War General Discussion
- Topic: Getting big ships down
- Replies: 20
- Views: 29660
Re: Getting big ships down
- Sun Mar 25, 2018 3:47 pm
- Forum: XCOM: Long War General Discussion
- Topic: Getting big ships down
- Replies: 20
- Views: 29660
Re: Getting big ships down
Fix coming today. Check the site after 9.p.m.LouisdeFuines wrote:The problem is, that even very large Ufos tend to bei destroyed by my EMP. But I need those ships go down
EDIT: Fix ready - just need to wrap it before releasing. Indeed I now hardly destroy those testing Hunters. Thanks for the remark.
- Sun Mar 25, 2018 11:52 am
- Forum: XCOM: Long War General Discussion
- Topic: Getting big ships down
- Replies: 20
- Views: 29660
Re: Getting big ships down
I underdstand the observation 'occuring after installing mod :) But you know - there is not much time since he installed the mod so I take the margin for this 'many situations'. I rarely shot down small UFOs with EMP - they usually get destroyed with higher tier weapons (like EMP). Also I have not t...
- Sun Mar 25, 2018 8:38 am
- Forum: XCOM: Long War General Discussion
- Topic: Getting big ships down
- Replies: 20
- Views: 29660
Re: Getting big ships down
Thanks, that worked! But somehow, with your mod, all the ufos I shot at are destroyed, not just downed. Did I do something wrong? I`m using EMP weapons. I tested it on various situations. Ufo-destructions happen in 90 % of the time. Well EMP does not change the chance for UFO to be destroyed or not...
- Sat Mar 24, 2018 6:14 pm
- Forum: XCOM: Long War General Discussion
- Topic: Getting big ships down
- Replies: 20
- Views: 29660
Re: Getting big ships down
@Szmind, I want to give your mod a try. One thing about the installation: In what position do I have to copy the language lines into XcomStrategyGame.DEU? Just to the end or else? Not copy, but edit. So search (using ctrl+F shortcut) each "m_str...=" and replace anything that is after &qu...
- Fri Mar 23, 2018 11:29 pm
- Forum: XCOM: Long War General Discussion
- Topic: Getting big ships down
- Replies: 20
- Views: 29660
Re: Getting big ships down
Install my Squadron Unleashed :) Will be easier :) I managed once, only once to take down a BattleShip on Classic. And only when I finally got lucky spawn on continent with 4 Firestorms EMP/Plasma. I needed 7 engagements with them. Sent 1, activated Dodge, after second dodge animation immediate abor...
- Wed Mar 21, 2018 11:42 am
- Forum: XCOM: Long War General Discussion
- Topic: Squadron attack coming soon
- Replies: 17
- Views: 33083
Re: Squadron attack coming soon
There is reason behind your 2 cents Some changes made - say 1 cent inrift wrote: (...)
Just giving u my 2 cents. Again, thanks very much for the great mod!
- Tue Mar 20, 2018 8:58 am
- Forum: XCOM: Long War General Discussion
- Topic: Squadron attack coming soon
- Replies: 17
- Views: 33083
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 ...
- Tue Mar 20, 2018 7:47 am
- Forum: XCOM: Long War General Discussion
- Topic: Squadron attack coming soon
- Replies: 17
- Views: 33083
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?...
- Sun Mar 11, 2018 8:54 pm
- Forum: XCOM: Long War General Discussion
- Topic: Squadron attack coming soon
- Replies: 17
- Views: 33083
Re: Squadron attack coming soon
UPDATE: Generally finished coding. For the sake of completeness I am only implementing gamepad controls for selecting ships - which I have to simulate with keyboard cause I have no gamepad :) UPDATE: Phew, implementing gamepad support I screw mouse interface :) . 2 days lost but fixed and already pr...
- Fri Feb 23, 2018 10:52 am
- Forum: XCOM: Long War General Discussion
- Topic: Squadron attack coming soon
- Replies: 17
- Views: 33083
Squadron attack coming soon
EDIT: And there it is https://www.nexusmods.com/xcom/mods/710 Anybody reading this is kindly informed that a new mod to Long War 1.0 is coming soon on nexus :) Features: - sending multiple interceptors at once - quasi-formation management - pilot rank meaning sth more than just a badge - interface t...
- Tue Jan 16, 2018 2:33 pm
- Forum: XCOM: Long War General Discussion
- Topic: Sequential overwatch
- Replies: 7
- Views: 12791
Re: Sequential overwatch
Thanks a lot for your feedback - I feel honoured :) I am a fast-learner so next day after writing the initial post I leveled up from writing code in pure hex into using pseudo-code and I was finishing Sequential Overwatch using UPKUtils :) It has all I need :) As for aircombat logic everything is cl...
- Mon Jan 15, 2018 11:09 am
- Forum: XCOM: Long War General Discussion
- Topic: Sequential overwatch
- Replies: 7
- Views: 12791
Re: Sequential overwatch
Applause. Here's the tool we used to change function sizes: https://github.com/Amineri-R/upk-modder Thanks Johnny. I found it during learning process but could not 'build it' (there is no exe). You know - I am a noob :) My next project - multijet interception. With not much coding effort done (but ...
- Mon Jan 08, 2018 6:49 pm
- Forum: XCOM: Long War General Discussion
- Topic: Sequential overwatch
- Replies: 7
- Views: 12791
Re: Sequential overwatch
https://www.nexusmods.com/xcom/mods/704
Edit: That is fully operational by now - working with seekers, drop-down reinforcements, whatever.
Edit: That is fully operational by now - working with seekers, drop-down reinforcements, whatever.
- Thu Jan 04, 2018 11:03 am
- Forum: XCOM: Long War General Discussion
- Topic: Sequential overwatch
- Replies: 7
- Views: 12791
Sequential overwatch
After 2 weeks of learning how to hex-mod UPK files and a few hours digging through the code I managed to input 4 hexes (3 would be enough) into .ApplyReactionCost function. Result - sequential overwatch fire; that is shooting one by one. That works for standard overwatch and applies to aliens' fire ...
- Mon Dec 11, 2017 1:02 pm
- Forum: XCOM: Long War General Discussion
- Topic: Change Field Surgeon Values
- Replies: 2
- Views: 6520
Re: Change Field Surgeon Values
Is there a way to change the field surgeon perk so that it heals 3 points instead of 1? Field Surgeon does not increase HP healed. It reduces fatigue time. I think you would like it work as if 'lowest soldier's HP was 3 points more' instead of '1 point more'. That is not doable without hex editing ...
- Tue Nov 21, 2017 11:14 am
- Forum: XCOM: Long War Troubleshooting
- Topic: LW Will Not Start After Windows 10 Update
- Replies: 5
- Views: 33256
Re: LW Will Not Start After Windows 10 Update
The issue might result from Windows 10 preventing changes in .exe files within Program Files directory (if Steam's game folder is installed there). So if the modded game does not start, I would check if Windows had not restored the original .exe from its 'shadow copy'. The only solution might be mov...
- Mon Nov 20, 2017 2:29 pm
- Forum: XCOM: Long War General Discussion
- Topic: Help and Advice
- Replies: 1
- Views: 5605
Re: Help and Advice
Heh, long time. You are probably further in, however. Red Fog works correctly. You should play with Perfect Information to be assured. But believe me - there is no cheating. I saw my soldiers hitting 6% reaction shots; aliens did the same. I saw aliens missing 90+% shots; so did my soldiers. It all ...
- Wed Jun 21, 2017 10:36 am
- Forum: XCOM: Long War Troubleshooting
- Topic: repeated crashing
- Replies: 4
- Views: 27717
Re: repeated crashing
tried that too steam poped an error and the game wouldent even start it kept popping something along the lines of steam being to busy to process my request yet in online mode i could get to the 'loading/configureing user settings popup on the games main menu EDIT: Exact message: the steam servers a...
- Tue Jun 20, 2017 12:41 pm
- Forum: XCOM: Long War General Discussion
- Topic: Unable to run in Offline Mode
- Replies: 4
- Views: 12437
Re: Unable to run in Offline Mode
Try setting your system time back by two weeks. There is currently a problem on Steam that locks out games that have never been played on line. It's causing a lot of crap in the CIV Vi communities. - Steel Wheels Confirmed :) The only working solution seems setting date in the system before 14th of...
- Wed Jun 14, 2017 10:31 am
- Forum: XCOM: Long War General Discussion
- Topic: is this normal in game (2)
- Replies: 3
- Views: 7767
Re: is this normal in game (2)
Just a joke :) For mean answers: 1. Alien unit-composition is based on alien research - slower research means poorer aliens. 2. When at start of month aliens have high resources (15 meld per canister) and you made alien base assault OR at least 8 ufo assaults in prior month (large ufo counts as 2) t...
- Tue Jun 13, 2017 10:16 am
- Forum: XCOM: Long War General Discussion
- Topic: is this normal in game (2)
- Replies: 3
- Views: 7767
Re: is this normal in game (2)
This is not normal. This is impossible
- Fri Jun 09, 2017 4:01 pm
- Forum: XCOM: Long War General Discussion
- Topic: CTD happens in larger to very large ship assult
- Replies: 2
- Views: 6107
Re: CTD happens in larger to very large ship assult
Hmm, have you tried lowering graph settings? I know it sounds irrelevant, but the only difference from smaller maps is the volume of data to process :) I generally have very few CTD's but as far as I recall they always occur on heavy loaded missions with numerous enemies. Also the summer weather mak...
- Wed Jun 07, 2017 9:00 am
- Forum: XCOM: Long War Troubleshooting
- Topic: Can't hop over fences with Muscle Fiber Density?
- Replies: 4
- Views: 28192
Re: Can't hop over fences with Muscle Fiber Density?
Well, on the programming/game design field it is not that simple. Try to imagine: I understand that there is a function that allows moving to another tile IF it is 'on the same level' AND there is no wall between tiles. It denies the move otherwise. MFD removes the restriction of 'same level' but no...
- Tue Jun 06, 2017 8:27 am
- Forum: XCOM: Long War Troubleshooting
- Topic: Can't hop over fences with Muscle Fiber Density?
- Replies: 4
- Views: 28192
Re: Can't hop over fences with Muscle Fiber Density?
Yes. You are completely right. Also they cannot jump over cars. Though on the other hand - thanks to it you can hide/run from Berserker or Thin Man behind a truck or wall