Search found 198 matches

by fowlJ
Sun Jan 22, 2017 3:26 pm
Forum: Long War 2
Topic: Long War 2 Wiki Project
Replies: 10
Views: 22683

Re: Long War 2 Wiki Project

Going through the files and trying to understand the different variables governing Aliens, Advent and XCOM soldiers, I do need some clarification about a few. Here is what I have found: eStat_Defense - ?, usually on Spark and some aliens eStat_HighCoverConcealment - ? eStat_Strength - ? eStat_Comba...
by fowlJ
Sat Jan 21, 2017 12:39 pm
Forum: Long War 2
Topic: SPARKs
Replies: 5
Views: 9490

Re: SPARKs

SPARKs have a new perk tree, two more HP, and a slightly beefier weapon (4-7 damage at ballistic tier). They come standard with a shredder gun instead of a rocket. I'm not sure how they scale later on, having not brought SPARK-1 on their first mission yet.
by fowlJ
Thu Jan 19, 2017 9:07 am
Forum: Long War 2
Topic: Changes to the tactical layer
Replies: 71
Views: 130427

Re: Changes to the tactical layer

So tell me, do these shots yield a graze of 0, assuming dodge is 0? 101% aim, 90 crit 103% aim, 70 crit 105% aim, 50 crit 107% aim, 30 crit 109% aim, 10 crit Assuming my calculations (and understanding of the system) are correct, the graze chances of those shots are 0.9%, 2.1%, 2.5%, 2.1%, and 0.9%...
by fowlJ
Wed Jan 18, 2017 7:05 pm
Forum: Long War 2
Topic: Long War 2 feature announce: Strategy layer changes
Replies: 176
Views: 207250

Re: Long War 2 feature announce: Strategy layer changes

Wait what? please explain i don't get it deaconivory, what kinds of Reinforcement pods are there that don't arrive via Drop Ship? :S There are two animations that can be used for reinforcements - there's the ADVENT dropship, and then there is the Psi Rift that is used for the Skulljack enemies and ...
by fowlJ
Wed Jan 18, 2017 2:34 pm
Forum: Long War 2
Topic: Long War 2 feature announce: Strategy layer changes
Replies: 176
Views: 207250

Re: Long War 2 feature announce: Strategy layer changes

deaconivory wrote: 2) The pod mechanics have been completely remastered in LW2.
Good to hear - if you can say, does that include removing the limit on alien species (where all followers of a pod had to be the same type of alien)?
by fowlJ
Wed Jan 18, 2017 2:08 pm
Forum: Long War 2
Topic: Long War 2 feature announce: Strategy layer changes
Replies: 176
Views: 207250

Re: Long War 2 feature announce: Strategy layer changes

The additions you guys have added to the strategy layer sound awesome, it's difficult to not sound like a giddy fan boy a few quick questions though 1. Can enemy reinforcement drops be anything other then just Advent troops? as in can troop transports now drop aliens? (they can't in vanilla) I foun...
by fowlJ
Wed Jan 18, 2017 5:13 am
Forum: Long War 2
Topic: Long War 2 feature announce: Strategy layer changes
Replies: 176
Views: 207250

Re: Long War 2 feature announce: Strategy layer changes

johnnylump wrote: Nah, it just means that everybody has a psi offense score.
Ah, okay. Sounds like an interesting way to do it.
by fowlJ
Wed Jan 18, 2017 4:32 am
Forum: Long War 2
Topic: Long War 2 feature announce: Strategy layer changes
Replies: 176
Views: 207250

Re: Long War 2 feature announce: Strategy layer changes

1)Psi score is invisible at first but contributes to stat trades. So, Psi Power is going to be a relevant enough stat to be tracked for normal soldiers? Interested to see how you do psionics if that's the case. 3)Our main pass at psionics, which we are testing now, will be in our first big update. ...
by fowlJ
Wed Jan 18, 2017 3:52 am
Forum: Long War 2
Topic: Long War 2 feature announce: Strategy layer changes
Replies: 176
Views: 207250

Re: Long War 2 feature announce: Strategy layer changes

rifleman wrote:What stats is on the right of Hack stats on squad manager screenshoot? Is that infiltration or dodge? :?:
Dodge. I don't think Infiltration is a 'stat' in the same way as things like Aim and stuff, though I could be wrong.
by fowlJ
Mon Jan 16, 2017 8:07 am
Forum: Long War 2
Topic: LW2 feature announce: The Technical solder class
Replies: 48
Views: 63459

Re: LW2 feature announce: The Technical solder class

A curiosity regarding rocket scatter: Back in the day, I remember you guys had wanted to implement rocket scatter for EXALT Heavies, but had issues with it causing the game to crash - did you decide to implement that for ADVENT Rocketeers this go around?
by fowlJ
Thu Jan 12, 2017 11:42 pm
Forum: Long War 2
Topic: LW2 feature announce: The Technical solder class
Replies: 48
Views: 63459

Re: LW2 feature announce: The Technical solder class

There are no additional classes of SPARK in the way that there were new MECs in LW1, but the SPARK has a new perk tree.
by fowlJ
Wed Jan 11, 2017 1:58 am
Forum: Long War 2
Topic: Long War 2 feature announce: Coil weapons
Replies: 63
Views: 92772

Re: Long War 2 feature announce: Coil weapons

A little off topic, but do you think that you could add the additional tiers and other such for DLCs after LW 2? Unless I completely misunderstood what "DLC elements are adjusted to fit in with the scope of the mod for those who have them. " (part of JL's response to my question about mod...
by fowlJ
Tue Jan 10, 2017 9:45 pm
Forum: Long War 2
Topic: DLC Compatibility
Replies: 3
Views: 9638

Re: DLC Compatibility

I know this will be far in the future, but do you have any plans on expanding the mod to incorporate the DLC options like Sparks similar to what you guys did for EW? I'm pretty sure "DLC elements are adjusted to fit in with the scope of the mod for those who have them." means they already...
by fowlJ
Tue Jan 10, 2017 6:03 pm
Forum: Long War 2
Topic: DLC Compatibility
Replies: 3
Views: 9638

DLC Compatibility

Hey - not sure how much you can get away with talking about at this point, but I had a question: The standalone LW mods (in particular the Laser Pack and Perk Pack) have no built in compatibility with the Shen's Last Gift DLC, so you still have the vanilla SPARK perk tree and no additional weapons. ...
by fowlJ
Mon Jan 09, 2017 7:04 pm
Forum: Long War 2
Topic: Long War 2 is fantastic news
Replies: 22
Views: 30039

Re: Long War 2 is fantastic news

johnnylump wrote:Long War 2 ain't a beards mod.
Hype dead, hopes crushed, subscription cancelled. How could you betray us like this?
by fowlJ
Tue Apr 26, 2016 2:48 am
Forum: Modders' Forum
Topic: How to do...
Replies: 5
Views: 10248

Re: How to do...

Apparently it's stupid question day for me. :oops: I was hoping to take a look at some other mods I've subscribed to that have similar ideas to mine to see how to get started. I have no idea where they are located. Have pity on a poor Rookie. [Steam folder]/steamapps/workshop/content/268500 - Each ...
by fowlJ
Mon Apr 04, 2016 3:25 am
Forum: XCOM: Long War General Discussion
Topic: So, what are the mechanics behind Psi-Lance?
Replies: 3
Views: 7633

Re: So, what are the mechanics behind Psi-Lance?

Psi Lance is the Ethereal's normal weapon, essentially a gun but with no ammo limit and a special animation. It hits based on aim but has increased damage based on the difference between the Ethereal's Will and the target's.
by fowlJ
Sun Feb 28, 2016 12:38 am
Forum: Pavonis Interactive's standalone XCOM 2 mods
Topic: Co-op mod?
Replies: 4
Views: 10961

Re: Co-op mod?

Like it says in that article, the people who say they are working on that call themselves (and their mod) 'Dragonpunk' - it isn't LWS, and despite some very ambitious claims made by them around November, I haven't actually heard anything about them post-release, so no idea if they are still working ...
by fowlJ
Fri Feb 26, 2016 2:58 am
Forum: General Discussion
Topic: Mod suggestion (actually re-inclusion from the old old Xcom)
Replies: 6
Views: 12601

Re: Mod suggestion (actually re-inclusion from the old old Xcom)

The one mod I'd MOST be interested in is one that makes it so, as soon as you break concealment, all of the pods on the map "split" into individual units and AI works as normal. As it happens, precisely such a mod exists. As soon as you break concealment, all enemies on the map become 'ac...
by fowlJ
Tue Feb 02, 2016 11:17 am
Forum: Modders' Forum
Topic: Fire away ...
Replies: 22
Views: 32206

Re: Fire away ...

Another curiosity, and forgive me for asking something trivially easy to just find out for myself once the game releases, but how are weapon damage values set? I've been noticing since the first previews that weapons with the same minimum, maximum, or mean damage values do not necessarily have the s...
by fowlJ
Sun Jan 31, 2016 6:56 am
Forum: Modders' Forum
Topic: Fire away ...
Replies: 22
Views: 32206

Re: Fire away ...

Alright, so the little image they showed detailing the things included with the game made me curious - I don't know if you've worked with the map building much, but all the environment props they include, do they have all the needed gameplay information built in by default? What I'm wondering, essen...
by fowlJ
Thu Jan 28, 2016 8:01 am
Forum: Pavonis Interactive's standalone XCOM 2 mods
Topic: LWS announces partnership with Firaxis and 2K Games for release-day XCOM 2 mods
Replies: 29
Views: 42871

Re: LWS announces partnership with Firaxis and 2K Games for release-day XCOM 2 mods

While I'm not in a position to speak on the nature of the mods they are creating, I will say they probably haven't had enough time to create anything of that complexity. That besides, XCOM 2 will, as far as I am aware, allow you to enable or disable individual mods from the game's launcher, making t...