Just put them out of their misery with a grenade and you can carry their bodies
That's XCOM, baby!
Search found 42 matches
- Mon Jan 23, 2017 4:32 pm
- Forum: Long War 2
- Topic: Would be nice if you could carry stunned troops
- Replies: 24
- Views: 32930
- Mon Jan 23, 2017 4:27 pm
- Forum: Long War 2
- Topic: TO all having problems with timers.
- Replies: 6
- Views: 10202
- Mon Jan 23, 2017 4:12 pm
- Forum: Long War 2
- Topic: I don't like timers maybe idk
- Replies: 14
- Views: 19688
Re: I don't like timers maybe idk
XComLW_Overhaul.ini, search for MISSION TIMERScode99 wrote: PLEASE tell me how to do that !!
You can specify how many turns will each type of mission last, or below that you can add fixed number of turns to all missions across-the-board.
- Mon Jan 23, 2017 4:04 pm
- Forum: Long War 2
- Topic: Long War 2 Resources (including mod compatibilities)
- Replies: 24
- Views: 38821
Re: Long War 2 Resources (including mod compatibilities)
You need to update "True concealment"; there's no such mechanic in LW2, ̶i̶t̶ ̶s̶h̶o̶u̶l̶d̶ ̶j̶u̶s̶t̶ ̶s̶a̶y̶ ̶t̶h̶a̶t̶ ̶i̶t̶'̶s̶ ̶̶̶i̶̶̶n̶̶̶c̶̶̶o̶̶̶m̶̶̶p̶̶̶a̶̶̶t̶̶̶i̶̶̶b̶̶̶l̶̶̶e̶̶̶. Edit: mod has been updated to work with LW2: http://steamcommunity.com/sharedfiles/filedetails/?id=847481752
- Sun Jan 22, 2017 6:36 pm
- Forum: Long War 2: Bug Reports
- Topic: Bug? Or my failure?
- Replies: 12
- Views: 17595
Re: Bug? Or my failure?
You may be right and it's possible it's a bug or some conflict with other mods. I'm just saying that AFAIK it's supposed to work the way I described.
- Sun Jan 22, 2017 3:59 pm
- Forum: Long War 2: Bug Reports
- Topic: Bug? Or my failure?
- Replies: 12
- Views: 17595
Re: Bug? Or my failure?
You only get corpses from missions with no evacuation (the ones that end by themselvs when you complete the objective; if you place evac beacon and Skyranger picks your soldiers up - no bodies), so I guess it's a feature.
- Sun Jan 22, 2017 3:54 pm
- Forum: Long War 2: Bug Reports
- Topic: Text alignment issue in Soldier View (Avenger)
- Replies: 6
- Views: 10094
Re: Text alignment issue in Soldier View (Avenger)
That's a really nice bug! I'd leave it that way!
Edit: I wonder if that would also work with some other "text formating" words (like "bold")
Edit: I wonder if that would also work with some other "text formating" words (like "bold")
- Sun Jan 22, 2017 3:38 pm
- Forum: Modding Long War 2
- Topic: Two questions about abilities
- Replies: 4
- Views: 7339
Re: Two questions about abilities
Abilities description not showing up wouldn't be much of a problem to me (especially since I'd like to have a single soldier class only anyway). But if I wanted to keep them for some reason and still have them attached to a weapon instead of a class, I guess I'd assigned each class with dummy abilit...
- Sun Jan 22, 2017 3:02 pm
- Forum: Modding Long War 2
- Topic: Utility items weight
- Replies: 8
- Views: 13253
Re: Utility items weight
I wonder if it accepts integer values only, or can floats be used too.
- Sun Jan 22, 2017 1:35 pm
- Forum: Modding Long War 2
- Topic: Utility items weight
- Replies: 8
- Views: 13253
Re: Utility items weight
I think you can change it in XComLW_Overhaul.ini Search for INSTANT_BUILD_TIMES, below are some build settings for items, and they contain something like "Weight=1". I guess if you remove that or maybe change it to zero, then utility items should not slow your soldiers down. But that's a g...
- Sun Jan 22, 2017 1:25 pm
- Forum: Modding Long War 2
- Topic: Two questions about abilities
- Replies: 4
- Views: 7339
Re: Two questions about abilities
Too bad
I know it shouldn't be THAT hard for me to do, but I can't force ModBuddy to work like it should, it always fails to compile with no error message or anything, so I've just given up and uninstalled it.
I know it shouldn't be THAT hard for me to do, but I can't force ModBuddy to work like it should, it always fails to compile with no error message or anything, so I've just given up and uninstalled it.
- Sun Jan 22, 2017 2:36 am
- Forum: Modding Long War 2
- Topic: Two questions about abilities
- Replies: 4
- Views: 7339
Two questions about abilities
1. Is there any simple (and by "simple" I mean .ini editing) way to make secondary weapons give their respective abilities to soldiers? Right now, for example, "launch grenade" is assigned to the Grenadier class at reaching squaddie rank, and even if you edit .ini to remove grena...
- Sun Jan 22, 2017 12:29 am
- Forum: Long War 2
- Topic: True concealment
- Replies: 5
- Views: 10505
Re: True concealment
There always seems to be a pod guarding the objective, so it wouldn't be possible to avoid fighting entirely. Also there's always a chance some patrolling enemies stumble upon you. If someone would want to play it slow - what's wrong with that (and that would seem to actually make sense in stealth m...
- Fri Jan 20, 2017 3:53 pm
- Forum: Long War 2
- Topic: Optimisation?
- Replies: 7
- Views: 13595
Re: Optimisation?
Game seems to stutter a lot at loading missions and Avanger and loading times seem slightly longer (but that's to be expected and it doesn't really bother me; BTW hitting Caps Lock to speed up return from a mission still works ), but otherwise runs smoothly both in tactical and in Avanger.
- Fri Jan 20, 2017 1:39 pm
- Forum: Modding Long War 2
- Topic: long war timers
- Replies: 18
- Views: 28777
Re: Editing the mission timers
It's at the end of the file, search for "[LW_Overhaul.SeqAct_InitializeMissionTimer]" without quotes.
- Fri Jan 20, 2017 6:44 am
- Forum: Long War 2
- Topic: True concealment
- Replies: 5
- Views: 10505
True concealment
Mod compatibility list says that True Concealment mod "has a similar function to a mechanic built into LW2", but I've been playing for a while now and coudn't really notice any mechanic like True Concealment, timers seem to always start to count down at the begining of the mission, not whe...
- Fri Jan 20, 2017 6:25 am
- Forum: Long War 2: Bug Reports
- Topic: Overwatch not removed on pre-stunned enemy
- Replies: 4
- Views: 7090
Re: Overwatch not removed on pre-stunned enemy
I think I saw this one in vannilla and seems quite simple - if a disoriented enemy is hit by flashbang, he doesn't get disoriented again (so his overwatch can't be removed), only disorientation countdown gets reset. The most simple way to fix it would be to make it so dissoriented units can't enter ...