Search found 226 matches
- Wed Mar 08, 2017 11:25 pm
- Forum: Modding Long War 2
- Topic: Hack: Decreasing Dark Event frequency
- Replies: 0
- Views: 3342
Hack: Decreasing Dark Event frequency
Dark Events have a cooldown period of 4-6 days. There can be 2 Tactical and 1 temporary DEs pending at a time, and the two types use separate cooldown timers, which results in a lot of DEs per month. This isn't a discussion about whether the default frequency is too high or not. The game has been pl...
- Wed Mar 08, 2017 12:13 pm
- Forum: Modders' Forum
- Topic: Looking to alter frequency of Dark Events
- Replies: 0
- Views: 3271
Looking to alter frequency of Dark Events
After poking through the source files, I found where the cooldown timers on COINOps and COINResearch are stored. I'd like to change these to suit my own personal tastes. They can be found in X2StrategyElement_DefaultAlienActivities.uc So, obviously, I have to compile with the SDK. Okay, fine. I gues...
- Sat Feb 25, 2017 4:40 am
- Forum: Long War 2
- Topic: Patch 1.2
- Replies: 37
- Views: 54670
Re: Patch 1.2
I'm not sure you understood what I was getting at. LW1 took over a year to finish development, most of which was balancing and expansion. Balance isn't going to be done in 1.2. It isn't going to be done in 1.3. It probably won't be finished in 1.4. Of course they are doing some balancing work in 1.2...
- Sat Feb 25, 2017 4:11 am
- Forum: Long War 2
- Topic: Patch 1.2
- Replies: 37
- Views: 54670
Re: Patch 1.2
People expecting serious rebalancing are likely going to be disappointed. JL has already said that 1.2 is going to mostly be bugfixes, with serious balance work being deferred to 1.3. I fully support this, since I really, really want those bugs fixed, and balancing is always the slowest part of deve...
- Thu Feb 23, 2017 11:11 pm
- Forum: Long War 2
- Topic: Suggested fix to supply raid, troop column, HQ 0% infiltration abuse
- Replies: 116
- Views: 134635
Re: Suggested fix to supply raid, troop column, HQ 0% infiltration abuse
I'm personally for even rewards across the board on these types of missions, since corpses/alloys/elerium are such key resources in LW2. That said, I think if it were me, I'd go with the 100% required infiltration times (accomplishes my other point indirectly) similar to Lib4 and Lib5, some golden ...
- Thu Feb 23, 2017 6:01 pm
- Forum: Long War 2
- Topic: Feature Request: Improved slomo command
- Replies: 3
- Views: 6631
Feature Request: Improved slomo command
So, this is probably out of scope for the project, but I want to put it out there anyway. Can we can an improved version of slomo? It resets whenever the cinematic camera takes over (which is all the time), and it drives me InSaNe.
- Thu Feb 23, 2017 5:55 pm
- Forum: Long War 2
- Topic: Suggested fix to supply raid, troop column, HQ 0% infiltration abuse
- Replies: 116
- Views: 134635
Re: Suggested fix to supply raid, troop column, HQ 0% infiltration abuse
Johnny Lump, I think it is very important that some kind of mandatory infiltration mechanic be introduced. The infiltration mechanic works really well for the bulk of the missions. You have to balance how important the reward is versus the cost of having soldiers tied up for a long period of time. I...
- Thu Feb 23, 2017 4:54 pm
- Forum: Long War 2
- Topic: Suggested fix to supply raid, troop column, HQ 0% infiltration abuse
- Replies: 116
- Views: 134635
Re: Suggested fix to supply raid, troop column, HQ 0% infiltration abuse
I think that the problem is that a 10 man squad can beat almost anything that the poor AI can do, given savvy play. "Making it harder" isn't going to help, because players will always find a way to beat the "impossible" mission. It's like getting a lucky large landed UFO on your ...
- Sat Feb 18, 2017 4:16 pm
- Forum: Long War 2
- Topic: Question about heaven management mechanics.
- Replies: 40
- Views: 42450
Re: Question about heaven management mechanics.
That's liberation progress. You can one for each lib mission you do.josna238 wrote:Anybody knows what is the meaning of the small dot that appear on the haven management screen on the right of some haven names?
- Sat Feb 18, 2017 4:08 pm
- Forum: Long War 2
- Topic: Question about Mobility and Grenades
- Replies: 14
- Views: 23347
Re: Question about Mobility and Grenades
You don't get refunded the mobility. It helps if you look at it from a game perspective instead of a simulationist one. The basic rule of inventory in XCOM is that you can add optional powers to your soldiers, but you pay -1 mobility for each option you take. Things like ammo, which replaces existin...
- Fri Feb 17, 2017 6:04 pm
- Forum: Long War 2: Strategy
- Topic: First supply raid: How many people to bring?
- Replies: 10
- Views: 16958
Re: First supply raid: How many people to bring?
I always take ten. You'd be amazed how much the extra actions help. I will take rookies if I have to, just to have a few extra grenades. Ideally, I take a mix of classes and bring along 2 sharpshooters. The snipers can hang back, and having two extra cover slots on your frontline helps a lot. If at ...
- Wed Feb 15, 2017 5:30 pm
- Forum: Long War 2
- Topic: Questions about havens [Game mechanics]
- Replies: 7
- Views: 10215
Re: Questions about havens [Game mechanics]
1) It's linear. Each unpromoted rebel gives 5"mission intel" per day (not to be confused with the Intel resource). A scientist advisor multiplies this number by 1.2. 2) The Avenger adds +20 mission intel per day, equivalent to four normal rebels. 3) Faceless steal supplies at the end of ev...
- Tue Feb 14, 2017 3:02 am
- Forum: Long War 2
- Topic: Dark Events in LW2??? Seriously?
- Replies: 12
- Views: 25648
Re: Dark Events in LW2??? Seriously?
The ones labeled "tactical" are permanent. Most (all?) of the other DEs time out. If it helps any, DEs aren't even half as bad as they seem. The descriptions are very misleading. When it says things like "ADVENT gains perk x" what it really means is that some percentage (varies w...
- Sun Feb 12, 2017 3:21 am
- Forum: Long War 2: Strategy
- Topic: Holy smokes, that first tower mission?!!!
- Replies: 32
- Views: 41698
Re: Holy smokes, that first tower mission?!!!
This is how I did it, using only ballistic weapons and Staff Sgts, on Commander level. The team: Shinobi: Specced for infiltration Technical: Specced for fire (carries SMG for extra mobility) Sharpshooter: Specced for accuracy (DDG, Death from Above, best stock, best scope, etc) Gunner: Specced for ...
- Thu Feb 09, 2017 10:40 pm
- Forum: Long War 2
- Topic: Covering Fire as a lvl 1 Offensive AWC perk
- Replies: 49
- Views: 68012
Re: Covering Fire as a lvl 1 Offensive AWC perk
I double checked this because it is driving me nuts. I even cooked up a specially rigged ini file to make it easy. It turns out that Smoker and Flashbanger are decreasing movement, it's just that my first test ground had just the right arrangement of terrain that it wasn't easy to see (flat out dist...
- Thu Feb 09, 2017 9:36 pm
- Forum: Long War 2
- Topic: Covering Fire as a lvl 1 Offensive AWC perk
- Replies: 49
- Views: 68012
Re: Covering Fire as a lvl 1 Offensive AWC perk
And yet, someone else tested exactly the opposite. The armory don't show a difference, it's only on the tactical map that the items are added so you won't see the effect in the armory. When you tested it on the field, how much mobility did you have with both soldiers. I'm not talking about number o...
- Thu Feb 09, 2017 11:24 am
- Forum: Long War 2
- Topic: Covering Fire as a lvl 1 Offensive AWC perk
- Replies: 49
- Views: 68012
Re: Covering Fire as a lvl 1 Offensive AWC perk
possibly the free grenades since they reduce your mobility) . Flashbanger and Smoker do not reduce your mobility at all. I just tested this. I have two soldiers with equal nameplate mobility, but one of them has Smoker and Flashbanger from the AWC. They have exactly the same mobilities in the armor...
- Thu Feb 09, 2017 9:37 am
- Forum: Long War 2: Strategy
- Topic: One bum's code digging notes
- Replies: 28
- Views: 35975
Re: One bum's code digging notes
That's a useful chart, and seems to settle the issue wrt to your starting region. I'm still interested in a more general answer as to when you should start investing in the recruit job. Looking through the ini, I see this POLITICAL_PRISONERS_REGIONAL_COOLDOWN_HOURS_MIN=336 POLITICAL_PRISONERS_REGION...
- Thu Feb 09, 2017 8:54 am
- Forum: Long War 2: Strategy
- Topic: One bum's code digging notes
- Replies: 28
- Views: 35975
Re: One bum's code digging notes
Some very helpful information here, exactly the kind of the thing I was looking for. In particular, the Haven Adviser detection income tables shows me that the point of diminishing returns is Sgt (Sqd -> Sgt is going from 5 to 20, but Sgt to MSgt is going from 20 to 27). It also shows that it's prob...
- Thu Feb 09, 2017 8:01 am
- Forum: Long War 2: Strategy
- Topic: Strategy Level "Board Game"
- Replies: 19
- Views: 23393
Re: Strategy Level "Board Game"
Thanks, that helps. For the record, I'm not one the people that freaks when a DE spawns. I get that it's a bit like the leader/navigator upgrades from LW1. I just wanted to know if spamming contacts as part of a long term strategy to reduce DEs has any merit. It sounds like the answer is "no&qu...
- Thu Feb 09, 2017 7:09 am
- Forum: Long War 2: Strategy
- Topic: Strategy Level "Board Game"
- Replies: 19
- Views: 23393
Re: Strategy Level "Board Game"
Thanks for the writeup! Do you know anything about how Dark Events are spawned? Are all DE represented as a mission that is (theoretically, at least) detectable on the map, do do some DEs just happen no matter what? Are spawnable DEs restricted to areas where you've made contact (kind of how in LW1,...
- Mon Feb 06, 2017 7:46 am
- Forum: Long War 2: Strategy
- Topic: For Science: Console commands that autodetect ADVENT activity on the world map
- Replies: 2
- Views: 6313
For Science: Console commands that autodetect ADVENT activity on the world map
I'm trying to get a sense of what ADVENT does and where. I know about this post and the LWForceActivityDetection command looks like it could be what I want, but I can't get it to do anything. Even after cycling through all of the possible Enemy Activity strings for the region I'm testing, I can't ge...
- Thu Feb 02, 2017 7:57 pm
- Forum: Long War 2
- Topic: Gunner secondary seems underwhelming
- Replies: 24
- Views: 28636
Re: Gunner secondary seems underwhelming
If it helps any, the knife exists as a stopgap measure for situations where the gunner is forced to fight at close range. It's not obvious, but the gunner actually takes a penalty to his aim for using his primary at close range. If you've ever tried to shotgun an alien at pointblank with a gunner, y...
- Thu Jan 26, 2017 2:55 am
- Forum: Long War 2
- Topic: Questions about the strategic layer
- Replies: 3
- Views: 6128
Re: Questions about the strategic layer
Thanks for the replies, guys. What does everryone think about research order? In LW1, the big decision was usually "rush lasers" or "skip lasers, rush gauss." What do people prefer beelining for first in LW2? Laser weapons? Something else?
- Wed Jan 25, 2017 5:12 am
- Forum: Modding Long War 2
- Topic: Is there an easy way to get a soldier's ObjectID?
- Replies: 7
- Views: 46230
Is there an easy way to get a soldier's ObjectID?
I've recently discovered the SelectSoldierProgressionAbility console command. It's pretty neat. It lets you add arbitrary perks to a soldier, great if you want to do a little bit of "soft modding." The format of the command is SelectSoldierProgressionAbility [Object ID] [Rank of Perk] [Col...