Search found 623 matches
- Fri Feb 24, 2017 4:24 am
- Forum: Long War 2
- Topic: [Suggestion for 1.3] Adjustments to the Psi Ops
- Replies: 28
- Views: 39399
Re: [Suggestion for 1.3] Adjustments to the Psi Ops
After reading this and the other topics on Psi, I can see why so many players now in 1.1 consider it not worth the expense for the Psi Lab nor creating Psi Ops, which is crazy. I'm looked at mods to fix this. Currently these, maybe all of them. Faster Psi Lab Training LW Psi Rookies Partially Gifted
- Thu Feb 23, 2017 11:59 pm
- Forum: Long War 2
- Topic: Soldier selection interface disappears when trying to add new soldier to a squad
- Replies: 4
- Views: 6779
Re: Soldier selection interface disappears when trying to add new soldier to a squad
...removing the LW Toolbox mod fixes the problem, and they were correct. When I have the LW Toolbox mod activated [ there were problems ]. The previously released Long War mods for XCOM 2 are now incorporated in the mod Long War 2. You shouldn't install the separate Long War mods at the same time a...
- Thu Feb 23, 2017 11:24 pm
- Forum: Long War 2: Strategy
- Topic: Low Aim Rookies
- Replies: 37
- Views: 53619
Re: Low Aim Rookies
I built the GTS day 1 in my campaign because I highly value being able to chose my recruit's class. Most definitely. And sell some initial loot at the Black Market so you have at least 35 supplies when the GTS is completed so it can be upgraded with an Officer Training Station immediately. Because ...
- Thu Feb 23, 2017 10:54 pm
- Forum: Long War 2: Strategy
- Topic: Haven management strategy
- Replies: 32
- Views: 55464
Re: Haven management strategy
Since 1.1 fixed the Faceless spies eating all supplies, I find it best to put one or two rebels on supplies. Even on Legendary, start with researching Resistance Comms first and get a 2nd zone. 1 to 2 rebels each, total 3 to 4 supplies will keep you at least slightly positive. Putting rebels on Inte...
- Thu Feb 23, 2017 3:48 am
- Forum: Long War 2: Strategy
- Topic: LW3
- Replies: 7
- Views: 14800
Re: LW3
There's already a mod that provides this.PAULOEL7 wrote:Another on, much simpler: to be able to choose between free and regular reloads.
Free Reload Anytime
- Wed Feb 22, 2017 7:50 pm
- Forum: Long War 2: Strategy
- Topic: Well-rounded flamerish Technical build
- Replies: 29
- Views: 35849
Re: Well-rounded flamerish Technical build
When putting Technicals on Haven Advisor, considering Rendezvous missions, do you tend to equip them with SMG's for the mobility and stealth, or do you go with Rifles or Shotguns for the greater mid or short-range damage?
- Wed Feb 22, 2017 7:48 pm
- Forum: Long War 2: Strategy
- Topic: Officer abilities
- Replies: 19
- Views: 23078
Re: Officer abilities
Reddit tells tales of Fall Back soldiers moving forward leaving himself flanked and triggering new pods. A fine example of the AI proving "There's fun. And then there's 'Dwarf Fortress' fun." Nothing like Squaddie Urist McWrongway scouting out the enemy the hard way. :) Speaking of Fall B...
- Wed Feb 22, 2017 6:50 pm
- Forum: Long War 201
- Topic: Long War 2 Console Commands
- Replies: 35
- Views: 242452
Re: Long War 2 Console Commands
Any idea how to input Unicode characters into the console? I'm trying to adjust soldier "Zuzanna Kozłowska" and finding no way to enter a "Latin Small Letter L With Stroke", the 4th character of her last name. Rename her first via vanilla customization options? Wow, that worked!...
- Tue Feb 21, 2017 6:20 am
- Forum: Long War 2
- Topic: Boltcaster sucks a ding dong?
- Replies: 65
- Views: 102504
Re: Boltcaster sucks a ding dong?
@Ithuriel - Seems you encountered the Doom reinforcements. :) As a rule of thumb I would always take 3 soldiers on any stealthy mission, just in case. You can always boost using Intel to make for the extra infiltration time. What does taking 3 soldiers give you? Frankly I'm not sure they would help...
- Tue Feb 21, 2017 5:58 am
- Forum: Long War 2
- Topic: Boltcaster sucks a ding dong?
- Replies: 65
- Views: 102504
Re: Boltcaster sucks a ding dong?
Long story short, this was the result. http://steamcommunity.com/sharedfiles/filedetails/?id=868768405 This was also a screenshot: http://steamcommunity.com/sharedfiles/filedetails/?id=868781486 (ignore the pdf icon, my computer is doing weird things rn) Damn! That's a lot of enemy! And that second...
- Mon Feb 20, 2017 8:54 am
- Forum: Long War 201
- Topic: Long War 2 Console Commands
- Replies: 35
- Views: 242452
Re: Long War 2 Console Commands
Any idea how to input Unicode characters into the console?
I'm trying to adjust soldier "Zuzanna Kozłowska" and finding no way to enter a "Latin Small Letter L With Stroke", the 4th character of her last name.
I'm trying to adjust soldier "Zuzanna Kozłowska" and finding no way to enter a "Latin Small Letter L With Stroke", the 4th character of her last name.
- Mon Feb 20, 2017 7:00 am
- Forum: Resolved Bug Reports
- Topic: [1.1] "CAHCE" Typo in XComLW_Overhaul.ini
- Replies: 1
- Views: 4320
[1.1] "CAHCE" Typo in XComLW_Overhaul.ini
On Long War 1.1 on PC. Whole pile of XCOM 2 mods, but they shouldn't have any effect here.
Poking around in XComLW_Overhaul.ini and discovered this on lines 383 and 384.
Thought I should report the "CAHCE" typo.
Poking around in XComLW_Overhaul.ini and discovered this on lines 383 and 384.
Code: Select all
SMALL_INTEL_CACHE_REWARD=10
LARGE_INTEL_CAHCE_REWARD=25
- Mon Feb 20, 2017 6:18 am
- Forum: Long War 2
- Topic: [Suggestion] More Uses for the Workshop
- Replies: 4
- Views: 8761
[Suggestion] More Uses for the Workshop
Right now as far as I know, in LW2 the Workshop only provides 1 power and allows 2 Engineers to be doubled up for room support purposes via Gremlins. It would be good if there was more to the Workshop. These two older mods did that for stock XCOM 2. Ultimate Workshop Craft Loot! Build Weapon Mods an...
- Mon Feb 20, 2017 1:31 am
- Forum: Long War 2
- Topic: [Suggestion] Allow changing gear for haven advisers without removing them first
- Replies: 12
- Views: 17798
Re: [Suggestion] Allow changing gear for haven advisers without removing them first
Completely agree. I tend to make sure Haven Advisors are kitted out for their assignments ahead of time, but being able to adjust it without jumping through hoops would be great.
- Mon Feb 20, 2017 1:24 am
- Forum: Long War 2
- Topic: [General Feedback] Thoughts after first full playthrough
- Replies: 13
- Views: 19720
Re: [General Feedback] Thoughts after first full playthrough
Thanks for giving the feedback, dude. I've already getting to hate that warning whenever leaving R&D without a research project selected and I don't even have the 20 second delay you do. Too bad it can't be changed to warn when about to go to Geoscape and time to advance, which is when it really...
- Mon Feb 20, 2017 12:23 am
- Forum: Long War 2
- Topic: No EVAC zone?
- Replies: 3
- Views: 10213
Re: No EVAC zone?
Looks like it's a mission where you have to throw a flare to open up the evac zone. Doing so will break concealment for all troops without Phantom and for the troop throwing the flare. Doesn't matter here as you've already broken concealment. Look at the 6 blue icons in the upper right. Click on the...
- Mon Feb 20, 2017 12:05 am
- Forum: Long War 2
- Topic: Question about Mobility and Grenades
- Replies: 14
- Views: 23561
Re: Question about Mobility and Grenades
The reality isn't much better. Sure, grenades don't weight that much. But each soldier is carrying about 200-300 rounds of extra ammo as well as 1 or 2 belts for the LMG's. Gameplay wise, looks like Pavonis upped Mobility from stock XCOM 2, which was 12, and made it 15. And took some of it away if y...
- Mon Feb 20, 2017 12:00 am
- Forum: Long War 2
- Topic: No Avatar Project?
- Replies: 23
- Views: 29407
Re: No Avatar Project?
Nietzsche was right. XCOM has stared too long into the Abyss and has become what they were fighting.trihero wrote:I had like 12 scientists and was doing 2-3 faceless rendering a day.
- Sun Feb 19, 2017 11:54 pm
- Forum: Long War 2
- Topic: Suggested fix to supply raid, troop column, HQ 0% infiltration abuse
- Replies: 116
- Views: 136684
Re: Suggested fix to supply raid, troop column, HQ 0% infiltration abuse
There's no point to "nerfing" or making 0% harder than it is in a vaccuum , because the end result is we go on few missions ever and we don't have the option to go loud if we want to. You have to do something in addition to make up for it, like make 5-6 men missions much more plausible an...
- Sun Feb 19, 2017 11:29 pm
- Forum: Long War 2
- Topic: How does it work the Advent Strength?
- Replies: 15
- Views: 24958
Re: How does it work the Advent Strength?
Note that in the long run, XCOM can't beat ADVENT strength on strength. While you are fighting ADVENT, they are bringing in more troops from offworld and will increase those strategic reinforcements if you do better. If you go so far as to liberate all Earth zones, all of them get a simultaneous inv...
- Sun Feb 19, 2017 11:21 pm
- Forum: Long War 2
- Topic: Thoughts on supplies and research progress
- Replies: 14
- Views: 19455
Re: Thoughts on supplies and research progress
I agree that supplies need to be a little more plentiful. I'm fine with making supplies lean and having all the prioritization choices that accompany that limitation. That's fun, but in the standard LW2, you can barely breathe. .... I would rather play standard LW2, but I actually play with the Ext...
- Sun Feb 19, 2017 11:18 am
- Forum: Long War 2
- Topic: [Suggestion] Make Equipment Perks Into Items
- Replies: 6
- Views: 10246
Re: [Suggestion] Make Equipment Perks Into Items
I can see what you're saying, but you remove most of the decision making and benefit of promoting troops. It changes the balance of xcom gameplay too far from the soldier/tactical side to the strategic layer. No, I'm just saying that it's not quite right to put items into the soldier rank choices a...
- Fri Feb 17, 2017 11:39 pm
- Forum: Long War 2
- Topic: [Suggestion] Make Equipment Perks Into Items
- Replies: 6
- Views: 10246
[Suggestion] Make Equipment Perks Into Items
I think far too many of the perks in the soldiers' rank abilities lists are really a piece of equipment that should be an item instead. Those perks should represent skills learned painfully over many battles. That allows players conscious choices to (if needed) research, perhaps build, and equip the...
- Fri Feb 17, 2017 10:15 pm
- Forum: Long War 2
- Topic: Suggested fix to supply raid, troop column, HQ 0% infiltration abuse
- Replies: 116
- Views: 136684
Re: Suggested fix to supply raid, troop column, HQ 0% infiltration abuse
It's kind of ridiculous that ADVENT is just leaving these disabled transports hanging around in the wilderness for 2-6 days or whatever . . . They may be aliens, but red tape and stiffing the troops at the sharp end is universal. :D Haven't gotten to any of these missions yet, so I can't personally...
- Fri Feb 17, 2017 12:34 am
- Forum: Long War 2
- Topic: Supply convoy in liberated region
- Replies: 12
- Views: 20111
Re: Supply convoy in liberated region
yeah, i am very frustrated by having the choices to hide, supply, intel, recruit but having fuck all idea of their measured effects.... i mean, why add the level of micro manage and then not have the results at least semi measurable .... It's another bunch of info we have to soak up, but at some le...