Got it again.
Save:
http://s000.tinyupload.com/index.php?fi ... 6929677799
Screen:
https://postimg.org/image/5mc7ld28v/
I dont know what \OutputParcelInfo is, I suppose its the debug overlay?
Search found 15 matches
- Fri Jul 21, 2017 4:21 am
- Forum: Long War 2: Bug Reports
- Topic: Plot_RVS_Highway_MdObj_01_LW.umap
- Replies: 7
- Views: 10406
- Sat Jul 15, 2017 7:42 am
- Forum: Long War 2: Bug Reports
- Topic: Plot_RVS_Highway_MdObj_01_LW.umap
- Replies: 7
- Views: 10406
Re: Plot_RVS_Highway_MdObj_01_LW.umap
I do not, I'll keep it in mind next time.
I have Dragon's Wilderness PCPs, might also be mod related. I'm never sure what to grab for info for modders when i see wrong cover, what exactly would you ideally say you need in the future? x2debugmap info wise.
I have Dragon's Wilderness PCPs, might also be mod related. I'm never sure what to grab for info for modders when i see wrong cover, what exactly would you ideally say you need in the future? x2debugmap info wise.
- Sat Jul 15, 2017 1:15 am
- Forum: Long War 2: Bug Reports
- Topic: SPARK NCE + Low Mobility Bug + Troop Maneuvers
- Replies: 1
- Views: 3921
SPARK NCE + Low Mobility Bug + Troop Maneuvers
If a unit has low mobility (let's say a crappy Not Created Equally) and the unit gets Disoriented, Poisoned and throw in for some good measure Iron Curtain, you can get 0 or negative mobility. Negative mobility will show your unit on its turn have an infinite map range on the cursor, and its a yello...
- Sat Jul 15, 2017 1:09 am
- Forum: Long War 2: Bug Reports
- Topic: Plot_RVS_Highway_MdObj_01_LW.umap
- Replies: 7
- Views: 10406
Re: Plot_RVS_Highway_MdObj_01_LW.umap
I do not, I'll note that next time. How many Parcels have 2x2 rocks? Can you track that down?
- Wed Jul 12, 2017 5:39 pm
- Forum: Long War 2: Bug Reports
- Topic: Plot_RVS_Highway_MdObj_01_LW.umap
- Replies: 7
- Views: 10406
Plot_RVS_Highway_MdObj_01_LW.umap
Plot_RVS_Highway_MdObj_01_LW.umap
Does not provide cover on its sides.
https://postimg.org/image/5ag8aieu5/
Does not provide cover on its sides.
https://postimg.org/image/5ag8aieu5/
- Thu Mar 02, 2017 3:36 am
- Forum: Long War 2
- Topic: Troop Column Strength Variable
- Replies: 0
- Views: 3071
Troop Column Strength Variable
Hi, I want Troop Column missions to wipe a percentage of current alert rather than reduce the regional alert by 1 but the variable was not exposed to config parameters. I think this is something that should be implemented in LW2 by default. FUNCTION: X2StrategyElement_DefaultAlienActivities static f...
- Tue Feb 28, 2017 10:57 pm
- Forum: Elevated Bug Reports
- Topic: End Of Month skipped due to window conflict
- Replies: 0
- Views: 19286
End Of Month skipped due to window conflict
LW 1.2 When exiting the Avenger, I got the end of month "INCOMING TRANSMISSION" but I also just finished the Network Tower. The window for the Council Report opens, then over it after clicking OK the Assault HQ mission option comes up. Whatever you select, the End Of Month report and Suppl...
- Tue Feb 28, 2017 4:48 am
- Forum: Long War 2: Bug Reports
- Topic: XComMissions SecureUFO Typos
- Replies: 2
- Views: 4827
Re: XComMissions SecureUFO Typos
Thanks admiraljohnnylump wrote:Those are referencing vanilla encounters, which are a way to get in rulers if the DLC is installed and a regular pod if it isn't.
- Tue Feb 28, 2017 2:01 am
- Forum: Long War 2: Bug Reports
- Topic: XComMissions SecureUFO Typos
- Replies: 2
- Views: 4827
XComMissions SecureUFO Typos
LW 1.2 LIST_BOSSx3_Standard referenced in SecureUFO_D1_1_LW doesnt exist, the name is LIST_BOSSx3_Standard_LW (Typo missing _LW)
This occurs to a couple of LIST_BOSS entries especially in the SecureUFO missions.
This occurs to a couple of LIST_BOSS entries especially in the SecureUFO missions.
- Fri Feb 17, 2017 12:34 am
- Forum: Long War 2: Bug Reports
- Topic: Defend_LW Game breaking Evac error
- Replies: 0
- Views: 2595
Defend_LW Game breaking Evac error
EVAC zone spawned straight inside the middle of a vehicle. Middle square was in passenger seat, 3 squares only left to evac. Problem is, the evac zone disappears on the next turn entirely and is never recreated. The objective up top says "Defend the AO until Skyranger returns" but I didn't...
- Thu Feb 16, 2017 2:24 am
- Forum: Long War 2: Bug Reports
- Topic: Defend Rebel Convoy - Post Mission Bleedout
- Replies: 1
- Views: 3790
Defend Rebel Convoy - Post Mission Bleedout
Finished the mission, all bleeding out soldiers instead of being saved were immediately executed by the game (lol)
Defend the convoy is a "friendly" area map, once you're done you should be in the clear.
Defend the convoy is a "friendly" area map, once you're done you should be in the clear.
- Fri Feb 10, 2017 7:22 am
- Forum: Long War 2
- Topic: DLC2 / DLC3 LW2 Adjustments
- Replies: 1
- Views: 4359
DLC2 / DLC3 LW2 Adjustments
DLC3: All of the Alien Tech stuff applies to the DLC3. Which is fine for the robots, but why is there a stray Trooper inside the facility? This breaks immersion. Alien Techs need to be revised inside the Tower. They apply to the robots already there but the reinforcements dont have the extra HP/Armo...
- Thu Feb 09, 2017 5:08 am
- Forum: Long War 2
- Topic: Advent Strength stuck at 1 everywhere
- Replies: 11
- Views: 17334
Re: Advent Strength stuck at 1 everywhere
I've done some extensive testing with ADVENT strength and youll notice it being stale for a long while and then it's just going to ramp up. I've been sitting on 1-2 for like 4 months and on the 5th month everywhere is 3-4. If you intercept a lot of Strength increasing missions and clear out a lot of...
- Wed Feb 08, 2017 6:58 pm
- Forum: Long War 2: Bug Reports
- Topic: Reflex Actions Bug
- Replies: 1
- Views: 3891
Reflex Actions Bug
If you remove all violent (Firing) actions from the Reflex Array, the aliens will still fire on XCOM. This means that the array is probably ignored and aliens will just use whatever action they have that costs 1 AP To reproduce: Put reflex actions to 1.0 Remove SniperFire, Fire, etc. Let aliens walk...
- Tue Feb 07, 2017 6:03 am
- Forum: Elevated Bug Reports
- Topic: ADVENT/Alien Double-Move Fix
- Replies: 0
- Views: 19360
ADVENT/Alien Double-Move Fix
This is a longstanding issue that LW2 should implement. First things first, the HUNT movement should only be available if you don't see anyone. If you have ANY active enemies in sight, you have other options. DefaultAI.INI HUNTING (Added NoVisibleEnemies, Don't Hunt if you're in Red Alert and you se...