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by johnnylump
Wed Jan 11, 2017 2:46 am
Forum: Long War 2
Topic: Long War 2 is fantastic news
Replies: 22
Views: 29480

Re: Long War 2 is fantastic news

@93isnot100

I want to acknowledge your question but I don't have an answer for you right now, sorry.
by johnnylump
Wed Jan 11, 2017 2:23 am
Forum: Long War 2
Topic: Long War 2 feature announce: Coil weapons
Replies: 63
Views: 89765

Re: Long War 2 feature announce: Coil weapons

Basically it's a matter of resources and time -- we only had so much budget for art assets and we directed it toward stuff that would be accessible to everyone. The design certainly has space for laser- and coil-tier Spark primaries, but our art team needs to eat. So this is where I point you to Cap...
by johnnylump
Tue Jan 10, 2017 6:41 pm
Forum: Long War 2
Topic: DLC Compatibility
Replies: 3
Views: 9436

Re: DLC Compatibility

Yeah, I do need to tread carefully here. Long War 2 will work with or without the DLC. DLC elements are adjusted to fit in with the scope of the mod for those who have them. We didn't add a bunch of new stuff (like Spark weapons for our tiers) that are DLC-related because new art assets are extremel...
by johnnylump
Tue Jan 10, 2017 6:33 pm
Forum: Long War 2
Topic: Long War 2 feature announce: Coil weapons
Replies: 63
Views: 89765

Re: Long War 2 feature announce: Coil weapons

@ Musashi -- Can you PM or email me when you get a chance? Something I want to ask you about.

Can't get into secondaries today.

No new Hunter's-type weapons in the mod.
by johnnylump
Tue Jan 10, 2017 6:20 pm
Forum: Long War 2
Topic: Long War 2 feature announce: Coil weapons
Replies: 63
Views: 89765

Re: Long War 2 feature announce: Coil weapons

Definitely can't talk about those, sorry. Stay tuned is the best I can do.
by johnnylump
Tue Jan 10, 2017 6:04 pm
Forum: Long War 2
Topic: Long War 2 feature announce: Coil weapons
Replies: 63
Views: 89765

Re: Long War 2 feature announce: Coil weapons

@sl_andy -- Getting out of scope for today, sorry.

Did not make Spark variants. Only so much we can do.
by johnnylump
Tue Jan 10, 2017 5:42 pm
Forum: Long War 2
Topic: Long War 2 feature announce: Coil weapons
Replies: 63
Views: 89765

Re: Long War 2 feature announce: Coil weapons

The various ammo types will work across all weapons.
by johnnylump
Tue Jan 10, 2017 5:29 pm
Forum: Long War 2
Topic: Long War 2 feature announce: Coil weapons
Replies: 63
Views: 89765

Re: Long War 2 feature announce: Coil weapons

Coil is getting an SMG, but we're not adding carbines or battle rifles. We have made some changes to weapon addons. Between those and all the various ammo types, there isn't as much space for carbines and battle rifles to have a unique role, so we directed our resources toward other things.
by johnnylump
Tue Jan 10, 2017 5:14 pm
Forum: Long War 2
Topic: Long War 2 feature announce: Coil weapons
Replies: 63
Views: 89765

Re: Long War 2 feature announce: Coil weapons

They have unique sounds. I think we remixed some base-game stuff to get them.

Detailed questions about armor and overall inventory probably goes beyond what I can talk about at this stage, but in most cases, yes, we've shifted away from schematics and to individual building of stuff.
by johnnylump
Tue Jan 10, 2017 4:36 pm
Forum: Long War 2
Topic: Long War 2 feature announce: Coil weapons
Replies: 63
Views: 89765

Re: Long War 2 feature announce: Coil weapons

Individually built.

@thuiop: Laser is moving to 2nd tier, between CV and magnetic.
by johnnylump
Tue Jan 10, 2017 4:33 pm
Forum: Long War 2
Topic: Long War 2 feature announce: Coil weapons
Replies: 63
Views: 89765

Re: Long War 2 feature announce: Coil weapons

@ Badman_Bacon

I'll find out.
by johnnylump
Tue Jan 10, 2017 4:30 pm
Forum: Long War 2
Topic: Long War 2 feature announce: Coil weapons
Replies: 63
Views: 89765

Re: Long War 2 feature announce: Coil weapons

Lasers will get an aim bonus. Coil gets an armor piercing bonus. Plasma gets unique bonuses tied to the weapon.
by johnnylump
Tue Jan 10, 2017 4:23 pm
Forum: Long War 2
Topic: Long War 2 feature announce: Coil weapons
Replies: 63
Views: 89765

Re: Long War 2 feature announce: Coil weapons

The laser tier moves to between conventional and magnetic. Coil will go between magnetic and beam/plasma.
by johnnylump
Tue Jan 10, 2017 4:08 pm
Forum: Long War 2
Topic: Long War 2 feature announce: Coil weapons
Replies: 63
Views: 89765

Long War 2 feature announce: Coil weapons

https://xcom.com/news/xcom-2-long-war-2 ... on-coilgun

Image

The artist on these is the renowned Chris "Capnbubs" Mansell, who also did our laser weapons.

I can answer questions about this part of LW2 here, so ask away.
by johnnylump
Tue Jan 10, 2017 2:52 pm
Forum: Long War 2
Topic: Long War 2 is fantastic news
Replies: 22
Views: 29480

Re: Long War 2 is fantastic news

A few details in this Eurogamer article
http://www.eurogamer.net/articles/2017- ... al-players
by johnnylump
Mon Jan 09, 2017 2:54 am
Forum: Long War 2
Topic: Long War 2 is fantastic news
Replies: 22
Views: 29480

Re: Long War 2 is fantastic news

Long War 2 ain't a beards mod.

Beyond that, details will be coming out over the next few weeks. Stay tuned ...
by johnnylump
Sun Jan 08, 2017 5:06 pm
Forum: XCOM: Long War General Discussion
Topic: Default MEC perk "One for All"
Replies: 3
Views: 6866

Re: Default MEC perk "One for All"

Sure. Start with UExplorer, and look at class XGStrategySoldier, function SetSoldierClass, which is where that magic happens ... it's going to take some time to figure out hexediting and then interpret all our crazy workarounds, so good luck.
by johnnylump
Sat Jan 07, 2017 3:35 pm
Forum: Forum Matters
Topic: Forum transfer and downtime
Replies: 0
Views: 14807

Forum transfer and downtime

Something went wrong following our transfer from the LWS site to this one, and we had to restore from a backup of the forum, so we lost a few messages and a couple of new users. Sorry about that. I think we're fully back up now.
by johnnylump
Wed Jan 04, 2017 3:15 pm
Forum: XCOM: Long War General Discussion
Topic: Default MEC perk "One for All"
Replies: 3
Views: 6866

Re: Default MEC perk "One for All"

If I recall correctly, additional default perks or rookie perks can only be granted be granted via hex editing XComStrategyGame.upk, and it's probably pretty involved -- you'll have to add new lines in hex and alter memory sizes. Is that something you're up for?
by johnnylump
Sun Jan 01, 2017 2:46 pm
Forum: Pavonis Interactive's standalone XCOM 2 mods
Topic: "Lead by Example" bug?
Replies: 1
Views: 14958

Re: "Lead by Example" bug?

Thanks for the report; we'll take a look.
by johnnylump
Wed Dec 28, 2016 2:40 pm
Forum: Pavonis Interactive's standalone XCOM 2 mods
Topic: Are you still balancing the LW perk pack?
Replies: 8
Views: 27736

Re: Are you still balancing the LW perk pack?

Hrm, probably not, don't want to get versions out of sync. It's easy enough to mod perk trees yourself in classdata.ini.
by johnnylump
Wed Dec 21, 2016 3:16 pm
Forum: Pavonis Interactive's standalone XCOM 2 mods
Topic: Any chance at a fatigue mod?
Replies: 2
Views: 16136

Re: Any chance at a fatigue mod?

We're not in a position to talk about what we've still got on our plate, but I believe someone did make a fatigue mod already.
by johnnylump
Sun Dec 04, 2016 6:45 pm
Forum: XCOM: Long War Troubleshooting
Topic: Save Games taking forever to load.
Replies: 1
Views: 8672

Re: Save Games taking forever to load.

The best theory I've heard on this is it's the visibility manager breaking down because a unit was killed and fell off the gameboard, and it is testing a zillion sightlines to the corpse. That's why it happens on base missions, Exalt HQ, bridges and a few others. You could try restarting a mission i...
by johnnylump
Fri Dec 02, 2016 3:29 pm
Forum: Modders' Forum
Topic: Replacing models?
Replies: 2
Views: 6006

Re: Replacing models?

You'd probably have to ask the Spectrum guys what exactly they did, but it looks like a retexture rather than a model replacement. That means finding the texture files and decoding how they work -- you'd have to ask an artist, 'cause that's outside my lane. Our AlienPack allows for some on-the-fly r...