Fernman Posted July 8, 2014 Share Posted July 8, 2014 (edited) Question about arc throwers I assign 2 soldiers in the squad with them ... but when i launch the mission ... either only 1 soldier or none have the stun option showing. This does not happen every mission ... has anyone else noticed this? EDIT Damn just realised that i was playing with Long War 3 EW Beta 9a-88-3-0b9a ... have dl'ed latest version 13 so will see if this issue still exists. Edited July 8, 2014 by Fernman Link to comment Share on other sites More sharing options...
Amineri Posted July 8, 2014 Share Posted July 8, 2014 Is this mod available for Linux? wghost has been working on modding for Linux, including trying to get Long War EW working for Linux, but currently it's not working. Neither JL nor myself are running Linux, so we can't test it ourselves. Link to comment Share on other sites More sharing options...
thither Posted July 8, 2014 Share Posted July 8, 2014 AS OF LONG WAR EW, THIS IS NO LONGER THE BEST PLACE FOR PLAYERS TO POST ABOUT THE MOD. GO TO THE MOD PAGE USE THE MOD FORUMS TAB TO REACH THE DEVS AND TALK TO OTHER PLAYERS. DEVS WILL USUALLY IGNORE POSTS IN THIS THREAD UNLESS THEY RELATE TO TECHNICAL MATTERS OF MODDING XCOM. That forum tab under the mod page is ridiculously difficult to use. You can't open threads in a new tab, the page is constantly giving me back errors, and it won't even display any threads past the first page. Is there any way to access it as a regular web page, rather than as a terrible AJAX dynamic-loading application? Link to comment Share on other sites More sharing options...
dubiousintent Posted July 9, 2014 Share Posted July 9, 2014 Try looking under the "XCOM File Discussions" section of the forum. -Dubious- Link to comment Share on other sites More sharing options...
thither Posted July 9, 2014 Share Posted July 9, 2014 Oh, that works great - thanks for the link! Link to comment Share on other sites More sharing options...
Fernman Posted July 10, 2014 Share Posted July 10, 2014 Playing (and loving, thanks to the developers) with the latest install of the mod = Long War 3 Beta 13-88-3-0b13 Had 2 arc throwers equipped ... zapped a one of two sectoids, then later in the mission zapped a muton ... mission complete mentions a muton captive BUT no sectoid. In fact the only mention of a sectoid is the other which is a corpse. Checking in the Grey Market screen ... the muton is there but no live sectoid. Is this a problem with vanilla or the mod? cheers Link to comment Share on other sites More sharing options...
Fernman Posted July 12, 2014 Share Posted July 12, 2014 I just noticed that I seem to have unlocked the "Sid Meier" character in the game ... I am not definitely sure but i noticed a strange looking rookie whose appearance i could not alter soon after i renamed or nicknamed my new SHIV to "SID" Now I have 2 middleaged balding soldiers, one a medic the other (original) a sniper. Has anyone else 'unlocked' the unique hero models and if so how? Also has anyone tried to use the vanilla method of changing names to unlock? If so do they remain rookies or do they become the OPed super soldiers? Finally for those who do not know ... they are the 'magic' names to enter. original dlc ...Sid MeierOtto ZanderKen LevineJoe Kelly and added to Enemy Within ...William CarterChris Kluwe cheers Link to comment Share on other sites More sharing options...
LKSrdwsde Posted July 12, 2014 Share Posted July 12, 2014 How to train psi powers in beta 13 ?Soldiers with cap levels have only 15% to studi 2 level Psi power. 15% on 2nd level !!! Link to comment Share on other sites More sharing options...
Krazyguy75 Posted July 13, 2014 Share Posted July 13, 2014 Another modding question: Where is the work you did on the Alien leaders? I'm having a hard time finding that stuff in the code... Link to comment Share on other sites More sharing options...
Amineri Posted July 13, 2014 Share Posted July 13, 2014 Another modding question: Where is the work you did on the Alien leaders? I'm having a hard time finding that stuff in the code... On the tactical side almost all of the alien leader/navigator code is handled in a debug function I took over, XGUnit.DebugAnims. That's the function that accepts the leader level, parses through the DGC.ini BalanceMods_Hard, and sets up leader/navigator stat/perk boosts, as well as resizing the alien model. Link to comment Share on other sites More sharing options...
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