Hello. Could we have more information about adding abilities from custom classes and stand-alone ability mods? Ive looked over all the comments here and on Steam, and I cant say I know how to do it.
For example, I use Long War 2 with two custom classes: Field Medic and Alien Hunter. Custom added abilities are "Beatdown", "Ready Up", and "Surrender", used together with the "More Default Abilities" appender mod. Finally, I have a few hero units added in through "Allies Unknown". How can I find and add what I need for these elements to be tracked and compiled in the same way as the base Long War abilities?
It looks like a cool little feature which will basically work anyways, but having one mod excluding another mod from its operation is a common fault in heavily modified games, so if its possible to integrate it more completely I would like to do so.
Also, parity with Steam (v1.3 I believe) would be appreciated.
Reloading a savegame prevents you from shooting at anyone. Enemies ignore your units, they won't move nor attack. Damaging them by throwing grenades fixes it temporarily.
has been reported here by another guy aswell: http://steamcommunity.com/workshop/filedetails/discussion/634754304/412448792349339624/?ctp=2
The semi-colon means that the line is a comment, everything after a semi-colon is ignored when the game reads the file.
For some custom class mods I have I grabbed these ability names from their respective localisation files, you should be able to do something similar with the custom classes you use:
So I should be using the localisation file that list skills like this:
LocFriendlyName="Riposte" ??
I was working with the guy who made the Rogue class, and he gave me a list (but was unsure if it would work), and he used a different naming convention for this skill. What he gave me is below (for that specific skill):
.basicShotAbilities="RogueAmbushShot"
EDIT:
Here is what I came up with for Arcky's Trooper class and Isms Rogue class (for anyone who has these and wants them included in LifetimeStats) I've not yet tested this and I'm not sure if all skills are included, but it's a start.
Yea that looks right to me. I've used Beatdown before, probably wont have time today but I'll double check to make sure that actually works. That should be all you have to do though!
Just used Beatdown on an Stun Lancer, which was very satisfying. Unfortunately it doesn't look like the hit was recorded (and it's not in combat.log either - I think that's added by this mod..?)
I am a little confused by your issue. The "But Probably..." value displayed is not modified based on Aim Assist-- its based on the 'luck' of the soldier. A made up attribute I created that shows you how often this soldier beats the odds. It is not an actual ToHit chance, its just for fun and should not appear anywhere else other than in the "But Probably..." text area.
Ok I found the problem I just got a bit thrown off when seeing that probally thing and the % there was same as what I was seeing. I found the problem and its with the new ShotBreakdown Bar's EXCESS_AIM_MOD being true or false still showing. I apologize as I thought this was the cause and forgot to disable it when testing.
Only for the current campaign (at least ATM). I'm not sure I want it to carry over between campaigns though... so much changes between runs. If there is enough interest in it I'll see if I can make it an optional setting.
First , thanks to your mod. I want to try to use this mod. I dont know if there are any problems. I have installed this mod starts a new game first mission was failed immediately.
I used this mods: -stop wasting my time -more maps pack -perfect infomation -show health values -evac all -free camera rotation -non-snapping grenades -show me the skill -strip primary weapons -true retroactive awc
I hadn't considered doing it that way, but i don't think it would require much change. The more difficult part would be where that information would be displayed.
26 comments
For example, I use Long War 2 with two custom classes: Field Medic and Alien Hunter. Custom added abilities are "Beatdown", "Ready Up", and "Surrender", used together with the "More Default Abilities" appender mod. Finally, I have a few hero units added in through "Allies Unknown". How can I find and add what I need for these elements to be tracked and compiled in the same way as the base Long War abilities?
It looks like a cool little feature which will basically work anyways, but having one mod excluding another mod from its operation is a common fault in heavily modified games, so if its possible to integrate it more completely I would like to do so.
Also, parity with Steam (v1.3 I believe) would be appreciated.
Reloading a savegame prevents you from shooting at anyone. Enemies ignore your units, they won't move nor attack. Damaging them by throwing grenades fixes it temporarily.
has been reported here by another guy aswell: http://steamcommunity.com/workshop/filedetails/discussion/634754304/412448792349339624/?ctp=2
Is there anyway you can update/create a version of this mod that supports the 7 new classes created with the new Long War Perk Pack?
[LifetimeStats.LifetimeStatsUtilities]
;grenedier abilities
.basicShotAbilities="SuppressionShot"
Shouldn't this be ;grenadier as it is in the Xcom Class Data INI or am I wrong?
Also, would it be possible to add the Trooper/Rogue class skills to this template?
For some custom class mods I have I grabbed these ability names from their respective localisation files, you should be able to do something similar with the custom classes you use:
;Lucubration's Infantry abilities
.basicShotAbilities="CripplingShot"
.basicShotAbilities="StaggeringShot"
.basicShotAbilities="ZoneOfControlShot"
.basicShotAbilities="FireForEffect"
;Lucubrations Sniper abilities
.basicShotAbilities="Lucu_Sniper_SniperRifleShot"
.basicShotAbilities="Lucu_Sniper_PrecisionShot"
.basicShotAbilities="Lucu_Sniper_FollowUpShot"
.basicShotAbilities="Lucu_Sniper_SabotRoundDamage"
;Escalation classes
;common
.moveShotAbilities="Beags_Escalation_SwordSliceNoCharge"
.moveShotAbilities="Beags_Escalation_LightningHandsSword"
.basicShotAbilities="Beags_Escalation_PistolStandardShot"
.basicShotAbilities="Beags_Escalation_LightningHandsPistol"
.basicShotAbilities="Beags_Escalation_Flush"
;gunner
.basicShotAbilities="Beags_Escalation_IronCurtain"
;Grenadier and Gunner Class Separation
.basicShotAbilities="GunnerBulletStorm"
.basicShotAbilities="GunnerFlush"
LocFriendlyName="Riposte" ??
I was working with the guy who made the Rogue class, and he gave me a list (but was unsure if it would work), and he used a different naming convention for this skill. What he gave me is below (for that specific skill):
.basicShotAbilities="RogueAmbushShot"
EDIT:
Here is what I came up with for Arcky's Trooper class and Isms Rogue class (for anyone who has these and wants them included in LifetimeStats) I've not yet tested this and I'm not sure if all skills are included, but it's a start.
;rogue abilities
.basicShotAbilities="ConcussiveShot"
.basicShotAbilities="RogueSap"
.basicShotAbilities="RogueAmbushShot"
.basicShotAbilities="Deadeye2"
.basicShotAbilities="ConcussiveShot2"
.basicShotAbilities="IsmsNBK"
.basicShotAbilities="RogueAndGun"
.basicShotAbilities="Faceoff2"
;trooper abilities
.basicShotAbilities="JackLethalShot"
.basicShotAbilities="JackTrueShot"
.basicShotAbilities="JackDeathSentence"
.basicShotAbilities="JackPiercingBarrage"
So... Where would I need to look to find the name of a mod-added ability? Looking in the Beatdown mod's "BeatdownSkill.u" I see this:
So... does that mean that I should add
.moveShotAbilities="GunSmack"
If it works let me know : )
Are you sure everything was spelled right and it was located in the correct location (near the other moveShotAbilities)?
Am I misunderstanding your problem?
I want to try to use this mod.
I dont know if there are any problems.
I have installed this mod starts a new game first mission was failed immediately.
I used this mods:
-stop wasting my time
-more maps pack
-perfect infomation
-show health values
-evac all
-free camera rotation
-non-snapping grenades
-show me the skill
-strip primary weapons
-true retroactive awc
If you download the new version this should be gone. You will also get a few configurable INI files as well to better tweak what gets displayed.