XCOM 2
[WOTC] Rocket Launchers 2.0
1.078 kommentarer
«Wyvern» 11. maj kl. 7:26 
Alright. Fine. When this mod pack will be done i will start a fresh new one with a lot of new mods. Modjam included. Thanks for informations :)
Dragon32 11. maj kl. 5:45 
@«Wyvern»
Sounds reasonable to me.
«Wyvern» 11. maj kl. 3:27 
From what i see,
"Most rockets should be properly affected by Grenade-related perks, such as Heavy Ordnance, Biggest Booms, and Volatile Mix"
Not including anything related with additionnal rockets
But i also saw:
"Requires Mod Jam for compatibility with LWOTC"
Im playing LWOTC with this mod since the beggining and i do not have modjam. And it seems to work fine. Should that small problem be related with it ?
Dragon32 11. maj kl. 2:55 
@«Wyvern»
Check the Compatibility section.
«Wyvern» 10. maj kl. 15:28 
Hi. Is it because of the nuke rockets that armor additionnal rocket or skills granting 1 extra rocket aren't applied on rockets from this mod ? :D
blasterscope 15. apr. kl. 16:27 
@lridar thank you for answering my question
Iridar  [ophavsmand] 15. apr. kl. 16:24 
There isn't.
blasterscope 15. apr. kl. 16:22 
Hello is there a vanilla version of this mod for xcom 2 been trying to find one but no luck?
The-world-ender-jeff 24. feb. kl. 8:17 
i have some bug where while running the LWOTC it worked flawlessly? UNTIL i added a few other mods and now the rockets are a limited supply (suboptimal)

any idea whaat couls be causing this
RakkoHug~<3 10. feb. kl. 2:09 
Yes, Nuclear weapon is indeed wonderful. Makes me really appreciate all of Iridar's hard work every single time I use it. :)
firefox456 9. feb. kl. 13:12 
with the grenadier of LWOTC does not appear
vinistrifezza 5. feb. kl. 20:11 
This mod is so great... I really love blowing up a pod of unsuspecting enemies with a nuke XDXD
I have a question... is there any way for the Elerium Rocket Launcher to use the blaster launcher's targeting system? I'm thinking about this because I fondly remember the rocket launcher from XCOM 1, where the last tier of rocket launchers had homing sights, and things were so much easier XDXD

Thank you very much for the work on your spectacular mods
Dramn 26. jan. kl. 21:28 
wow I just subscribed to XSkin which also seems amazing and ty<333
Iridar  [ophavsmand] 26. jan. kl. 20:56 
You can reskin weapons with Weapon Skin Replacer or XSkin.
Dramn 26. jan. kl. 19:39 
This looks beautiful but I have a question; is it possible to retain the appearance of the first launcher while upgrading the launchers? Or is that something that'd be done with config
Iridar  [ophavsmand] 12. jan. kl. 22:50 
This mod is not compatible with LWOTC out of the box, you need Mod Jam or Ted Jam, refer to those mods in regards to changes to this mod's tech tree.
Pokey1751 12. jan. kl. 21:58 
where to i find the next tier in long war of the chosen?
RakkoHug~<3 13. dec. 2024 kl. 18:03 
Artianis, I use the rocket launcher mod with covert infiltration mod which has prototype armoury as a requirement.

There does not seem to be any issue with getting Elerium Rockets (+ Powered Rockets) with the bridge mod:

https://sp.zhabite.com/sharedfiles/filedetails/?id=2526470557&searchtext=rocket+launcher+bridge

However, ability to manufacture more improved rockets (such as upgraded sabot) seems to get impaired at certain point in the game.
Iridar  [ophavsmand] 12. dec. 2024 kl. 20:37 
There might be a bridge mod somewhere, but it's not entirely well done.
ArtanisKAI 12. dec. 2024 kl. 19:48 
does the advanced rockets(ie, the elerium rockets) will ever show up if i made the rocket launchers single build using the prototype armoury?
RakkoHug~<3 1. dec. 2024 kl. 3:37 
Thank you :)
Iridar  [ophavsmand] 1. dec. 2024 kl. 0:38 
It's random.
RakkoHug~<3 30. nov. 2024 kl. 18:23 
It seems that poison length seems to vary for the different types of enemies affected Phosphorous rockets. Certain units seems to only last one turn (unlike fire which continues), so what determines the poison duration?
dawfydd 26. nov. 2024 kl. 18:33 
there doesn't seem to be a limit on getting the missions i could see but once i got three i didn't get anymore the last three months, i do think i had a months break inbetween getting them though.
Iridar  [ophavsmand] 29. okt. 2024 kl. 23:21 
One per project.
Yekob 29. okt. 2024 kl. 20:19 
I just finished the nuke proving ground project and nothing happened. It just seemed to skp the project when it finished. Is it something i should be able to build instantly in engineering or should i of gotten one of them per proving ground project?
RakkoHug~<3 29. okt. 2024 kl. 14:42 
No problem, Thank you very much
Iridar  [ophavsmand] 29. okt. 2024 kl. 14:40 
Yeah, I know, can't really do anything about it.
RakkoHug~<3 29. okt. 2024 kl. 14:39 
Iridar, it seems that mobility penalty removal for heavy armors does not apply in barracks. It works fine on the tactical map, but in barracks the penalty per rocket is still displayed on the stat window.
Dragon32 20. okt. 2024 kl. 7:09 
@dawfydd
I don't understand "when you are enabling them in the did" but I think you want template name?
https://old.reddit.com/r/xcom2mods/wiki/index/template_names
dawfydd 20. okt. 2024 kl. 5:54 
(Adding the stuff from the tech to other classes worked but it also enables the techs wrist thingy, which isn't too bad)
dawfydd 19. okt. 2024 kl. 7:51 
no, i mean by when you are enabling them in the did @dragon32
like "Sniper_Rifle" i have one of the mod jams that enables it on grenaders and technical on the base LWOTC i was hoping to add it to a couple of other classes.

I guess i could try giving other classes the technical wrist launcher and seeing if that adds it.

I did have a look through all the ini files that i can think of uses rocket launchers including those that add it lol
Iridar  [ophavsmand] 19. okt. 2024 kl. 1:03 
My Rocket Launchers can work only as secondary weapons.
AlShegardy92 19. okt. 2024 kl. 1:00 
When i added the rocket launcher to the
"Dedicated pistol slot". It doesnt work.

My technical has lw2 gauntles as secondary and the rocket launcher as dedicated pistol slot

Although i can fix this by making rocket launcher secondary or just removing it all together. Iam curious why this happens. And if adding a mandatory skill via ability to slot reassign can fix it
Dragon32 18. okt. 2024 kl. 7:24 
@dawfydd
By label do you mean the text displayed in game? That's set in the localisation files - .int for English, .deu for German etc.
dawfydd 17. okt. 2024 kl. 18:25 
is the weapon label launcher or rocket_launcher? i can't seem to find an ini that includes any label.
foodfairy 10. okt. 2024 kl. 2:08 
I fixed it with [WOTC] Open Class Weapon Restrictions
Iridar  [ophavsmand] 10. okt. 2024 kl. 1:40 
Then I don't know, I don't support LWOTC.
foodfairy 10. okt. 2024 kl. 1:37 
Thank you! though I just installed jam with everything it asked and its still not working...
Iridar  [ophavsmand] 10. okt. 2024 kl. 1:07 
You need Mod Jam for compatibility with LWOTC.
foodfairy 10. okt. 2024 kl. 0:46 
Does this work for LWWotC? It shows the rocket launcher but it isnt equip-able
Iridar  [ophavsmand] 9. okt. 2024 kl. 15:27 
For what its worth, I intend to get rid of both scatter and mobility penalty when I eventually rework this mod.
Joker_Newbee 9. okt. 2024 kl. 15:04 
Thanks for your reply. In the UI it was correctly shown (-1). But in the tactical game (mission) the mobility is heavily restricted. The reachable tiles could be the original soldier mobility combined with the penalty but i can not confirm this at the moment.
For now, i set the mobility penalty in your config to 0, this works. But you put in the penalty for more realism (the rockets are very heavy). For the same reason i separated the original grenadier class to two classes (one with cannon, one with grenade/rocket launcher). I don´t believe that a normal soldier can carry a cannon and a grenade launcher in combat (maybe only for a short period).
Iridar  [ophavsmand] 9. okt. 2024 kl. 14:03 
Mobility reduction is absolute. Mods don't always correctly display their stat changes in the UI correctly, could be that.
Joker_Newbee 9. okt. 2024 kl. 3:40 
Is the mobility penalty for rockets an absolute or a relative value? Because i use own classes with a higher mobility (22 per default). When i give one rocket to this soldier the penalty should be one (resulting in 20-21), but the movement is seriously restricted. Therefore it feels that the mobility penalty is more than 1. A relative penalty will be an explanation for this behaviour.
Xterra 22. sep. 2024 kl. 15:41 
Has anyone made a mod that bridges this and Multiple Covert Actions? I'm NEVER able to send soldiers out to grab the Refined Elerium it takes to make nukes with that mod in place.
RakkoHug~<3 20. sep. 2024 kl. 19:58 
If I recall correctly, the blinking white portion used to work (for the epicenter) under earlier version of Extended Information so it could be just compatibility issue introduced by the new Extended Information! version.
Iridar  [ophavsmand] 19. sep. 2024 kl. 5:12 
There is no blinking white portion of the HP bar for grenade launchers or grenade throws in my game either. Is it even supposed to be there?

> Yes, I am playing with Covert Infiltration.

Then you're either missing the bridge mod or the bridge mod doesn't do everything it needs to do to make my mod compatible with single buildable system. Eiether way it's not a problem on my end. You can probably fix it by tweaking configs for this mod, removing some of the required items for the proving grounds projects.
RakkoHug~<3 19. sep. 2024 kl. 4:33 
So to be precise the blinking white portion of the HP bar is missing for epicenter area.
RakkoHug~<3 19. sep. 2024 kl. 4:31 
Yes, I am playing with Covert Infiltration.

For the damage preview, the epicenter portion does not show damage values.

Then again I also use Extended Information! so it may be a compatibility issue?