XCOM 2
[WOTC] Rocket Launchers 2.0
1,078 件のコメント
«Wyvern» 5月11日 7時26分 
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 5月11日 5時45分 
@«Wyvern»
Sounds reasonable to me.
«Wyvern» 5月11日 3時27分 
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 5月11日 2時55分 
@«Wyvern»
Check the Compatibility section.
«Wyvern» 5月10日 15時28分 
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 4月15日 16時27分 
@lridar thank you for answering my question
Iridar  [作成者] 4月15日 16時24分 
There isn't.
blasterscope 4月15日 16時22分 
Hello is there a vanilla version of this mod for xcom 2 been trying to find one but no luck?
The-world-ender-jeff 2月24日 8時17分 
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 2月10日 2時09分 
Yes, Nuclear weapon is indeed wonderful. Makes me really appreciate all of Iridar's hard work every single time I use it. :)
firefox456 2月9日 13時12分 
with the grenadier of LWOTC does not appear
vinistrifezza 2月5日 20時11分 
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 1月26日 21時28分 
wow I just subscribed to XSkin which also seems amazing and ty<333
Iridar  [作成者] 1月26日 20時56分 
You can reskin weapons with Weapon Skin Replacer or XSkin.
Dramn 1月26日 19時39分 
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  [作成者] 1月12日 22時50分 
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 1月12日 21時58分 
where to i find the next tier in long war of the chosen?
RakkoHug~<3 2024年12月13日 18時03分 
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  [作成者] 2024年12月12日 20時37分 
There might be a bridge mod somewhere, but it's not entirely well done.
ArtanisKAI 2024年12月12日 19時48分 
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 2024年12月1日 3時37分 
Thank you :)
Iridar  [作成者] 2024年12月1日 0時38分 
It's random.
RakkoHug~<3 2024年11月30日 18時23分 
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 2024年11月26日 18時33分 
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  [作成者] 2024年10月29日 23時21分 
One per project.
Yekob 2024年10月29日 20時19分 
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 2024年10月29日 14時42分 
No problem, Thank you very much
Iridar  [作成者] 2024年10月29日 14時40分 
Yeah, I know, can't really do anything about it.
RakkoHug~<3 2024年10月29日 14時39分 
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 2024年10月20日 7時09分 
@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 2024年10月20日 5時54分 
(Adding the stuff from the tech to other classes worked but it also enables the techs wrist thingy, which isn't too bad)
dawfydd 2024年10月19日 7時51分 
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  [作成者] 2024年10月19日 1時03分 
My Rocket Launchers can work only as secondary weapons.
AlShegardy92 2024年10月19日 1時00分 
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 2024年10月18日 7時24分 
@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 2024年10月17日 18時25分 
is the weapon label launcher or rocket_launcher? i can't seem to find an ini that includes any label.
foodfairy 2024年10月10日 2時08分 
I fixed it with [WOTC] Open Class Weapon Restrictions
Iridar  [作成者] 2024年10月10日 1時40分 
Then I don't know, I don't support LWOTC.
foodfairy 2024年10月10日 1時37分 
Thank you! though I just installed jam with everything it asked and its still not working...
Iridar  [作成者] 2024年10月10日 1時07分 
You need Mod Jam for compatibility with LWOTC.
foodfairy 2024年10月10日 0時46分 
Does this work for LWWotC? It shows the rocket launcher but it isnt equip-able
Iridar  [作成者] 2024年10月9日 15時27分 
For what its worth, I intend to get rid of both scatter and mobility penalty when I eventually rework this mod.
Joker_Newbee 2024年10月9日 15時04分 
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  [作成者] 2024年10月9日 14時03分 
Mobility reduction is absolute. Mods don't always correctly display their stat changes in the UI correctly, could be that.
Joker_Newbee 2024年10月9日 3時40分 
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 2024年9月22日 15時41分 
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 2024年9月20日 19時58分 
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  [作成者] 2024年9月19日 5時12分 
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 2024年9月19日 4時33分 
So to be precise the blinking white portion of the HP bar is missing for epicenter area.
RakkoHug~<3 2024年9月19日 4時31分 
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?