Search found 964 matches

by johnnylump
Fri Apr 12, 2019 11:08 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #5: Nations, Part 2
Replies: 6
Views: 4599

Re: Terra Invicta Dev Diary #5: Nations, Part 2

The problem, I think, is within the mechanics we already have -- control points, alliances, regions, national policies -- there wouldn't be much more game by creating some kind of game element that's not quite a nation as we've defined it. Between the EU, NATO and the ESA, I think the game-relevant ...
by johnnylump
Fri Apr 05, 2019 4:39 pm
Forum: Terra Invicta Development
Topic: Brainstorm: Alien Motivation
Replies: 57
Views: 27121

Re: Brainstorm: Alien Motivation

Comments are always welcome!

You're right that we have had to engineer a plausible storyline for why they have to ramp up their capabilities in the Solar System. I can't really give our explanation without spoiling too much of the game.
by johnnylump
Fri Apr 05, 2019 4:31 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #8: Councilor Missions
Replies: 0
Views: 325

Terra Invicta Dev Diary #8: Councilor Missions

Councilor Missions In Terra Invicta, councilor missions are a key way to advance your faction’s goals. Periodically, the game enters an assignment phase, and time is frozen while while all factions assign their councilors to a mission and a target for that mission. Targets can be other councilors, r...
by johnnylump
Mon Mar 25, 2019 11:22 pm
Forum: Long War 2: Bug Reports
Topic: Crash in Skyranger Post-mission
Replies: 7
Views: 208

Re: Crash in Skyranger Post-mission

In pulling mods, just do one at a time. If they say it's LW2 tested then I'd move it down the list. FWIW, the last errors in the log are [0271.99] Warning: Warning, Unable to load package (C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\1200679870\Content\VindictusMaleHair.upk) Packag...
by johnnylump
Mon Mar 25, 2019 10:26 pm
Forum: Long War 2: Bug Reports
Topic: Crash in Skyranger Post-mission
Replies: 7
Views: 208

Re: Crash in Skyranger Post-mission

If you want to dig out your log files in C:\Users<user name>\Documents\My Games\XCOM2\XComGame\Logs and post links here I'll try to take a look. The _logfile.log from the crash folder or the launch.log if it's from your most recent play should have some clues. Beyond that, about all I can suggest is...
by johnnylump
Wed Mar 20, 2019 5:59 pm
Forum: Long War 2
Topic: FL UFO Cooldown
Replies: 7
Views: 364

Re: FL UFO Cooldown

Whatever is on the Workshop / Nexus for 1.5 is "official." The version on my HDD, which is supposed to be the same as what you download from the workshop, has it at 15 days. @Redsky, if you want to extend the game, that's certainly one of the numbers you want to go after. I had a recent PM suggestin...
by johnnylump
Wed Mar 20, 2019 2:16 pm
Forum: XCOM: Long War General Discussion
Topic: What parts of the Config folder should I look at to make Proxy Mines stupidly OP like in b14?
Replies: 3
Views: 136

Re: What parts of the Config folder should I look at to make Proxy Mines stupidly OP like in b14?

I'm pretty sure the prox mine behavior is hard coded, sorry. - iRange is the distance you can throw or shoot something - iReactionRange is the max distance you will shoot your primary weapon when you are on overwatch. No effect on other weapons. The only time we used this was to limit the reaction r...
by johnnylump
Wed Mar 20, 2019 1:46 am
Forum: XCOM: Long War General Discussion
Topic: What parts of the Config folder should I look at to make Proxy Mines stupidly OP like in b14?
Replies: 3
Views: 136

Re: What parts of the Config folder should I look at to make Proxy Mines stupidly OP like in b14?

DefaultGameCore.ini, line 2009 Weapons=( strName="", iType=eItem_MecProximityMineLauncher, ABILITIES[0]=eAbility_MEC_ProximityMine, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Mec, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properti...
by johnnylump
Mon Mar 18, 2019 11:42 pm
Forum: Long War 2
Topic: Question about Buckets and mini-retals
Replies: 2
Views: 162

Re: Question about Buckets and mini-retals

So I dug out some old code and try to recall how it worked. It looks like the following: * Specific job buckets are local to a region and are filled as resistance members are detected doing that job, regardless of how many resistance members there are doing it there. After a mini-retal of the matchi...
by johnnylump
Sun Mar 17, 2019 12:30 am
Forum: Modding Long War 2
Topic: How to change number of shots for Technical Gauntlet rocket and flamethrower?
Replies: 1
Views: 109

Re: How to change number of shots for Technical Gauntlet rocket and flamethrower?

The stats for the technical gear are in XComGameData_WeaponData.ini, line 1289. The I think the ICLIPSIZE is the number of rockets ... I think.

Flamethrowers are in XComLW_SoldierSkills.ini, line 110
by johnnylump
Sat Mar 16, 2019 1:19 pm
Forum: Long War 2: Bug Reports
Topic: Avenger Won't Move
Replies: 1
Views: 82

Re: Avenger Won't Move

Yes, I respond to the posts I know the answer to. No, I don't know anything about the issue you are running into, so all I can recommend is the usual troubleshooting steps.
by johnnylump
Sun Mar 10, 2019 9:41 pm
Forum: Long War 2
Topic: Pre- invasion supply raid detection
Replies: 2
Views: 172

Re: Pre- invasion supply raid detection

An alien activity won't start before the conditions to start it are fully met. The activity here is composed of two sequential missions, so the first mission (the supply mission) won't begin until the 8-strength minimum is hit.
by johnnylump
Sun Mar 03, 2019 2:56 pm
Forum: Long War 2
Topic: How to tune down the number of haven infiltration attacks
Replies: 3
Views: 307

Re: How to tune down the number of haven infiltration attacks

I'm also a little unclear on what you are after. If you want to reduce Faceless infiltrating your havens and the number of missions, reduce the following values in XComLW_Outposts.ini: DEFAULT_FACELESS_CHANCE=0.16f ; Initial chance [0.0 = never, 1.0 = always] of a new rebel being faceless MAX_FACELE...
by johnnylump
Sun Mar 03, 2019 2:38 pm
Forum: XCOM: Long War General Discussion
Topic: Editing alloy plating tactical description.
Replies: 10
Views: 538

Re: Editing alloy plating tactical description.

I believe it's this: m_aItemTacticalText[eItem_ReinforcedArmor]="<Bullet/> Confers <XGAbility:NanoFiberHealth/> extra health\n<Bullet/> Weight: 1" It's line 5361 in XComGame.int. It's reading in the bonus value from the game config, so searching for the "2" won't work. In XComGame.esn, it's line 5987.
by johnnylump
Wed Feb 13, 2019 8:16 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #7: Public Opinion
Replies: 0
Views: 1444

Terra Invicta Dev Diary #7: Public Opinion

Short diary this go-round focusing in on a particular mechanic. Still planning another one on councilor missions soon. Public Opinion regarding the aliens is an important factor in Terra Invicta. With news of the alien arrival reaching every corner of the globe, the people of Earth’s nations form a ...
by johnnylump
Tue Feb 12, 2019 10:06 pm
Forum: Long War 2
Topic: The infestation Dark Event....
Replies: 2
Views: 347

Re: The infestation Dark Event....

One way to mod them would be to go into XComMissions.ini and do a text search on "DarkEvent_InfiltratorChryssalid" which is attached to all the encounter schedules in which that dark event is relevant. I should note that's something like 900 individual entries. Maybe some creative search-and-replace...
by johnnylump
Mon Feb 11, 2019 12:48 am
Forum: Terra Invicta Development
Topic: Brainstorm: Alien Motivation
Replies: 57
Views: 27121

Re: Brainstorm: Alien Motivation

Thanks for your thoughts. Why limit the overall arc of the game's storyline to one motivation/background for the E.T.s? We actually did chew on a way to generate aliens algorithmically, but narrowed our focus early on to a particular species and goal. We did have to engineer their story somewhat so ...
by johnnylump
Thu Feb 07, 2019 3:44 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #6: Councilors
Replies: 6
Views: 2512

Re: Terra Invicta Dev Diary #6: Councilors

I used a years-of-schooling dataset for education that academic researchers use to fill out the education data, and the U.S. scores among the highest in the world. Probably a better fit for the situation in the United States is the "Agitator" trait, which grants persuasion bonuses in nations with lo...
by johnnylump
Mon Feb 04, 2019 3:59 am
Forum: Long War 2: Strategy
Topic: Officer Leadership Bonus questions
Replies: 14
Views: 4163

Re: Officer Leadership Bonus questions

It's possible but I really don't remember how that's set up and I'd have to spend an hour code-diving to figure it out. Might also only start accumulating from when you turn it on, or only accumulate when you hit a whole number.
by johnnylump
Sat Feb 02, 2019 7:35 pm
Forum: Long War 2: Strategy
Topic: Officer Leadership Bonus questions
Replies: 14
Views: 4163

Re: Officer Leadership Bonus questions

My recollection is that it became way too easy to stack aim and defense from a variety of sources until you were super accurate and invulnerable, so we had to cut somewhere. I'm not entirely sure we ever had both turned on; some options we coded up for future balancing and other modders, but never a...
by johnnylump
Sat Feb 02, 2019 4:17 pm
Forum: XCOM: Long War General Discussion
Topic: The Evergame, UFO #1,000
Replies: 3
Views: 373

Re: The Evergame, UFO #1,000

Well done.
by johnnylump
Fri Jan 25, 2019 7:33 pm
Forum: Long War 2
Topic: Rebel Jobs
Replies: 4
Views: 739

Re: Rebel Jobs

Honestly, we know some of our audience are min-maxxers by nature and our Skype logs would show that we worked on trying to ensure that you couldn't do so by constant fiddly micromanagement of the rebels. :) One problem comes down to the internal limits on how many missions can spawn in a region at a...
by johnnylump
Fri Jan 25, 2019 5:29 pm
Forum: Long War 2
Topic: Rebel Jobs
Replies: 4
Views: 739

Re: Rebel Jobs

Reasoned and well-intentioned feedback like this is always welcome, thanks. I'll move it to the general LW2 forum. For what it's worth, we didn't intend for the resistance jobs / mission timers to be "solvable" or quite so game-able via config-diving. The goal was a push-pull system with some effect...
by johnnylump
Fri Jan 11, 2019 3:27 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #6: Councilors
Replies: 6
Views: 2512

Re: Terra Invicta Dev Diary #6: Councilors

The portraits are animated; we're going for something that looks like a videoconference when you open up your council UI.