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by johnnylump
Thu Feb 22, 2018 6:49 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #3: Resources
Replies: 16
Views: 627

Re: Terra Invicta Dev Diary #3: Resources

Forgive me for asking a stupid question as I know this was likely written in bold letters somewhere, but is this going to be a multiplayer game? Are there any plans to create a trading system between factions? And lastly, will conflict between factions involve ground units or purely political press...
by johnnylump
Wed Feb 21, 2018 3:53 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #3: Resources
Replies: 16
Views: 627

Re: Terra Invicta Dev Diary #3: Resources

- What ballpark are you aiming how long a single (successful) campaign should take? ~10 hours? ~50 hours? ~200 hours? Probably not 200. You'd have to be crazy make a game that long :p We've got some targets for this, but it's also something we can move around a little more easily than you might exp...
by johnnylump
Mon Feb 19, 2018 7:09 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #3: Resources
Replies: 16
Views: 627

Re: Terra Invicta Dev Diary #3: Resources

Ah, right, so you'll be building habs on and around various Solar System bodies. The ones with mines will contribute to the common pool, which any of your other habs can draw from. (Or, possibly, we require you to build a hab module that retrieves resources from the common pool). The tricky part abo...
by johnnylump
Mon Feb 19, 2018 4:11 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #3: Resources
Replies: 16
Views: 627

Re: Terra Invicta Dev Diary #3: Resources

Thank you for reply. As a softcore Xcom2 vanilla player, I usually only have to keep track of supply, intel and soldier status. Other resources usually won't be playthrough-breaking problem when I follow strategy guide, and don't need constant management. In LW2, producing and managing weapons and ...
by johnnylump
Fri Feb 16, 2018 6:42 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #3: Resources
Replies: 16
Views: 627

Re: Terra Invicta Dev Diary #3: Resources

As it happens, one of my deep temptations is to add more space resources, so we can break out stuff like alkali metals, deuterium, helium-3 and other materials that are interesting from a space development and warfare perspective. That also leads to more tradeoffs in deciding where to build (and sei...
by johnnylump
Fri Feb 16, 2018 2:44 am
Forum: Long War 2
Topic: How to get a 12 man squad?
Replies: 8
Views: 377

Re: How to get a 12 man squad?

If it's not in the same folder as XComMissions.ini then you've been modding the wrong file.
by johnnylump
Thu Feb 15, 2018 8:28 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #3: Resources
Replies: 16
Views: 627

Re: Terra Invicta Dev Diary #3: Resources

As an aside, I went through and updated each nation's democracy score today in our configs and realized real-world events are conspiring to make the game a little harder. Our source is the Economist's Democracy Index, which published its 2017 figures recently, and many, many countries dropped from t...
by johnnylump
Thu Feb 15, 2018 8:18 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #3: Resources
Replies: 16
Views: 627

Terra Invicta Dev Diary #3: Resources

top_bar.png Pictured here is most of the "top bar" of the Terra Invicta UI, with the major strategic resources depicted. Starting at the dollar-looking symbol and going left to right, they are: * Money: Has a variety of uses, such as building stuff to put into space and buying orgs (organ...
by johnnylump
Thu Feb 15, 2018 2:38 am
Forum: Long War 2
Topic: How to get a 12 man squad?
Replies: 8
Views: 377

Re: How to get a 12 man squad?

In XCom_DefaultInfilitrationSettings.ini, make sure you've got these lines:

[LW_Overhaul.XComGameState_LWSquadManager]
MAX_SQUAD_SIZE=12
by johnnylump
Wed Feb 14, 2018 9:12 pm
Forum: Terra Invicta Development
Topic: How is it going?
Replies: 4
Views: 265

Re: How is it going?

I owe you guys a dev diary, at least, and will try to get one out soon. Thanks for sticking with us in the meantime. We had some angel investors come along so we're able to produce a meaningful chunk of the game, which we're doing now. Some stuff works, some stuff looks like it works but doesn't, an...
by johnnylump
Sun Feb 04, 2018 7:16 pm
Forum: XCOM: Long War General Discussion
Topic: Research Reports
Replies: 2
Views: 116

Re: Research Reports

XComStrategyGame.INT. The ones we didn't change would be in the vanilla files. Our new ones are in the mod's version, line 3200 or so.
by johnnylump
Fri Jan 26, 2018 3:59 pm
Forum: Long War 2
Topic: Faceless Percentage
Replies: 5
Views: 264

Re: Faceless Percentage

XComLW_Outposts.ini, line 9 & 10

DEFAULT_FACELESS_CHANCE=0.16f ; Initial chance [0.0 = never, 1.0 = always] of a new rebel being faceless
MAX_FACELESS_PROPORTION=0.32f ; Faceless typically won't generate if they are more than this proportion of a Haven's population
by johnnylump
Mon Jan 15, 2018 5:30 pm
Forum: XCOM: Long War General Discussion
Topic: Sequential overwatch
Replies: 6
Views: 423

Re: Sequential overwatch

Hmm, you're right. I think you should pack everything in src into a .jar file -- but I'll ping Amineri to come on here and clarify. On the interceptor agg/bal/def implementation, the UI stuff (the buttons) was modded in Flash by XMarksTheSpot. I have no idea how he did what he does, but if you want ...
by johnnylump
Thu Jan 11, 2018 7:48 pm
Forum: XCOM: Long War General Discussion
Topic: Sequential overwatch
Replies: 6
Views: 423

Re: Sequential overwatch

Applause. Here's the tool we used to change function sizes:

https://github.com/Amineri-R/upk-modder
by johnnylump
Wed Jan 10, 2018 3:49 am
Forum: Long War 2: Bug Reports
Topic: Help!! Crash Long War 2 When i put Geoscape (Mid Game :S) Steam
Replies: 6
Views: 285

Re: Help!! Crash Long War 2 When i put Geoscape (Mid Game :S) Steam

I got nothin' beyond normal troubleshooting steps, sorry. Way too many possibilities with all those mods.
by johnnylump
Mon Dec 25, 2017 7:07 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #1
Replies: 32
Views: 7495

Re: Terra Invicta Dev Diary #1

Haven't sent out anything yet (costs money to do so, so want to wait until there's something substantive to announce)
by johnnylump
Wed Dec 20, 2017 3:41 pm
Forum: Long War 2
Topic: Announcement regarding LW2+WotC
Replies: 70
Views: 38491

Re: Announcement regarding LW2+WotC

well that is a true great shame... i've bought the first xcom and hadn't played until i heard of LW... played and it made it a better game than it could ever been... even better with the enemy within expansion... same feeling with the xcom2... i can't even begin to fathom playing it without LW2... ...
by johnnylump
Wed Dec 20, 2017 3:16 pm
Forum: Long War 2
Topic: *Help* - How can I turn off yellow alert free shots
Replies: 2
Views: 423

Re: *Help* - How can I turn off yellow alert free shots

In the file XComLW_Overhaul.ini, line 190 through 199, set all of these to zero: ; Controls how frequently a scampering alien will receive an extra action point when they activate on their own turn while in yellow alert. This uses the yellow action table. REFLEX_ACTION_CHANCE_YELLOW[0]=0.0 REFLEX_AC...
by johnnylump
Fri Dec 15, 2017 3:31 am
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #2: Factions
Replies: 12
Views: 2371

Re: Terra Invicta Dev Diary #2: Factions

Travel on Earth is effectively instantaneous. All the players assign orders to their councilors simultaneously at specific points in time. (Currently is once a month.) Once all the orders are in, the actions are resolved in a set order. It's a bit like a worker-placement mechanic in board games. The...
by johnnylump
Fri Dec 15, 2017 2:45 am
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #1
Replies: 32
Views: 7495

Re: Terra Invicta Dev Diary #1

I might have missed this somewhere, what game engine(if any) are you planning to work with and what language will your code be utilizing? Will this be a Uscript or are you using UE4 or Unity instead? I imagine at some point you might be outsourcing code help [on specific projects] to meet personal ...
by johnnylump
Thu Dec 14, 2017 12:14 am
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #2: Factions
Replies: 12
Views: 2371

Re: Terra Invicta Dev Diary #2: Factions

While we're planning some interfaction diplomacy, if we do it right, those kind of situations could emerge organically. Resist benefits from Escape investing in space programs, while Escape benefits from Resist delaying what they see as the inevitable alien victory.
by johnnylump
Mon Dec 11, 2017 6:25 pm
Forum: Long War 2
Topic: Long War 2 is a finalist for Best Mod in PCGamer's "Games of the Year" awards
Replies: 4
Views: 670

Long War 2 is a finalist for Best Mod in PCGamer's "Games of the Year" awards

http://www.pcgamer.com/nominees-pc-gamer-goty-2017/

Thanks for everyone's support. Wouldn't have made this list without a great group of players.

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