Search found 1063 matches

by johnnylump
Mon May 10, 2021 1:26 am
Forum: Terra Invicta Development
Topic: Monthly updates on our Kickstarter page
Replies: 0
Views: 261

Monthly updates on our Kickstarter page

Hey everyone,

Since November, we've been posting monthly progress updates on our Kickstarter. They are viewable by anyone. The most recent is here:
https://www.kickstarter.com/projects/te ... ts/3177753.

I'll try to post the links here when we add new updates.
by johnnylump
Mon Apr 26, 2021 10:00 pm
Forum: Terra Invicta Development
Topic: Solar System Map Feedback
Replies: 10
Views: 603

Re: Solar System Map Feedback

Europa looks big because the camera is close to Europa. Jupiter is a large object further away. It's like how a person can look as tall as a skyscraper if the eye seeing them both is in a certain location. I'm giving up on trying to explain it to you with words and pictures. You'll have to wait for ...
by johnnylump
Mon Apr 26, 2021 8:24 pm
Forum: Terra Invicta Development
Topic: Solar System Map Feedback
Replies: 10
Views: 603

Re: Solar System Map Feedback

The pictures are of the primary user interface for selecting and viewing space objects. It shows accurate positions of space objects at a point in time (with the Sun as origin). The icons are intended to provide information content about the space object (asteroid versus planet, plus the presence of...
by johnnylump
Mon Apr 26, 2021 4:38 pm
Forum: Terra Invicta Development
Topic: Solar System Map Feedback
Replies: 10
Views: 603

Re: Solar System Map Feedback

That bottom one is pretty. But also nonfunctional for our purposes; I count about 8 objects portrayed. In TI, the text name for each space body would take up more space than the icon to be legible, and you'd see a mess of words instead of a herd of 40-pixel asteroid icons in the Belt. I may understa...
by johnnylump
Mon Apr 26, 2021 2:53 pm
Forum: Terra Invicta Development
Topic: Solar System Map Feedback
Replies: 10
Views: 603

Re: Solar System Map Feedback

I'm afraid I don't understand what you're asking for. Of course the objects aren't to scale because things are so far apart in the Solar System multiple objects wouldn't be visible on almost any scale in which you could see multiple objects outside a single planetary system; they would resolve to le...
by johnnylump
Fri Mar 26, 2021 10:14 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #14: Ship design
Replies: 30
Views: 13164

Re: Terra Invicta Dev Diary #14: Ship design

Planning two more, space navigation and combat (in that order), but I want navigation more polished in current builds first.
by johnnylump
Sun Mar 21, 2021 9:39 pm
Forum: Terra Invicta Development
Topic: Physical copies?
Replies: 1
Views: 630

Re: Physical copies?

We currently have no plans to distribute via physical media.
by johnnylump
Fri Mar 12, 2021 10:27 pm
Forum: Long War 2: Bug Reports
Topic: LONG WAR 2 Crasing missions
Replies: 6
Views: 865

Re: LONG WAR 2 Crasing missions

There may be some cleanup things you can do to pull a mod from an active campaign, but it's also possible your campaign is reliant on it. I don't know what the tank class is, but perhaps you can continue the campaign if you stop using it on missions (if that's something you can control). If it's an ...
by johnnylump
Fri Mar 12, 2021 8:53 pm
Forum: Long War 2: Bug Reports
Topic: LONG WAR 2 Crasing missions
Replies: 6
Views: 865

Re: LONG WAR 2 Crasing missions

Both of them are showing the game cracking up on: [0177.85] ScriptWarning: Accessed None 'UpgradeTemplate' X2Effect_TankClassLW2CombatDrugs Transient.X2Effect_TankClassLW2CombatDrugs_0 Function TankClassLW2.X2Effect_TankClassLW2CombatDrugs:FindUpgradeItemTemplateName:0111 so I would try removing the...
by johnnylump
Fri Mar 12, 2021 5:08 pm
Forum: Long War 2: Bug Reports
Topic: LONG WAR 2 Crasing missions
Replies: 6
Views: 865

Re: LONG WAR 2 Crasing missions

If you want to attach a log file to this thread, I'll take a look.

I'm going to say it's very likely one or more of those mods. If the log file doesn't answer the question and no one else has posted a fix, about all you can do is remove one mod at a time until it works.
by johnnylump
Sat Mar 06, 2021 2:17 pm
Forum: General Discussion
Topic: Policy on Long War assets, png files and so on.
Replies: 1
Views: 966

Re: Policy on Long War assets, png files and so on.

Are they Long War's assets? Or Long War 2's? Probably best to PM me in detail what you'd like to do.
by johnnylump
Sat Feb 27, 2021 12:27 am
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #2: Factions
Replies: 21
Views: 29940

Re: Terra Invicta Dev Diary #2: Factions

The setting is exclusively in the Solar System.
by johnnylump
Sat Feb 27, 2021 12:23 am
Forum: Terra Invicta Development
Topic: Creative Mode Scenario?
Replies: 1
Views: 553

Re: Creative Mode Scenario?

At the moment some of those are handled through dev console commands. If there's sufficient demand and we have the bandwith, we might put in the hours to develop a proper UI for them, I suppose.
by johnnylump
Wed Feb 24, 2021 11:40 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #14: Ship design
Replies: 30
Views: 13164

Re: Terra Invicta Dev Diary #14: Ship design

Heat sinks "hold" heat until you can expel it via radiators. Heat sinks have no mechanism to remove heat on their own; instead, they allow you to operate for a limited period of time without your radiators extended.
by johnnylump
Wed Feb 24, 2021 2:05 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #15: Music
Replies: 3
Views: 2832

Re: Terra Invicta Dev Diary #15: Music

It is not the last dev diary.
by johnnylump
Thu Feb 11, 2021 2:41 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #14: Ship design
Replies: 30
Views: 13164

Re: Terra Invicta Dev Diary #14: Ship design

Thanks and welcome! 1. Not planned, unless you want to count unrecoverable explosive drones, which we've termed "missiles." 2. Right now engagements assume you are generally matching speeds first. I have a strong sense that high-speed passes will result in mutual suicide by kinetics and no...
by johnnylump
Thu Feb 04, 2021 9:01 pm
Forum: Terra Invicta Development
Topic: Difficulty Settings?
Replies: 3
Views: 892

Re: Difficulty Settings?

A fine question. We don't really have much of an answer yet. There are lots of levers we can use but want the AI playing to its potential before anything else.
by johnnylump
Sun Jan 24, 2021 8:43 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #14: Ship design
Replies: 30
Views: 13164

Re: Terra Invicta Dev Diary #14: Ship design

It's not a Titan.
by johnnylump
Sat Jan 23, 2021 3:18 pm
Forum: Terra Invicta Development
Topic: Faction Dispositions at Game Start
Replies: 4
Views: 1213

Re: Faction Dispositions at Game Start

Launch facilities grant an income in the boost resource. Each control point in the USA gives you a fractional share of the nation's total boost. For Baikonur, we have a Federation mechanic in which federated nations share boost (among other things). Russia is in federation with Kazakhstan (and a few...
by johnnylump
Thu Jan 21, 2021 3:57 pm
Forum: Terra Invicta Development
Topic: Faction Dispositions at Game Start
Replies: 4
Views: 1213

Re: Faction Dispositions at Game Start

On starting assets per faction, the main differences that come to mind are: 1) Starting Councilors. There's some randomness in their generation, but your first two will be guaranteed to have two key missions available to them. 2) Global public opinion seed. These will tend to favor Cooperate (the Ac...
by johnnylump
Mon Dec 14, 2020 1:58 pm
Forum: Long War 2: Bug Reports
Topic: Long war crash at first mission
Replies: 3
Views: 1184

Re: Long war crash at first mission

If you can post your logs I can take a look.

Are you sure you are playing Long War 2 on the base game, and not trying LWOTC on the base game, or the base LW2 on the War of the Chosen?
by johnnylump
Sat Dec 12, 2020 2:06 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #5: Nations, Part 2
Replies: 15
Views: 24780

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

Nothing wrong with the suggestion and it would represent a more precise simulation. It's just a level of granularity that, in the face of all the management tasks for the player (and, critically, the AI!), we determined was a bit too complicated.
by johnnylump
Tue Nov 17, 2020 1:56 pm
Forum: Pavonis Interactive's standalone XCOM 2 mods
Topic: WOTC: Second Wave Plus - Waht is "Stat_Cost=X" ?
Replies: 3
Views: 3313

Re: WOTC: Second Wave Plus - Waht is "Stat_Cost=X" ?

Again, I can't speak for WOTC, but we had a system where soldiers randomly "buy" and "sell" stat points to give them different stats but overall have the same aggregate capability. I presume those numbers are how much buying and selling a point in a given stat cost. The stat rang...