Search found 1208 matches

by johnnylump
Fri Mar 26, 2021 10:14 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #14: Ship design
Replies: 36
Views: 84364

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: 5724

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: 16464

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: 16464

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: 16464

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: 20732

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: 24
Views: 81393

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: 4199

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: 36
Views: 84364

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: 4
Views: 20782

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: 36
Views: 84364

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: 8107

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: 36
Views: 84364

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: 6469

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: 6469

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: 14576

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: 16
Views: 68723

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: 17471

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...
by johnnylump
Thu Nov 12, 2020 8:37 pm
Forum: Pavonis Interactive's standalone XCOM 2 mods
Topic: WOTC: Second Wave Plus - Waht is "Stat_Cost=X" ?
Replies: 3
Views: 17471

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

I don't recognize that exact setting from our mods, but my guess is that soldiers with the "not created equally" option turned on "buy" stats and that's their relative cost. So 4 points of aim is valued the same as 1 point of mobility.
by johnnylump
Fri Nov 06, 2020 7:07 pm
Forum: Terra Invicta Development
Topic: Babylon 5 style interceptor style defenses?
Replies: 1
Views: 3396

Re: Babylon 5 style interceptor style defenses?

Habs and ships can mount point-defense weaponry to shoot down incoming kinetics and missiles. Pretty early in the tree, as it happens.
by johnnylump
Fri Nov 06, 2020 7:06 pm
Forum: Terra Invicta Development
Topic: Simple balance question
Replies: 3
Views: 5302

Re: Simple balance question

Yes, habs and Earth regions can build anti-ship defenses.
by johnnylump
Sun Nov 01, 2020 1:43 am
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #14: Ship design
Replies: 36
Views: 84364

Re: Terra Invicta Dev Diary #14: Ship design

Also wanted to say thanks to the Human Reach readers giving the game a look!

I'll add electron beams as a weapon system to explore.
by johnnylump
Fri Oct 30, 2020 2:24 am
Forum: Terra Invicta Announcements
Topic: Terra Invicta Kickstarter has launched!
Replies: 4
Views: 20370

Re: Terra Invicta Kickstarter has launched!

Ended today, $216,000 from more than 4,200 backers. Hit every posted stretch goal; the last one in the last 10 minutes before it ended. We're delighted.