Search found 933 matches

by johnnylump
Sun Nov 18, 2018 7:08 pm
Forum: Long War 2
Topic: Will the Rookie difficulty get harder?
Replies: 2
Views: 22

Re: Will the Rookie difficulty get harder?

We really didn't have a rookie version of the first Long War, unless you did the manual ini-swapping for the "training" configs. For Long War 2 we did try to make the lowest difficulty at least somewhat forgiving.
by johnnylump
Thu Nov 01, 2018 2:19 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #1
Replies: 33
Views: 15385

Re: Terra Invicta Dev Diary #1

More interesting discussion on 'Oumuamua and what an alien arrival might look like to our current science:

https://www.centauri-dreams.org/2018/10/29/on-oumuamua-thin-films-and-lightsails/
by johnnylump
Sun Oct 14, 2018 4:12 pm
Forum: General Discussion
Topic: Game Wisdom Podcast Interview with JL
Replies: 0
Views: 374

Game Wisdom Podcast Interview with JL

I talk with Josh Bycer about the history of Long War and Terra Invicta:

http://game-wisdom.com/podcast/terra-invicta-pavonis-interactive
by johnnylump
Thu Sep 27, 2018 3:24 pm
Forum: XCOM: Long War General Discussion
Topic: Long War: Rebalance. Pavonis?
Replies: 2
Views: 354

Re: Long War: Rebalance. Pavonis?

UCross was one of our most committed playtesters back in the day and designed the Green Fog option in Long War. I know another of our playtesters, Xwynns, has played the Rebalance and speaks very highly of it. He's got some streams of it here: https://www.youtube.com/channel/UCmJ_ggMdRJJ9YRe9dUU3kYQ...
by johnnylump
Mon Sep 10, 2018 5:31 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #5: Nations, Part 2
Replies: 4
Views: 2928

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

Thanks! 1. Yes. This is one of the main things your councilors do. You can gain control of nations via political means, through coup d'etats, and by increasing unrest until the nation has an "organic" (not caused directly by the councilor mission) coup or revolution. When I get into counci...
by johnnylump
Fri Aug 24, 2018 11:28 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #5: Nations, Part 2
Replies: 4
Views: 2928

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

Fair point, and certainly there was no intent to cast dispersion on the Federal Republic of Germany or Italian Republic. :) I meant "non-existent" in game terms; that is, they initially function as regions within the European Union "nation" but can operate as distinct polities if...
by johnnylump
Fri Aug 24, 2018 7:22 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #5: Nations, Part 2
Replies: 4
Views: 2928

Terra Invicta Dev Diary #5: Nations, Part 2

This post will cover internal and external politics in nations. See Part 1 for a basic description of nations and their role in Terra Invicta. International Relations: Relations.png This is a fairly straightforward system governing the relationships between nations. These are things the various fact...
by johnnylump
Thu Aug 23, 2018 7:59 pm
Forum: Long War 2: Bug Reports
Topic: Flamethrowing/burning bug?
Replies: 3
Views: 1011

Re: Flamethrowing/burning bug?

What you describe is neither intended behavior nor a bug I'm aware of. I'd look to any other mods you are using and/or run troubleshooting steps.
by johnnylump
Thu Aug 16, 2018 1:55 pm
Forum: Long War 2
Topic: More missions after 120+
Replies: 5
Views: 1569

Re: More missions after 120+

Yes, that's correct. MaxAlert is a cap on the number of advent legions (Strength); higher than that and the activity won't fire.
by johnnylump
Wed Aug 15, 2018 5:58 pm
Forum: Long War 2
Topic: More missions after 120+
Replies: 5
Views: 1569

Re: More missions after 120+

The config file XComLW_Activities.ini has the various settings that control which alien strategic activities occur at various vigilance and alert levels (alert = Advent strength). The alien activities are what spawn missions.
by johnnylump
Sun Aug 12, 2018 5:32 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #4: Nations, Part 1
Replies: 5
Views: 2600

Re: Terra Invicta Dev Diary #4: Nations, Part 1

Thanks! The encouragement is much appreciated. No word yet on when/how you'll be able to support. We're working off funding we've raised privately and trying to get as much done as possible with that, and we'll weigh our options (publisher, Kickstarter/Fig, or both) when the time comes. 1) Space shi...
by johnnylump
Thu Aug 09, 2018 11:27 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #4: Nations, Part 1
Replies: 5
Views: 2600

Re: Terra Invicta Dev Diary #4: Nations, Part 1

Thanks for your thoughts! I'm pretty happy with the way we determine how many control points there are -- the size of the economy describes how large and complex the country is, and clues the player to the relative power of each nation. Early on, we gave everybody a flat six CPs, but that was too ma...
by johnnylump
Mon Aug 06, 2018 11:09 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #4: Nations, Part 1
Replies: 5
Views: 2600

Terra Invicta Dev Diary #4: Nations, Part 1

Nations on Earth are an important game element that serve as battlegrounds for the alien invaders’ designs on Earth. They are sites of both political and military conflict. Human factions, including the player, will complete to control nations in order to make use of their resources to fulfill thei...
by johnnylump
Thu Jul 26, 2018 9:22 pm
Forum: XCOM: Long War General Discussion
Topic: Long War on Steam??
Replies: 1
Views: 559

Re: Long War on Steam??

Original Long War is on Nexus only.
by johnnylump
Thu Jul 12, 2018 4:47 pm
Forum: Long War 2
Topic: How long until you moved on?
Replies: 17
Views: 2770

Re: How long until you moved on?

Phantom Doctrine is out in a month.
by johnnylump
Sun Jul 01, 2018 7:56 pm
Forum: Long War 2
Topic: 50 aim starting soldiers? how?
Replies: 7
Views: 1334

Re: 50 aim starting soldiers? how?

Those aren't issues I recall seeing, so I'd guess the map mods.
by johnnylump
Sun Jul 01, 2018 1:43 am
Forum: Terra Invicta Development
Topic: How is it going?
Replies: 7
Views: 3669

Re: How is it going?

Yup, yup, I'll get one soon.
by johnnylump
Sat Jun 30, 2018 10:39 pm
Forum: Long War 2
Topic: 50 aim starting soldiers? how?
Replies: 7
Views: 1334

Re: 50 aim starting soldiers? how?

Need to delete them in in \Documents\My Games\XCOM2\XComGame\Config. These will be recreated on your next game start. Beyond that ... are you trying to run any other mods with LW2? Running with our pack mods will cause problems (all the stuff from those mods are in LW2, so you don't need those as we...
by johnnylump
Fri Jun 29, 2018 10:10 pm
Forum: Long War 2
Topic: 50 aim starting soldiers? how?
Replies: 7
Views: 1334

Re: 50 aim starting soldiers? how?

Did you do the delete-your-config files troubleshooting step?
by johnnylump
Sat Jun 02, 2018 4:22 pm
Forum: Modding Long War 2
Topic: Spawning golden path missions
Replies: 2
Views: 408

Re: Spawning golden path missions

I think you have to trigger objectives to do this.
by johnnylump
Mon May 14, 2018 2:25 pm
Forum: XCOM: Long War Troubleshooting
Topic: LW isn't running
Replies: 5
Views: 523

Re: LW isn't running

You might post your steps here so it can help someone in the future.
by johnnylump
Fri May 04, 2018 1:51 am
Forum: Long War 2
Topic: Help! I'm so confused!
Replies: 1
Views: 567

Re: Help! I'm so confused!

You only need the vanilla XCOM 2 with no DLC for Long War 2 to work. LW2 does work with the little DLCs for XCOM 2, but it does NOT work with War of the Chosen. If you have WotC, you can still play LW2; just select the non-WotC version of the game in the launcher.
by johnnylump
Thu May 03, 2018 1:19 am
Forum: XCOM: Long War General Discussion
Topic: Mechtoid > Cyberdisk > Sectopod
Replies: 4
Views: 767

Re: Mechtoid > Cyberdisk > Sectopod

Those were indeed good days. I actually spent a couple of days trying to make a "mortarpod" -- basically a mini-sectopod that only had the rocket artillery launch ability, and not the main gun or the little plasma turret. It was intended to be an overwatch-wall breaker (kinda like real mor...
by johnnylump
Wed May 02, 2018 10:39 pm
Forum: XCOM: Long War General Discussion
Topic: Mechtoid > Cyberdisk > Sectopod
Replies: 4
Views: 767

Re: Mechtoid > Cyberdisk > Sectopod

I remember when threads like this would cause me to add 40 hp and 2 DR to the enemy in question.
by johnnylump
Mon Apr 09, 2018 2:21 pm
Forum: Terra Invicta Development
Topic: Children of a Dead Earth
Replies: 2
Views: 1195

Re: Children of a Dead Earth

I've seen Children of a Dead Earth but not played it. I suspect we're actually drawing from some of the same sources -- the incomparable Atomic Rockets web site chief among them.

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