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by johnnylump
Thu Jul 12, 2018 4:47 pm
Forum: Long War 2
Topic: How long until you moved on?
Replies: 10
Views: 330

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: 528

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: 6
Views: 1873

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: 528

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: 528

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: 146

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: 254

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: 336

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: 368

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: 368

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: 844

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.
by johnnylump
Sat Apr 07, 2018 12:08 am
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #2: Factions
Replies: 19
Views: 6394

Re: Terra Invicta Dev Diary #2: Factions

Nice. I like the back-handed compliment to Julian Gollop: yeah we have the Phoenix Project but in our version they just run away... Sigh. I swear this is a case of convergent creativity; I go for nods to other properties that are a little more subtle than that. Maybe I oughta run a contest for a re...
by johnnylump
Fri Apr 06, 2018 10:13 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #3: Resources
Replies: 29
Views: 5753

Re: Terra Invicta Dev Diary #3: Resources

So one of my goals for Terra Invicta is to let players explore the strategic geography (or, more accurately, strategic astrography) of the Solar System, so we're using actual orbital elements and other characteristics of various planets and interesting asteroids. That means coming up with mining pro...
by johnnylump
Wed Apr 04, 2018 3:41 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #3: Resources
Replies: 29
Views: 5753

Re: Terra Invicta Dev Diary #3: Resources

What will begin to obsolete boost is your ability to build a self-sustaining space economy; that is, you can build your ships and habs from stuff you mine in space.
by johnnylump
Mon Mar 12, 2018 3:07 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #3: Resources
Replies: 29
Views: 5753

Re: Terra Invicta Dev Diary #3: Resources

In an earlier iteration of the design we had separated out a nation's research score from an engineering score, but did away with that as too fiddly. The current design largely tracks back to GDP, with research set by several additional factors -- education, democracy, unrest and a concept called 'c...
by johnnylump
Wed Mar 07, 2018 6:36 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #2: Factions
Replies: 19
Views: 6394

Re: Terra Invicta Dev Diary #2: Factions

The factions correspond directly to the ideologies. And, yes, they've got better names. At the moment, they are: Humanity First The Resistance The Academy The Peacekeepers The Initiative The Phoenix Project The Servants I'll let you match those to ideologies :). This may not be the final versions or...
by johnnylump
Thu Mar 01, 2018 9:33 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #3: Resources
Replies: 29
Views: 5753

Re: Terra Invicta Dev Diary #3: Resources

We are coding in C#. We may be looking at a dev hire soon.
by johnnylump
Thu Mar 01, 2018 9:29 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #2: Factions
Replies: 19
Views: 6394

Re: Terra Invicta Dev Diary #2: Factions

We're developing in Unity and C#, but my discussion of the term "human" above wasn't really a reference to some problem in the code, just more in how we communicate about the game.
by johnnylump
Thu Feb 22, 2018 6:49 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #3: Resources
Replies: 29
Views: 5753

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: 29
Views: 5753

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: 29
Views: 5753

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: 29
Views: 5753

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 ...

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