Search found 973 matches

by johnnylump
Sun Jul 21, 2019 4:41 pm
Forum: Long War 2: Bug Reports
Topic: Crash to desktop with new .NET runtime 4.7.2 (SOLVED - corrupt savegame)
Replies: 7
Views: 736

Re: Crash to desktop with new .NET runtime 4.7.2 (SOLVED - corrupt savegame)

There's no common thread between these errors. It's a generic error message.

The last part of Launch.log suggests errors in Robojumper's Squad Select.
by johnnylump
Thu Jul 18, 2019 5:24 pm
Forum: Long War 2
Topic: How to reset assigned soldier skills in save files
Replies: 4
Views: 98

Re: How to reset assigned soldier skills in save files

I looked at the code that handles respec times and it should be working. LW2 added a multiplier for respeccing that adds time for each rank the soldier has, but 0 times that modifier should still of course be zero. Are you sure you modded the right version of the file? Should be here: \Steam\steamap...
by johnnylump
Wed Jul 17, 2019 8:43 pm
Forum: Long War 2
Topic: How to reset assigned soldier skills in save files
Replies: 4
Views: 98

Re: How to reset assigned soldier skills in save files

You might have an easier time using the AWC's respec option. You should be able to make it free and take no time via ini modding, then fix your troopers, then return the AWC to normal values.
by johnnylump
Wed Jul 17, 2019 12:25 am
Forum: Terra Invicta Development
Topic: How's the game doin'?
Replies: 3
Views: 276

Re: How's the game doin'?

Many thanks. We're still exploring various publishing options, so there's no Kickstarter as this very moment. But I think we'll decide really soon which direction we're going. Stay tuned.
by johnnylump
Sun Jul 14, 2019 9:31 pm
Forum: Terra Invicta Development
Topic: How's the game doin'?
Replies: 3
Views: 276

Re: How's the game doin'?

Still pre-alpha, although the list of things to get to alpha is getting shorter. Don't have any information on release right now.
by johnnylump
Mon Jun 03, 2019 1:57 pm
Forum: Long War 2: Bug Reports
Topic: A potential mistake?
Replies: 2
Views: 201

Re: A potential mistake?

I had to dig into some code I haven't looked at in a few years, but the upshot is this: The "SoldiersLostAlienHitChanceAdjustment" variable only has the power to turn a hit the aliens rolled into a miss. It can't create hits out of misses, no matter what the config settings are. It exists to (silent...
by johnnylump
Fri May 10, 2019 4:57 pm
Forum: Studio matters
Topic: Join the Pavonis Discord!
Replies: 2
Views: 359

Join the Pavonis Discord!

As we get closer to making some announcements, we're broadening ways for players to stay in touch. Join our discord here to chat with other fans, Long Warriors and devs:

https://discord.gg/XBVqMZU
by johnnylump
Mon Apr 29, 2019 9:11 pm
Forum: Terra Invicta Development
Topic: An Idea
Replies: 4
Views: 529

Re: An Idea

Thank you for your thoughts.

If you haven't seen it, I think you'd really like the film Edge of Tomorrow.
by johnnylump
Sat Apr 27, 2019 12:06 am
Forum: Off-topic
Topic: The Passage of Stars?
Replies: 11
Views: 25901

Re: The Passage of Stars?

Thanks for your interest. The only way to get a paperback is via Amazon (the novel is on their print-on-demand service), but you can get digital versions in several formats on this site: https://www.smashwords.com/books/search?query=john+lumpkin Various e-readers have PC and Android versions of thei...
by johnnylump
Fri Apr 12, 2019 11:08 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #5: Nations, Part 2
Replies: 7
Views: 6501

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

The problem, I think, is within the mechanics we already have -- control points, alliances, regions, national policies -- there wouldn't be much more game by creating some kind of game element that's not quite a nation as we've defined it. Between the EU, NATO and the ESA, I think the game-relevant ...
by johnnylump
Fri Apr 05, 2019 4:39 pm
Forum: Terra Invicta Development
Topic: Brainstorm: Alien Motivation
Replies: 59
Views: 28770

Re: Brainstorm: Alien Motivation

Comments are always welcome!

You're right that we have had to engineer a plausible storyline for why they have to ramp up their capabilities in the Solar System. I can't really give our explanation without spoiling too much of the game.
by johnnylump
Fri Apr 05, 2019 4:31 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #8: Councilor Missions
Replies: 0
Views: 1601

Terra Invicta Dev Diary #8: Councilor Missions

Councilor Missions In Terra Invicta, councilor missions are a key way to advance your faction’s goals. Periodically, the game enters an assignment phase, and time is frozen while while all factions assign their councilors to a mission and a target for that mission. Targets can be other councilors, r...
by johnnylump
Mon Mar 25, 2019 11:22 pm
Forum: Long War 2: Bug Reports
Topic: Crash in Skyranger Post-mission
Replies: 7
Views: 435

Re: Crash in Skyranger Post-mission

In pulling mods, just do one at a time. If they say it's LW2 tested then I'd move it down the list. FWIW, the last errors in the log are [0271.99] Warning: Warning, Unable to load package (C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\1200679870\Content\VindictusMaleHair.upk) Packag...
by johnnylump
Mon Mar 25, 2019 10:26 pm
Forum: Long War 2: Bug Reports
Topic: Crash in Skyranger Post-mission
Replies: 7
Views: 435

Re: Crash in Skyranger Post-mission

If you want to dig out your log files in C:\Users<user name>\Documents\My Games\XCOM2\XComGame\Logs and post links here I'll try to take a look. The _logfile.log from the crash folder or the launch.log if it's from your most recent play should have some clues. Beyond that, about all I can suggest is...
by johnnylump
Wed Mar 20, 2019 5:59 pm
Forum: Long War 2
Topic: FL UFO Cooldown
Replies: 8
Views: 731

Re: FL UFO Cooldown

Whatever is on the Workshop / Nexus for 1.5 is "official." The version on my HDD, which is supposed to be the same as what you download from the workshop, has it at 15 days. @Redsky, if you want to extend the game, that's certainly one of the numbers you want to go after. I had a recent PM suggestin...
by johnnylump
Wed Mar 20, 2019 2:16 pm
Forum: XCOM: Long War General Discussion
Topic: What parts of the Config folder should I look at to make Proxy Mines stupidly OP like in b14?
Replies: 3
Views: 304

Re: What parts of the Config folder should I look at to make Proxy Mines stupidly OP like in b14?

I'm pretty sure the prox mine behavior is hard coded, sorry. - iRange is the distance you can throw or shoot something - iReactionRange is the max distance you will shoot your primary weapon when you are on overwatch. No effect on other weapons. The only time we used this was to limit the reaction r...
by johnnylump
Wed Mar 20, 2019 1:46 am
Forum: XCOM: Long War General Discussion
Topic: What parts of the Config folder should I look at to make Proxy Mines stupidly OP like in b14?
Replies: 3
Views: 304

Re: What parts of the Config folder should I look at to make Proxy Mines stupidly OP like in b14?

DefaultGameCore.ini, line 2009 Weapons=( strName="", iType=eItem_MecProximityMineLauncher, ABILITIES[0]=eAbility_MEC_ProximityMine, ABILITIES[1]=0, ABILITIES[2]=0, ABILITIES[3]=0, ABILITIES[4]=0, ABILITIES[5]=0, Properties[0]=eWP_Mec, Properties[1]=eWP_Secondary, Properties[2]=eWP_NoReload, Properti...
by johnnylump
Mon Mar 18, 2019 11:42 pm
Forum: Long War 2
Topic: Question about Buckets and mini-retals
Replies: 2
Views: 350

Re: Question about Buckets and mini-retals

So I dug out some old code and try to recall how it worked. It looks like the following: * Specific job buckets are local to a region and are filled as resistance members are detected doing that job, regardless of how many resistance members there are doing it there. After a mini-retal of the matchi...
by johnnylump
Sun Mar 17, 2019 12:30 am
Forum: Modding Long War 2
Topic: How to change number of shots for Technical Gauntlet rocket and flamethrower?
Replies: 1
Views: 293

Re: How to change number of shots for Technical Gauntlet rocket and flamethrower?

The stats for the technical gear are in XComGameData_WeaponData.ini, line 1289. The I think the ICLIPSIZE is the number of rockets ... I think.

Flamethrowers are in XComLW_SoldierSkills.ini, line 110
by johnnylump
Sat Mar 16, 2019 1:19 pm
Forum: Long War 2: Bug Reports
Topic: Avenger Won't Move
Replies: 2
Views: 240

Re: Avenger Won't Move

Yes, I respond to the posts I know the answer to. No, I don't know anything about the issue you are running into, so all I can recommend is the usual troubleshooting steps.
by johnnylump
Sun Mar 10, 2019 9:41 pm
Forum: Long War 2
Topic: Pre- invasion supply raid detection
Replies: 2
Views: 349

Re: Pre- invasion supply raid detection

An alien activity won't start before the conditions to start it are fully met. The activity here is composed of two sequential missions, so the first mission (the supply mission) won't begin until the 8-strength minimum is hit.
by johnnylump
Sun Mar 03, 2019 2:56 pm
Forum: Long War 2
Topic: How to tune down the number of haven infiltration attacks
Replies: 5
Views: 616

Re: How to tune down the number of haven infiltration attacks

I'm also a little unclear on what you are after. If you want to reduce Faceless infiltrating your havens and the number of missions, reduce the following values in XComLW_Outposts.ini: DEFAULT_FACELESS_CHANCE=0.16f ; Initial chance [0.0 = never, 1.0 = always] of a new rebel being faceless MAX_FACELE...
by johnnylump
Sun Mar 03, 2019 2:38 pm
Forum: XCOM: Long War General Discussion
Topic: Editing alloy plating tactical description.
Replies: 10
Views: 853

Re: Editing alloy plating tactical description.

I believe it's this: m_aItemTacticalText[eItem_ReinforcedArmor]="<Bullet/> Confers <XGAbility:NanoFiberHealth/> extra health\n<Bullet/> Weight: 1" It's line 5361 in XComGame.int. It's reading in the bonus value from the game config, so searching for the "2" won't work. In XComGame.esn, it's line 5987.
by johnnylump
Wed Feb 13, 2019 8:16 pm
Forum: Terra Invicta Development
Topic: Terra Invicta Dev Diary #7: Public Opinion
Replies: 0
Views: 2176

Terra Invicta Dev Diary #7: Public Opinion

Short diary this go-round focusing in on a particular mechanic. Still planning another one on councilor missions soon. Public Opinion regarding the aliens is an important factor in Terra Invicta. With news of the alien arrival reaching every corner of the globe, the people of Earth’s nations form a ...
by johnnylump
Tue Feb 12, 2019 10:06 pm
Forum: Long War 2
Topic: The infestation Dark Event....
Replies: 2
Views: 543

Re: The infestation Dark Event....

One way to mod them would be to go into XComMissions.ini and do a text search on "DarkEvent_InfiltratorChryssalid" which is attached to all the encounter schedules in which that dark event is relevant. I should note that's something like 900 individual entries. Maybe some creative search-and-replace...